ORAS OU Simple Lopunny Team

rip Hoopa-u. Without Hoopa-u being available in OU anymore, I cannot use the kek squad anymore :(. However, I chose to make another team around Mega Lopunny. I just made this team today, but I have been playing several rounds and making some changes. As a result, I feel that this team is solid overall, but I just want to see if y'all can help me make some changes that can improve my team.



NOTE: There might be some misspellings #damnyouautocorrect





lopunny-mega.gif

I wanted to build a team around Mega Lopunny, simply because it's one of the greatest offensive threats in OU.
lopunny-mega.gif
rotom-wash.gif

Rotom-w is the first thing that I pair with Lopunny, because Rotom can handle most revenge killers that target it, such as Talonflame and Scizor. Also, it can take care of Hippowdon and Gliscor, both of which wall Lopunny.
lopunny-mega.gif
rotom-wash.gif
tornadus-therian.gif

Mega Venusaur walls these Pokemon, so I chose Tornadus-t. I haven't really used him much, so I am eager to see if he's effective in this team (and he is!). Tornadus-t also forms a nice VoltTurn core with Rotom-w.
lopunny-mega.gif
rotom-wash.gif
tornadus-therian.gif
excadrill.gif

I needed a hazard remover for Tornadus-t, but more importantly, a check to Electric-types. Scarfed Excadrill reliably takes on those roles. It can also check the otherwise troublesome Mega Diance and Mega Altaria.
lopunny-mega.gif
rotom-wash.gif
tornadus-therian.gif
excadrill.gif
gengar.gif

I didn't want to waste my pivots, so I looked for a wallbreaker. It seemed to me that Gengar was a good choice, because it ensures that Rotom is not the only check to Slowbro and Skarmory.
lopunny-mega.gif
rotom-wash.gif
tornadus-therian.gif
excadrill.gif
gengar.gif
clefable.gif

Clefable fits the last slot to stop setup sweepers (Unaware) and set up rocks. It can switch into many other things too, further improving my matchup against offense.
lopunny-mega.gif
rotom-wash.gif
tornadus-therian.gif
excadrill.gif
manaphy.gif
clefable.gif

Not surprisingly, I did not do well against full stall, so I chose Manaphy. With Tail Glow, it alone can nearly demolish stall if played properly. Also, since Clefable has Thunder Wave to cripple faster Pokemon, Manaphy has a better chance to sweep.





>>>>>The teeeeam<<<<<


lopunny-mega.png

get memed XD (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch
  • The EVs and Nature make Mega Lopunny fast and powerful and able to take advantage of its amazing speed tier.
  • The moveset is simple: HJK and Return are strong STABs, Fake Out makes Lopunny handle offensive Pokemon better, and Power-Up Punch makes it easier for Lopunny to sweep.

rotom-wash.png

get washt m8 (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
  • Leftovers are needed for passive recovery.
  • EV spread and Nature enable Rotom to be physically bulky, while still outspeeding Adamant Crawdaunt.
  • Volt Switch makes Rotom a trusty momentum gainer.
  • Hydro Pump obliterates Ground-type plebs and Heatran.
  • Pain Split is a recovery move that can annoy the living shit out of opponents.
cleardot.gif


tornadus-therian.png

shreknado (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off
  • Assault Vest makes Tornadus-t check Keldeo and Genger more effectively.
  • 160 SpA ensures that Hurricane will OHKO a Keldeo from full health. Speed is maximized. The rest of the EVs are dumped into HP, improving Tornadus-t's overall bulk.
  • Hasty is chosen because of Superpower. It also boosts Tornadus-t's speed.
  • Hurricane is the main STAB.
  • Superpower hits Raikou, Heatran, and Tyranitar (basically most Pokemon that resist Hurricane).
  • U-turn gains momentum.
  • Knock Off cripples opponents for the rest of the match by removing their items.

excadrill.png

chilidogs (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
  • Choice Scarf enable Excadrill to check nearly every offensive Fairy-types and make him a decent cleaner.
  • Mold Breaker is chosen so that Earthquake can shred opposing Rotom-w.
  • EVs and Nature make Excadrill as fast and powerful as possible.
  • Earthquake and Iron Head are STABs.
  • Rock Slide hits Flying-types, especially Thundurus and Talonflame.
  • Rapid Spin removes hazards.

manaphy.png

sweet prince (Manaphy) @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Psychic
  • Leftovers are good for passive recovery.
  • EVs and Timid Nature make Manaphy hit hard and outspeed several key Pokemon.
  • Tail Glow and Rain Dance together make Manaphy a monster; Tail Glow boosts its SpA by +3, and Rain Dance cures Manaphy of its status (Hydration), boosts the power of Scald, and stops Mega Charizard Y from using Solar Beam.
  • Psychic obliterates Amoonguss and Mega Venusaur, although I don't think this is the best choice for the 4th moveslot.

clefable.png

ayy lmao (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Thunder Wave
  • Leftovers are for passive recovery.
  • Unaware makes Clefable a reliable stop to setup sweepers, especially Dragonite, Mega Charizard X, and Mega Altaria.
  • Given EVs and Nature enable Clefable to sponge both special and physical attacks well; Clefable can survive two Returns from opposing Mega Lopunny and two Thunderbolts from Life Orb Thundurus.
  • Stealth Rock punishes switch-ins.
  • Moonblast is Clefable's mandatory STAB.
  • Moonlight is a somewhat reliable form of recovery. Soft-Boiled is illegal with Unaware :(
  • Thunder Wave cripples faster Pokemon and sweepers. Also, with Thunder Wave support, Manaphy can sweep with more ease.






==========Threatlist:==========



Minor

manectric-mega.png

Mega Manectric. While Excadrill resists its Electric-type Stabs and Clefable sponges them well, Mega Manectric can be slightly annoying. Manectric can fry Excadrill with a predicted Overheat and can Volt Switch on Clefable to a check or counter, forbidding Clefable to use Moonlight.

bisharp.png

Swords Dance Bisharp. This mon can become a real threat only when my Mega Lopunny and Rotom-w are weakened, so it's a good idea to preserve the two throughout the battle.

conkeldurr.png

Poison Jab Conkeldurr. I have to be careful when dealing with Conkeldurr and use Clefable to scout for Poison Jab. If it does have it, I can just switch in to Manaphy, set up with Tail Glow, and obliterate it with Psychic.

starmie.png

Offensive Starmie. It's a game of prediction. Tornadus-t has to be careful to not switch in to Ice Beam, Rotom-w cannot handle a Analytic-boosted Psychic, and Clefable cannot handle a boosted Hydro Pump, but mispredictions won't lead to horrible consequences as long as I play smart. Plus, Excadrill and Lopunny can revenge kill it.




Neutral

kyurem-black.png

Iron Head Kyurem-b. My Clefable is the only reliable switch-in to Kyurem-b WITHOUT Iron Head, but without a physically defensive spread, Clefable cannot stomach a Life Orb-boosted Iron Head very well (2HKOes it). However, Mega Lopunny and Excadrill can revenge kill it.

breloom.png

Breloom. This guy is just annoying. Tornadus-t and Clefable are the only teammates who can check him, and Breloom can simply put the latter to sleep. Tornadus-t will have to pray to hit Breloom with Hurricane, otherwise he can be put to sleep, too.

pinsir-mega.png
talonflame.png
staraptor-f.png

Birdspam. Rotom-w, as the only reliable bird checker, does not like to repeatedly check Flying-types, although this can be somewhat alleviated with Pain Split. I would also have to keep Excadrill healthy just in case Rotom-w is substantially weakened, so that it can tank Quick Attacks from Mega Pinsir and Brave Birds from Talonflame.

sylveon.png

Choice Specs Sylveon. Only my Excadrill can switch into it...once. Like Kyurem-b, Specs Sylveon can easily soften up my team and make it more vulnerable to sweepers. It is easy to revenge kill, though.

venusaur-mega.png

Mega Venusaur. Whether it's defensive or not, only Tornadus-t can check it reliably, but it needs to watch out for Sleep Powder. Otherwise, I'm gonna have a bad time. However, Manaphy can lure in Venasaur after a boost and OHKO it with Psychic.




Major

azumarill.png

Choice Band Azumarill. This thing is broken and should be banned. CB Azumarill can deal heavy damage to my Rotom-w with Play Rough, making Rotom-w be a safe switch-in once. Once Rotom is weakened, Flying-types can rampage my team. Rotom-w itself and Mega Lopunny can revenge kill it though.

celebi.png

Celebi. Celebi can be taken down by only one Pokemon: Tornadus-t. Plus, Celebi can use a predicted Thunder Wave on the poor bird, making it much harder to take Celebi down. Mega Lopunny can overpower it with the help of Power-up Punch, but it's not the best way to take care of it, either.

ferrothorn.png

Ferrothorn. This mon can't do much to my team, while my teammates cannot do much to it back and prevent it from setting hazards. I can't use Lopunny because of my fear of Protect mindgames, and my Rotom-w can only whittle it down with Will-o-Wisp. While burning Ferrothorn works, it is not the fastest way, and Ferrothorn can easily set up Stealth Rock or Spikes (< this one is more dangerous). Even with Excadrill, hazards can be a pain in the ass and can give the opponent a huge advantage.

| | |
VVV TOP (kek) THREAT

scizor-f.png
scizor-mega.png

Offensive Swords Dance (Mega) Scizor. Not bulky, it's OFFENSIVE. This variant of Scizor is very dangerous when it gets a boost. +2 Bug Bite usually OHKOes Rotom, and I can only hope to burn Scizor with Manaphy's Scald. In short, this thing DESTROYS my team. (Bulky sets are slightly easier to take care of though, because Rotom-w can outspeed it and burn it with Will-o-Wisp.)


Lame Replays:
https://replay.pokemonshowdown.com/oususpecttest-353146701
https://replay.pokemonshowdown.com/oususpecttest-353209725

Thank you for reading this and happy 45-minute late April Fools!
 
Last edited:
This is a great team! Nice earthbound profile pic dude! Much better then that stupid Undertale trash. I just hate it how people simply don't realise how much of a rip off it is of earthbound. Well onto the rate! I think you should put ice punch over power-up punch on lopunny, as it can help counter breloom, birdspam, and a lot of SD mega bisharps teammates. Secondly, that's a cool manaphy set you are running, but how about instead of psychic, we run energy ball, which can help fight off banded azumarill, and eliminates it switching in easily. I also think you should run ice beam over psychic, but that's just my personal opinion, and there isn't much of a reason to run it, other then to eliminate the posibility of celabi switching in after one tail glow. That's it, broh! Have a dank evening!
 
Awesome team dude, I love Mega Lopunny quite a lot so this team is quite the awesome one to me. Let's get down to the real rate now. Since you already know what your threats are, I will just try to help you handling them without changing too much of your team structure.

If you aren't sure about what to use as your 4th move in MANAPHY, you should seriously consider using Hidden Power Fire
This can help you beating up Ferros that try to stop you from setting up and it also helps you with your problems with Mega Scizor, not to say it actually WRECKS HIM.

252 SpA Manaphy Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 168-200 (47.7 - 56.8%) -- 33.2% chance to 2HKO after Leftovers recovery
+3 252 SpA Manaphy Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 416-492 (118.1 - 139.7%) -- guaranteed OHKO

252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 220-260 (78.2 - 92.5%) -- guaranteed 2HKO
252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 220-260 (78.2 - 92.5%) -- 31.3% chance to OHKO after Stealth Rock
+3 252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 544-644 (193.5 - 229.1%) -- guaranteed OHKO
You shouldn't have to worry about too much about Mega Venusaur or Amounguss since Tornadus is an awesome answer to both of them. You should consider to try Energy Ball tho, as they state above. So, probably a full offensive Manaphy set can work nicely for you.

Well...there's not much I can actually do without changing your team too much...but since this helps you with your main problem I hope you find it useful. ^^)

Oh, you also could check my own team RMT
 
Last edited:
I think you should put ice punch over power-up punch on lopunny, as it can help counter breloom, birdspam, and a lot of SD mega bisharps teammates. Secondly, that's a cool manaphy set you are running, but how about instead of psychic, we run energy ball, which can help fight off banded azumarill, and eliminates it switching in easily. I also think you should run ice beam over psychic, but that's just my personal opinion, and there isn't much of a reason to run it, other then to eliminate the posibility of celabi switching in after one tail glow.
Yo! Thanks for the suggestions! But I would only give Lopunny Ice Punch if my team is troubled by Garchomp, Gliscor, and Landorus-t, but Clefable and Rotom-w can take care of them. Furthermore, a non-STAB super-effective Ice Punch (75*2=150) is weaker than a neutral STAB Return (102*1.5=153), so it is kinda redundant on birds like Mega Pinsir and Tornadus-t, because Return does slightly more damage to them. I might run Energy Ball over Psychic on Manaphy, but if SD (Mega) Scizor continues to trouble me, I would go with キング's suggestion and replace it with HP Fire.

Now I have a question for YOU: should I replace Tornadus-t with Talonflame? Talonflame can easily check (Mega) Scizor, at the cost of the ability of switching into Keldeo and Gengar. My Rotom-w and Clefable can switch into the former with relative ease, but they cannot really handle Gengar. However, I see Gengar a lot less than (Mega) Scizor, and I care more about covering threats that appear frequently. Is this a good idea? Btw, speaking of Mega Scizor, Manaphy cannot OHKO it with HP Fire without a boost, so it isn't the most reliable check to offensive SD variants.
 
Awesome team dude, I love Mega Lopunny quite a lot so this team is quite the awesome one to me. Let's get down to the real rate now. Since you already know what your threats are, I will just try to help you handling them without changing too much of your team structure.

If you aren't sure about what to use as your 4th move in MANAPHY, you should seriously consider using Hidden Power Fire
This can help you beating up Ferros that try to stop you from setting up and it also helps you with your problems with Mega Scizor, not to say it actually WRECKS HIM.

252 SpA Manaphy Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 168-200 (47.7 - 56.8%) -- 33.2% chance to 2HKO after Leftovers recovery
+3 252 SpA Manaphy Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 416-492 (118.1 - 139.7%) -- guaranteed OHKO

252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 220-260 (78.2 - 92.5%) -- guaranteed 2HKO
252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 220-260 (78.2 - 92.5%) -- 31.3% chance to OHKO after Stealth Rock
+3 252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 544-644 (193.5 - 229.1%) -- guaranteed OHKO
You shouldn't have to worry about too much about Mega Venusaur or Amounguss since Tornadus is an awesome answer to both of them. You should consider to try Energy Ball tho, as they state above. So, probably a full offensive Manaphy set can work nicely for you.

Well...there's not much I can actually do without changing your team too much...but since this helps you with your main problem I hope you find it useful. ^^)
Oh, you also could check my own team RMT
Thanks, man! HP Fire seems like a great choice to obliterate (Mega) Scizor. I will consider giving Manaphy a "Tail Glow + 3 Attacks" set, which grants more coverage at the cost of the ability to beat Chansey.
 
Yo! Thanks for the suggestions! But I would only give Lopunny Ice Punch if my team is troubled by Garchomp, Gliscor, and Landorus-t, but Clefable and Rotom-w can take care of them. Furthermore, a non-STAB super-effective Ice Punch (75*2=150) is weaker than a neutral STAB Return (102*1.5=153), so it is kinda redundant on birds like Mega Pinsir and Tornadus-t, because Return does slightly more damage to them. I might run Energy Ball over Psychic on Manaphy, but if SD (Mega) Scizor continues to trouble me, I would go with キング's suggestion and replace it with HP Fire.

Now I have a question for YOU: should I replace Tornadus-t with Talonflame? Talonflame can easily check (Mega) Scizor, at the cost of the ability of switching into Keldeo and Gengar. My Rotom-w and Clefable can switch into the former with relative ease, but they cannot really handle Gengar. However, I see Gengar a lot less than (Mega) Scizor, and I care more about covering threats that appear frequently. Is this a good idea? Btw, speaking of Mega Scizor, Manaphy cannot OHKO it with HP Fire without a boost, so it isn't the most reliable check to offensive SD variants.
Well bro, there's a small chance of OHKO it after rocks and even if it doesn't get OHKO'ed you can still finish the job with our beloved Loppu, avoiding the sweep :D

252 SpA Manaphy Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 220-260 (78.2 - 92.5%) -- 31.3% chance to OHKO after Stealth Rock
+
252 Atk Mega Lopunny Fake Out vs. 0 HP / 4 Def Mega Scizor: 25-30 (8.8 - 10.6%) -- possibly the worst move ever

Of course, it may not be as optimal as removing Tornadus to get Talonflame in, that's a fairly nice option tbh. But remember to make him the bulky SD variant cause of this:

Offensive SD Talon
+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Talonflame: 157-186 (52.8 - 62.6%) -- guaranteed 2HKO
Bulky
+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 248 HP / 0 Def Talonflame: 159-187 (44.2 - 52%) -- 16.8% chance to 2HKO

If you were to carelessly throw your talonflame in to receive a Bullet Punch, you could end up being beaten by mega scizor and if rocks were up, you could even get rekt in one hit (This applies to both Talon's), that's another thing to consider, Hazzard game becomes even more dangerous if to play against, since if rocks are up, Talonflame becomes much more less dependable and not even Excadrill can ge into the damn shitton of power that mega scizor has

+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Excadrill: 181-213 (50.1 - 59%) -- guaranteed 2HKO

But, of course, that depends on the way you play against the hazzards and the Mega Scizor, it's still a valid option and he can help you with your Ferro problem too and he checks basically same mons as Tornadus, plus Celebi, mega Pinsir and if you chose the WoW bulky variant, Bisharp.
 
Last edited:
Back
Top