National Dex Click Buttons Offense w/mega Lopunny

edit: aaand I still can't figure out how to make titles bold.
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Quick Attack
- Return
- High Jump Kick

Magearna-Original @ Choice Specs
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 Atk
- Volt Switch
- Focus Blast
- Flash Cannon
- Fleur Cannon

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Thunder Wave
- Scald
- Future Sight

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 176 Def / 80 Spe
Jolly Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Nature's Madness

Cinderace @ Choice Band
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Zen Headbutt
- High Jump Kick
- Pyro Ball


This is my first serious attempt at a nat dex team, built around using using defensive pivots slowbro and tapu fini to get my powerful choice item attackers the chance to fire off their moves. The team has no boosters and two of the three attackers are choice locked, but I've still had a lot of success by overwhelming people with the raw power of 130 base power stabs coming off 600+ attacking stats, followed by lopunny's incredibly fast cleanup.


lopunny-mega.gif

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Quick Attack
- Return
- High Jump Kick

Lopunny is my mega of choice, and is here to prevent the team being overrun by faster offense (especially dragon dance users). Lopunny's stab combination is incredible (everything that resists return is hit super effectively by high jump kick), and lopunny outspeeds basically everything but dragapult. Fake out is an incredible move made better by stab and scrappy, and return is the only real option for normal stab. I prefer high jump kick to close combat as you'll be outspeeding almost everything so the return attack would be boosted by close combat's defense drop, and scrappy mostly negates the drawback of HJK (your opponent switching to ghost and forcing the crash damage). The last slot is more flexible, and I've tried a lot of things; drain punch helps a lot in long games, especially if your opponent is trying to wear you down with rocky helmet chip, power up punch lets you boost one of your attackers, but I've settled on quick attack for revenge killing dd dragapult and scarf dracovish, as well as annihilating mega beedrill in the 1v1.

Lopunny is easily the most important member of the team; generally the other mon's main job is to put out damage until everything on the enemy team is in fake out + return range.



magearna-original.gif

Magearna-Original @ Choice Specs
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 Atk
- Volt Switch
- Focus Blast
- Flash Cannon
- Fleur Cannon

Specs Magearna, the "haha fleur cannon go brrrr" pokemon. Fleur cannon is incredibly difficult to switch into, 2 hit ko'ing even most resists. Often an opponent will have only one pokemon which can realistically switch into this absurd attack, usually a steel type or toxapex. Focus blast allows you to punish a steel switch in and volt switch crushes pex. I have flash cannon for the case where I want to sweep late game with soul heart boosts (which this set is not very good at taking advantage of otherwise). Basically every time magearna gets in, your opponent has to take a 50/50 or worse chance of losing a mon, either to a stupidly powerful fleur cannon or to a coverage move (volt switch won't ko on it's own, but allows you to get massive tempo with one of the team's other "just get me in" pokemon). The fact that I've seen people deal with this on a regular basis by sacking something to the first fleur cannon and then switching to magnet pull magnezone (at the cost of about 70% of that mon's health) is a testament to the absurd power of this move.
The original form is a purely asthetic choice; though it is technically weaker, I've never seen a magearna hit itself in confusion and foul play still does trivial damage.


slowbro.gif

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Thunder Wave
- Scald
- Future Sight

Regenerator + teleport is a perfect combination for this team, and slowbro is the best physical wall with access to that combo. Slowbro's main job is to come in on a physical attacker and immediately teleport out to whichever of my offensive mons deals with it, but it can also threaten out certain targets (most notably lando-t) on it's own, and spread status with scald and t-wave. Paralysis is particularly devastaing on mid-speed mons who will no longer outspeed even the plodding magearna, or on very fast mons that could previously outrun cinderace. Future sight is my only real walbreaking tool, as none of my mons have boosting moves. Against defensive pivoting, my play is generally future sight -> teleport to magearna or cinderace -> click a 130 power attack. Very few things want to take a banded pyro ball and a 100 sp. attack future sight in the same turn.
Slowbro is also my only real check to scarf dracovish; thunderwave paralysis completely neuters that mon, which otherwise tears through my entire team. The minus speed nature and iv's allow me to underspeed many trick room sweepers, and there's literally nothing in the meta that slowbro can outspeed, so I don't see a real drawback.


garchomp.gif

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 176 Def / 80 Spe
Jolly Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage

As good as slowbro is at pivoting in my dangerous pokemon, it's typing and limited offensive presence give it an unfortunate weakness to teams that give it a taste of it's own medicine with volt switch and u-turn, both hitting super effectively. Garchomp is responsible for covering that weakness. Ground typing negates volt switch and physical defense, rough skin, and rocky helmet combine to make u-turn hurt the user more than the target. You may notice this is my only ev spread which isn't naiive (I just copied it from the strategy dex, it outspeeds base 80 attackers). Stealth rock is a really good move, and garchomp threatens out enough things that it finds plenty of opportunities to set them up. Even totally uninvested, garchomp's attack is high enough that it's stab earthquakes and outrages have to be respected. Fire blast is here to deal with corviknight and ferrothorn, but mainly because I couldn't think of any really valuable use for this last slot.


tapufini.gif

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Nature's Madness

Tapu fini is my specially defensive pivot, which also checks status users. Defog is my only hazard control, which is needed on a team with no boots, no levitate, and no flying types. Rocks alone aren't too bad, but if my opponent starts stacking spike or toxic spikes the defog becomes crucial. Moonblast and scald are stab attacks that let me put pressure on whatever I pivoted in to check, and natures' madness is great for taking a chunk out of anything that tries to switch in; almost nothing at 50% continues to check my choice attackers, and many offensive mons can be put into lopunny range by this single attack from a defensive mon.

Overall, though, tapu fini is probably the mon I'm least comfortable with. The fact that both my defensive pivots are weak to electric (and grass) often comes back to bite me, as garchomp has very limited longevity; I sometimes have to start using magearna as my switch in to thunderbolt, which puts my team on a serious clock. That said, I don't know what else can fill the role of hazard control + special tank + status blocker. One thing I've considered is a specially defensive excadrill, maybe with assault vest, who's typing blocks two of the most common kinds of status (poison and paralysis).


cinderace.gif

Cinderace @ Choice Band
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Zen Headbutt
- High Jump Kick
- Pyro Ball

Everyone knows what cinderace does; it's a fast libero attacker that uses it's incredible coverage to outspeed and put moderate offensive pressure on almost everything. Except when it's an adamant choice band attacker that 2hko's tyranitar with pyro ball (after stealth rock damage). Adamant band cinderace fills a similar roll to specs magearna, throwing out devastating attacks with no reliable check. It's also a sweeping threat, as even adamant cinderace still has a quite respectable 337 speed, and even resists don't want to take two hits from it's banded attacks. There are basically two targets in the meta that can tank both pyro ball and high jump kick; toxapex and slowbro. Banded stab u-turn deals 60-70% to max defense slowbro, meaning it can't check cinderace repeatedly with regenerator healing, and zen headbutt likewise forces out toxapex (70%-83% to 252/252 bold pex)

Obviously, there are drawbacks to not using the standard cinderace spread. Stealth rock puts serious pressure on your switches, and this all-out attacker doesn't carry court change. Adamant cinderace is also outsped by other fast mons, although I've found this to be less of a problem than I expected. Finally, choice band doesn't play nice with sucker punch, meaning my cinderace has no priority. Fortunately, lopunny is possibly the best priority user in the tier, which makes up for this some.



I've had a lot of success with this team, reaching 1500 on the ladder (which is high for me, I'm bad), but I have very little experiance in the nat dex meta, so I don't really know how to refine it. This team excels against bulky and balanced offense teams that it can tear apart with powerful attacks. It currently struglles with stall, as I have no real recovery and no boosters to threaten full defensive mons like gliscor and blissey. I have actually done well against hyper offense, but suspect this is because they were piloted poorly on the low ladder; if they can pressure enough to prevent a defog from ruining their setup, they would roll me, but I've often been able to get tapu fini in to undo their hard work.

In terms of specific strengths, this team preys on offensive megas like beedrill and medicham, as well as greninja (either ability) and landorus.

Threats:
dracovish.gif

Scarf vish outspeeds the entire team and ohko's most of it. If slowbro goes down without paralyzing or at least burning it it's pretty much gg; your only chance is to wear it down with repeated fake outs (sacking a teammate each time) which is very difficult if your opponent just switches out of lopunny, or to catch it with a powerful hit on the switch.

tapukoko.gif

Tapu koko is fast and it's typing terrifies this team. Garchomp is the only reliable answer to fast electric attacks, and it gets shredded by dazzling gleam (or hidden power ice, which every mon in the entire meta seems to run). Fortunately it's relatively frail; your best answer to this is to repeatedly hit it on the switch with scald or moonblast (or basically any move from your actual offensive mons, who it can't switch into at all).

gliscor.gif

Gliscor beats all my physical mons 1v1, and it's rapid healing through roost and poison heal make it difficult to wear down like the team is designed to. It's also hard to pressure with magearna, as gliscor's earthquake is not appreciated even through her natural bulk. Substitute sets (with either swords dance or toxic) are very frustrating and difficult to deal with. Future sight or catching a switch are your only real options against a well-played gliscor.


I'm new to both teambuilding in general and nat dex in particular, so any advice or refinements would be appreciated!
 
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use cc on lop as hjk doesn't do much. CB on cinderace doesn't do much here as you already have a breaker so I would make ace hdb and replace zen headbutt for gunk to threaten clef and fini more. Another thing is that slowbro doesn't seem to fit here as it doesn't provide much on this team because future sight isn't that helpful as you have fini plus chomp for the pex mu, the only thing it really does here is check dracovish.

Some changes I would do for team members are seismitoad for slowbro and remove chomp as seismitoad provides rocks and a dracovish switch in on one slot. For the new slot I would put assault vest tang to handle koko and spamming hp ice beats gliscor.Something your team kinda struggles against is pult as it is almost guarrenteed one kill the thing I would say is to never allow it to get a sub up.

Also use this fini set

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 12 SpA / 56 SpD / 192 Spe
Calm Nature
- Moonblast
- Scald
- Knock Off
- Defog
 
use cc on lop as hjk doesn't do much. CB on cinderace doesn't do much here as you already have a breaker so I would make ace hdb and replace zen headbutt for gunk to threaten clef and fini more. Another thing is that slowbro doesn't seem to fit here as it doesn't provide much on this team because future sight isn't that helpful as you have fini plus chomp for the pex mu, the only thing it really does here is check dracovish.

Some changes I would do for team members are seismitoad for slowbro and remove chomp as seismitoad provides rocks and a dracovish switch in on one slot. For the new slot I would put assault vest tang to handle koko and spamming hp ice beats gliscor.Something your team kinda struggles against is pult as it is almost guarrenteed one kill the thing I would say is to never allow it to get a sub up.

Also use this fini set

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 12 SpA / 56 SpD / 192 Spe
Calm Nature
- Moonblast
- Scald
- Knock Off
- Defog

Hey Chemical, thanks for the feedback! I've actually had very little trouble with dragapult, as the entire team puts out enough offensive pressure it can't afford to dance or sub, and it's unboosted attacks are not strong enough to OHKO much of my team. I do like the idea of adding seismitoad as a dracovish switch and defensive rocker; honestly this team never should have had garchomp in the first place, I was just excited to slap on a famous nat dex mon.

Do you mind explaining your proposed fini set? What things are you outspeeding with 192 ev's, and does the 56 spdef hit some important threshold?
 
Ok hi, and welcome to Nat Dex! I have a few suggestions for your team.

The Mega Lop set you have there is the one that was used pre-DLC, as it now has access to Close Combat, which is much less risky than HJK, and U-turn, which is nothing short of a god-send for it, as it makes it much less unreliable against balance. So I suggest U-turn replaces Quick Attack, in addition to the Close Combat change.

While Magearna is still a decent mon in Nat Dex OU, its Specs sets are rather rare due to facing a great deal of competition, being too prediction-heavy and struggling with common threats like SpD Heatran and Mega Scizor. Instead, I'd like to suggest:
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Freeze-Dry
- Ice Beam
- Draco Meteor
Specs Kyurem is one of Mega Lop's premier partners, due to it being able to prey on many mons that Lop U-turns on, such as Slowbro, Toxapex, and other bulky walls Mega Lop cannot break. Freeze Dry really has taken this mon to another level. Here's a replay of the two in action:
https://replay.pokemonshowdown.com/gen8nationaldex-1152214357

Your Slowbro set is mostly fine if you decide to keep it, just a couple of tweaks. Heavy-Duty Boots over Leftovers allows Slowbro to pivot in and out without worrying about hazard chip or Toxic Spikes, and Slack Off over Thunder Wave to allow it consistently check Cinderace and Dracovish.

You haven't got a Z-move user at present, so Rockium Z Garchomp is a much better call.
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Stone Edge
- Earthquake
Especially for an offensive team, the ability to force Stealth Rock up against pretty much every hazard remover in the tier is appreciated. A +2 Continental Crush leaves very little standing. Dragon STAB isn't really required unless you have a crippling Hydreigon weakness or something. In the event you decide to replace Garchomp, Lando-T, any Heatran, or even potentially Teleport Blissey make good Rockers.

Next, Fini. I mostly agree with Chemical's set, with a couple of exceptions. 16 Def EVs can be used to live Hawlucha's +2 Acrobatics from 94% before KOing back with Moonblast, and be aware that a few more Spe EVs can be added for speed creep reasons, as Modest Heatran is one of the most common benchmarks in the metagame.

Lastly, the Cinderace set. You could replace this with something else, but as it stands you lack a real wincon other than hoping everything eventually folds to Mega Lop clicking STABs. If you have the Z move spare, Bulk Up Darkium is well worth looking into:
Cinderace @ Darkinium Z
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Sucker Punch
- High Jump Kick/Pyro Ball
- Gunk Shot (you don't need Zen Headbutt thanks to Future Sight)
Other good wincons that can use this slot are Volcarona, Ghostium DD Dragapult, SD Gliscor, or even Ash-Greninja.

Best of luck!
 
Ok hi, and welcome to Nat Dex! I have a few suggestions for your team.

The Mega Lop set you have there is the one that was used pre-DLC, as it now has access to Close Combat, which is much less risky than HJK, and U-turn, which is nothing short of a god-send for it, as it makes it much less unreliable against balance. So I suggest U-turn replaces Quick Attack, in addition to the Close Combat change.

While Magearna is still a decent mon in Nat Dex OU, its Specs sets are rather rare due to facing a great deal of competition, being too prediction-heavy and struggling with common threats like SpD Heatran and Mega Scizor. Instead, I'd like to suggest:
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Freeze-Dry
- Ice Beam
- Draco Meteor
Specs Kyurem is one of Mega Lop's premier partners, due to it being able to prey on many mons that Lop U-turns on, such as Slowbro, Toxapex, and other bulky walls Mega Lop cannot break. Freeze Dry really has taken this mon to another level. Here's a replay of the two in action:
https://replay.pokemonshowdown.com/gen8nationaldex-1152214357

Your Slowbro set is mostly fine if you decide to keep it, just a couple of tweaks. Heavy-Duty Boots over Leftovers allows Slowbro to pivot in and out without worrying about hazard chip or Toxic Spikes, and Slack Off over Thunder Wave to allow it consistently check Cinderace and Dracovish.

You haven't got a Z-move user at present, so Rockium Z Garchomp is a much better call.
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Stone Edge
- Earthquake
Especially for an offensive team, the ability to force Stealth Rock up against pretty much every hazard remover in the tier is appreciated. A +2 Continental Crush leaves very little standing. Dragon STAB isn't really required unless you have a crippling Hydreigon weakness or something. In the event you decide to replace Garchomp, Lando-T, any Heatran, or even potentially Teleport Blissey make good Rockers.

Next, Fini. I mostly agree with Chemical's set, with a couple of exceptions. 16 Def EVs can be used to live Hawlucha's +2 Acrobatics from 94% before KOing back with Moonblast, and be aware that a few more Spe EVs can be added for speed creep reasons, as Modest Heatran is one of the most common benchmarks in the metagame.

Lastly, the Cinderace set. You could replace this with something else, but as it stands you lack a real wincon other than hoping everything eventually folds to Mega Lop clicking STABs. If you have the Z move spare, Bulk Up Darkium is well worth looking into:
Cinderace @ Darkinium Z
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Sucker Punch
- High Jump Kick/Pyro Ball
- Gunk Shot (you don't need Zen Headbutt thanks to Future Sight)
Other good wincons that can use this slot are Volcarona, Ghostium DD Dragapult, SD Gliscor, or even Ash-Greninja.

Best of luck!


Hey theotherguy, thanks for the advice! I'm a little confused by your comment about magearna, as one of the things I've been loving about it is that it destroys heatran; focus blast on the switch brings even 176+ spdef heatran to less than 20%, easilly in range to be ko'd on the next switch by any of magearna's attacks (usually even fleur cannon if heatran doesn't have leftovers).

As I said, I've really been waffling on lopunny's fourth slot, and I've seen what you're talking about with the struggle against balance, so I'll make the switch to u-turn. I also like the garchomp set; I was using something like this from the strategy dex at first, but had a lot of difficulty getting use out of it, probably because I'm a little too stall-minded and was new to running an offensive team.

I'm not as confident, though, regarding the cinderace changes. Few teams have anything that can switch into all of hkj (or close combat), pyro ball, and u-turn, and each time I can force the coin toss is often a win condition, as once corviknight, slowbro, or their physical wall of choice goes down cinderace can get a ko every time it comes in. I'm sure that a bulk up set would be good, but I think the band works quite well also, and I'm not sure it would be the same team without the strongest breaker.

That said, thanks so much for your input! I'll definitely try out the changes you recommended.
 
Hey theotherguy, thanks for the advice! I'm a little confused by your comment about magearna, as one of the things I've been loving about it is that it destroys heatran; focus blast on the switch brings even 176+ spdef heatran to less than 20%, easilly in range to be ko'd on the next switch by any of magearna's attacks (usually even fleur cannon if heatran doesn't have leftovers).
That's because your set is missing Trick, which is Specs Magearna's best move by common consensus. Trick lets it cripple anything it can't otherwise beat, like a pink blob. The issue comes when you try and consider what to drop for it. Fleur and Volt Switch are givens, so you have to choose between a consistent STAB in Flash Cannon and the coverage offered by Fighting moves or Ice Beam. Those who don't run Fighting moves struggle with Heatran like I mentioned, but relying on Fleur Cannon for otherwise neutral targets like Clefable, Lando-T and miscellaneous Assault Vest mons isn't ideal, and makes you much more vulnerable to the common strategy of scouting Choice lock with a Regenerator mon. Plus, Focus Miss doesn't get its name for nothing...
As I said, I've really been waffling on lopunny's fourth slot, and I've seen what you're talking about with the struggle against balance, so I'll make the switch to u-turn. I also like the garchomp set; I was using something like this from the strategy dex at first, but had a lot of difficulty getting use out of it, probably because I'm a little too stall-minded and was new to running an offensive team.
A basic roadmap to Garchomp:
1. Are you threatened by what's in front of you? If not, go to step 5.
2. Are you faster than what's in front of you? If not, switch out, assuming you have a reasonable switch-in.
3. Do the value of Rocks exceed the value of Chomp remaining alive? If so, use Stealth Rock now.
4. Can you threaten what is in front of you? If not, switch out, assuming you have a reasonable switch-in.
5. Is the opposing Defogger in front of you? If so, go to step 7.
6a. Is the opposing Defogger alive and likely to switch in?
6b. Is your Z-Crystal intact?
Yes+yes=Use Swords Dance now. Yes+no=either Stealth Rock or try and hit the Defogger on the switch-in.
No+yes=You are happy. Use Stealth Rock or Swords Dance if there's something else Garchomp can hit. No+No=Use Stealth Rock now.
7. Are you are at +2 and is your Z-Crystal is intact? If so, +2 Continental Crush now.
8. Inflict the maximum damage possible to the Defogger without wasting your Z-Crystal on a non-kill.
This is a massive simplification of course, but I think you should get the idea. +2 Z-move on the Defogger, win the hazard war by default.
I'm not as confident, though, regarding the cinderace changes. Few teams have anything that can switch into all of hkj (or close combat), pyro ball, and u-turn, and each time I can force the coin toss is often a win condition, as once corviknight, slowbro, or their physical wall of choice goes down cinderace can get a ko every time it comes in. I'm sure that a bulk up set would be good, but I think the band works quite well also, and I'm not sure it would be the same team without the strongest breaker.
Banded Cinderace appears good at first glance because of how much damage it does, but it requires massive amounts of hazard control to get the best out of it, and when your coverage is your greatest strength, locking into one move is somewhat counterintuitive. Heavy-Duty Boots is the default set for being able to use U-turn without consequence, and force not just one coin toss, but 2-3 in a row where Cinderace can cripple the threat in front of it each time. And if it can't, it uses its absurd speed to U-turn to safety. It's worth noting that many of Cinderace's obvious checks are weak to U-turn, so being able to U-turn them every time they switch into it is pretty huge.
The chief idea of the Bulk Up Z-move set is it preys on the tendencies of Cinderace's usual checks to setup. For instance, Toxapex likes to fish for poisons on Cinderace with Baneful Bunker. That's not such a good idea when Cinderace can use the resulting free turn to setup! Sucker Punch allows it to dispatch faster threats that come in on a Bulk Up expecting to force a hard switch out of the Boots set. Hippowdon counts on being able to cripple Cinderace with Earthquakes, but a +1 Def Cinderace that can change type at will is surprisingly bulky! Oh, and a +1 Z-move makes these checks regret being born. Obviously it can't go on the same team as Z-move Chomp, but the Boots set is well worth a try:
Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Gunk Shot
- Zen Headbutt
- U-turn
 
Hiya EllipticalReasoning! Really nice team! I am a huge fan of Mega Lopunny and I feel it is incredibly effective in the metagame as well and I feel this team has a ton of potential, however, I feel your team is lacking in a few areas which is exactly what I want to get into before optimising this team and maximising its full potential!

Team issues

So the first issue that comes to mind when I look at this team is a complete lack of a Ground resist or immune, this is already a big red flag, because some of the best, most prominent Pokemon in the metagame are Ground-types. Garchomp, Landorus-T as well as Gliscor all being incredibly common in the metagame, and from the get go, your team massively struggles with handling any of them, especially opposing Garchomp, because after a Swords Dance, it simply beats everything on your team considering that your Garchomp is not max speed, so you need Mega Lopunny in order to deal with opposing Garchomp effectively and that's not really ideal. I also want to fix some of these sets since some of these sets are pretty suboptimal for the current metagame, so with that out of the way, let's begin!

Major Changes

:magearna: :corviknight:

So I decided to change Magearna for a few reasons, but the main one is mainly due to the fact that this team desperately needs a Ground immune, otherwise it is very easily pressured by very common Ground-types, and what better one to use than Corviknight! I find this Pokemon to be a great fit onto this team not only because its an excellent Pokemon or the fact that it is a Ground immune, but also the fact that it is the most reliable Defogger in the metagame right now, it doesn't lose to common rockers like Clefable or Garchomp, and its able to check Pokemon like Tangrowth, Mega Lopunny, and especially Rillaboom, which I find that other than Magearna, your team doesn't have a suitable Grass resist, and Corviknight is incredibly good at the job because it has recovery, so Rillaboom shouldn't be a problem in the long-term.

Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Roost
- U-turn
- Defog

:tapu-fini: :blissey:

Now that we have a Defogger on this team, a better one might add, I don't think there is really any need to keep Tapu Fini, as it will just overlap with Corviknight on this team. However, this team does need an Ash-Greninja answer, hence Blissey. Blissey is a super cool Pokemon in the metagame because of how well it fits on Balance and Bulky Offensive builds because of Heavy-Duty Boots, so it doesn't really care about hazards, and thus, Ash-Greninja's Spikes. This is very good for this team because it can use it for momentum so you can bring in something like Cinderace or Garchomp, who are this team's ways of dishing out offense in return. Overall I feel Blissey is a better option over Tapu Fini here because its also an Ash-Greninja answer, that also has longevity and utility in slow pivotting and status spreading depending on the move, which can be either Thunder Wave or Toxic, but I feel Thunder Waveis more appropriate for this team.

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Teleport
- Thunder Wave
- Soft-Boiled

That does it for the Major Changes, now for the Set Changes, however this time I am just going to summarise them.

Set Changes

:lopunny-mega:

So the first change is pretty simple, but I suggest Close Combat over High Jump Kick on Mega Lopunny. Close Combat is a much more reliable option as you don't need to risk a miss while still being almost as strong as High Jump Kick. And this suggestion is more optional, but I suggest U-turn over Quick Attack here, since it allows it to pivot out of unfavourable matchups, such as Toxapex and Corviknight, however you can keep Quick Attack if you struggle against Dragapult.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Close Combat
- Return
- U-turn

:slowbro:

As for Slowbro, I feel Heavy-Duty Boots is a much better item compared to Leftovers because of the fact that it negates hazard damage, which is important as Spikes are incredibly potent in this metagame, and Slowbro struggles the most against multiple hazards on the field, and with Heavy-Duty Boots, Slowbro is a much more effective defensive pivot, and I also suggest Slack Off over Thunder Wave on Slowbro to keep itself healthy against physical attackers and allow it to check them more easily.

Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off
- Teleport

:garchomp:

Garchomp is your main Stealth Rocker, so because of this, instead of making this defensive, we are going to make this offensive instead. So Offensive Stealth Rock is a much better set, this is because of how it is able to easily set up rocks against a large portion of the metagame while still being able to be incredibly threatening on its own, Z-Move Chomp beats Zapdos, Gliscor, Heatran, Corviknight and Landorus-T if you want examples. Rockium Z is the best choice in my opinion because it hits both Zapdos and most importantly, Corviknight, which Dragonium Z cannot do, therefore being a more consistent option overall.

Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Earthquake
- Stealth Rock

:cinderace:

Choice Band Cinderace is incredibly mediocre in the metagame, it is very easy to wear down and it is easy to play around depending on the move it locks into, despite the power, Choice Band Cinderace is a poor option overall, therefore, Heavy-Duty Boots Cinderace is the most ideal option for this team. Despite the lower power, it is much harder to wear down and just as hard to pivot into, especially since this time it can switch up moves, which gives it more opportunities to both take advantage of and beat the opposing team more consistently.

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Zen Headbutt
- Gunk Shot

Final Team

:lopunny-mega: :corviknight: :slowbro: :garchomp: :blissey: :cinderace:

and there we have it! i hope my suggestions helped you and if you have any questions feel free to ask me! have a good day! :blobthumbsup:
 
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