Draft Mega Lopunny

[overview]
**Draft Order**: Round 2 onwards

**Price Range**: 15-16 points

**Overview**: With an incredible Speed tier as well as an unresisted STAB combination thanks to Scrappy, Mega Lopunny makes for a very linear and effective wallbreaker. It works best as a late-game cleaner, as it often cannot OHKO most Pokemon at full health, but it can use Fake Out to do a good amount of extra damage with little risk. Despite its power, it struggles to break through many physically defensive Pokemon, which can take advantage of its frailty and lack of healing. It is very weak to Rocky Helmet and other forms of contact damage, especially since it uses Fake Out frequently. It also has to rely on the unreliable High Jump Kick to do meaningful Fighting-type damage, making it a high-risk-but-high-reward Pokemon.


[strategy comments]
Common Roles
========
**All-out Attacker**: Mega Lopunny typically uses its STAB combination to hit every single Pokemon unresisted. It also uses Fake Out for extra chip damage upon entry, and it can occasionally use Power-Up Punch for additional damage, though it is typically too frail to reliably set up. These sets often work best late-game once most foes are weakened enough.

**Offensive Utility**: While it still uses its offenses, Mega Lopunny has a lot of valuable utility options available that can help against Pokemon that otherwise wall it. It can shut passive healing Pokemon down with Encore, heal itself and its teammates with Heal Bell, and even use Healing Wish to heal a teammate back up once it is no longer needed.

Common Moves
========
**Primary STAB Moves**: Return, Facade, High Jump Kick, Drain Punch, Quick Attack

**Setup Moves**: Power-Up Punch

**Utility Moves**: Fake Out, Encore, Thunder Wave, Toxic, Heal Bell, Healing Wish, Substitute

**Coverage**: Fire Punch, Ice Punch, Thunder Punch, Iron Tail

Niche Moves
========
**Retaliate**: Against teams that struggle resisting Normal, Mega Lopunny can come in after a teammate was KOed and revenge kill the foe with a powerful Retaliate.

**Last Resort**: If Return is too underwhelming, Mega Lopunny can use Last Resort. This is typically paired with only Fake Out so that it can instantly use the move, though it can also be used with other moves, including Fighting-type coverage, if needed.

**Magic Coat**: Against bulky foes that may set entry hazards in front of Mega Lopunny or inflict it with status effects, it can use Magic Coat to bounce them back, though this can often be risky against foes that can KO it if they choose to attack instead.

**Endeavor**: Once Mega Lopunny is weakened, it can use Endeavor to outspeed and heavily weaken foes that would otherwise wall its attacks.

**Flail / Reversal**: On Substitute sets, Mega Lopunny can reliably lower its health and position itself well with much stronger and more reliable STAB attacks in Flail and Reversal.

Draft Strategy
========
While Mega Lopunny can be an effective fast wallbreaker, it often needs lots of support from teammates to reach full effectiveness. It also struggles frequently against many bulkier Pokemon, so it appreciates teammates that can deal with those accordingly.

**A non-Mega Round 1 Pick**: Many higher-tier Mega Evolutions are drafted in round 1 or early round 2, so Mega Lopunny can often be safely drafted alongside a top-tier Pokemon that can use Z-Moves like Tapu Koko, Landorus-T, and Celesteela to create a deadly offensive pairing.

**Special Wallbreakers**: Many foes invest heavily in Defense EVs to take Mega Lopunny's hits, opening up opportunities for specially offensive wallbreakers like Nihilego, Landorus, and Nidoking.

**Entry Hazard Control**: Mega Lopunny appreciates having entry hazards up, since they can weaken foes and put them into KO range more easily. On the other hand, it likes having hazard removal, since even though it does not take much damage from Stealth Rock, it is very frail, and the chip damage can quickly add up.

**Pivots**: Mega Lopunny is relatively frail and gets weakened easily by chip damage, so it appreciates pivots that can bring it in safely, such as Rotom-W, Jirachi, and Uxie.

Checks and Counters
========
**Physically Defensive Pokemon**: Many Pokemon with solid physical bulk can take Mega Lopunny's hits and heal back up, especially if they were not weakened beforehand, and they can very easily run Rocky Helmet to chip it down. Bulky Psychic-types like Mew and Uxie do this most effectively, as they can threaten an OHKO on it in return, but other Pokemon like Toxapex, Clefable, and Celesteela can also take its hits.

**Faster Pokemon**: Mega Lopunny can easily get revenge killed by faster Pokemon like Zeraora as well as common Choice Scarf users like Victini, Krookodile, and Infernape. It also gets threatened by priority attacks such as Bullet Punch from Scizor and Extreme Speed from Zygarde, especially when it is already heavily weakened.

**Chip Damage**: Mega Lopunny can easily get weakened by contact effects such as Rocky Helmet as well as entry hazards, status effects, and pivoting moves. Once it's weakened enough, it becomes much easier for foes to pick it off.

**Protect**: Many Fighting-weak Pokemon can use Protect on an expected High Jump Kick to force recoil damage; however, this is risky, since Mega Lopunny could end up using Substitute or a different move instead. It additionally lets foes avoid anticipated damage from Fake Out when it first enters the field.

[credits]
Written by:
https://www.smogon.com/forums/members/techno.527276/
Quality checked by:
https://www.smogon.com/forums/members/nyx.564960/
https://www.smogon.com/forums/members/jscurf.608304/
Grammar checked by:
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Last edited:
[overview]
**Draft Order**: Round 2 onwards

**Price Range**: 15-16 points

**Overview**: With an incredible Speed tier as well as an unresisted STAB combination thanks to Scrappy, Mega Lopunny makes for a very linear and effective wallbreaker. It works best as a late-game cleaner, as it often cannot OHKO most Pokemon at full health, but it can also use Fake Out to do a good amount of extra damage with little risk. Despite its power, it struggles to break through many physically defensive Pokemon, which can take advantage of its frailty and lack of healing with contact effects and chip damage. It also has to rely on the unreliable High Jump Kick to do meaningful Fighting-type damage, making it a high-risk-but-high-reward Pokemon. mention that its helmet bait the movie


[strategy comments]
Common Roles
========
**All-out Attacker**: Mega Lopunny typically uses its STAB combination to hit every single Pokemon unresisted. It also uses Fake Out for extra chip damage upon entry, and it can occasionally use Power-Up Punch for additional damage, though it is typically too frail to reliably set up. These sets often work best late-game, once most foes are weakened enough.

**Offensive Utility**: While it still uses its offenses, Mega Lopunny has a lot of valuable utility options available that can help against Pokemon that otherwise wall it. It can shut passive healing Pokemon down with Encore, heal itself and its teammates with Heal Bell, and even use Healing Wish to heal a teammate back up once it is no longer needed.

Common Moves
========
**Primary STAB Moves**: Return, Facade, High Jump Kick, Drain Punch

**Setup Moves**: Power-Up Punch

**Utility Moves**: Fake Out, Encore, Thunder Wave, Toxic, Heal Bell, Healing Wish, Substitute, Magic Coat

**Coverage**: Fire Punch, Ice Punch, Iron Tail, Thunder Punch

Niche Moves
========
**Quick Attack**: Although Fake Out is usually preferred, Quick Attack can often be used alongside it to pick off faster foes.

**Endeavor**: Once Mega Lopunny is weakened, it can use Endeavor to outspeed and heavily weaken foes that would otherwise wall its attacks.

add retaliate and last resort as nuke options

Draft Strategy
========
While Mega Lopunny can be an effective fast wallbreaker, it often needs lots of support from teammates to reach full effectiveness. It also struggles frequently against many bulkier Pokemon, so it appreciates teammates that can deal with those accordingly.

**A non-Mega Round 1 Pick**: Many higher-tier Mega Evolutions are drafted in round 1 or early round 2, so Mega Lopunny can often be safely drafted alongside a top-tier Pokemon that can use Z-Moves like Tapu Koko, Landorus-T, and Celesteela to create a deadly offensive pairing.

**Special Wallbreakers**: Many foes invest heavily in Defense EVs to take Mega Lopunny's hits, opening up opportunities for specially offensive wallbreakers like Nihilego, Landorus-I, and Nidoking.

**Entry Hazard Control**: Mega Lopunny appreciates having entry hazards up, since they can weaken foes and put them into KO range more easily. On the other hand, it likes having hazard removal, since even though it does not take much damage from Stealth Rock, it is very frail, and the chip damage can quickly add up.

Checks and Counters
========
**Physically Defensive Pokemon**: Many Pokemon with solid physical bulk can take Mega Lopunny's hits and heal back up, especially if they were not weakened beforehand. Bulky Psychic-types like Mew and Uxie do this the most effectively, as they can threaten an OHKO on it in return, but other Pokemon like Toxapex, Clefable, and Celesteela can also take its hits. mention helmet here

**Faster Pokemon**: Mega Lopunny can easily get revenge killed by faster Pokemon like Zeraora as well as common Choice Scarf users like Victini, Krookodile, and Infernape. It also gets threatened by priority attacks such as Bullet Punch from Scizor and Extreme Speed from Zygarde, especially when it is already heavily weakened.

**Chip Damage**: Mega Lopunny can easily get weakened by contact effects from Rocky Helmet as well as abilities such as Rough Skin and Flame Body. Once it's weakened enough, it becomes much easier for foes to pick it off.

**Protect**: Many Fighting-weak Pokemon can use Protect on an expected High Jump Kick to force recoil damage; however, this is risky, since Mega Lopunny could end up using Substitute or a different move instead.

[credits]
Written by:
https://www.smogon.com/forums/members/techno.527276/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
1/2
 
QC2
[overview]
**Draft Order**: Round 2 onwards

**Price Range**: 15-16 points

**Overview**: With an incredible Speed tier as well as an unresisted STAB combination thanks to Scrappy, Mega Lopunny makes for a very linear and effective wallbreaker. It works best as a late-game cleaner, as it often cannot OHKO most Pokemon at full health, but it can also use Fake Out to do a good amount of extra damage with little risk. Despite its power, it struggles to break through many physically defensive Pokemon, which can take advantage of its frailty and lack of healing. It is very weak to Rocky Helmet and other forms of contact damage, especially since it uses Fake Out frequently. It also has to rely on the unreliable High Jump Kick to do meaningful Fighting-type damage, making it a high-risk-but-high-reward Pokemon.


[strategy comments]
Common Roles
========
**All-out Attacker**: Mega Lopunny typically uses its STAB combination to hit every single Pokemon unresisted. It also uses Fake Out for extra chip damage upon entry, and it can occasionally use Power-Up Punch for additional damage, though it is typically too frail to reliably set up. These sets often work best late-game, once most foes are weakened enough.

**Offensive Utility**: While it still uses its offenses, Mega Lopunny has a lot of valuable utility options available that can help against Pokemon that otherwise wall it. It can shut passive healing Pokemon down with Encore, heal itself and its teammates with Heal Bell, and even use Healing Wish to heal a teammate back up once it is no longer needed.

Common Moves
========
**Primary STAB Moves**: Return, Facade, High Jump Kick, Drain Punch

**Setup Moves**: Power-Up Punch

**Utility Moves**: Fake Out, Encore, Thunder Wave, Toxic, Heal Bell, Healing Wish, Substitute

**Coverage**: Fire Punch, Ice Punch, Thunder Punch, Iron Tail

Niche Moves
========
**Quick Attack**: Although Fake Out is usually preferred, Quick Attack can often be used alongside it to pick off faster foes. Mention these can also be used in succession to take down a weakened foe or simply if its not mlop's first turn, arguably a common.

**Retaliate**: Against teams that struggle resisting Normal, Mega Lopunny can come in after a teammate was KOed and revenge kill the foe with a powerful Retaliate.

**Last Resort**: If Return is too underwhelming, Mega Lopunny can use Last Resort. This is typically paired with only Fake Out so that it can instantly use the move, though it can also be used with other moves, including Fighting-type coverage, if needed.

**Magic Coat**: Against bulky foes that may set entry hazards in front of Mega Lopunny or inflict it with status effects, it can use Magic Coat to bounce them back, though this can often be risky against foes that can KO it if they choose to attack instead.

**Endeavor**: Once Mega Lopunny is weakened, it can use Endeavor to outspeed and heavily weaken foes that would otherwise wall its attacks.

**Flail / Reversal**: This set alongside sub, sometime power up punch can occasionally allow mlop to just win.

Draft Strategy
========
While Mega Lopunny can be an effective fast wallbreaker, it often needs lots of support from teammates to reach full effectiveness. It also struggles frequently against many bulkier Pokemon, so it appreciates teammates that can deal with those accordingly.

**A non-Mega Round 1 Pick**: Many higher-tier Mega Evolutions are drafted in round 1 or early round 2, so Mega Lopunny can often be safely drafted alongside a top-tier Pokemon that can use Z-Moves like Tapu Koko, Landorus-T, and Celesteela to create a deadly offensive pairing.

**Special Wallbreakers**: Many foes invest heavily in Defense EVs to take Mega Lopunny's hits, opening up opportunities for specially offensive wallbreakers like Nihilego, Landorus-I, and Nidoking.

**Entry Hazard Control**: Mega Lopunny appreciates having entry hazards up, since they can weaken foes and put them into KO range more easily. On the other hand, it likes having hazard removal, since even though it does not take much damage from Stealth Rock, it is very frail, and the chip damage can quickly add up.

**Pivots**: Wants good opportunities to break and also pressure its checks.

Checks and Counters
========
**Physically Defensive Pokemon**: Many Pokemon with solid physical bulk can take Mega Lopunny's hits and heal back up, especially if they were not weakened beforehand, and they can very easily run Rocky Helmet to chip it down. Bulky Psychic-types like Mew and Uxie do this the most effectively, as they can threaten an OHKO on it in return, but other Pokemon like Toxapex, Clefable, and Celesteela can also take its hits.

**Faster Pokemon**: Mega Lopunny can easily get revenge killed by faster Pokemon like Zeraora as well as common Choice Scarf users like Victini, Krookodile, and Infernape. It also gets threatened by priority attacks such as Bullet Punch from Scizor and Extreme Speed from Zygarde, especially when it is already heavily weakened.

**Chip Damage**: Mega Lopunny can easily get weakened by contact effects such as Rocky Helmet as well as entry hazards, status effects, and pivoting moves. Once it's weakened enough, it becomes much easier for foes to pick it off.

**Protect**: Many Fighting-weak Pokemon can use Protect on an expected High Jump Kick to force recoil damage; however, this is risky, since Mega Lopunny could end up using Substitute or a different move instead. can also mention this blocks fake out

[credits]
Written by:
https://www.smogon.com/forums/members/techno.527276/
Quality checked by:
https://www.smogon.com/forums/members/nyx.564960/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
[overview]
**Draft Order**: Round 2 onwards

**Price Range**: 15-16 points

**Overview**: With an incredible Speed tier as well as an unresisted STAB combination thanks to Scrappy, Mega Lopunny makes for a very linear and effective wallbreaker. It works best as a late-game cleaner, as it often cannot OHKO most Pokemon at full health, but it can also use Fake Out to do a good amount of extra damage with little risk. Despite its power, it struggles to break through many physically defensive Pokemon, which can take advantage of its frailty and lack of healing. It is very weak to Rocky Helmet and other forms of contact damage, especially since it uses Fake Out frequently. It also has to rely on the unreliable High Jump Kick to do meaningful Fighting-type damage, making it a high-risk-but-high-reward Pokemon.


[strategy comments]
Common Roles
========
**All-out Attacker**: Mega Lopunny typically uses its STAB combination to hit every single Pokemon unresisted. It also uses Fake Out for extra chip damage upon entry, and it can occasionally use Power-Up Punch for additional damage, though it is typically too frail to reliably set up. These sets often work best late-game (remove comma) once most foes are weakened enough.

**Offensive Utility**: While it still uses its offenses, Mega Lopunny has a lot of valuable utility options available that can help against Pokemon that otherwise wall it. It can shut passive healing Pokemon down with Encore, heal itself and its teammates with Heal Bell, and even use Healing Wish to heal a teammate back up once it is no longer needed.

Common Moves
========
**Primary STAB Moves**: Return, Facade, High Jump Kick, Drain Punch, Quick Attack

**Setup Moves**: Power-Up Punch

**Utility Moves**: Fake Out, Encore, Thunder Wave, Toxic, Heal Bell, Healing Wish, Substitute

**Coverage**: Fire Punch, Ice Punch, Thunder Punch, Iron Tail

Niche Moves
========
**Retaliate**: Against teams that struggle resisting Normal, Mega Lopunny can come in after a teammate was KOed and revenge kill the foe with a powerful Retaliate.

**Last Resort**: If Return is too underwhelming, Mega Lopunny can use Last Resort. This is typically paired with only Fake Out so that it can instantly use the move, though it can also be used with other moves, including Fighting-type coverage, if needed.

**Magic Coat**: Against bulky foes that may set entry hazards in front of Mega Lopunny or inflict it with status effects, it can use Magic Coat to bounce them back, though this can often be risky against foes that can KO it if they choose to attack instead.

**Endeavor**: Once Mega Lopunny is weakened, it can use Endeavor to outspeed and heavily weaken foes that would otherwise wall its attacks.

**Flail / Reversal**: On Substitute sets, Mega Lopunny can reliably lower its health and position itself well with much stronger and more reliable STAB attacks in Flail and Reversal.

Draft Strategy
========
While Mega Lopunny can be an effective fast wallbreaker, it often needs lots of support from teammates to reach full effectiveness. It also struggles frequently against many bulkier Pokemon, so it appreciates teammates that can deal with those accordingly.

**A non-Mega Round 1 Pick**: Many higher-tier Mega Evolutions are drafted in round 1 or early round 2, so Mega Lopunny can often be safely drafted alongside a top-tier Pokemon that can use Z-Moves like Tapu Koko, Landorus-T, and Celesteela to create a deadly offensive pairing.

**Special Wallbreakers**: Many foes invest heavily in Defense EVs to take Mega Lopunny's hits, opening up opportunities for specially offensive wallbreakers like Nihilego, Landorus, and Nidoking.

**Entry Hazard Control**: Mega Lopunny appreciates having entry hazards up, since they can weaken foes and put them into KO range more easily. On the other hand, it likes having hazard removal, since even though it does not take much damage from Stealth Rock, it is very frail, and the chip damage can quickly add up.

**Pivots**: Mega Lopunny is relatively frail and gets weakened easily by chip damage, so it appreciates pivots that can bring it in safely, such as Rotom-W, Jirachi, and Uxie.

Checks and Counters
========
**Physically Defensive Pokemon**: Many Pokemon with solid physical bulk can take Mega Lopunny's hits and heal back up, especially if they were not weakened beforehand, and they can very easily run Rocky Helmet to chip it down. Bulky Psychic-types like Mew and Uxie do this the most effectively, as they can threaten an OHKO on it in return, but other Pokemon like Toxapex, Clefable, and Celesteela can also take its hits.

**Faster Pokemon**: Mega Lopunny can easily get revenge killed by faster Pokemon like Zeraora as well as common Choice Scarf users like Victini, Krookodile, and Infernape. It also gets threatened by priority attacks such as Bullet Punch from Scizor and Extreme Speed from Zygarde, especially when it is already heavily weakened.

**Chip Damage**: Mega Lopunny can easily get weakened by contact effects such as Rocky Helmet as well as entry hazards, status effects, and pivoting moves. Once it's weakened enough, it becomes much easier for foes to pick it off.

**Protect**: Many Fighting-weak Pokemon can use Protect on an expected High Jump Kick to force recoil damage; however, this is risky, since Mega Lopunny could end up using Substitute or a different move instead. It additionally lets foes avoid anticipated damage from Fake Out when it first enters the field.

[credits]
Written by:
https://www.smogon.com/forums/members/techno.527276/
Quality checked by:
https://www.smogon.com/forums/members/nyx.564960/
https://www.smogon.com/forums/members/jscurf.608304/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
GP Team done
 
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