So since it was announced I joked that I would use Mega-Lopunny in every team ever, expecting it would be really, really mediocre. Instead, I found that it has the strength to take most foes down and ever since I tried using it I knew I would stick with it.
Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Drain Punch
- Ice Punch
- Healing Wish
Other than her design being absolutely amazing, Mega-Lopunny is an absolute monster in play. Her EVs allow her to hit hard and hit fast and combined with a Jolly nature outspeeds almost anything. She is also able to switch into thunder waves (only pre-mega) and then get set up. While I know many people run High Jump Kick, I'm using Drain Punch for some reliable recovery and because it seems that whenever people see M-Lopunny, they predict the High Jump Kick and protect which leaves M-Lopunny damaged by 50% of her HP which more often enough kills her. Healing Wish is for when M-Lopunny isn't very useful any longer but can help out the team. I am considering replacing this slot with Fake Out for a safe mega-evolution. Ice punch is general coverage move, though I'm not sure how useful she is now that Mega-Salamence is in ubers.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Hydro Pump
- Dark Pulse
- Ice Beam
If you can safely switch Greninja into play, it is pretty much game over. Greninja is designed to cover basically anything that would dare oppose it and as such makes the perfect partner for Mega-Lopunny. It can hit almost all of her weaknesses super-effectively and is a great target for Healing Wish. Gunk Shot covers fairies such as Azumarill or Gardevoir, Dark Pulse counters Psychics such as Mega-Slowbro or Alakazam, Ice beam counters flying and dragon types such as Landorus-T or Garchomp and Hydro Pump hits Rock, Fire and Ground types such as Talonflame and Heatran. All in all, Greninja is a force to be reckoned with.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
Sylveon is the cleric of the team, who can reliable heal other members when Mega-Lopunny is still needed. Heal Bell is a godsend for getting rid of any burns or paralysis that may threaten they flow of the team. Hyper Voice surprisingly does a lot of damage as well with the Pixilate bonus as well as being able to pass through substitutes (which has won me many games) which makes Sylveon a valued member of the team. It's bulky, it hits hard (for a cleric) and is adorable. What's not to love?
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Play Rough
- Thunder Wave
- Spikes
- Foul Play
Let's start off with Klefki's best thing about it: Prankster. It makes Klefki an optimal spike setter and status dealer in Thunder Wave and Spikes and can punish anything that dares set up on it with Play Rough and Foul Play. However, I find that Klefki isn't all that great and I think I should try a dual screens set however I'm not sure how well it works anymore in the meta. Klefki is rarely used, which is why I'm thinking about replacing it completely. Thoughts?
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk
You can't have a hyper offense team without Smogonbird, right? Brave bird is really the only thing I use on this set and the rest is really filler. Sleep talk allows it to do something while asleep instead of sit around and do nothing, U-Turn allows it to escape nasty situations it somehow got itself into and Flare Blitz is another generic coverage move for things like Scizor and Ferrothorn. Talonflame hits hard and hits fast, though and it is exactly what this team needs.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 148 HP / 252 Atk / 108 Spe
Jolly Nature
- Outrage
- Earthquake
- Stealth Rock
- Swords Dance
This is a little bit of an unorthodox set so just try and stay with me while I explain it. I haven't tested the EVs properly yet so if anyone wants to suggest a better spread that would be great. Anyway, I usually send out 'Chomp in the early game and start setting up. Rocky Helmet + Rough Skin is to punish physical attackers and it deals enough damage to usually grant a free turn to me. I'm using a more bulky set because once Garchomp gets going, it won't stop. If it uses SD once or twice and you don't have a check or counter, you can consider yourself screwed.
So that's it for my team! If you made it to the end please leave constructive criticism on what you think of the team and how I can improve it. Thanks!

Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Drain Punch
- Ice Punch
- Healing Wish
Other than her design being absolutely amazing, Mega-Lopunny is an absolute monster in play. Her EVs allow her to hit hard and hit fast and combined with a Jolly nature outspeeds almost anything. She is also able to switch into thunder waves (only pre-mega) and then get set up. While I know many people run High Jump Kick, I'm using Drain Punch for some reliable recovery and because it seems that whenever people see M-Lopunny, they predict the High Jump Kick and protect which leaves M-Lopunny damaged by 50% of her HP which more often enough kills her. Healing Wish is for when M-Lopunny isn't very useful any longer but can help out the team. I am considering replacing this slot with Fake Out for a safe mega-evolution. Ice punch is general coverage move, though I'm not sure how useful she is now that Mega-Salamence is in ubers.

Greninja (M) @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Hydro Pump
- Dark Pulse
- Ice Beam
If you can safely switch Greninja into play, it is pretty much game over. Greninja is designed to cover basically anything that would dare oppose it and as such makes the perfect partner for Mega-Lopunny. It can hit almost all of her weaknesses super-effectively and is a great target for Healing Wish. Gunk Shot covers fairies such as Azumarill or Gardevoir, Dark Pulse counters Psychics such as Mega-Slowbro or Alakazam, Ice beam counters flying and dragon types such as Landorus-T or Garchomp and Hydro Pump hits Rock, Fire and Ground types such as Talonflame and Heatran. All in all, Greninja is a force to be reckoned with.

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
Sylveon is the cleric of the team, who can reliable heal other members when Mega-Lopunny is still needed. Heal Bell is a godsend for getting rid of any burns or paralysis that may threaten they flow of the team. Hyper Voice surprisingly does a lot of damage as well with the Pixilate bonus as well as being able to pass through substitutes (which has won me many games) which makes Sylveon a valued member of the team. It's bulky, it hits hard (for a cleric) and is adorable. What's not to love?

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Play Rough
- Thunder Wave
- Spikes
- Foul Play
Let's start off with Klefki's best thing about it: Prankster. It makes Klefki an optimal spike setter and status dealer in Thunder Wave and Spikes and can punish anything that dares set up on it with Play Rough and Foul Play. However, I find that Klefki isn't all that great and I think I should try a dual screens set however I'm not sure how well it works anymore in the meta. Klefki is rarely used, which is why I'm thinking about replacing it completely. Thoughts?

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk
You can't have a hyper offense team without Smogonbird, right? Brave bird is really the only thing I use on this set and the rest is really filler. Sleep talk allows it to do something while asleep instead of sit around and do nothing, U-Turn allows it to escape nasty situations it somehow got itself into and Flare Blitz is another generic coverage move for things like Scizor and Ferrothorn. Talonflame hits hard and hits fast, though and it is exactly what this team needs.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 148 HP / 252 Atk / 108 Spe
Jolly Nature
- Outrage
- Earthquake
- Stealth Rock
- Swords Dance
This is a little bit of an unorthodox set so just try and stay with me while I explain it. I haven't tested the EVs properly yet so if anyone wants to suggest a better spread that would be great. Anyway, I usually send out 'Chomp in the early game and start setting up. Rocky Helmet + Rough Skin is to punish physical attackers and it deals enough damage to usually grant a free turn to me. I'm using a more bulky set because once Garchomp gets going, it won't stop. If it uses SD once or twice and you don't have a check or counter, you can consider yourself screwed.
So that's it for my team! If you made it to the end please leave constructive criticism on what you think of the team and how I can improve it. Thanks!