ORAS OU Mega Lopunny Hyper Offensive! 20W-2L

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Introduction
Hey guys, SpeedBoostBlaziken here bringing you my latest OU team! The last time I was competitive around gen 5 where I had about a 1650 peak rating in OU and 1850 in Ubers. Unfortunately, coming into this gen I've had some trouble constructing a good team and need your help! I've made a couple of teams for OU and this one is most likely to take me the furthest (Indicated by my record so far).

[PROOF]
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(Bursyamo is Blaziken's Japanese name (You learned something today))

THE TEAM
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JET (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Return
- Ice Punch Power-Up Punch

Without the doubt, the star of the team! Mega Lopunny is a crazy good mega that can demolish any non-scarf offensive mon thanks to scrappy and some nice attack, speed and STAB. I decided to take her along to help put pressure on some of the more bulkier teams and force switches on stally mons such as mega Sableye and Chansey or bulky sweepers that can set up easy leave holes in my team like Dragonite. Fake out is pretty standard for some chip damage and/or to get that speed from mega evolving (and it's always a guaranteed hit thanks to scrappy), High jump kick and return are great and reliable STAB moves and Ice Punch a filler move to hit them pesky dragon types. Replaced ice punch with power-up punch to put more pressure on defensive threats
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FUEL (Sylveon) @ Choice Specs
Ability: Pixilate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Hidden Power [Fire] [Ground]
- Shadow Ball Baton Pass
FUEL (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Well, it's back to Sylveon after Clefable was gone, turns out my team needs more offensive mons that hit harder. Also, Sylveon has greater synergy with talonflame Than Clefable, Sylveon is able to help take out things that prevent talon from cleaning up the game such as tyranitar with that OHKO hyper voice and hidden power ground that can demolish heatrans. Baton pass allows for more offensive momentum going whenever a hairy switch in decides to come along.
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CAN'T (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Talonflame is without a doubt one of the deadliest threats in OU. It's ability gale wings is it's major selling point, which gives you access to a priority brave bird and roost. Coupled with fire coverage and swords dance, one setup with this one heck of a birb can leave your opponents with a case of the ragequits. I take sharp beak over leftovers as Talonflame's attack isn't that great and sharp beak gives it the little oomph it needs in order to ohko some mons and make it a very effective revenge killer.
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MELT (Excadrill) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Iron Head
- Stealth Rock
- Rapid Spin
MELT (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost / Healing Wish

MELT (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic

Without a doubt a worthy switch up from my awkward excadrill, Hippowdon helped patch some of the highly vunerable aspects of the team. It can set up rocks easy and functions well as a check and as a physical wall to help tank hits that clef or lopunny don't want to take and stop mega Zard X in it's tracks. It's EV spread helps tank those hp ices from Thundurus and mega Manectric and kill them off before raging hell on the rest of my team. Earthquake is pretty standard STAB and Toxic in order to put pressure on some bulky sweepers.
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STEEL (Raikou) @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

STEEL (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Taking Raikou's place is Rotom-W, a highly reliable pivot that is a great switch in for threats such as talonflame and azumarill. Hydro pump and volt switch are it's main STAB moves that allow rotom to deal damage or just pivot out of a bad matchups while pain split allows it to remain healthy and will-o-wisp to further patch out my fears of physical sweepers. I run rotom defensive in order to tank hits from high-damage physical attacks and usually allows as latios covers most of the stronger special hits.
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BEAMS (Scizor) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

BEAMS (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Replaced Latios with scizor, this will help check Charizard Y as fill in the holes that my team has concerning entry hazards. Draco meteor and Psyshock combined with life orb is a guaranteed kill on any non-bulky mon without the need of locking myself into one mve. Roost helps stays healthy whenever low and defog is standard for getting rid of hazards for talonflame to shine.
Threats (Oh boy here we go)
(Counter) Mega Charizard X:
One set up of dragon dance and I'm literally done for.
(Check) Rotom-W: While not a huge threat, a Rotom wash can easily shut-down Scizor, Talon, Lopunny, and Excadrill with a hydro or will-o-wisp while managing to stay healthy.
(Check/Counter) Heatran: Depending what set the opponent is running, Heatran is bad news for half of my team in both cases with bulky Heatran being able to check my Excadrill, Scizor and Talon and Sylveon and scarf just demolishing all of them.
(Counter) Azumarill: The only thing that can stop this thing fully in it's tracks is Raikou, other than that it can dish out tons to Excadrill, Talon and Sylveon.
(Counter) Talonflame: At this point, you've probably noticed my team does not like fire types, let alone Talonflame, who can absolutely wreck my entire team with a single swords dance.
(Check/Counter) Landorus-T: Bulky or offensive this thing is annoying as heck, having the tools to shut down Talonflame and Excadrill and a scarfed one can kill my Raikou before being able to fire off an hp ice.
(Counter) Excadrill: A Sand stream or scarf Excadrill can easily clean up my team when weakened and can hit 4 of my mons super effectively
What I Think My Team Needs
1. A Physical Damage Soaker -
I do have a defensive Excadrill but none of my team except for Scizor can take some big physical hits. (Replace Excadrill)
2. Reliable Hazard Control - So basically I want Excadrill out of the team and a suitable replacement that can manage entry hazards to some extent or a shuffling up of the team that doesn't rely on one mon controlling all hazards. (Replace Excadrill)
3. Reliable way to stop sweepers - Special sweepers; while uncommon I can deal with but some physical sweepers can easily raise hell and make me lose a lot of my mons before being stopped. (Maybe taunt, more status moves?)
4. Choice Scarf? - I don't think choice scarf is what's mainly lacking in my team, but having a scarf could definitely help me deal with the sweeping problem I have. (Add a flipping scarf)
Ending Notes (Please read if you're going to suggest)
In my opinion, I do have some idea as to what my team is lacking and what the strengths of my team are but I also know that my team is definitely not going to get me to be the very best like no one ever was.

I am fully open to suggestions from lower tiers such as UU (maybe RU) and have no problem changing some pokemon on the team, but would prefer the core of the team to remain the same.

Also, all this stuff may seem pretty convincing on the surface but I am by no means the player I used to be and could be wrong on some things that I said; please feel free to point out how horrendously wrong or stupid I may be.

In addition, please ask for clarification on some of the stuff if you don't understand what I meant or I missed something out (English is my first language but I am horrendous at writing).

Here is the importable version if you want to test/steal my team:
JET (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Return
- Power-Up Punch

FUEL (Sylveon) @ Choice Specs
Ability: Pixilate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Baton Pass

CAN'T (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

MELT (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic

STEEL (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

BEAMS (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog



Have a nice day!
 

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Yo. First thing I recommend is to run jolly over adamant talonflame. Jolly talonflame can help u outspeed things like,weavile and raikou so u can hit them first before they can hit you.

Assault Vest raikou is mainly to take on electric types but u already have excadrill. I notice this team is not found of physical attackers like talonflame which can outspeed ur raikou and oko it with flare blitz at +2. I also notice how physical attacking water types like Feraligatr and mega-swampert can get a kill really fast. And the major thing is that this whole team gets walled by hippowdown. I also notice ground types like ladorus-therian can trouble ur team alot with earthquake spam. This is why i recommend running rotom-w over raikou. Rotom-W can help vs the ground types as it has the ability levitate and can help u better vs fire types like talonflame. Rotom can also deal with water types like mega swampert and Feraligatr You also create a nice volt turn core with scizor.

Another suggestion i have is to run a latias over excadrill. latias gives u a better keldeo answer for ur team while still being able to get rid of rocks and still check eletric types like thundurs and manetric. latias can also provide healing wish support so u can bring back a mon like your talonflame or lopunny-mega if they get statused or too low on hp but I would personally run roost because u will be switching into mons alot

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
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Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost / Healing Wish
Changes In Short:
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Jolly>Adamant
allows u to outspeed things like raikou/weavile
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>
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allows team to have a better fire and ground switch in
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>
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still gets rid of hazard while being a better switch in for keldeos
 
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Here's to hoping you can climb farther. The team is meant to be HO (Even if it's not strictly HO IMO, more like that awkward middle ground between VoltTurn HO and BO, it's still offensive), so I wouldn't really think that slapping a band-aid solution over the team would fix everything. However, if you're actually OK with making the team fatter, I would recommend replacing Exca with Hippo, making Scizor a bulky defog variant, and making Talonflame an SpD variant to make up for lessened fairy killing potential.

CAN'T (Talonflame)
Ability: Gale Wings
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Bulk Up
- Acrobatics
- Taunt
- Roost

MELT (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

BEAMS (Scizor) @ Leftovers
Ability: Technician
EVs: 248 HP / 64 Atk / 148 Def / 48 Spe
Impish Nature
- Bullet Punch
- U-turn
- Defog
- Roost

Hippowdon deals with Heatran better than Exca ever will - not a guaranteed switch-in, but still decent. It also provides an SD Talonflame counter and a hard 'Zard X check. SpD Talon can help play around SpD 'Trans by stopping Rocks, Toxic, and opposing Taunts, and set-up all over SpD variants lacking Stone Edge. Scizor's spread avoids the 2HKO from Scarf Lando-T and speed creeps things speed creeping uninvested base 70s, such as standard BD Azumarill which your team struggles with. By no means is it a guaranteed stop to it, though, and really only lets it get off that little ounce of damage.

If you don't mind changing more of the the team composition, then you could go for some of the changes oml it's too ez suggested. But, it overlooks 'Zard X and deprives your team of rocks, so I would advise against following it exactly.

If you want to still go out as offensively as you can, then IMO, you should really just sort of start out from scratch, and focus on building a team centralized on executing your strategy while keeping your opponent from pulling their's off (Which is essentially the definition of HO). Generally, if that was done, I would avoid running choice users - especially ones that can't pivot out, favor sacking 'mons to gain momentum over switch-ins against opposing offense unless you really need it, etc. Either way, GL, and I hope I helped.
 
Ehy very nice Team and gratz for the peak!
Your team haven't the hazard setter that in this metagame are essential. I think that Hippodown>Latias is a better option: Hippodown give you hazard support and check Charizard X that is a very problem for the team.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge/Toxic
The EV spread avoids the 2HKO from Life Orb Thundurus's and Mega Manectric's Hidden Power Ice, as well as the OHKO from +2 Life Orb Terrakion's Close Combat. Leftovers is used to provide passive recovery that could mean the difference between getting OHKOed and getting 2HKOed.

Clefable>Sylveon is a better option for your team: Clefable give you a second wincon, help you vs Latios/tias and check Kyurem.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Flamethrower help you vs Ferrothorn that is annoying for the team. The given Special Defense and HP investment along with a Calm nature allow Clefable to, most of the time, avoid the 2HKO from Mild Life Orb Kyurem-B's Ice Beam, Thundurus's Thunderbolt, Mega Diancie's Moonblast, and Mega Manectric's Thunderbolt.

Latios>Scizor : Latios give you a defog support that is essential in this team, and check Charizard Y that is a weakness for the team.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
A Timid nature in tandem with maximum Special Attack and Speed EVs ensures that Latios Speed ties with opposing base 110s while hitting as hard as possible. Life Orb is the best item to use for this set, as it provides immediate power without locking Latios into a move. Using 29 HP IVs and 4 Defense EVs minimizes Life Orb recoil.

Hope help you and gl with the team! :)
 
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Making changes now, also RIP hyper offensive .-.
Other than that I think this team is pretty great, thank you for all of the suggestions and I will be updating the descriptions once I get back home.
 
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Hello man, after reading the RMT with all the changes you made, i think looks a bit messy so i suggested to make a hide tag down below the whole rmt and put it "Past member" or something like that, that definitely improve your RMT. Ok moving on onto the team i think the core Sylveon + Talon is solid as you already have a solid defensive backbone in Hippo + Rotom + Latios, you dont need another fat mon in form of Clefable. Sylveon bait Heatran and you can remove it with HP ground and also threaten Rotom-w with Pixilate boosted Hyper voice. After the change you made you basically cover everything in your threat list, however, i think opposing CM clef give you a lot of problems, so i'll let my suggestions here to help you a bit more:
  • First PuP > Ice Punch on Loppuny is more usefull in terms of pressuring walls such as Clef and Hippo. So you PuP on switch and let them weak for another teammate.
  • Sylveon > Clef without a doubt and replace HP Ground > HP Fire as i told you above Lure heatran for Talon and Talon get rid off steels for Sylveon. Also in the last slot Baton Pass is better is allow you to gain offensive momentum.
  • Hippo needs Toxic in the last slot and slashed Whirlwind. In this team Stone edge isnt needed as Rotom cover Bird spam. Both moves on Hippo help you to deal with DD Altaria too.
I think is all man, hope i help you :]
 
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