ORAS OU Lopunny+Bisharp Balanced/Offensive Team

Hi, my name is bobkami123 but I like to be called Bramblezzz. I was semi into pokemon during gen 4 and came back to the scene due to the hype for Sun/Moon.

To begin, I started with two pokemon i really liked after some research on OU.

Lopunny and Bisharp. I was overjoyed I found out it was a good core. So I started with these two pokemon and added more based on my needs and concerns.

So the team is- Mopunny, Bisharp, Latias, Rotom W, Clefable, Volcanion

1) Lopunny (Mega)

lopunny-mega.gif

Thighs (Lopunny) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Fake Out
- Ice Punch

Standard moveset. I open up almost every match with mega evolution + fake out. Frustration and High Jump Kick for high damage STAB. Ice Punch (really wanna know if anything is better)- I'm really iffy about this move at the moment because it seems like its only worth using on pokemon that are 4x super effective to it. Even then, it does not seem to always kill.


2) Bisharp
bisharp.gif

Agent (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

The second part of my core. Bisharp's dark/steel typing makes him great vs psychic and fairy types (both of who screw over Lopunny. Bisharp also works well vs Mega Manetric switch teams due to Defiant. I can get a swords dance for free against most psychic/fairy types unless they have focus blast. I never see HP Fighting anywhere. Swords Dance also "counters" will-o-wisp. Knock Off is an amazing move. After a lot of battles, I've learned that items are essential to OU meta right now. It also does considerable damage. Iron Head kills fairies. Sucker Punch for last slot because Sucker Punch.

So after this- I experimented with a lot of pokemon and found I still ran into the same problems
- Talonflame, Rain Teams, Stall Teams, Entry Hazards, among other teams.

so the 3rd permanent addition to this is Latias.

3) Latias
latias.gif

Pilot (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog

There are many reasons I picked Latias. She has amazing stats and can take most hits as long as they're not super effective. Defog and Healing Wish are amazing support moves. Latias is considered the best defogger in OU meta and Healing Wish allows me to fully restore one of my lower HP pokemon. Still having trouble on figuring out what Draco Meteor can one hit ko. Psyshock for STAB + deals with special walls. So after Latias- my team had a supporting damage dealer. My main concerns for Latias were fairy types and dark types- both of which could be dealt with by Bisharp.

Anyways, I was still having problems with stuff like Azumarill and Talonflame. So I brought this guy along.

4) Rotom Wash
rotom-wash.gif

DirtyLaundry (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

I'll always switch out to this pokemon against a lot of pokemon. Specifically, Azumarill and Talonflame. I also find that it works quite well against stalling pokemon. Will O Wisp deals with physical threats, Volt Switch gives momentum after I pivot. Is this the right term? Pain Split is a great recovery option considering Rotom's bulkiness and makes it do well against walls and stalls. Hydro Pump for huge stab damage.

I'm really satisfied with the team at this point but it still needed work.

5) Clefable
clefable.gif

Mooncakes (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Copypasted from smogon. Clefable is weak to steel and poison due to its fairy typing but otherwise it does well vs a lot of threats and breaks stall. Magic Guard so I don't get crushed by a lot of things like toxic, leech seed, etc. So anyways, calm mind. Use this a few times and Moonblast will start to do considerable damage while also giving you a bigger resistance against many moves. Thunder Wave cripples speed and is generally useful against fast threats. Softboiled is great because of the heal.

6) Volcanion
volcanion.gif

Conduct (Volcanion) @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Earth Power

I hated this pokemon before I started using it. The main reason for this pokemon was to deal with rain dance teams. But, I've found out that's not the only use for this pokemon. Steam Eruption for reliable, high damage water STAB move. Flamethrower for fire stab move. Fire Blast is way too unreliable and Flamethrower one shots most pokemon weak to fire anyways. It even one shots Ferrothorn. Sludge Bomb for additional ways to deal with fairies. Earth Power so I have something to use against Rain Dance/Water pokemon which is why this Pokemon is on this team in the first place.

I'm still scared of Mega Gardevoir and DD Dragonite/Charizards.

So that's all. I'm open to any suggestions- taking out Pokemon or switching moves or both. I just want to keep the main core of the team intact and the playstyle intact too.
 
Hi. Nice team you have there.

I would classify your team as sort-of bulky-ish offense, and these types of teams should function by maintaining momentum as much as possible to get your offense mons in and have enough defensive utility to take some hits.

Regarding your threats, MGarde is an inevitable threat to most slow teams but I'll try to get a switch-in for it. As for the other 2, I'm confident I can help you deal with them by altering your mons' sets a little.

Here are some suggestions:

clefable.png
Stealth Rock > MGCM; PhysDef > SpDef
Your team lacks a Rocker and Rocks are very important. Clef is an amazing Rocker too, being able to set Rocks up on a ton of stuff. MGCM is undoubtedly great but Rocks definitely benefits your team more than that. I chose Stealth Rock + Knock Off to be the set. Knock Off sounds really weird but I have been using it for a while and it's simply amazing, especially on this Rocks set. You might want to consider using Thunder Wave but I don't think it's needed and Knock Off is just more fantastic. I made it PhysDef so that this will be your main Dragonite check. No point TWaving because it probably has a Lum and it doesn't 2HKO you with any moves on its Standard set at +1 while you 2HKO back.

jirachi.png
Scarf Jirachi > Latias
latias.png

I don't like the idea on Latias on your team. The only useful thing I find that it does is that it takes hits from strong offensive waters such as Keldeo and Volcanion. However, it doesn't even have Roost on it meaning that it gets overwhelmed in the end. Your team isn't really weak to Rocks at all and Scarf Rachi gives you a nice option of speed control, outspeeding and revenge killing things (maybe even saving you from some sticky situations with some luck). It can use HW too, so you won't be missing it. Scarf Rachi is also a good switch-in to Fairies since you lack one.

rotom-wash.png
Thunder Wave > Pain Split
As you are weak to Zard X, TWave on Rotom-W should help you deal with it much more easily. It's mainly for Zard X though, and if you find this thing dying too much maybe Pain Split would be better.

Here are the sets:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Knock Off

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
And with that, I'm done with this rate. Hope I helped and have a nice day!
 
Hi I tried with your build and I really did not like the Jirachi so I switched Defog to Roost for the Latias.

Clefable is a lot better now though
 
Hey man, this is a cool team. Lopunny + Bisharp is a good offensive core that handles each others' checks offensively, like Slowbro and Clefable. After a quick look at your team, though, I noticed that you have a lot of trouble with Breloom and Serperior, which can respectively force out Bisharp and Lopunny in the case of the former while both take advantage of Rotom-W. Additionally, like Tinberz said above you have a fair bit of trouble against Charizard X and switching in on most OU Fairy-types; Diancie, Gardevoir, and Clefable all pose heavy threats to you. You also don't have Stealth Rock in the initial revision, which are essentially necessary in OU. Mega Lopunny looks a bit frustrating as well because your only switchin, Clefable, has to Soft-Boiled each time that it comes in, which makes it quite frustrating for you to deal with as it can be easily taken advantage of on a forced Soft-Boiled turn.

->
641-therian.png
Using Tornadus-T over Latias would maintain your check to Breloom while dramatically improving your counterplay against Serperior, endlessly U-Turning out or using Hurricane if it's managed to Substitute. It would also provide a 'mon faster than Latios and Starmie, which otherwise put pressure on the team by either Draco'ing Bisharp on the switchin for 75%+ or forcing Clefable to Soft-Boiled in the case of Bisharp and 2HKOing every mon in the case of Starmie. Use Hasty 96 HP / 160 Atk / 252 Spe with Iron Tail to OHKO Mega Diancie, OHKO Mega Gardevoir after Stealth Rock, and have a decent chance at taking out opposing Clefable if their Leftovers have been Knocked Off previously.

->
645-therian.png
However, you still don't have Stealth Rock and struggle against Charizard X. To improve this while maintaining a good matchup against Excadrill and a decent one against Talonflame, I'd recommend using Defensive Landorus-T over Rotom-W. Landorus gives you Stealth Rock and a reliable Charizard X check while maintaining the Excadrill and Talonflame matchups. You can also use Swords Dance to provide yourself with another quasi-Clefable check, should you find Bisharp + Iron Tail Tornadus + Specs Volcanion to be insufficient. SD also makes your matchup against U-Turn Mega Scizor better, since you're able to SD up alongside them and prevent them from wearing down Volcanion for the endgame. 88 Spe EVs will let you outspeed opposing Adamant Bisharp and Modest Volcanion, against which you're forced to speed tie with Lopunny and your own Volcanion respectively. This improves that matchup a bit.

I'd also recommend giving Volcanion HP Grass for Gastrodon in case your team finds itself a bit weak to that, and I'd move the 4 HP EVs to Defense, since keeping it in HP means that you can only come into Stealth Rock from full health three times as opposed to four. You can also try Toxic over Ice Punch on Mega Lopunny if you want to whittle fat Ground-types while also having counterplay to Mega Slowbro and other fatmons weak to Toxic.

gl man
Thighs (Lopunny) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Fake Out
- Ice Punch / Toxic

Agent (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 164 Def / 8 SpD / 88 Spe
Impish Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 Atk / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Iron Tail

Mooncakes (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Conduct (Volcanion) @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Hidden Power [Grass]
 
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