Battle Spot Lopunny


--- [ QC: Theorymon / cant say / DragonWhale ] --
-- [ GP: Winry. / P Squared ] --
Overview
########

Mega Lopunny stands out in Battle Spot thanks to its excellent combination of a high Speed stat, a high Attack stat, and an unresisted STAB combination thanks to its ability, Scrappy. Fake Out is a great move that Lopunny possesses, which allows it to safely Mega Evolve and deal damage in the process. The two top threats of the tier, Mega Kangaskhan and Aegislash, both fall to Mega Lopunny's powerful attacks; however, Aegislash can create mind games with King's Shield. Mega Lopunny is capable of weakening the foe with its powerful attacks so that its partner has an easier time to sweep. However, Mega Lopunny does come with an opportunity cost to using it. You're giving up the ability to run many other great Mega Evolutions, namely Mega Kangaskhan, Mega Salamence, and Mega Mawile, by choosing to run it. Mega Lopunny is powerful, but not as powerful as the aforementioned threats and will fall short at times. Mega Lopunny's bulk is not outstanding either, and it will fall to powerful hits. To put it into perspective, whatever Mega Lopunny does not KO will KO it in return. Common Pokemon such as Rotom-W, Landorus-T, Mega Mawile, and Talonflame are threatening and are too hard for Mega Lopunny to handle.

Physical Attacker
########
name: Physical Attacker
move 1: Fake Out
move 2: Return
move 3: High Jump Kick
move 4: Ice Punch / Baton Pass / Substitute
ability: Limber
item: Lopunnite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Fake Out is an excellent move because it allows Lopunny to rack up damage the turn it Mega Evolves and safely allow it to gain a new, faster Speed tier. Fake Out's damage comes in handy because it makes Return and High Jump Kick much more likely to KO the foe after it's lost a bit of health from Fake Out. Return is a solid move because it is a powerful STAB move that has no drawbacks, and its power is usually solid enough to safely use against most Pokemon. High Jump Kick is more powerful than Return and smacks Steel-types such as Heatran and Mega Mawile, both of which shrug off Fake Out and Return. Ice Punch hits the incredibly common Landorus-T and Dragon-types such as Garchomp and Mega Salamence for solid damage, thus rounding out Mega Lopunny's coverage. However, Ice Punch is unable to OHKO all three of these Pokemon without prior damage, preferably from a teammate. Baton Pass allows Mega Lopunny to safely pivot into a teammate and come back in later to abuse Fake Out again; however, it's a risky move because Landorus-T's or Mawile's Intimidate will punish Lopunny for using it. Substitute is an excellent choice in the last slot so that Mega Lopunny can avoid Intimidate and status, and it can be used on predicted switches. Mega Lopunny takes advantage of Encore due to its high Speed stat, eliminating mind games, and can lock opposing Pokemon into unfavorable moves, such as Aegislash with King's Shield. Mega Lopunny's last moveslot is very flexible and is suited to fit your team's needs. Utility moves such as Healing Wish or other coverage moves such as Fire Punch or Thunder Punch could be used if the need arises. Healing Wish, in particular, is useful for bringing in a weakened teammate with full health and giving them a second chance to sweep the opposing team.

Set Details
========

Lopunnite is the only item Lopunny should ever run, as it allows Lopunny to Mega Evolve and gain a large boost in Speed and power, along with an excellent ability in Scrappy. Limber prevents paralysis on Lopunny before it Mega Evolves, which means Lopunny could create potential mind games with Thunder Wave users. After Mega Evolving, Lopunny gains Scrappy, which is an excellent ability because it allows Mega Lopunny to use High Jump Kick without fearing Ghost-type Pokemon. A Jolly nature is chosen over an Adamant nature so that Mega Lopunny can get the jump on base 100 Speed Pokemon before Mega Evolving and outspeed Greninja after Mega Evolving. An Adamant nature could be used if your team packs Icy Wind, Rock Tomb, or Thunder Wave support in some form, as this nature does increase Mega Lopunny's damage output quite a bit, but it's generally unadvised. The only notable difference an Adamant nature makes is that Porygon2 falls to the combination of Fake Out and High Jump Kick, but it's left at a low amount of health either way. In the long run, a Jolly nature will almost always be more beneficial to Mega Lopunny than an Adamant nature.

Usage Tips
========

Mega Lopunny does well as a lead because it can weaken the opposing team so that more powerful teammates can come in later and take advantage of the worn-down team. Thanks to Scrappy, Fake Out is almost always guaranteed to break Focus Sash, further adding to the excellence of Mega Lopunny in the early-game. Random Protects ruin Mega Lopunny's day because it means that High Jump Kick will crash, so it's always best to scout for these Protects before using High Jump Kick if possible. Limber is very situational, and it's very risky to stay in base Lopunny forme, but it can fish for a Thunder Wave. It's often best to Mega Evolve regardless and inflict damage with Fake Out, then switch into a Ground-type partner to take the incoming Thunder Wave. The greatest use for Limber is when Lopunny is not in the lead position so that it can switch into Porygon2's Thunder Wave with impunity. Mega Evolve Lopunny as early in the match as possible, because without being Mega Evolved, Lopunny is less bulky and its Speed tier is much worse than Mega Lopunny's. Do note that using Mega Lopunny early in the game does not mean that you should sacrifice it. Mega Lopunny can be useful later in the match because of its Speed, allowing it to clean up teams itself. Realize the difference in power between High Jump Kick and Return. Return's power is solid, but High Jump Kick is much higher in Base Power, and it will do a lot more on neutral hits. This can be something players forget because High Jump Kick has risky accuracy, but the risk is almost always worth it in the end. Ghost-types are also unable to switch directly into High Jump Kick because of Scrappy, so teams with Mega Lopunny don't have to fear Ghost-types switching in! Always use Fake Out first; it only works on the first turn that Lopunny is sent out and will provide excellent chip damage. Fake Out is also great because it allows a turn for Lopunny to Mega Evolve, thus gaining a huge boost in Speed.

Team Options
========

Landorus-T is a good partner because it softens up attacks for Mega Lopunny and takes any Thunder Wave aimed at Mega Lopunny. The two create a powerful core that weakens physical walls together because of their high Attack stats. Landorus-T can even U-turn to get Mega Lopunny in safely! Aegislash has good synergy with Mega Lopunny, taking on Fighting-, Psychic-, and Fairy-type attacks with ease while Mega Lopunny is able to take on Dark- and Ghost-type attacks. Aegislash beats Cresselia, in particular, which is beneficial for Mega Lopunny. Later on, Mega Lopunny can bring in Aegislash back at full health via Healing Wish. Rotom-W safely pivots into Mega Lopunny via Volt Switch and is able to spread around burns, while taking on Landorus-T and Talonflame easily. Garchomp is also a good partner for Mega Lopunny thanks to its ability to set up Stealth Rock to cripple Talonflame, which Mega Lopunny greatly appreciates. Although running Tyranitar creates a double Fighting weakness, Tyranitar helps take down pesky Psychic-types with Pursuit or can set up a Dragon Dance against a weakened team. Sylveon is a powerful wallbreaker that has decent synergy with Mega Lopunny and appreciates the removal of Steel-types before attempting a sweep. Talonflame takes advantage of the removal of Steel- and Rock-type Pokemon on the field to spam Brave Bird without worry, and it beats Blaziken, a pesky revenge killer. Bisharp is a great partner because it dissuades Intimidate and can prey off of weakened teams via Sucker Punch or Knock Off.

Other Options
########

Drain Punch provides a means of reliable recovery and has decent power, but Mega Lopunny is mainly used for demolishing the opposing team with High Jump Kick. Substitute + Encore allows the use of Focus Punch and can be very annoying to deal with because Mega Lopunny's high Speed ensures that it will likely lock a foe into a move. Substitute provides immunities to Will-O-Wisp, Thunder Wave, and Intimidate. Power-Up Punch has the potential to turn Mega Lopunny into a near-unstoppable wallbreaker, but then Mega Lopunny sacrifices valuable coverage, and the raw power that Mega Lopunny packs is usually enough. Toxic cripples Cresselia, which annoys Mega Lopunny. Quick Attack helps pick off Choice Scarf Pokemon once they've been weakened, but Mega Lopunny is quite fast as it is and Quick Attack is generally not going to be used. Facade takes advantage of status to make Mega Lopunny insanely hard to wall; however, it's very dependent on the opponent's team and is generally an inconsistent move. If Ditto is a large concern, or you just stress about it coming in and taking Lopunny's Return, you could potentially run Frustration over Return, but this situation is quite uncommon. A set consisting of Klutz + Assault Vest is very unadvised in terms of other sets to use because this set wastes all of Lopunny's potential. Mega Lopunny is the main reason why normal Lopunny is viable.

Checks & Counters
########

**Physically Defensive Pokemon**: Cresselia is extremely common in Battle Spot and completely shrugs off anything Mega Lopunny can throw at it thanks to its neutrality to Return, resistance to High Jump Kick, and high physical bulk. Other physical walls, such as Mega Slowbro, Clefable, Mandibuzz, Quagsire, Skarmory, Hippowdon, and Suicune, are able to take Mega Lopunny's hits. These Pokemon all have a high Defense stat, are neutral to one or both of Mega Lopunny's STAB moves, and carry a form of recovery. Mega Lopunny will be unable to break through these Pokemon, although all of them dislike Toxic. These Pokemon can typically beat Mega Lopunny with a Scald, Psychic, Moonblast, Earthquake, or Toxic of their own. The best way to check Mega Lopunny with a defensive Pokemon is with a reliable wall that has a solid form of recovery; otherwise, Mega Lopunny could potentially wear them down.

**Intimidate**: Landorus-T is very common and can weaken Mega Lopunny with Intimidate, which lowers Mega Lopunny's Attack. Despite being four times weak to Ice Punch, Landorus-T can survive the hit and smack Mega Lopunny with Earthquake. Mawile, another Pokemon with Intimidate, can tank a High Jump Kick and OHKO in return with Play Rough. Salamence can come in on Fake Out, Mega Evolve, survive Ice Punch, and choose between setting up on Mega Lopunny and OHKOing it with Return. These Pokemon all tank Mega Lopunny's hits and soften up its attacks for teammates to have a much easier time taking it on. Mega Lopunny's only way to prevent Intimidate is through Substitute, which all Intimidate users are able to break through regardless.

**Revenge Killing**: Talonflame is the most common priority user in the tier and is capable of revenge killing Mega Lopunny easily with a powerful Brave Bird. Talonflame doesn't like Return too much, however, but it can switch in and revenge kill if need be. Choice Scarf Rotom-W can tank a hit and proceed to 2HKO Mega Lopunny with Hydro Pump. Choice Scarf Landorus-T 2HKOes with Earthquake and shrugs off Return with ease thanks to Intimidate. Garchomp can revenge kill with a Choice Scarf Outrage, but it heavily dislikes Ice Punch and is thus best to come in after another Pokemon has fainted. Blaziken is an excellent check thanks to Speed Boost and its ability to make High Jump Kick crash via Protect, and it can OHKO Mega Lopunny with Superpower easily. Choice Scarf is the best way to revenge kill Mega Lopunny, while priority is a viable method as well.
 
Last edited:

Theorymon

Long Live Super Mario Maker! 2015-2024
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Pokemon Researcheris a Top Contributoris a Top Smogon Media Contributoris a Social Media Contributor Alumnusis a Community Leader Alumnusis a CAP Contributor Alumnusis a Battle Simulator Moderator Alumnus
Moderator
Ok, just checked over the skeleton. Here's my nitpicks!

Overview

-In the overview, you might want to mention that Mega Loppuny is a bit under powered vs some of the more popular Mega evos.

Moves

-I'd expand the third slot a bit. I think the better last slot should look like: Ice Punch / Baton Pass / Encore.

-Mention that not only does Encore screw up some stuff if you switch-in on a status move (since Mega Loppuny is so fast), it also makes a mockery out of any Aegislash that uses King's Shield against you, which is really cool!

-Mention that Ice Punch is NOT going to OHKO Landorus-T, Mega Salamence, and Garchomp without some damage. I know thats light strategy, but I think that's important to mention, because I've seen some new people lose due to Ice Punching too early lol.

-Make sure you give Healing Wish a special mention (I'd even make it a 4th slot in if that didn't look ugly). Healing Wish can be DEVASTATING when used with bulky attackers like Aegislash and Landorus-T!

Set Details

- I'd move the mention of the Kultz set to other options, since that sounds radically different than Mega Lopunny.

-Since you mention Icy Wind, might as well mention Rock Tomb alongside it since that move is more common.

-You mention Ice Punch and Zapdos, but note that Return actually does more to Zapdos than Ice Punch (its SE 150 base power vs STAB 153 from Return)

Usage Tips

-To add to the whole "Mega Lopunny in the early game" thing, mention that thanks to Scrappy, Fake Out is pretty much guaranteed to break Focus Sashes. This is really awesome early in the game, especially considering how fast Mega Lopunny is!

-This isn't too important, but I felt like the best thing about Limber was when I wasn't leading with Mega Lopunny. Mainly, it allows Lopunny to get an almost guranteed switch-in to defensive Porygon2, which is really neat considering how annoying Thunder Wave is to offensive mons.

-Maybe mention that depending on team structure, you might want to keep Mega Lopunny alive past the early game. Its really fast, so sometimes it can clean up some teams even if they are stronger choices for that.

Team Options

-Maybe mention that Landorus-T can U-turn to get Mega Lopunny in, which is especially handy against teams that send in Porygon2 against it.

-Mention that Aegislash can own Cresselia, which is awesome cuz thats the most common defensive mon that gives Mega Lopunny issues. Also, if you use Healing Wish, Aegislash LOVES that!

-Mention that Talonflame owns Blaziken, which is handy because that can be a problematic revenge killer.

-Mention that Rotom-W can help out against Talonflame a bit.

Other Options

-Mention Toxic. Yeah it's sorta a weird move, but Cresselia REALLY hates it.

Checks and Counters

-I'd add Blaziken to the revenge killers list. Speed Boost is a real pain >_>.

Once you implement these nitpicks, I'll approve this. Good job =)
 
For the checks and counters, I would add in how status completely shut down Mega Lopunny. Burns and paralysis are very common in Battle Spot.
 

Theorymon

Long Live Super Mario Maker! 2015-2024
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Pokemon Researcheris a Top Contributoris a Top Smogon Media Contributoris a Social Media Contributor Alumnusis a Community Leader Alumnusis a CAP Contributor Alumnusis a Battle Simulator Moderator Alumnus
Moderator
Oh before you start getting writing on this (now that you have two QC checks):

This isn't important at all, but something I forgot to mention: In Other Options, you can mention that if you REALLY HATE DITTO (who is not common at all btw), you can use Frustration to screw it over if it attempts to pick you off with a normal move lol.
 

DragonWhale

It's not a misplay, it's RNG manipulation
is a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Dedicated Tournament Host Alumnusis a Battle Simulator Moderator Alumnus
Personally I think Substitute is good enough to be slashed onto the main set. Not only does it avoid status but it maintains the momentum in your favor even if the opponent switches in a Talonflame predicting a Hi Jump Kick. I also checked the PGL statistics and Substitute seems like a more common choice than Encore.

It might also be a good idea to mention Stealth Rock support somewhere in team options. For a Talonflame-weak sweeper nothing helps it more than making Talonflames harder to use by the opponent!

But otherwise this looks good to me.
QC approved 3/3
 
Last edited:
DragonWhale Where on the set would you like it slashed? I removed Encore and put it into moves, while I put Substitute in its place. Need a bit of clarification there.

Otherwise, this is ready for GP.
 

rubsomebacononit

I was cringe and annoying when I was on smogon RIP
is a Contributor Alumnus
Add/Correction
Remove
CAPITALIZE / lowercase
Comments


Your mission unfixable, if you choose to accept it, involves implementing this AM Check.

Overview
########

Mega Lopunny stands out in Battle Spot thanks to its excellent combination of a high Speed stat, a high and Attack stat, and an its unresisted STAB combination thanks to its ability, (RC) Scrappy. Fake Out is a great move that Lopunny possesses, which allows allowing it to safely Mega Evolve and gain chip deal damage in the process. The two top threats of the tier, Mega Kangaskhan and Aegislash, both fall to Mega Lopunny's powerful attacks; however, Aegislash can cause create mind games with King's Shield. Mega Lopunny is very good capable of at weakening the opponent with its powerful attacks so that a its partner has an easier time to sweep. However, Mega Lopunny does come with an opportunity cost to using it comes with a cost. You're giving up the ability to run many other great Mega Evolutions, namely Mega Kangaskhan, Mega Salamence, and Mega Mawile, by choosing to run it. Mega Lopunny is powerful, but it just is not quite as powerful as the aforementioned threats and will fall short at times. Mega Lopunny's bulk is not outstanding either, and it will fill fall to powerful hits. To put it into perspective, whatever Mega Lopunny does not KO will KO it in return. Common Pokemon like Rotom-Wash, Landorus-Therian, and Mega Mawile give Mega Lopunny a rough time. (Remove Full Stop) and Talonflame is also are quite common threatening, and are too hard for Mega Lopunny cannot beat it to handle.

Physical Attacker
########
name: Physical Attacker
move 1: Fake Out
move 2: Return
move 3: High Jump Kick
move 4: Ice Punch / Baton Pass / Substitute
ability: Limber
item: Lopunnite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Fake Out is an excellent move because it allows Lopunny to rack up damage the turn it Mega Evolves and safely allow it to gain a new, faster Speed tier. Fake Out's damage comes in handy because it makes Return and High Jump Kick much more likely to KO the opponent after they've lost a bit of health from Fake Out. Return is a solid move because it is a powerful STAB move that has with no drawbacks, and with its power is usually solid enough to safely safe to use against most Pokemon. High Jump Kick is more powerful than Return and rounds off Lopunny's coverage by smacking Steel-types like Heatran and Mega Mawile, both of which shrug off Fake Out or High Jump Kick Return. Ice Punch hits the incredibly common Landorus-Therian and also hits Dragon-types like such as Garchomp and Mega Salamence for solid damage, thus rounding out Mega Lopunny's coverage. However, Ice Punch is unable to OHKO all three of these Pokemon without a bit of prior damage, preferably from a teammate. Baton Pass is an interesting move that allows Mega Lopunny to safely pivot into a teammate and lets Mega Lopunny it come back in later to abuse Fake Out again; however, it's a risky move because Landorus-Therian's or Mawile's Intimidate will punish Lopunny for using it. Substitute is an excellent choice in the last slot so Mega Lopunny can avoid Intimidate, status, and can be used on predicted switches. Mega Lopunny takes advantage of Encore due to its high speed stat takes advantage of Aegislash's King's Shield, thus eliminating mind-games, and can locking certain opposing Pokemon into unfavorable moves, such as Aegislash with King Shield. This is especially great on Mega Lopunny due to its high Speed stat. (Remove Full Stop) Mega Lopunny's last moveslot is very flexible and is suited to fit your team's needs. Utility moves like Healing Wish or other coverage moves like Fire Punch or Thunder Punch could be used if the need arises. Healing Wish, in particular, is useful to for bringing in a weakened teammate with full health and give giving them a second chance another opportunity to sweep the opposing team.

Set Details
========

Lopunnite is the only item Lopunny should ever run as it allows Lopunny to Mega Evolve and gain a large boost in Speed and power, along with an excellent ability in Scrappy. Limber prevents paralysis on Lopunny before it Mega Evolves, which means allows Lopunny could create potential mind-games with to play around Thunder Wave users. After Mega Evolving, Lopunny gains Scrappy. Scrappy is an excellent ability because it means allows Mega Lopunny can use to use High Jump Kick without fearing of a Ghost-type Pokemon coming in and causing it to crash. A Jolly nature is chosen over an Adamant nature so Mega Lopunny can get the jump on base 100s before Mega Evolving and allows it to outspeed Greninja after Mega Evolving. An Adamant nature could be used if your team packs Icy Wind, Rock Tomb, or Thunder Wave support in some form, as this nature does increases Mega Lopunny's damage output quite a bit, but it's is generally unadvised. The only notable difference with an Adamant nature makes is that Porygon2 falls to the combination of Fake Out and High Jump Kick, but it's is left at a low amount of health either way. In the long run, a Jolly nature will almost always be more beneficial to Mega Lopunny than an Adamant nature.

Usage Tips
========

Mega Lopunny does well in the as a lead position because it functions well as an early match Pokemon that can weaken the opposing team so that more powerful teammates can come in later and take advantage of the worn down team. Thanks to Scrappy, Fake Out is almost always guaranteed to break Focus Sash, further adding to the excellence of Mega Lopunny in the early game. Random Protects ruin prevent Mega Lopunny's day because it means that from hitting a successful High Jump Kick, (AC) causing it to will crash, so it's always best to scout for these Protects before using High Jump Kick if possible. Limber is very situational, and it's very is risky to stay in base Lopunny form, but it can fish for a Thunder Wave lure. It's often best to Mega Evolve regardless and gain chip inflict damage with Fake Out, then go to switch into a Ground-type partner to take the incoming Thunder Wave. The greatest use for Limber is when Lopunny is not in the lead position so that it is able to can switch into Porygon2's Thunder Wave with impunity. Mega Evolve Lopunny as early in the match as possible, because without being Mega Evolved Lopunny is less bulky and its Speed tier stat is much worse than Mega Lopunny's. Do note that Mega Lopunny being used early in the game does not mean that you should sack it. Mega Lopunny can be useful later in the match because of how fast it is its speed, allowing it to clean up teams itself. Realize the difference in power between High Jump Kick and Return. Return's power is solid, but High Jump Kick is much higher in base power, and will do a lot more on neutral hits. This can be something players forget because High Jump Kick has risky accuracy, but the risk is almost always worth it in the end. Ghost-types are also unable to switch directly into High Jump Kick because of Scrappy, so that's one less fear to worry about teams with Mega Lopunny don't have to fear Ghost-types switching in! Always use Fake Out first, it only works once and will be excellent chip damage. Fake Out is also great because it allows a turn for Lopunny to Mega Evolve, thus gaining a huge boost in Speed.

Team Options
========

Landorus-Therian is a good partner because it softens up attacks for Mega Lopunny and takes any Thunder Wave aimed at Mega Lopunny. The two also from create a powerful core that can weakens physical walls together because of their high Attack stats. Landorus-Therian can even U-turn out to get switch into Mega Lopunny in safely! Aegislash has good synergy with Mega Lopunny, taking on Fighting-, Psychic-, and Fairy-type attacks with ease while Mega Lopunny is able to take on Dark- and Ghost-type attacks. Aegislash beats Cresselia, in particular, which is a very large boon to beneficial for Mega Lopunny. Later in the match on, Mega Lopunny is able to can bring in Aegislash back at full health via Healing Wish. Rotom-Wash savely safely pivots into Mega Lopunny via Volt Switch and is able to spread around burns the opponent, (RC) while taking on Landorus-Therian and Talonflame easily. Garchomp is also a good partner for pairs well with Mega Lopunny because it can thanks to its ability to set up Stealth Rock, (RC) thus crippling to cripple Talonflame, which Mega Lopunny greatly appreciates. Although Tyranitar creates a double Fighting weakness, Tyranitar is a nice partner to helps take down pesky Psychic-types with Pursuit or set up a Dragon Dance against a weakened team. Sylveon is a powerful wallbreaker that has decent synergy with Mega Lopunny and appreciates the removal of Steel-types before attempting a sweep. Talonflame is a good partner for Mega Lopunny because it takes advantage of the removal of Steel- and Rock-type Pokemon on the field to spam Brave Bird without worry. Talonflame also ,(AC) and beats Blaziken, a pesky revenge killer. Bisharp is a great partner as pairs well with Lopunny because it dissuades dismisses Intimidate and can prey off of weakened teams via Sucker Punch or Knock Off.

Other Options
########

Drain Punch is an interesting move because it provides a means of reliable recovery and has decent power packs a punch, but Mega Lopunny is mainly focused used for on breaking things demolishing the opposing team with High Jump Kick. Substitute + Encore is a very interesting combination that allows for the use of Focus Punch and can be very annoying to face deal with because Mega Lopunny's high Speed ensures that it will likely lock something the opponent in into a move. Substitute provides many cool perks, such as being an immunity immune to Will-O-Wisp, Thunder Wave, and Intimidate. Power-Up Punch has the potential to turn Mega Lopunny into a near-unstoppable wallbreaker, but then Mega Lopunny sacrifices valuable coverage and the raw power that Mega Lopunny packs is usually enough. Toxic carries a very specific niche: crippling cripples Cresselia, who annoys Mega Lopunny's bane. Quick Attack is a nice filler move to helps pick off Choice Scarf Pokemon once they've been weakened, but Mega Lopunny is quite fast as it is and Quick Attack and is most likely is more often than not going to be used. Facade takes advantage of status to make Mega Lopunny insanely hard to wall; however, but it's very dependent on the opponent and is generally an unstable move. If Ditto is a large concern, or you just stress about it coming in and taking your Return, (RC) you could potentially run Frustration over Return, but this situation is quite uncommon. A set consisting of Klutz + Assault Vest is very unadvised in terms of other sets to user because this set wastes all of Lopunny's potential. Mega Lopunny is the only way main reason why Lopunny is viable.

Checks & Counters
########

**Physically Defensive Pokemon**: Cresselia is extremely common in Battle Spot and completely shrugs off anything Mega Lopunny can throw at it thanks to its neutrality to Return, resistance to High Jump Kick, and high physical bulk. Other physical walls, such as Mega Slowbro, Clefable, Mandibuzz, Quagsire, Skarmory, Hippowdon, and Suicune, are able to take on Mega Lopunny's hits. These Pokemon all have a common theme: they have a high Defense stat, are neutral to one or both of Mega Lopunny's STAB moves, and all carry a form of recovery. Mega Lopunny will be unable to have a hard time breaking through these Pokemon, although all of them do dislike the uncommon Toxic taking damage from Poison. These Pokemon can typically beat Mega Lopunny in return with Scald, Psychic, Moonblast, Earthquake, or Toxic of their own. The best way to check Mega Lopunny with by using a defensive Pokemon is with a reliable wall with a that has a solid form of recovery, otherwise Mega Lopunny could potentially wear them down.

**Intimidate**: Landorus-Therian is very common and can weaken Mega Lopunny through its ability with Intimidate, which lowers Mega Lopunny's Attack. Despite being four times weak to Ice Punch, Landorus-Therian can live the hit and smack Mega Lopunny retaliate with Earthquake. Mawile, which also has another Pokemon with Intimidate, can tank a High Jump Kick and OHKO in return with Play Rough. Salamence can come in on Fake Out, Mega Evolve, live Ice Punch, then and choose between either set setting up on Mega Lopunny or OHKO OHKOing it with Return. These Pokemon can all tank Mega Lopunny's hits, (RC) but they also and soften up its attacks for teammates to have a much easier time taking it on. Mega Lopunny's only way to prevent Intimidate is through Substitute, which all Intimidate users are able to break through regardless.

**Revenge Killing**: Talonflame is the most common priority user in the tier and can is capable of revenge killing Mega Lopunny easily with a powerful Brave Bird. Talonflame doesn't like Return too much, however, but it can switch in and kill if need be. Choice Scarf Rotom-Wash can tank a hit and proceed to 2HKO Mega Lopunny with Hydro Pump. Choice Scarf Landorus-Therian 2HKOes with Earthquake and shrugs off Return with ease, thanks to Intimidate. Garchomp can revenge kill with a Choice Scarf Outrage, but heavily dislikes Ice Punch and is thus best to come in works best after another Pokemon has fainted. Blaziken is an excellent check thanks to Speed Boost and ability to make High Jump Kick crash via Protect, causing High Jump Kick to crash and while allowing it to OHKOing with Superpower easily. Choice Scarf is really the best way to revenge kill Mega Lopunny, while priority is a viable method as well.
 
Last edited:

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
going over rubsomebacononit's amcheck
remove add/correct comments

Overview
########

Mega Lopunny stands out in Battle Spot thanks to its excellent combination of a high Speed stat, a high and Attack stat, and an its unresisted STAB combination thanks to its ability, (RC) Scrappy. (all of these are unnecessary changes because they don't make the prose any better, subjectively and grammatically, so keep the sentence as it was before) Fake Out is a great move that Lopunny possesses, which allows allowing (also unnecessary) it to safely Mega Evolve and gain chip deal damage in the process. (I agree deal > gain, but it's okay to keep "in the process" because it's in the same turn) The two top threats of the tier, Mega Kangaskhan and Aegislash, both fall to Mega Lopunny's powerful attacks; however, Aegislash can cause create mind games with King's Shield. Mega Lopunny is very good capable of at weakening the opponent foe with its powerful attacks so that a its partner has an easier time to sweep. However, Mega Lopunny does come with an opportunity cost to using it comes with a cost. (the new changes aren't any different so no need to make them) You're giving up the ability to run many other great Mega Evolutions, namely Mega Kangaskhan, Mega Salamence, and Mega Mawile, by choosing to run it. (again, you can keep this part) Mega Lopunny is powerful, but it just is not quite as powerful as the aforementioned threats and will fall short at times. Mega Lopunny's bulk is not outstanding either, and it (keep "it" because when a comma comes before "and" the following part of the sentence needs a subject") will fill fall to powerful hits. To put it into perspective, whatever Mega Lopunny does not KO will KO it in return. Common Pokemon such as like Rotom-Wash, Landorus-Therian, and Mega Mawile give Mega Lopunny a rough time. (Remove Full Stop) and Talonflame is also are quite common threatening, (RC) and are too hard for Mega Lopunny cannot beat it to handle.

Physical Attacker
########
name: Physical Attacker
move 1: Fake Out
move 2: Return
move 3: High Jump Kick
move 4: Ice Punch / Baton Pass / Substitute
ability: Limber
item: Lopunnite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Fake Out is an excellent move because it allows Lopunny to rack up damage the turn it Mega Evolves and safely allow it to gain a new, faster Speed tier. Fake Out's damage comes in handy because it makes Return and High Jump Kick much more likely to KO the opponent foe after it's they've lost a bit of health from Fake Out. Return is a solid move because it is a powerful STAB move that has with no drawbacks, and with (and > with imo) its power is usually solid enough to safely safe to (the new sentence doesn't make as much sense as the original, so use the original for more clarity) use against most Pokemon. High Jump Kick is more powerful than Return and rounds off Lopunny's coverage by smacking Steel-types such as like Heatran and Mega Mawile, both of which shrug off Fake Out or High Jump Kick Return. Ice Punch hits the incredibly common Landorus-Therian and also hits Dragon-types like such as Garchomp and Mega Salamence for solid damage, thus rounding out Mega Lopunny's coverage. (you just said HJK rounded off Lopunny's coverage, so pick one move to say this for imo) However, Ice Punch is unable to OHKO all three of these Pokemon without a bit of prior damage, preferably from a teammate. Baton Pass is an interesting move that allows Mega Lopunny to safely pivot into a teammate and lets Mega Lopunny it (keep "Mega Lopunny" because after the semicolon, it is used to refer to something else) come back in later to abuse Fake Out again; however, it's a risky move because Landorus-Therian's or Mawile's Intimidate will punish Lopunny for using it. Substitute is an excellent choice in the last slot so Mega Lopunny can avoid Intimidate, status, and can be used on predicted switches. Mega Lopunny takes advantage of Encore due to its high Speed (capitalize Speed) stat takes advantage of Aegislash's King's Shield, thus eliminating mind-games, and can locking certain opposing (keep "and can lock") Pokemon into unfavorable moves, such as Aegislash with King Shield. This is especially great on Mega Lopunny due to its high Speed stat. (Remove Full Stop) Mega Lopunny's last moveslot is very flexible and is suited to fit your team's needs. Utility moves such as like Healing Wish or other coverage moves such as like Fire Punch or Thunder Punch could be used if the need arises. Healing Wish, in particular, is useful to for bringing in a weakened teammate with full health and give giving them a second chance another opportunity (a second chance was fine) to sweep the opposing team.

Set Details
========

Lopunnite is the only item Lopunny should ever run, (AC) as it allows Lopunny to Mega Evolve and gain a large boost in Speed and power, along with an excellent ability in Scrappy. Limber prevents paralysis on Lopunny before it Mega Evolves, which means allows Lopunny could create potential mind-games with to play around Thunder Wave users (the new sentence doesn't remove confusion/correct anything really so original was fine). After Mega Evolving, Lopunny gains Scrappy. Scrappy is an excellent ability because it means allows Mega Lopunny can use to use High Jump Kick without fearing of a Ghost-type Pokemon coming in and causing it to crash. A Jolly nature is chosen over an Adamant nature so Mega Lopunny can get the jump on base 100 Speed Pokemon before Mega Evolving and allows it to outspeed Greninja after Mega Evolving. An Adamant nature could be used if your team packs Icy Wind, Rock Tomb, or Thunder Wave support in some form, as this nature does increases Mega Lopunny's damage output quite a bit (is ok to keep), but it's is (keep it's) generally unadvised. The only notable difference with an Adamant nature makes (either way to say this is fine..) is that Porygon2 falls to the combination of Fake Out and High Jump Kick, but it's is (keep it's because it provides a subject) left at a low amount of health either way. In the long run, a Jolly nature will almost always be more beneficial to Mega Lopunny than an Adamant nature.

Usage Tips
========

Mega Lopunny does well in the as a lead position because it functions well as an early match Pokemon that can weaken the opposing team so that more powerful teammates can come in later and take advantage of the worn-down team. Thanks to Scrappy, Fake Out is almost always guaranteed to break Focus Sash, further adding to the excellence of Mega Lopunny in the early game. Random Protects ruin prevent Mega Lopunny's day because it means that from hitting a successful High Jump Kick, (AC) causing it to will crash, so it's always best to scout for these Protects before using High Jump Kick if possible. (keep the original sentence because the new one doesn't make sense, though remove "prevent" because it's unnecessary) Limber is very situational, and it's very is (keep it's very so that there's a subject in the sentence) risky to stay in base Lopunny form, but it (keep it) can fish for a Thunder Wave lure. It's often best to Mega Evolve regardless and gain chip inflict damage with Fake Out, then go to switch into a Ground-type partner to take the incoming Thunder Wave. The greatest use for Limber is when Lopunny is not in the lead position so that it is able to can switch into Porygon2's Thunder Wave with impunity. Mega Evolve Lopunny as early in the match as possible, because without being (uh, keep this because if it's removed the meaning of the sentence changes) Mega Evolved, (AC) Lopunny is less bulky and its Speed tier stat (keep tier) is much worse than Mega Lopunny's. Do note that using Mega Lopunny being used early in the game does not mean that you should sack it. Mega Lopunny can be useful later in the match because of how fast it is its Speed (capitalize Speed), allowing it to clean up teams itself (keep). Realize the difference in power between High Jump Kick and Return. Return's power is solid, but High Jump Kick is much higher in Base Power, and it will do a lot more on neutral hits. This can be something players forget because High Jump Kick has risky accuracy, but the risk is almost always worth it in the end. Ghost-types are also unable to switch directly into High Jump Kick because of Scrappy, so that's one less fear to worry about teams with Mega Lopunny don't have to fear Ghost-types switching in (I guess either version is fine because Ghost-types was already mentioned in the sentence)! Always use Fake Out first, it only works once and will be excellent chip damage. Fake Out is also great because it allows a turn for Lopunny to Mega Evolve, thus gaining a huge boost in Speed.

Team Options
========

Landorus-Therian is a good partner because it softens up attacks for Mega Lopunny and takes any Thunder Wave aimed at Mega Lopunny. The two also from create a powerful core that can weakens physical walls together because of their high Attack stats. Landorus-Therian can even U-turn out to get switch into Mega Lopunny in safely (keep original sentence)! Aegislash has good synergy with Mega Lopunny, taking on Fighting-, Psychic-, and Fairy-type attacks with ease while Mega Lopunny is able to take on Dark- and Ghost-type attacks. Aegislash beats Cresselia, in particular, which is a very large boon to beneficial for Mega Lopunny. Later in the match on, Mega Lopunny is able to can bring in Aegislash back at full health via Healing Wish. Rotom-Wash savely safely pivots into Mega Lopunny via Volt Switch and is able to spread around burns the opponent, (RC) (keep the original sentence because it's clearer and opponents = the players, not Pokemon, anyway) while taking on Landorus-Therian and Talonflame easily. Garchomp is also a good partner for pairs well with (either way is fine) Mega Lopunny because it can thanks to its ability to set up Stealth Rock, (RC) thus crippling to cripple Talonflame, which Mega Lopunny greatly appreciates. Although Tyranitar creates a double Fighting weakness, Tyranitar is a nice partner to helps take down pesky Psychic-types with Pursuit or set up a Dragon Dance against a weakened team. Sylveon is a powerful wallbreaker that has decent synergy with Mega Lopunny and appreciates the removal of Steel-types before attempting a sweep. Talonflame is a good partner for Mega Lopunny because it takes advantage of the removal of Steel- and Rock-type Pokemon on the field to spam Brave Bird without worry. Talonflame also ,(AC) and it beats Blaziken, a pesky revenge killer. Bisharp is a great partner as pairs well with Lopunny (either way of saying is fine) because it dissuades dismisses (this changes the meaning, so keep "dissuades") Intimidate and can prey off of weakened teams via Sucker Punch or Knock Off.

Other Options
########

Drain Punch is an interesting move because it provides a means of reliable recovery and has decent power packs a punch ("has decent power" and "packs a punch" gives the same meaning), but Mega Lopunny is mainly focused used for on breaking things demolishing the opposing team with High Jump Kick. Substitute + Encore is a very interesting combination that allows for the use of Focus Punch and can be very annoying to face deal with because Mega Lopunny's high Speed ensures that it will likely lock something the opponent a foe ("opponent" means player, "foe" means opposing Pokemon, also for the next change keep "into") in into a move. Substitute provides many cool perks, such as being an immunity (say "provides immunities") immune to Will-O-Wisp, Thunder Wave, and Intimidate. Power-Up Punch has the potential to turn Mega Lopunny into a near-unstoppable wallbreaker, but then (keep) Mega Lopunny sacrifices valuable coverage and the raw power that Mega Lopunny packs is usually enough. Toxic carries a very specific niche: crippling cripples Cresselia, who which (use "which" instead because "who" is used for people, not Pokemon) annoys Mega Lopunny's bane. Quick Attack is a nice filler move to helps pick off Choice Scarf Pokemon once they've been weakened, but Mega Lopunny is quite fast as it is and Quick Attack and is most likely is more often than (keep the original) not going to be used. Facade takes advantage of status to make Mega Lopunny insanely hard to wall; however, but (keep original) it's very dependent on the opponent and is generally an unstable move. If Ditto is a large concern, or you just stress about it coming in and taking your Return, (RC) (uh I think this should be kept) you could potentially run Frustration over Return, but this situation (keep this because without it there's no subject) is quite uncommon. A set consisting of Klutz + Assault Vest is very unadvised in terms of other sets to user because this set wastes all of Lopunny's potential. Mega Lopunny is the only way main reason why normal Lopunny is viable.

Checks & Counters
########

**Physically defensive Pokemon**: Cresselia is extremely common in Battle Spot and completely shrugs off anything Mega Lopunny can throw at it thanks to its neutrality to Return, resistance to High Jump Kick, and high physical bulk. Other physical walls, such as Mega Slowbro, Clefable, Mandibuzz, Quagsire, Skarmory, Hippowdon, and Suicune, are able to take on Mega Lopunny's hits. These Pokemon all have a common theme: they have a high Defense stat, are neutral to one or both of Mega Lopunny's STAB moves, and all carry a form of recovery. Mega Lopunny will be unable to have a hard time breaking through these Pokemon, ("unable" and "have a hard time" are two different meanings, so keep original) although (no difference either way) all of them do dislike the uncommon Toxic taking damage from Poison (just say "all of them dislike Toxic" because it's more specific than "poison"). These Pokemon can typically beat Mega Lopunny in return with a Scald, Psychic, Moonblast, Earthquake, or Toxic of their own. The best way to check Mega Lopunny with by using a (just keep original) defensive Pokemon is with a reliable wall that has a with a that has a solid form of recovery, otherwise Mega Lopunny could potentially wear them down.

**Intimidate**: Landorus-Therian is very common and can weaken Mega Lopunny through its ability with Intimidate, which lowers Mega Lopunny's Attack. Despite being four times weak to Ice Punch, Landorus-Therian can live the hit and smack Mega Lopunny retaliate (just keep original because the meaning is no different) with Earthquake. Mawile, which also has another Pokemon with Intimidate, (the meaning is the same both ways) can tank a High Jump Kick and OHKO in return with Play Rough. Salamence can come in on Fake Out, Mega Evolve, live Ice Punch, then and choose between either set setting up on Mega Lopunny or OHKO OHKOing it with Return. These Pokemon can all tank Mega Lopunny's hits, (RC) but they also and soften up its attacks for teammates to have a much easier time taking it on. Mega Lopunny's only way to prevent Intimidate is through Substitute, which all Intimidate users are able to break through regardless.

**Revenge Killing**: Talonflame is the most common priority user in the tier and can is capable of revenge killing (if you say "is capable of" you need to keep "killing") Mega Lopunny easily with a powerful Brave Bird. Talonflame doesn't like Return too much, however, but (keep but) it can switch in and kill if need be. Choice Scarf Rotom-Wash can tank a hit and proceed to (ok to keep this) 2HKO Mega Lopunny with Hydro Pump. Choice Scarf Landorus-Therian 2HKOes (keep "2HKOes" because that's the verb form. When using without the e, it would be like "Lopunny scores a lot of 2HKOs") with Earthquake and shrugs off Return with ease, (RC) thanks to Intimidate. Garchomp can revenge kill with a Choice Scarf Outrage, but heavily dislikes Ice Punch and is thus best to come in works best (keep the original because it mentions switching in, which the new version doesn't) after another Pokemon has fainted. Blaziken is an excellent check thanks to Speed Boost and ability to make High Jump Kick crash via (keep original because it says why Protect makes it an excellent check) Protect, causing High Jump Kick to crash and while allowing it to OHKOing with Superpower easily (after "Protect," just say "and it can OHKO Mega Lopunny with Superpower easily"). Choice Scarf is really the best way to revenge kill Mega Lopunny, while priority is a viable method as well.

1/2
 
Last edited:

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/2 go go go!
Overview
########

Mega Lopunny stands out in Battle Spot thanks to its excellent combination of a high Speed stat, a high Attack stat, and an unresisted STAB combination thanks to its ability, Scrappy. Fake Out is a great move that Lopunny possesses, which allows it to safely Mega Evolve and deal damage in the process. The two top threats of the tier, Mega Kangaskhan and Aegislash, both fall to Mega Lopunny's powerful attacks; however, Aegislash can create mind games with King's Shield. Mega Lopunny is capable of weakening the foe with its powerful attacks so that its partner has an easier time to sweep. However, Mega Lopunny does come with an opportunity cost to using it. You're giving up the ability to run many other great Mega Evolutions, namely Mega Kangaskhan, Mega Salamence, and Mega Mawile, by choosing to run it. Mega Lopunny is powerful, but not as powerful as the aforementioned threats and will fall short at times. Mega Lopunny's bulk is not outstanding either, and it will fall to powerful hits. To put it into perspective, whatever Mega Lopunny does not KO will KO it in return. Common Pokemon such as Rotom-Wash, Landorus-T, Mega Mawile, and Talonflame are threatening, (remove comma) and are too hard for Mega Lopunny to handle.

Physical Attacker
########
name: Physical Attacker
move 1: Fake Out
move 2: Return
move 3: High Jump Kick
move 4: Ice Punch / Baton Pass / Substitute
ability: Limber
item: Lopunnite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Fake Out is an excellent move because it allows Lopunny to rack up damage the turn it Mega Evolves and safely allow it to gain a new, faster Speed tier. Fake Out's damage comes in handy because it makes Return and High Jump Kick much more likely to KO the foe after it's lost a bit of health from Fake Out. Return is a solid move because it is a powerful STAB move that has no drawbacks, and its power is usually solid enough to safely use against most Pokemon. High Jump Kick is more powerful than Return and smacks Steel-types such as Heatran and Mega Mawile, both of which shrug off Fake Out or and Return. Ice Punch hits the incredibly common Landorus-T and Dragon-types such as Garchomp and Mega Salamence for solid damage, thus rounding out Mega Lopunny's coverage. However, Ice Punch is unable to OHKO all three of these Pokemon without prior damage, preferably from a teammate. Baton Pass allows Mega Lopunny to safely pivot into a teammate and lets Mega Lopunny come back in later to abuse Fake Out again; however, it's a risky move because Landorus-T's or Mawile's Intimidate will punish Lopunny for using it. Substitute is an excellent choice in the last slot so that Mega Lopunny can avoid Intimidate, (remove comma) and status, and it can be used on predicted switches. Mega Lopunny takes advantage of Encore due to its high Speed stat, eliminating mind games, and can lock opposing Pokemon into unfavorable moves, such as Aegislash with King Shield. Mega Lopunny's last moveslot is very flexible and is suited to fit your team's needs. Utility moves such as Healing Wish or other coverage moves such as Fire Punch or Thunder Punch could be used if the need arises. Healing Wish, in particular, is useful for bringing in a weakened teammate with full health and giving them a second chance to sweep the opposing team.

Set Details
========

Lopunnite is the only item Lopunny should ever run, as it allows Lopunny to Mega Evolve and gain a large boost in Speed and power, along with an excellent ability in Scrappy. Limber prevents paralysis on Lopunny before it Mega Evolves, which means Lopunny could create potential mind games with Thunder Wave users. After Mega Evolving, Lopunny gains Scrappy. Scrappy, which is an excellent ability because it allows Mega Lopunny to use High Jump Kick without fearing Ghost-type Pokemon. A Jolly nature is chosen over an Adamant nature so that Mega Lopunny can get the jump on base 100 Speed Pokemon before Mega Evolving and outspeed Greninja after Mega Evolving. An Adamant nature could be used if your team packs Icy Wind, Rock Tomb, or Thunder Wave support in some form, as this nature does increase Mega Lopunny's damage output quite a bit, but it's generally unadvised. The only notable difference with an Adamant nature makes is that Porygon2 falls to the combination of Fake Out and High Jump Kick, but it's left at a low amount of health either way. In the long run, a Jolly nature will almost always be more beneficial to Mega Lopunny than an Adamant nature.

Usage Tips
========

Mega Lopunny does well as a lead because it can weaken the opposing team so that more powerful teammates can come in later and take advantage of the worn-down team. Thanks to Scrappy, Fake Out is almost always guaranteed to break Focus Sash, further adding to the excellence of Mega Lopunny in the early-game. Random Protects ruin Mega Lopunny's day because it means that High Jump Kick will crash, so it's always best to scout for these Protects before using High Jump Kick if possible. Limber is very situational, and it's very risky to stay in base Lopunny forme, but it can fish for a Thunder Wave lure. It's often best to Mega Evolve regardless and inflict damage with Fake Out, then switch into a Ground-type partner to take the incoming Thunder Wave. The greatest use for Limber is when Lopunny is not in the lead position so that it can switch into Porygon2's Thunder Wave with impunity. Mega Evolve Lopunny as early in the match as possible, because without being Mega Evolved, Lopunny is less bulky and its Speed tier is much worse than Mega Lopunny's. Do note that using Mega Lopunny early in the game does not mean that you should sacrifice it. Mega Lopunny can be useful later in the match because of its Speed, allowing it to clean up teams itself. Realize the difference in power between High Jump Kick and Return. Return's power is solid, but High Jump Kick is much higher in Base Power, and it will do a lot more on neutral hits. This can be something players forget because High Jump Kick has risky accuracy, but the risk is almost always worth it in the end. Ghost-types are also unable to switch directly into High Jump Kick because of Scrappy, so teams with Mega Lopunny don't have to fear Ghost-types switching in! Always use Fake Out first,; (semicolon) it only works once and will be provide excellent chip damage. Fake Out is also great because it allows a turn for Lopunny to Mega Evolve, thus gaining a huge boost in Speed.

Team Options
========

Landorus-T is a good partner because it softens up attacks for Mega Lopunny and takes any Thunder Wave aimed at Mega Lopunny. The two create a powerful core that weakens physical walls together because of their high Attack stats. Landorus-T can even U-turn to get Mega Lopunny in safely! Aegislash has good synergy with Mega Lopunny, taking on Fighting-, Psychic-, and Fairy-type attacks with ease while Mega Lopunny is able to take on Dark- and Ghost-type attacks. Aegislash beats Cresselia, in particular, which is beneficial for Mega Lopunny. Later on, Mega Lopunny can bring in Aegislash back at full health via Healing Wish. Rotom-Wash safely pivots into Mega Lopunny via Volt Switch and is able to spread around burns, while taking on Landorus-T and Talonflame easily. Garchomp is also a good partner for Mega Lopunny thanks to its ability to set up Stealth Rock to cripple Talonflame, which Mega Lopunny greatly appreciates. Although running Tyranitar creates a double Fighting weakness, Tyranitar helps take down pesky Psychic-types with Pursuit or can set up a Dragon Dance against a weakened team. Sylveon is a powerful wallbreaker that has decent synergy with Mega Lopunny and appreciates the removal of Steel-types before attempting a sweep. Talonflame takes advantage of the removal of Steel- and Rock-type Pokemon on the field to spam Brave Bird without worry, and it beats Blaziken, a pesky revenge killer. Bisharp is a great partner as because it dissuades Intimidate and can prey off of weakened teams via Sucker Punch or Knock Off.

Other Options
########

Drain Punch provides a means of reliable recovery and has decent power, but Mega Lopunny is mainly used for demolishing the opposing team with High Jump Kick. Substitute + Encore allows the use of Focus Punch and can be very annoying to deal with because Mega Lopunny's high Speed ensures that it will likely lock a foe into a move. Substitute provides immunities to Will-O-Wisp, Thunder Wave, and Intimidate. Power-Up Punch has the potential to turn Mega Lopunny into a near-unstoppable wallbreaker, but then Mega Lopunny sacrifices valuable coverage, (comma) and the raw power that Mega Lopunny packs is usually enough. Toxic cripples Cresselia, which annoys Mega Lopunny. Quick Attack helps pick off Choice Scarf Pokemon once they've been weakened, but Mega Lopunny is quite fast as it is and Quick Attack is more often than not (you'd need another "not" here I think. "more often than not" = usually/typically. or you could just say "Quick Attack is generally not going to be used") going to be used. Facade takes advantage of status to make Mega Lopunny insanely hard to wall; however, it's very dependent on the opponent ("opponent's team", maybe?) and is generally an unstable unreliable (or "inconsistent"?) move. If Ditto is a large concern, or you just stress about it coming in and taking your Lopunny's Return, you could potentially run Frustration over Return, but this situation is quite uncommon. A set consisting of Klutz + Assault Vest is very unadvised in terms of other sets to use because this set wastes all of Lopunny's potential. Mega Lopunny is the main reason why normal Lopunny is viable.

Checks & Counters
########

**Physically Defensive Pokemon**: Cresselia is extremely common in Battle Spot and completely shrugs off anything Mega Lopunny can throw at it thanks to its neutrality to Return, resistance to High Jump Kick, and high physical bulk. Other physical walls, such as Mega Slowbro, Clefable, Mandibuzz, Quagsire, Skarmory, Hippowdon, and Suicune, are able to take on Mega Lopunny's hits. These Pokemon all have a high Defense stat, are neutral to one or both of Mega Lopunny's STAB moves, and all carry a form of recovery. Mega Lopunny will be unable to break through these Pokemon, although all of them dislike Toxic. These Pokemon can typically beat Mega Lopunny with a Scald, Psychic, Moonblast, Earthquake, or Toxic of their own. The best way to check Mega Lopunny with a defensive Pokemon is with a reliable wall that has a solid form of recovery,; (semicolon) otherwise, (comma) Mega Lopunny could potentially wear them down.

**Intimidate**: Landorus-T is very common and can weaken Mega Lopunny with Intimidate, which lowers Mega Lopunny's Attack. Despite being four times weak to Ice Punch, Landorus-T can live survive the hit and smack Mega Lopunny with Earthquake. Mawile, another Pokemon with Intimidate, can tank a High Jump Kick and OHKO in return with Play Rough. Salamence can come in on Fake Out, Mega Evolve, live survive Ice Punch, and choose between setting up on Mega Lopunny or and (phrase is "choose between x and y") OHKOing it with Return. These Pokemon all tank Mega Lopunny's hits and soften up its attacks for teammates to have a much easier time taking it on. Mega Lopunny's only way to prevent Intimidate is through Substitute, which all Intimidate users are able to break through regardless.

**Revenge Killing**: Talonflame is the most common priority user in the tier and is capable of revenge killing Mega Lopunny easily with a powerful Brave Bird. Talonflame doesn't like Return too much, however, but it can switch in and revenge kill if need be. Choice Scarf Rotom-W can tank a hit and proceed to 2HKO Mega Lopunny with Hydro Pump. Choice Scarf Landorus-T 2HKOes with Earthquake and shrugs off Return with ease thanks to Intimidate. Garchomp can revenge kill with a Choice Scarf Outrage, but it heavily dislikes Ice Punch and is thus best to come in after another Pokemon has fainted. Blaziken is an excellent check thanks to Speed Boost and its ability to make High Jump Kick crash via Protect, and it can OHKO Mega Lopunny with Superpower easily. Choice Scarf is the best way to revenge kill Mega Lopunny, while priority is a viable method as well.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top