Hola! This is my first post, but I've been lurking around the RMT forums and on showdown for a while now. I've been a huge fan of pokemon since blue, but it was only since X & Y I started to get into competitive battling properly. With OR/AS out soon I felt much needed critique was in order for a future team.
Milly (Lopunny) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Ice Punch
- High Jump Kick
I never used lopunny before it was blessed with a mega, but it's been the one I was most interested to use. As for me, a mega is about making a pokemon more viable and fun, and that's exactly what's happened. With it's huge increase in attack and speed, high jump kick with scrappy and fighting typing, it becomes a fair player on the field. I don't think by any means it outshines any other megas, as it lacks any good fairy, fighting, psychic coverage moves. But I've had fun playing with it.
I usually lead with lopunny to fake out my opponent and mega-evolve. I've found this set to be the best: ice punch covers dragons, flying, gliscor and landorus-T. Return and high jump kick for stab (I did play around with facade but I didn't find it much use). In my experience lopunny is best for hit and run: hopping in, faking out, return to finish.
I do wonder if drain punch + cosmic power could be a thing? Probably more of a gimmick. I have seen magic coat used, but I never found an opportunity to use it myself, and it doesn't play into the hit and run aspect I feel it utilises.
Harold Bisharp (Bisharp) @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Swords Dance
- Pursuit
I chose bisharp on the grounds I needed a psychic and fairy counter. I chose focus-sash over life-orb for survivability and to get up a sword dance, pursuit to trap psychics. He's been superb so far. Sweeping teams on his own, even when I'm close to losing.
T-800 (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
A standard rotom-wash set, my counter for talonflame/flying/fire types and my physical wall. Not much of an explanation needed, you all know how it works: spam the WoW and volt switch!
Iron Slayer (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
Even with the introduction of defog, I still prefer good old rapid spin on excadrill! I hate getting my rocks up then defogging them because my opponent got his up because he's a sneaky bastard. I know it's not the best idea to have stealth rocks and rapid spin on the same poke, but it's worked out pretty well as my opponent generally expects my to EQ and I throw some rocks in their face. Excadrill also works out well as another fairy counter.
Sookie (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 96 Def / 160 SpD
Calm Nature
- Moonlight
- Flamethrower
- Toxic
- Moonblast
I fudging love clefable! A pretty mean special wall, fighting counter, WoW sponge. I did play around with heal bell which worked fairly well, but I've switched it for toxic to take care of bulky walls. I was running wish + protect to heal up the team, especially bisharp if I had to switch him into rocks. Flame thrower for the predictable steel types that jump in, except heatran, but excadrill and lopunny ruin him.
The EV spread is a utility one I picked up off smogon.
Iwillendyou (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt
I've changed this slot multiple times. Choice band talon flame is just a superb late game sweeper/revenge killer. A nice counter to any fighting types that want to switch in on mega-lopunny and bisharp. I had a tough time filling the last slot, but taunt has been a decent choice to stop hazards in their tracks as most opponents expect u-turn.
Well, critique is certainly welcome. I hope there's sufficient enough information, I will comeback to it and update it when I've tested the team more.
P.S Thanks to the artists images I stole to make the thread sexy.

Milly (Lopunny) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Ice Punch
- High Jump Kick
I never used lopunny before it was blessed with a mega, but it's been the one I was most interested to use. As for me, a mega is about making a pokemon more viable and fun, and that's exactly what's happened. With it's huge increase in attack and speed, high jump kick with scrappy and fighting typing, it becomes a fair player on the field. I don't think by any means it outshines any other megas, as it lacks any good fairy, fighting, psychic coverage moves. But I've had fun playing with it.
I usually lead with lopunny to fake out my opponent and mega-evolve. I've found this set to be the best: ice punch covers dragons, flying, gliscor and landorus-T. Return and high jump kick for stab (I did play around with facade but I didn't find it much use). In my experience lopunny is best for hit and run: hopping in, faking out, return to finish.
I do wonder if drain punch + cosmic power could be a thing? Probably more of a gimmick. I have seen magic coat used, but I never found an opportunity to use it myself, and it doesn't play into the hit and run aspect I feel it utilises.

Harold Bisharp (Bisharp) @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Swords Dance
- Pursuit
I chose bisharp on the grounds I needed a psychic and fairy counter. I chose focus-sash over life-orb for survivability and to get up a sword dance, pursuit to trap psychics. He's been superb so far. Sweeping teams on his own, even when I'm close to losing.

T-800 (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
A standard rotom-wash set, my counter for talonflame/flying/fire types and my physical wall. Not much of an explanation needed, you all know how it works: spam the WoW and volt switch!

Iron Slayer (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Stealth Rock
Even with the introduction of defog, I still prefer good old rapid spin on excadrill! I hate getting my rocks up then defogging them because my opponent got his up because he's a sneaky bastard. I know it's not the best idea to have stealth rocks and rapid spin on the same poke, but it's worked out pretty well as my opponent generally expects my to EQ and I throw some rocks in their face. Excadrill also works out well as another fairy counter.

Sookie (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 96 Def / 160 SpD
Calm Nature
- Moonlight
- Flamethrower
- Toxic
- Moonblast
I fudging love clefable! A pretty mean special wall, fighting counter, WoW sponge. I did play around with heal bell which worked fairly well, but I've switched it for toxic to take care of bulky walls. I was running wish + protect to heal up the team, especially bisharp if I had to switch him into rocks. Flame thrower for the predictable steel types that jump in, except heatran, but excadrill and lopunny ruin him.
The EV spread is a utility one I picked up off smogon.

Iwillendyou (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt
I've changed this slot multiple times. Choice band talon flame is just a superb late game sweeper/revenge killer. A nice counter to any fighting types that want to switch in on mega-lopunny and bisharp. I had a tough time filling the last slot, but taunt has been a decent choice to stop hazards in their tracks as most opponents expect u-turn.
Well, critique is certainly welcome. I hope there's sufficient enough information, I will comeback to it and update it when I've tested the team more.
P.S Thanks to the artists images I stole to make the thread sexy.