This is going to be a more refined argument as the last one was kind of sloppy (and not enough!)Kyosuru Jets said:EDIT: removed grass usertag LOL
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I understand your points, but there are a couple of things I'd like to point out:
Can't copy anything because I'm on mobile but Band Wild Charge has a 53.6% chance to OHKO Muk-Alola ( or at least the OU Assault Vest spread, which is the one I think you used for your calcs), so that has to be taken into account. It counters the special set, though.
Band Tapu Koko is left with an even smaller movepool and has checks of its own, and contrary to what I said before, alolan muk isnt quite a counter to Tapu Koko (thanks to the guys who told me that one)
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I understand your points, but there are a couple of things I'd like to point out:
Ninjask isn't really comparable to Tapu Koko as a) Tapu Koko is viable and Ninjask is not and b) there is no type that resists both of Tapu Koko's STABs, unlike Ninjask. I agree that speed alone doesn't make a Pokemon broken but it is something to be taken into account when discussing Tapu Koko.
I only made the Ninjask argument as a statement of the relative unimportance of speed alone, and proceeded to address the other factors of Tapu Koko.
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I understand your points, but there are a couple of things I'd like to point out:
Fair enough, but Tapu Koko's movepool covers what it needs to IMO. It's not really Tapu Koko's movepool that's being emphasized here but its unpredictability. Also I would say Landorus-T is only a real threat to Electric, not Fairy.
I would argue that unpredictability stems from the size of it's movepool and the moves in it.
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I understand your points, but there are a couple of things I'd like to point out:
Another fair point, but I never said Grass Knot completely wins versus Ground, it just helps. And I disagree that if a team can deal with Electric, it can deal with Tapu Koko. Well, first off, to deal with Electric, you would have to deal with Koko. Second, if you mean Electric types other than Koko, than that is not necessarily true. For example, standard Grass doesn't have to change much to deal with Electric, but after Cradily and Ferrothorn are removed Flyinium Z Brave Bird Tapu Koko can easily clean.
At the grass statement, that is because ferrothorn and cradily are the mons that deal with electric and flying stab, save mega venu. If anything, I would say that is where the pro for Tapu Koko lies; its ability to take out Mega venusaur. However, when stating "Any team that is built to handle electric can handle Tapu Koko", that insinuates using the mons that handle electric, including ferrothorn and cradily. Past that, you are addressing Grass's general weakness to flying STAB, which is by no means remarkably special nor unique to Tapu Koko. All the mon does is prey on this already prevalent weakness, such that Scizor breaks Ice.
First off, just because Band Tapu Koko does not have many options does not mean that it is not a viable set that shouldn't be prepared for. Yes, Band Tapu Koko does have checks on its own. However, the problem with Tapu Koko's unpredictability is that teams have to be able to check multiple variants of Tapu Koko in order to deal with it. Of course there is a very limited pool of Pokemon that can actually do this. One example is Lanturn, but I can't think of any others at the top of my head at the moment. Tapu Koko is thus extremely limiting to teambuilding. Although sometimes it is easy to see what set Tapu Koko is, if the opponent plays Tapu Koko right, than you could lose your only Tapu Koko check (as in the case that you send Alolan-Muk into Tapu Koko and get OHKOed, or you send in Venusaur-Mega only to be hit with Brave Bird / Supersonic Skystrike). Some matchups like Dark have to rely on niche picks like Scarf Greninja in order to beat Tapu Koko, which is a huge problem. And it's not just one type, it is almost every single type. As I've stated before, Tapu Koko pressures basically every single type, and even matchups that shouldn't be a problem for the opposing type (think Grass, Dragon, and Ground) have trouble with Tapu Koko. Grass can have trouble with Band, Dragon has trouble with Dazzling Gleam + HP Ice, and Ground can have trouble with Grass Knot + HP Ice (not as notable as the other two but still worth mentioning).
And speed is an important factor. As I've stated before, speed alone isn't the reason to suspect Tapu Koko. However its amazing speed tier and high damage output make it very difficult to handle. Its speed is the main reason why Tapu Koko is so threatening to offensive cores and offense in general. Of course Scarfers are going to be able to outspeed Tapu Koko; that's their job. But is important to note that there are notable Scarfers under 71 speed, and that Tapu Koko still outspeeds. But if you are using a Scarf Pokemon that is a base 70 or less (e.g. Magnezone) than suddenly you're revenge killer is invalidated. And although this isn't that good of an example as Tapu Koko can't do much except run HP Ground, this becomes much more relevant if you are using something like Scarf Pelipper. Although there aren't many viable ones it's better than nothing.
And, although the Grass statement was more of an example, Ferrothorn is not too difficult to beat with HP Fire and Cradily is not hard for Electric or Fairy to remove. Tapu Koko does not just 6-0 teams. The problem with Tapu Koko is that it is amazing at pressuring teams throughout the game and eliminating threats, and simultaneously creating opportunities for its teammates. Every Pokemon takes advantage of a type's weaknesses, that's basically what the game of Monotype is about. However, I am not saying that Tapu Koko is broken because it can beat grass teams with Brave Bird. What I am saying is that because Tapu Koko creates new weaknesses to teams, not just exploiting ones teams have already had, Tapu Koko is a threat. Not many teams are prepared from the get-go to deal with the vast amounts of sets Tapu Koko has. And although it is a toss-up between coverage options Tapu Koko can suit its coverage to fit its team. For example in your first post you mentioned that HP Ice makes you lose to Ferrothorn while HP Fire makes you lose to Landorus-T. However, this is not relevant as Ferrothorn and Landorus-T will never be on the same team and so HP Ice Tapu Koko will have partners who can deal with Tapu Koko and vice versa. Tapu Koko's customizability along with its ability to support its team extremely well makes it more of a weakness creator than a weakness exploiter for most types.
I forgot to mention a couple of points in my previous post, so let me run over them. Tapu Koko is very threatening to offensive cores as I have said before, and it is very pressuring to teams that rely on offensive cores (e.g. Fighting). These teams had the ability to deal with fast Pokemon, but these Pokemon such as Mega-Aerodactyl or Mega-Beedrill are not common Pokemon you'd find most of the time. Tapu Koko, however, is S-ranked on two top-tier types and was in the top 10 usage on every ladder last month. Tapu Koko gives you a completely different standard of fast, powerful wallbreaker. It has extremely powerful STAB Thunderbolts, is not one dimensional, and can pivot into other team members. It has the ability to beat common Electric resists. Tapu Koko condenses a cleaner and wallbreaker into one slot, and can still hold an item, unlike most Megas that do this. This, along with the points I have made in my previous posts, is why I believe Tapu Koko should be suspected.
tl;dr: Tapu Koko is good.