XY OU Hydraulic Pressure (Mega Lopunny Team, peaked 1595)

Hello everyone, I'm the Grim Garchomp, and it has been a while since my last RMT. Been really happy getting tons of Xmas gifts from my relatives (Diablo 3, COD AW, Shadow of Mordor, Dark Souls 2, and more) and playing, until one boring day after playing some Shadow of Mordor and slaying Gurim the Slaver(just started :P), I remembered Showdown. Then scrolling through the megas, I saw one mega that caught my eye, which then I built a team around and called it a day. JUST JKING, here's the RMT!

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Chuck (Lopunny) (M) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Heal Bell
- Healing Wish

Here we have the star of the show, the pressure pokemon, my physical sweeper, my nuke, and the first part of my Hydraulic Pressure core, it's Chuck the Lopunny!! With's it's crazy high speed, Chuck pretty much outspeeds everything, save a few like Mega Sceptile or Mega Beedrill. He also has some nukes up his sleeves in the form of High Jump Kick and Frustration. Before Chuck Mega Evolves, I gave him the ability Limber to screw around with Thundurus and T-Wave Ferrothorn and the like, allowing me to OHKO them without attaining my mega form. The EVs for Chuck give Chuck the speed and power to be the speedy pressure the opponent would hate. If you dont like it, I can suggest a bulkier spread
(96 HP / 252 Atk / 4 Def / 156 Spe) for living a few hits, but I prefer the first EV spread for one reason and one reason only: CroCune. With the bulkier spread, Crocune gets 3HKOd by HJK with Mega Lopunny, and when it's RestTalking I do not like taking my chances on a surprising Scald, but with the spread I now use, I can 2HKO it after rocks, killing it on the switch. The moveset is also pretty simple, with Frustration and High Jump Kick being the STAB nukes of Chuck, Ice Punch for dragons, Lando-T and flying types, and Healing Wish is to revive a weakened powerhouse that could turn the tide of battle. To summarize, Chuck is my powerhouse nuke wallbreaker Easter death bunny that punches down all counters to my other pokemon, allowing the other team members to clean up. Changed Ice Punch to Heal Bell to deal with Mega Ebol-eye better and to help my worry lines from Will-o-Wisps and Toxics disappear.

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Easter (Azumarill) @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

With Greninja gone to fight the monsters of pokemon known as the Uber tier(he shall be missed ;-;), I needed a new water type that could live hits, synergize with Chuck, and own ass, while dealing with some counters. And thanks to my homie Gimmick, he suggested an awesome pokemon that could eat through teams while being my Great Wall of Fuschia. Introducing my physical sweeper, my special tank, and destroyer of bronies like yucky Keldeo, Easter the Azumarill!! Easily one of my favorites, and one of the pokemon that pulled me through the campaign of X/Y and winning me tons of ladder battles, I have the experience to say this thing is a total beast. Pairing with Chuck (ultimate bunny power! #EASTER4DAYZ) and eating up them Mach Punches and scarfed Secret Swords from the king brony, while being a bastard to Mega Ebol-eye(the pokemon nickname of the year, tops. I need them Oscars), Easter was the next best thing I could get after my dear Warrior. The EVs give Easter steroids, cracking the opponent's...SHELL! HAHAHAH! EGGSHELL JOKE! GG COMEDY! But on the more serious note, it also reduces the damage Easter takes from hazards like Stealth Rocks, being a complete hard-ass to the enemy and living with 1% HP after hazard damage, while giving Easter enough special bulk to feign 252 HP EVs. The moveset is very standard, with Aqua Jet giving Easter revengekilling capabilities, Play Rough being a super STAB and killing all fighting types giving Chuck a hard time, Waterfall being the main STAB of Easter, killing stuff Aqua Jet could not, and Knock Off to screw with Gengar, Chansey, and scarfers on the switch. With Easter on the way, it is only fitting for this bad egg to start his path of destruction(SEE THE BAD EGG PUN! WOOT!).


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AimBot (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

From my past RMTs comes the first part of my slow VoltTurn to help pressure the opponent and give Chuck or Warrior a free switch in to stress out the opponent. Introducing (for like the 4th time in my RMTs) AimBot, my physical wall and my birdspam killer. To allow Chuck and Warrior to use their 'Hydraulic Pressure' combo, I first have to check their threats. One obvious threat written in thick bold letters (used with Lopunny blood O_o) was Talonflame and his birdspam crew. To check the birdspam while having a slow VoltTurn was a perfect criteria for AimBot. His EVs are simple, with 44 speed EVs to outspeed Azumarills and enough defense and HP EVs to minimize Stealth Rock damage. The moveset is very standard, with Hydro Pump being the STAB to take a dump on Landorus-T and Talonflame, Volt Switch is for momentum and to fulfill AimBot's criteria of being a slow VoltTurner, Will-o-Wisp is to screw with physical sweepers like the aforementioned Landorus-T, and Pain Split for a nice surprise when the opponent thinks he can take down the electrical appliance of doom. Nothing really much more to say about this guy, so on to the next pokemon!

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Santa (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower

As the second part of my slow VoltTurn, my fairykiller(DIE scarfed gardevoirs! you think you can kill Chuck?!) and my physical nuke is Santa the Scizor!! Another threat to Chuck are fairies, most notably scarfed Gardevoir, due to them outspeeding the death bunny. As such, I needed a fast steel type while at the same time, have a slow VoltTurn. Seems impossible, am i right? However, Santa fits the criteria for one reason: Technician Bullet Punch. While being slow for a nice U-Turn into pressure power, Bullet Punch always goes first, allowing Santa to check and counter those fairies easily without having to tank anything. The EVs is really simple, with 248 HP EVs to minimize Stealth Rock damage, max attack to nuke, and the remaining EVs into SpDef to tank special attacks better. The moveset is also very standard, with U-Turn to pair with AimBot up there, Bullet Punch for fairy hunting, Knock Off to screw with Chansey and scarfers, and Superpower for Magnezone and opposing steels, also to screw around with Roost Skarmorys (fun times <3). To summarize, Santa may be coming to town, but his gift will be your PokeMart bill..when you finish buying Revives and Hyper Potions after he's done with your Pokemon.

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Crack (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Although I am not doing Landorus-T anymore in all of his waffle-powered glory, I am still using a picture of a waffle because all the good pictures of Gengar that I can find are too darn small (LIKE YOUR MOM! OHHHHHHHH!!). Also, this is what ur pokemon will be when Gengar is done with you. Anyways, introducing Crack, my Megabro killer, my Megagross killer (if the retard pokemon player decides to follow the half-assed set of Megagross on the smogon pokedex and NOT run Bullet Punch), my stallbreaker (sometimes) and my special sweeper. To deal with the immense problem of Mega Slowbro after taking out Landorus-T, I decided to put in Gengar, while dealing with the problem of non-BP Megagrosses. To deal with the BP variant, I am thinking of putting a Sash on Crack. Anyways, the EVs are designed to allow Crack to powerhouse through teams like a drunk driver through innocent civilians (the similarity is they both took Crack. Look at them red eyes of Gengar O_o) while going as fast as a drunk driver in a Ferrari. The moveset is pretty standard, with Shadow Ball being my Megabro and Megagross killer, Focus Blast taking a dump on all the dark types thinking they can take a Shadow Ball (with the exception of Ebol-eye, UGH), and Sludge Wave eating up them fairies and the occasional Breloom (of COURSE I Taunt first, to 2HKO the SashLooms). Taunt is for stallbreaking and laughing at stall and Spore Brelooms, which is really useful(can laugh at Ebol-eye too,so that's a plus <3). To summarize, when you see Crack enter the battle, I suggest the words /forfeit in chat.

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Megatron (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power

After taking out Landorus-T and his Stealth Rocks, I needed a Stealth Rock setter that can tell Defog to go f**k themselves, while having synergy with my double bunny core (Batbunny and Ro-bounce) and cripple the opponent. Megatron was the perfect choice, as all I had to do was take his Choice Scarf, fatten him up, and give him levitation powers to throw rocks. EASY! Anyways, his EVs seem strange, but they are necessary. 252 SpA is to deal as much damage to KO opposing bulky Heatrans with Earth Power, 244 Speed EVs if to give the middle finger to common bulky Defoggers like Zapdos, Mew, Adamant Excadrill, and normally threats and pests to Heatran like Jolly Mega Heracross and Clefable, especially the Calm Mind variant. 12 HP EVs give Megatron a bit of bulk with the remaining EVs. The moveset is a basic Heatran set, with Stealth Rock for residual damage to net the KOs, Lava Plume to be my Will-o-Wisp (sort of), Taunt to screw with Defoggers and Clefables, and Earth Power for opposing Heatrans.



And that's the whole team! Now on to the threats(will be edited once I encounter more threats)!!

  1. That stupid Beedrill (Plays so many guessing games with my game it could be the new Greninja. If it has Knock Off, Megatron can wall it. But if it has Drill Run, Crack can go to town with it. Either one dies from Beedrill trying to guess it out :P)

Anyways, until next RMT, this is The Grim Garchomp, signing out.

Impotato:

Chuck (Lopunny) (M) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Heal Bell
- Healing Wish

Easter (Azumarill) @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

AimBot (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Santa (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Superpower

Crack (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Megatron (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
- Stealth Rock
- Lava Plume
- Taunt
- Earth Power
 
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Hey there Grim,I don't see you facing trouble against M-Sabeleye as M-Lop has Scrappy which allows it to HJK it.I also noticed that you don't have a dedicated Special Wall so I'd suggest Sylveon>Tran

Sylveon @ Leftovers
EVs: 252 HP / 252 SpDef / 4 SpAtk
Calm Nature
-Wish
-Baton Pass
-Hyper Voice
-Heal Bell

I'd also suggest replacing Healing Wish with something else like Fake Out

Good luck
 
I have been trying teams with Lopunny/greninja lately. Its great against offense but this team will fall apart against stall. Lopunny can handle mega Sableye but if they manage to wall your Greninja i don't see it getting past most stall cores.
 
I'd replace Ice punch with Fake out.
BlazingRed Sylveon is pretty average and doesn't do much in this team.
 
If stall becomes an issue then this might be a good Mega Lop set to try. It's a great stallbreaker set that can help you bone over defensive mons and teams quite effectively. It does leave you without Ice Punch coverage though but I really don't think that's some major coverage to lose honestly when looking at the rest of your team.

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Chick (Lopunny) (F) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- Power-Up Punch
- Frustration
- Drain Punch

Also, since Gren's hopefully going to Hell and we'll never have to hear from it again, do you have any ideas for a replacement?
 
(lol at the waffle)
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I recommend laying out your team like this somewhere on your RMT(s) because it makes it much easier for team raters to see immediate problems! Scrolling down to see really large pictures can also be fairly difficult in rating.
Hey there, The Grim Garchomp!

This team is a really great representation of early ORAS (somewhat bulky-)Offense. The offensive core of M-Lop + Greninja along with a Volt-Turn core is detrimental to opposing offensive teams and causes stall and balance to struggle. With Greninja finally banned, however, I imagine you're most likely looking for a replacement.

With Greninja gone, your team definitely loses a lot of its ability to check certain threats and support M-Lop offensively. Even with Greninja, however, I noticed a pretty glaring weakness to offensive Waters--specifically DD M-Gyarados and Keldeo. Manaphy can also do quite a bit of damage. Offensive Waters force out all of Scizor, Lando-T, and Heatran into Rotom-W. The problem here is that Rotom-W is both physically defensive and Leftovers, meaning it really can't afford switching into Scalds over and over. Possible burns along with the damage from Scald itself and Stealth Rock can wear it down to the point in which it can no longer switch in. Scarf Keldeo is a huge issue for this team since it outspeeds and OHKOs 4 of your team members including Greninja. SubCM variants, which are becoming much more popular, are also a huge threat because they scare out Heatran locked into any of its moves, Scizor, and Landorus-T and nab free Substitutes. Since Rotom-W is forced to Volt Switch on Substitutes, it's just taking unnecessary Scald/Burn/SR damage every time Keldeo comes in. Specs Keldeo is a bit more manageable because of M-Lop, but it essentially kills something every time it comes in. Gyarados, on the other hand, can come in on M-Lop, Scizor locked into BP or Knock Off, Heatran locked into anything, as well as Landorus-T and set up a free Dragon Dance. After that, depending on its moveset and Landorus-T/Rotom's HP, it can run through your whole team. DD 3 Attacks variants (EQ Crunch Waterfall) are the most threatening. SubDD variants with Dual STAB seem to be more manageable because Rotom can take a Crunch, but it's still a massive threat.

To aid in this weakness as well as replace Greninja and keep a synergistic core with M-Lop, I recommend two things. First, consider Assault Vest Azumarill over the now banned Greninja. Not only is it an offensive check to the aforementioned threats and the threats you have listed, but it also functions as another offensive water type and great partner to M-Lop. This double-bunny core (idk wtf lmao) which is what I call it since I have a team based around it provides heavy offensive pressure to weaken each other's checks like M-Venusaur and Landorus-T. Assault Vest Azumarill has the ability to OHKO 0 HP / 4 Def Mega Gyarados, Keldeo obv, and do ~50 - 58% to 80 HP Manaphy (as well as live a +3 Energy Ball) so that M-Lop can come in and take it out with a Return. It also has the ability to switch in on Keldeo, which takes a ton of pressure off of Rotom-W.

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@ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off / Superpower

I recommend just the standard AV set with Knock Off > Superpower because of the core with M-Lop. Knock Off can remove Leftovers from Physical walls to let M-Lop score some crucial 2HKOs. M-Lop already provides Fighting coverage, so it's not super necessary on Azu. The Adamant nature and Atk investment ensures an OHKO on M-Gyarados as well as a 2HKO on Manaphy after Leftovers.

The next change is relatively minor, but it makes a huge difference in how well this new addition performs. Since you'll be switching Azumarill into Scald quite often, I recommend giving M-Lopunny Heal Bell over Ice Punch. This way, you don't have to worry too much about Scald or Lava Plume burns on Azumarill, making it a very reliable check to Keldeo. The only thing Ice Punch hits harder than Return are the 4x weaknesses. The relevant ones are Landorus-T, Garchomp, Gliscor, and Landorus-I--all of which your team handles pretty well anyway with Physically Defensive Lando-T + Rotom-W along with Scizor to take on Garchomp's dragon moves. Although Healing Wish was much better with Greninja who wears itself down with LO, it's still very relevant on your team because you have 3 non-Leftovers items, 2 of which are checks/counters to major threats that can otherwise sweep through your team. Heal Bell also allows Azumarill to be a bit more reckless when trying to play around Mega Sableye.

Overall, the combination of Heal Bell on Lopunny and the addition of AV Azumarill patch up a ton of this team's weaknesses and provides a new great core with the absence of Greninja. I really do like this team -- props to you, seriously! Congrats on the peak and good luck in the Greninja-less metagame!
 
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Thanks to all that have rated, and I have decided on a few things:

Firstly, I will be placing AVmarill over my missed Grenigga, as it seems solid and checks Keldeo and offensive waters well. However, this does unbalance my physical-special balance, allowing Mega Slowbro to pound down on this team. For that, I will be putting in...

GENGAR over Lando-T! To be honest, the only real reason I put in Lando-T because of Heatran's 4x ground weakness. Putting in a slow U-Turn and Stealth Rocks at the same time was pretty kewl too. Anyways, to balance out the physical-special attacking prowess of my team so physical walls like MegaBro and Chestnaught couldnt eat up, Gengar was needed to Shadow Ball or Sludge Wave the opposition. He is also a good spinblocker, so screw you badly predicted Excadrill.

Also, I will be putting Heal Bell over Ice Punch as Azumarill pretty much handles all the 4x ice weak pokemon, save Gliscor, which Gengar can eat up, tanking Toxics and laughing at Earthquakes. Also Heal Bell can save me the trouble of worrying my head off when all of my physical sweepers are burned thru Mega Ebol-eye.

And finally, I will be making Heatran the normal bulky rocks set. If you disagree, feel free to rate.

Thanks to all!!

P.S: Chuck my superbunny here didnt like the way you mistook it for a chick Der Twist. Watch out when you go to sleep!

P.P.S: BTW Gimmick, I love the way Der Twist wrote more messages than you even though you joined the forums 3 years before him <3.
 
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