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NINJA GRENINJA

NINJA GRENINJA Greninja - CinderaceHealer4966304

Updated Nov 10, 2023
Substitute
Substitute
Water Shuriken
Water Shuriken
Smokescreen
Smokescreen
LeftoversSp. Atk. SpecsChoice Specs
Substitute
Water Shuriken
Smokescreen
Leftovers
Sp. Atk. Specs
Choice Specs
1Votes
Add Fav
Attacker Any Lane

VERY GOOD BUILD

Build Path

<Substitute

SubstituteFirst Pick

Manifest a distraction.

<Water Shuriken

Water Shuriken

Damage. HP Vamp. Slow. Increases your movement speed.

<Smokescreen

Smokescreen

Invisible. Movement Speed up. Attack boost. (+)Increased Attack upon reveal.

<Waterburst Shuriken

Waterburst ShurikenUNITE

AOE damage and Slow. Then AOE damage. Displacement. Then: Dash.

Leftovers

Leftovers

When not in combat, recovers 1% of your HP every second.

Sp. Atk. Specs

Sp. Atk. Specs

Permanently increases Sp. Attack upon scoring a goal.

Choice Specs

Choice Specs

Increases the damage of moves. More Sp. Atk results in more damage.

Stat Boosts

HP+160
Leftovers
HP Regen+6
Leftovers
HP Regen OOC+2%
Leftovers
Sp. AD+55
Sp. Atk. Specs
Choice Specs

Sp. Attack (Upon Goal)

Guide

Battle Bond Greninja is an extremely powerful cleaner thanks to its great STAB moves, wonderful coverage, and solid Special Attack and excellent Speed, which are boosted to astronomical levels the first time it KOes an enemy. After Battle Bond activates, Greninja can outpace threats that are already considered very fast, including Choice Scarfers like Enamorus and Sneasler and Booster Energy users like Iron Valiant, Walking Wake, and Iron Moth. Hydro Pump is extremely powerful, always OHKOing uninvested Kingambit after Battle Bond activates and having a significant chance to OHKO it with just Tera Water while at worst 2HKOing much of the tier with both Battle Bond and Tera Water active, but Surf is a more consistent alternative; Greninja will need to rely more on entry hazard support to secure OHKOs against threats like the aforementioned Kingambit, but it is still more than capable of OHKOing many offensive threats with Battle Bond and Tera Water active. Grass Knot rounds out Greninja's coverage by OHKOing Tera Water Garganacl and opposing Greninja with Battle Bond active, having a high chance to OHKO Hisuian Samurott after Stealth Rock even without Battle Bond active, and 2HKOing Dondozo. Water Shuriken can pick off weakened faster threats like +1 Iron Valiant, Unburden Sneasler, Choice Scarf Enamorus, and +1 Great Tusk, and in a pinch it can act as insurance against greatly weakened threats like Dragapult. With a Modest nature and rain support from Pelipper, it also OHKOes Iron Valiant after Stealth Rock with a Battle Bond Boost as long as it hits at least three times, which makes up for the loss in Speed from foregoing a Timid nature. Water Shuriken also helps deal with Kingambit's Sucker Punch, which can otherwise greatly threaten Greninja if it has been weakened or shed its Dark resistance with Tera Water. Ice Beam, on the other hand, reliably handles Water-resistant threats like Dragonite, Amoonguss, Rillaboom, Meowscarada, and Tera Grass Galarian Slowking.

Battle Bond Greninja greatly appreciates entry hazard support from Ting-Lu, Glimmora, and Hisuian Samurott to wear threats down over the course of a game; for instance, enabling it to KO Kingambit with Tera Water Surf and take out Amoonguss more easily once Battle Bond is already active. Moreover, the chip damage from entry hazards can help wear down faster threats like Booster Energy Iron Valiant Choice Scarf Enamorus, putting them into Water Shuriken range. In that vein, Gholdengo is another excellent teammate due to its ability to prevent hazard removal; it can also use its powerful STAB moves alongside Choice Specs or a Nasty Plot boost to wallbreak and wear down the opposing team, allowing Greninja to finish the job. Other powerful offensive threats like Iron Valiant and especially Kingambit greatly appreciate Battle Bond Greninja's ability to break past various threats like Corviknight, Dondozo, Great Tusk, Heatran, and Landorus-T to assist their late-game sweeps; in return, they

Works Well With

Cinderace

Cinderace is a good offensive pivot thanks to its high Speed, decent Attack, and wide coverage that gains a STAB boost thanks to Libero each time it enters the field. Pyro Ball is its most reliable move, as it can hit hard while preserving Libero. Sucker Punch gives Cinderace a means to hit faster Pokemon such as Choice Scarf Gholdengo and Dragapult super effectively. Alternatively, Gunk Shot can be run to OHKO Iron Valiant and Hatterene while preserving the team's ability to Terastallize. Court Change is an extremely useful move, as it can provide hazard control that is unaffected by Gholdengo's Good as Gold while also stealing Light Screen and Reflect from hyper offensive teams; however, Cinderace can choose to run High Jump Kick instead to hit Dark-types such as Roaring Moon and Ting-Lu harder as well as inflicting more damage against Pokemon that resist Pyro Ball like Garchomp and Garganacl. Tera Fire is the Tera type that Cinderace wants to utilize in order to maximize Pyro Ball's damage, giving it the ability to, with an Adamant nature, OHKO Corviknight after Stealth Rock. It also helps Cinderace hit bulkier targets like Hatterene and offensive Great Tusk, especially if it isn't running Gunk Shot or High Jump Kick. A Jolly nature is preferred to augment Cinderace's role as a fast pivot, allowing it to outspeed Iron Valiant, Iron Moth, and Iron Treads. However, an Adamant nature can be run instead to increase its damage output.

Cinderace works best on balance and bulky offense teams, providing utility and entry hazard control while simultaneously exerting offensive pressure. Defensive Water-type Pokemon like Toxapex, Rotom-W, and Dondozo can all sponge Water-type attacks while taking neutral damage from Rock- and Ground-type moves, with the exception of Toxapex. In turn, Cinderace can match up well against wallbreakers such as Dragapult, Iron Valiant and Meowscarada, which can all cause difficulties for the aforementioned Water-types. Ground-types that provide entry hazard support such as Garchomp, Great Tusk, and Ting-Lu make it easier for Cinderace to check threats with Stealth Rock and Spikes, especially if it is running an Adamant nature. Dragapult, Gholdengo, and Iron Valiant pair well with Cinderace, as they can eradicate foes that wall it such as Great Tusk, Dondozo, and Rotom-W. Similarly, Dragonite and Kingambit can check Pokemon such as Hatterene and Skeledirge, which can both cause issues for Cinderace. In return, Cinderace can provide hazard control for all of these partners and help them come in the field more safely without having to worry about chip damage from entry hazards.

Gardevoir

https://www.pokemonunite.gg/build/11101/gardevoir-swoledivoir
check that out for more info

Mewtwo

Mewtwo is a niche wallbreaker by courtesy of its access to Nasty Plot and usable Speed stat letting it outspeed Pokemon like Arceus and most Eternatus variants. Its ability to dismantle common defensive Pokemon, like most Arceus formes, and discourage Pokemon like Zacian-C from switching in, makes it a very hard Pokemon to deal with defensively.
However, Mewtwo's Speed stat leaves it outsped by common Pokemon like Zacian-C, Koraidon, Miraidon, and Flutter Mane, all of which can heavily damage, if not outright OHKO, it.
Grass Knot hits Mewtwo's biggest roadblock in Ting-Lu for massive damage.
Flamethrower retains the hit on Zacian-C and Tera Steel Clodsire for big damage while also damaging other Tera Steel Pokemon like Giratina-O.
Taunt allows Mewtwo to stop Defog attempts from the likes of Giratina-O and Corviknight while also denying recovery attempts from Skeledirge and Arceus formes. Moreover, Taunt also permits Mewtwo to antilead Ribombee and deny its Sticky Web, being one of the few Pokemon that can accomplish this without losing an important chunk of HP in the process.
Earth Power can be used instead to greatly damage Zacian-C, Skeledirge, and tera Steel Pokemon like Clodsire.
Tera Steel allows Mewtwo to resist both of Zacian-C's STAB moves while also resisting Extreme Killer Arceus's Extreme Speed, which is particularly important, as Extreme Killer Arceus is a very common offensive answer to Mewtwo.
Heavy-Duty Boots allows Mewtwo to ignore entry hazards like Spikes and, most importantly, Toxic Spikes. Leftovers can be used instead as Mewtwo's only form of recovery. Lastly, Life Orb can be used to greatly increase Mewtwo's damage output, allowing it to have a favorable chance of OHKOing Ting-Lu after a Nasty Plot. A Modest nature can be used to ensure Mewtwo OHKOes Ting-Lu and Extreme Killer Arceus at +2 and works best on Sticky Web teams, as on them Mewtwo doesn't mind the loss in Speed and can break holes in teams more easily.
It is advised to get Mewtwo on the field via smart double switches or U-turn from teammates like Koraidon, as per its underwhelming defensive typing, it doesn't get many opportunities to freely switch in. Once in the field, Mewtwo should dish out as much damage as possible or use Nasty Plot to break important Pokemon, like Calm Mind Arceus formes. Against faster foes without pivoting moves like Zacian-C, Mewtwo can freely Terastallize into a Steel-type to resist both of its STAB moves and hit back hard with an Earth Power or Flamethrower.
Mewtwo struggles against faster foes, like Zacian-C, Koraidon, and Flutter Mane. Because of this, Pokemon like Landorus-T, Skeledirge, and Clodsire make for good partners. Landorus-T and Clodsire in particular help Mewtwo by spreading entry hazards, allowing it to net some KOs that it would normally miss, such as against Arceus-Steel, a Pokemon that now gets OHKOed by a +2 Flamethrower after a single layer of Spikes.

Boost Emblems

Bulbasaur
green
Ivysaur
green
Venusaur
green
Squirtle
blue
Wartortle
blue
Blastoise
blue
Growlithe
red
Jynx
bluepurple
Seadra
blue
Horsea
blue
Green

+1% Sp. Atk

Blue

+8% Defense

  • Sp. Atk 18
  • HP -90
  • Defense -6
  • Attack -1.2
  • Crit% -0.3
  • Sp. Def -9

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