[Monotype] Lopunny

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185px-428Lopunny_Mega_Dream.png

[OVERVIEW]

Mega Lopunny has an excellent base 135 Speed, outpacing the majority of the unboosted metagame. It also has an impressive base 136 Attack, being able to deal a lot of damage to Pokemon that don't resist its STAB moves. Together, the high Attack and Speed stats of Mega Lopunny make it an excellent cleaner. Mega Lopunny's Fighting-type STAB moves allow it to hit Dark-, Ice-, Normal-, Rock-, and Steel-types super effectively. Thanks to its STAB combination, Mega Lopunny can hit every type within the metagame for at least neutral damage. With Scrappy, Mega Lopunny is also able to hit Ghost-types such as Sableye, Gengar, Chandelure, and Doublade. In conjunction with Fake Out, this guarantees that Lopunny can safely Mega Evolve. Mega Lopunny can also switch into a predicted Knock Off from users such as Bisharp and Weavile, which helps item-reliant Pokemon such as Chansey and Porygon2.

However, Mega Lopunny's bulk is pretty average for an offensive Pokemon, and its Normal / Fighting typing makes it weak to common types such as Fairy, Fighting, and Psychic. Mega Lopunny is also easily worn down by entry hazards, such as Spikes and Stealth Rock, and status effects, such as burn and poison. Due to its lack of power, Mega Lopunny has trouble breaking through physical walls such as Slowbro, Skarmory, and Hippowdon.

[SET]
name: All-out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Fake Out allows Lopunny to safely get a Speed boost after Mega Evolving while dealing chip damage to the opposing Pokemon such as Mega Gardevoir, Mega Medicham, and other frail Pokemon such as Weavile, Gengar, and Galvantula. Mega Lopunny can use that to its advantage when facing faster Pokemon such as Latios, Gengar, and Galvantula. The chip damage from Fake Out in conjunction with High Jump Kick or Return can also help Mega Lopunny secure KOs against Pokemon that otherwise wouldn't be KOed by its powerful STAB attack alone; for example, Mega Lopunny can KO Keldeo with High Jump Kick after a Fake Out. High Jump Kick is Mega Lopunny's best Fighting-type STAB attack, hitting Dark-, Ice-, and Normal-types such as Bisharp, Mamoswine, and Chansey, while also hitting Rock- and Steel-types, which resist Return, such as Tyranitar and Heatran. With Scrappy, Mega Lopunny can also hit Ghost-types such as Sableye and Doublade. Return is Mega Lopunny's Normal-type STAB move of choice, hitting Pokemon such as Gengar for neutral damage. Ice Punch grants Mega Lopunny coverage against Dragon- and Flying-types such as Garchomp, Dragonite, Gliscor, and Landorus. Power-Up Punch can be used instead of Ice Punch, as it increases Mega Lopunny's Attack by one stage while dealing some damage. The Attack boost from Power-Up Punch assists Mega Lopunny in pressuring defensive Pokemon, such as Mega Venusaur and Hippowdon, on the switch in. The Attack boost also allows Mega Lopunny to OHKO Doublade with High Jump Kick.

Set Details
========

Maximum Attack EVs increase Mega Lopunny's damage output. Maximum Speed EVs with a Jolly nature allow Mega Lopunny to outspeed Adamant Gyarados and Dragonite after one Dragon Dance, along with slower Choice Scarf users such as Magnezone and Gothitelle. Limber gives Lopunny immunity to paralysis, allowing it to switch into predicted Thunder Waves before Mega Evolving. Lopunnite is needed to increase Lopunny's Attack, bulk, and Speed. An Adamant nature can be used instead of a Jolly one to increase Mega Lopunny's damage output, allowing it to 2HKO physically defensive Gastrodon with High Jump Kick and sometimes OHKO Mega Garchomp with Ice Punch; however, Mega Lopunny will lose out on the extra Speed that would allow it to outspeed Tornadus-T, Mega Pidgeot, Weavile, and Mega Tyranitar after a Dragon Dance boost.

Usage Tips
========

Mega Lopunny should be used on offensive and balanced teams, as it can apply pressure on opposing teams. Fake Out is an excellent way to get some damage on opposing Pokemon and makes Mega Lopunny a dedicated lead, as it allows Mega Lopunny to break the Focus Sash and Sturdy of Pokemon such as Breloom, Smeargle, Galvantula, Golurk, and Magnezone. Fake Out also allows Lopunny to avoid the risk of having to switch into an attack prior to Mega Evolving. Always use it immediately as Mega Lopunny switches in to get chip damage on the opposing Pokemon. Be wary, however, of Pokemon using Rocky Helmet that can switch into Fake Out such as Skarmory, Slowbro, and Hippowdon. Using the chip damage from Fake Out, Mega Lopunny can KO Pokemon such as Mega Charizard Y and Mega Gardevoir with Return and weaken opposing Pokemon to help its teammates later in the match. Furthermore, Fake Out is great for stalling out turns of weather effects, Reflect, and Light Screen, as well as racking up damage with additional turns of poison and burn. Despite High Jump Kick being a very powerful move, Return is much safer to use because High Jump Kick has a chance to miss, and upon doing so, Mega Lopunny loses half of its health. Only use High Jump Attack if you need to get major damage off, if the target is weak to Fighting, or if Mega Lopunny is about to faint. Scout for Protect on Pokemon that can potentially carry it, such as Ferrothorn, as High Jump Kick will damage Mega Lopunny if Protect is used.

Power-Up Punch should be used more on defensive threats, while Return and High Jump Kick should be used more on offensive attackers. Power-Up Punch can be used to KO weakened foes in order to get a free Attack boost. Lopunny should Mega Evolve immediately because it's dangerous to keep Lopunny in its base forme due to its low Attack stat and mediocre bulk. The only reason to use Lopunny's base forme is to switch into Thunder Wave from the likes of Thundurus, Froslass, Cobalion, Chansey, and Porygon2. Due to its frailty, Mega Lopunny should come in after an ally faints or from a slow U-turn user such as Staraptor. It's recommended to keep Mega Lopunny away from status moves such as Thunder Wave, Toxic, and Will-O-Wisp, as they all hinder it, giving it less time on the field. Mega Lopunny should also avoid taking any unnecessary damage, so use Chansey or Porygon2 to switch into attacks.

Team Options
========

Porygon2 is a good partner for Mega Lopunny because it can switch into physical attackers thanks to its physical bulk. In return, Mega Lopunny can take on Steel-types that Porygon2 would struggle against. With access to Foul Play, Porygon2 can check Mega Scizor and Mega Pinsir for Mega Lopunny. Chansey can take special attacks for Mega Lopunny and act as a status absorber with Natural Cure. Chansey also has Stealth Rock, which deals chip damage to the foe upon switching in, making it easier for Mega Lopunny to KO other Pokemon. Both Porygon2 and Chansey can inflict status effects such as paralysis and poison, making Mega Lopunny's job easier as a cleaner. Meloetta can act as a great special wallbreaker, breaking through walls such as Skarmory in case Mega Lopunny can't deal with them. In return, Mega Lopunny can handle Dark-types for Meloetta. Diggersby is a great partner for Mega Lopunny, as both can apply pressure on the opposing team, allowing for Mega Lopunny to clean up afterwards, and Diggersby can also check Skarmory with Wild Charge for Mega Lopunny. Staraptor is great for crippling physical attackers with Intimidate for Mega Lopunny, and it can also check Bug-, Fighting-, and Grass-types such as Heracross, Breloom, and Mega Venusaur. It can also let Mega Lopunny switch in safely with a slow U-turn. Ditto can be very helpful in getting rid of a Pokemon that threatens Mega Lopunny due to having Imposter and being able to copy the threat's stat changes, allowing it to punish setup sweepers such as Swords Dance Mega Pinsir and Dragon Dance Gyarados and Dragonite.

[STRATEGY COMMENTS]
Other Options
=============

Drain Punch can be used as a way to replenish health; however, Mega Lopunny prefers more power and obtains crucial KOs with High Jump Kick. Substitute can allow Mega Lopunny to avoid any status moves and be used on predicted switches. Substitute can also be used in conjunction with Encore to attack while the opposing Pokemon is locked into an unfavorable move. Encore annoys the opposing Pokemon by having them use the same move for three turns, granting Mega Lopunny the upper hand. Mega Lopunny can either switch out into a more threatening Pokemon against the foe or force the opposing Pokemon to switch out, giving it a free turn to attack. Healing Wish is a good support move for Mega Lopunny to bring a weakened teammate back to full health, allowing them to stay in the match longer. Quick Attack grants Mega Lopunny double priority if used with Fake Out, letting it pick off weakened foes and revenge kill.

Checks and Counters
===================

**Physically Defensive Pokemon**: Skarmory can easily wall Mega Lopunny, as High Jump Kick is only a 3HKO. Many defensive variants of Skarmory carry Rocky Helmet, which will damage Mega Lopunny upon contact. Mega Venusaur doesn't take much damage from Ice Punch due to Thick Fat and resists High Jump Kick, and Mega Lopunny rarely 3HKOes Mega Venusaur with Return. Slowbro can easily switch into Mega Lopunny, as it is not bothered by any of its attacks and has Regenerator. Garchomp and Landorus-T are also common users of Rocky Helmet, and Garchomp can damage Mega Lopunny with Rough Skin as well.

**Fighting-types**: Choice Scarf Heracross and Terrakion can OHKO Mega Lopunny with Close Combat. Mega Gallade and Mega Medicham resist Mega Lopunny's High Jump Kick and can KO it with their STAB moves. Hawlucha isn't KOed by Mega Lopunny's Ice Punch or Return and, once Unburden is activated, can threaten Mega Lopunny the next turn with Acrobatics. However, many of the Pokemon mentioned above cannot switch into Mega Lopunny.

**Fairy-types**: Many Fairy-types can eliminate Mega Lopunny. Klefki can paralyze Mega Lopunny with Thunder Wave, removing its speed control. Azumarill is able to OHKO it with STAB Play Rough. Choice Scarf Gardevoir and Togekiss can revenge kill it with Moonblast and Air Slash, respectively. Sylveon can easily remove Mega Lopunny from the field with Pixilate-boosted Hyper Voice. Whimsicott can lock Mega Lopunny into Fake Out with Encore, forcing it to switch out. Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast. However, most of these Pokemon cannot safely switch into Mega Lopunny.

**Residual Damage**: Mega Lopunny doesn't enjoy taking any type of passive damage from opposing teams. Examples include Rocky Helmet Skarmory, Slowbro, and Ferrothorn. Mega Lopunny's High Jump Kick does not OHKO defensive Ferrothorn; after the passive damage from Iron Barbs and Rocky Helmet, Mega Lopunny is in KO range for Gyro Ball. Slowbro can tank Mega Lopunny's STAB Return and paralyze it with Thunder Wave or continue using Slack Off while it takes damage from Rocky Helmet. Both Will-O-Wisp and Toxic can leave Mega Lopunny greatly hindered, limiting its effectiveness and shortening its longevity.

**Revenge Killers**: Despite Fake Out outprioritizing other moves, Mega Lopunny is outsped and revenge killed by Choice Scarf users such as Victini with V-create, Kyurem-B with Outrage, Latios, and Gardevoir. Mega Lopunny is also vulnerable to Mach Punch from Breloom, which OHKOes it most of the time.
 
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Overview:
- I'd note that the high Attack and Speed are what make it such a good cleaner. (This gets revisited when we see that Mega Lopunny has problems with walls)
- Flying isn't a very common attacking type, with the main attackers being only Togekiss and the assorted Brave Bird walls. Other 3 are fine.
- This might be a stylistic opinion. On the defensive typing line, you mention a Fighting weakness, so you should explicitly say Normal / Fighting. On the other hand, on the offensive typing line, you only talk about where the Fighting STAB can be exploited, so that should just refer to being part Fighting.

Set:
Moving High Jump Kick above Return. The Fighting coverage is invaluable for Normal teams and is part of the reason Mega Lopunny is so good. It's also stronger than Return anyway.

[SET]
name: All-Out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

Moves:
- Fake Out: Lopunny outspeeds even Jolly Mega Medicham, so that's not a good example. How about Latios?
- I'd specify that Return is the Normal STAB attack and High Jump Kick is Fighting STAB attack to make it clear.
- I don't really like Sharpedo as a Dark-type example for High Jump Kick, how about Bisharp? I think giving an example of where Scrappy helps High Jump Kick would be good, maybe Doublade or Sableye.

Set Details:
- Specifically mention what Adamant fails to outspeed. Weavile is the biggest threat I think, but I could also see problems coming from a +1 Mega Tyranitar as well.
- Also, there should be an example of what Adamant can KO that Jolly cannot. I spent a long time in the damage calc but the only example I could find that was even remotely relevant is 2HKOing physically defensive Gastrodon. Maybe you know of something better?

Usage Tips:
- While the High Jump Kick recoil is quite worrying, it is only 10% and statistically a good choice to make. I'm okay with saying that Return is more reliable and safer, but I don't like discouraging the use of High Jump Kick.
- I don't like recommending the player to always use Fake Out when it's available. I would be okay with recommending the player to use it to get chip damage often, but at least warn that it is very predictable and can result in a check being switched in relatively freely. If the opponent happens to have a Rocky Helmet user, Mega Lopunny might just find itself taking more recoil damage than it dealt with Fake out.
- I would also add a warning for Protect. Scouting for Protect is almost necessary against certain foes such as Ferrothorn to make sure High Jump Kick can be safely used.
- Also of course Fake Out has so much more utility. It is a great tool for stalling turns, for example against weather effects, against screens, or even drawing out more turns of Toxic poison.

Team Options:
- In your Diggersby line, you say "both Pokemon are great physical wallbreakers", but Mega Lopunny is a cleaner, not a wallbreaker.

Other Options:
- I think adding Quick Attack would be ok. Having double priority can be nice for cleaning and revenge killing.

Checks and Counters:
- Physically defensive Pokemon only lists Skarmory right now, I think it'd be better to make have more examples, and then narrow it down. Slowbro and Hippowdon work very similarly to how Skarmory does. All three have recovery and cannot be 2HKOed. All three can be seen running Rocky Helmet as well.
- I would add to both the Fighting and Fairy sections that most of the Pokemon cannot switch directly into Mega Lopunny.
- Revenge killers absolutely should have a section here. Be it Choice Scarf users such as Kyurem-B or Victini or priority users such as Breloom or Infernape, Mega Lopunny is very vulnerable to these attackers, in spite of its Fake Out advantage.

Very nice work, just a few small details. QC 1/3
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Overview
  • +Lopunny can also switch into a predicted Knock Off, which helps item-reliant Pokemon such as Chansey and Porygon2.(mention some examples of common Knock Off users. Bisharp and Weavile are two very common Knock Off users)
  • About Mega Lopunny's bulk you could just say it's average for an offensive Pokemon
Set comments
  • Provides examples of what Fake Out helps you OHKO certain Pokemon a good example is Keldeo
  • Provides couple examples of what return hits other wise it's fine best example is Gengar.
  • Landorus-I needs to be mentioned since it's pretty common under Ice Punch
  • Gliscor needs to be mentioned under what Ice Punch hits
Set Details
  • Add Tornadus-T and Mega Pidgeot Adamant fails to outspeed as well.
  • Other examples include Base 60 Scarfers most natable one being Gothitelle which is a big threat to normal
  • Also mention Jolly outspeeds +1 Adamant Mega Gyarados and +1 Adamant Dragonite
Usage Tips
  • Mention how Fake Out allows Lopunny to get some KOs it would normally would not be able to get such as Keldeo
  • Mention some common users of Rocky Helmet such as Garchomp, Skarmory, and Landorus-Therian
  • Mention if High Jump Kick misses Lopunny loses 50% of its health that if it misses under using Return over High Jump Kick
  • Talk about how Lopunny's in its base form is very weak with a very low attack stat
  • I would add avoid taking unnecessary damage because of Lopunny's average bulk which allows it to take some hits
Team Options
  • The part about Foul Play should be Under Porygon-2
  • Mention how Chansey has Heal Bell which can cure status
  • Mention how Diggersby can break Skarmory with Wild Charge
  • Mention how Staraptor has U-turn allowing Lopunny to switch in freely
  • Mention how Ditto punishes set up sweepers that threaten Mega Lopunny examples of this would be SD Mega Pinsir, Jolly +1 Gyarados and +1 Jolly Dragonite
Other Options
  • Healing Wish should be added since some of other options are sort of niche options. Just explain healing wish
  • Mention how PuP allows Lopunny to pick some OHKOs and 2 hit KOs. Some examples being Skarmory(2 hit koed with boost) and Doublade(OHKOed with Boost).
Checks and Counters
  • Under physically defensive Pokemon some mention of Slowbro needs to be present because of Regenerator and jsut being bulky and it almost always switches into Mega Lopunny and paralyzes it. Slowbro is similar to Skarmory in being very physically bulk but resisting fighting as well. You could add bulky Psyshic types section for this but it isn't needed.
  • Similar story with Hippowdon should be added under physical defensive Pokemon
  • Mention Clefable under fairy types and how it takes 2 Hits and cripples Mega Lopunny with Thunder Wave or does massive damage with Moonblast
  • Staraptor is not a common Choice Scarfer since defensive is so good on normal so another good Choice Scarfer would be Latios or Gardevoir to put under this section
  • Under Rocky Helmet users Garchomp and Landorus-Therian should be there. Special mention Rough Skin plus Rocky Helmet damage, like you did with Ferrothorn.
Good Job was pretty solid QC 2/3
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[SET]
name: All-Out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

Defo slash PuP after Ice punch on the set. PuP can be used to hit some of Mega Lopunny's checks on the switch like Mega Venusaur and hippowdon and beat them. I wouldn't add skarm to that list as you will be essentially trading with it due to all the potential helmet damage + w/e skarm wants to hit you with. Add the slash in the set and mention my reasoning in the moves section. Take PuP out of OO as well since it's going to be in the main moves section.

Also make sure you add that mega lopunny outspeeds base 60 scarfers like magnezone and gothitelle in the set details. That is a very important trait that lopunny has as it can take advantage of those mone quite nicely. I know vid already mentioned it but I'm reiterating it because it seems you either missed it or left it out.

Looks good. QC 3/3

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Ah, forgot the last part. x.x

Thank you wanka, implemented everything.

Waiting a day before sending this to GP for any further comments!
 
Sorry to bug about this but I think there should be at least something in Usage Tips about Power-Up Punch, given that it's a slash now and that it does have to be used properly. Pretty simple stuff like use it to give Mega Lopunny wallbreaking power against defensive teams but avoid it against offensive teams.
 
amchecking this - implement what you like and leave out what you don't (feel free to ask if you have any questions about anything I edited)
add/change; remove; (comment); (AC) = add comma; (RC) = remove comma; (SC) = add semicolon; (RP) = remove period; (AP) = add period
[OVERVIEW]

Mega Lopunny has an excellent base 135 Speed, outspacing outspeeding the majority of the unboosted metagame. It also has an impressive base 136 Attack, being able to deal a lot of damage to types Pokemon that doesn't don't resist its STAB moves. Together, its the high Attack and Speed stats of Mega Lopunny makes Mega Lopunny it an excellent cleaner. Mega Lopunny's Normal / Fighting typing Fighting-type STAB allows it to also hit Dark-, Ice-, Normal-, Rock-, and Steel-types super effectively with its Fighting-type STAB. Due to its STAB combination, Mega Lopunny can hit every type within the metagame for neutral coverage damage. Having access to With Scrappy, Mega Lopunny is also able to hit Ghost-types as well such as Sableye, Gengar, Chandelure, (AC) and Doublade. With access to In conjunction with Fake Out, this guarantees that Lopunny can safely Mega Evolve. Mega Lopunny can also switch into a predicted Knock Off, which helps item-reliant Pokemon such as Chansey and Porygon2. Examples of Knock Off users that Mega Lopunny can switch into include Bisharp and Weavile.

Despite getting a Mega Evolution, Mega Lopunny's bulk is still pretty average for an offensive Pokemon. Furthermore, (AC) while Mega Lopunny is part Fighting-type, it's making it weak to common types such as Fairy, Fighting, and Psychic (In this context, you were using "while" as a way of saying "even though"). Mega Lopunny is also easily worn down from by residual damage from the likes of entry hazards, (AC) such as Spikes and Stealth Rock, (AC) and statuses effects, (AC) such as Spikes, Stealth Rock, burns, (RC) and poison. Due to its lack of power to wallbreak, Mega Lopunny has problems trouble beating breaking through physical walls such as Slowbro, Skarmory, and Hippowdon.

[SET]
name: All-Out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Fake Out allows for Lopunny to safely get a Speed boost after Mega Evolving Evolve while dealing chip damage to the opposing Pokemon. Mega Lopunny can use that to its advantage when facing against faster Pokemon such as Latios, Gengar, and Galvantula. It The chip damage from Fake Out can also help Mega Lopunny secure much needed (elaborate on what is "much needed" or leave this part out) KO's that it otherwise wouldn't from using just its powerful STAB attacks. For example, Mega Lopunny can KO Keldeo with High Jump Kick after a Fake Out. High Jump Kick is Mega Lopunny's most powerful Fighting-type STAB attack, hitting Dark-, Ice-, and Normal-types such as Rock-, and Steel-types such as Bisharp, Mamoswine, and Chansey. (AP) Also, (RC) High Jump Kick also hits the Rock- and Steel-types that easily resists Return, (AC) such as Tyranitar and Heatran. With Scrappy as its ability, Mega Lopunny can hit Ghost-types such as has perfect neutral coverage, which also lets it hit Sableye and Doublade (I think you should scrap this sentence as a whole because it does not pertain to the set itself and it was already covered in the overview). Return is Mega Lopunny's Normal-type STAB move of choice, which hits multiple hitting Pokemon such as Gengar for neutral damage such as Gengar. Ice Punch grants Mega Lopunny coverage against Dragon- and Flying-types such as Garchomp, Dragonite, Gliscor, and Landorus. Power-Up Punch can be used instead of Ice Punch, as it increases Mega Lopunny's Attack by one stage while dealing some damage to the opposing Pokemon. It The Attack boost from Power-Up Punch assists Mega Lopunny in adding pressureing on defensive Pokemon on the switch-in, (AC) such as Mega Venusaur and Hippowdon, (RC) . (AP) It also allows Mega Lopunny to along with OHKOing Doublade by with High Jump Kick after a boost at +1.

Set Details
========

Maximum Attack EVs increases Mega Lopunny's damage output, (RC) allowing it to hit harder. Maximum Speed EVs with a Jolly nature allows for Mega Lopunny to outspeed Adamant Gyarados and Dragonite after one Dragon Dance, (AC) boost along with Choice Scarf users such as Magnezone and Gothitelle. Limber gives Lopunny immunity to paralysis, allowing it to switch into predicted Thunder Waves. Lopunnite is needed to increase Lopunny's Attack, bulk, and Speed. (this is pretty obvious given the Pokemon is Mega Lopunny) An Adamant nature can be used instead of Jolly to increase its Mega Lopunny's damage output, (AC) allowing it to and 2HKO physically defensive Gastrodon with High Jump Kick and sometimes OHKO Mega Garchomp with Ice Punch; however, Mega Lopunny will lose out on the extra Speed that would allow it to outspeed Tornadus-T, Mega Pidgeot, Weavile, Mega Tyranitar after a Dragon Dance boost, and Mega Medicham.

Usage Tips
========

Mega Lopunny should be used on offensive and balanced teams, as Mega Lopunny it can apply pressure on the opposing teams (I think this is pretty obvious; an explanation on why it shouldn't be used on other teams would probably be better). Fake Out is an excellent way to get some damage on the opposing Pokemon, as this makes making Mega Lopunny a dedicated lead early-game, (RC) ; (SC) it allows Mega Lopunny to breaking the Focus Sash and Sturdy of Pokemon such as Breloom, Smeargle, Galvantula, Golurk, and Magnezone. This Fake Out also allows for Lopunny to not avoid the risk of having to switch into an attack move prior to Mega Evolving. Always use it after on Mega Lopunny's first turn is switched in as a way to get chip damage on the opposing Pokemon team. But keep in mind that when using Fake Out, it's predictable and can be used as a check for Be wary, however, of the Pokemon using Rocky Helmet that can switch into Fake Out Pokemon to switch upon. (sorry for the drastic change but I think it's better this way) With Using the chip damage from Fake Out, Mega Lopunny can use that to KO Pokemon such as Mega Charizard Y, Mega Gardevoir, and Keldeo with Return. Not only does this Weakening them Pokemon with Fake Out, (RC) it also helps Mega Lopunny's teammates for later in the match. Also, keep in mind that Furthermore, (AC) Fake Out is great for stalling out turns against of weather effects, Reflect dual screens, and Light Screen, (AC) as well as drawing out racking up damage with additional turns of poison and burns. Despite High Jump Kick being a very powerful move, Return is much safer to use because High Jump Kick has a chance to miss, (AC) and upon doing so, Mega Lopunny loses half of its HP. When deciding to Only use High Jump Attack if you need the attack, only use it to get major damage off, (AC) against Pokemon if the target is weak to Fighting, those are weak to Fighting-type attacks, and or if Mega Lopunny is about to faint. If you want to play more aggressive, keep in mind that when using High Jump Kick, Mega Lopunny loses half of its health if it misses. (integrated this part into an earlier sentence) Be careful when using High Jump Kick on Scout for Protect on Pokemon that can potentially carry it Protect, such as Ferrothorn, (AC) as it's best to scout for the move against Pokemon such as Ferrothorn because High Jump Kick will damage Mega Lopunny if Protect is used.

Power-Up Punch should be used more on defensive threats, while Return and High Jump Kick should be used more on being aggressive towards offensive attackers with Return and High Jump Kick. Power-Up Punch can also be used helpful against to KO weakened foes in order to get a free Attack boost as well. Lopunny should Mega Evolve immediately because it's rather dangerous to keep Mega Lopunny in its base forme due to its low Attack stat and mediocre bulk. The only reason to use Lopunny's base forme is to switch into a predicted Thunder Wave from the likes of Thundurus, Froslass, Cobalion, Chansey, and Porygon2. Due to its frailty, (AC) Mega Lopunny should come in on a fallen foe after an ally faints or from a slow U-turn user like from Staraptor due to its frailty. It's recommended to keep Mega Lopunny away from any status moves such as Thunder Wave, Toxic, and Will-O-Wisp, as they all hinder it, which gives Mega Lopunny giving it less time on the field. Also, Mega Lopunny should avoid taking any unnecessary attacks damage from the opposing team, (AC) so use Chansey and or Porygon2 to switch into attacks.

Team Options
========

Porygon2 is a good partner for Mega Lopunny because it can be a great switch into physical attackers due to its (positive adjective) physical bulk. In return, Mega Lopunny can take on Steel-types that Porygon2 would struggle against. With access to Foul Play, Porygon2 can check Mega Scizor and Mega Pinsir for Mega Lopunny. Chansey can take special attacks for Mega Lopunny. Chansey can also act as a status absorber, (AC) with Natural Cure. Chansey also has Stealth Rock, which deals chip damage upon switch-in, making it easier for Mega Lopunny to KO other Pokemon. Both Porygon2 and Chansey can spread inflict status aliments effects such as Thunder Wave paralysis and Toxic poison. Porygon2 in particular has access to Foul Play, which helps deal with physical sweepers such as Mega Scizor. (already mentioned above) Meloetta can act as a great special wallbreaker for Mega Lopunny. In case Mega Lopunny can't break through physical walls such as Skarmory, Meloetta can eliminate it them with Shadow Ball or Focus Blast. (fix the moves so they aren't specifically only for Skarmory, but the aforementioned "physical walls") In return, Mega Lopunny can handle Dark-types for Meloetta. Diggersby is a great partner for Mega Lopunny, as it's a great physical wallbreaker and can apply pressure on the opposing team, allowing for Mega Lopunny to clean up afterwards. Also, Diggersby can check Skarmory with Wild Charge for Mega Lopunny. Staraptor is great for crippling physical attackers with Intimidate for Mega Lopunny. It can also be a great asset in checking Bug-, Fighting-, and Grass-types such as Heracross, Breloom, and Mega Venusaur. It can also have Mega Lopunny switch-in safely from a slow U-turn. Ditto can be very helpful in getting rid of a threat that opposes Mega Lopunny due to having Imposter and being able to copy the threat's stat changes. It can punishing setup sweepers that threaten Mega Lopunny, (AC) such as Swords Dance Mega Pinsir, Dragon Dance Gyarados, (AC) and Dragonite.

[STRATEGY COMMENTS]
Other Options
=============

Drain Punch can be used as a way to replenish health; however, Mega Lopunny prefers more power and obtains crucial KO's with High Jump Kick. Substitute allows for Mega Lopunny to avoid any status moves and be used on predicted switches. Substitute can also be used in conjunction with Encore to attack while the opposing Pokemon is locked into an unfavorable move. Encore grants Mega Lopunny the upper hand to lock opposing Pokemon in using the same move for three turns. (probably don't need to say what Encore does as a move) Either Mega Lopunny can either switch out into a more threatening Pokemon against the foe or it can cause the opposing Pokemon to switch out, giving Mega Lopunny it a free turn to attack. Healing Wish is a good support move for Mega Lopunny to bring a weakened teammate back to full health, allowing them to stay longer in the match longer. Quick Attack grants Mega Lopunny double the priority if used with Fake Out, (RC) . (AP) as It can help with picking off weakerned foes and revenge kill.

Checks and Counters
===================

**Physically Defensive Pokemon**: Skarmory can easily wall Mega Lopunny, (AC) as even if it has High Jump Kick is only a 3HKO. High Jump Kick 3HKOes Skarmory, which means it can keep recovering its health with Roost. Many defensive variants of Skarmory carry Rocky Helmet, which will damage Mega Lopunny upon contact. Mega Venusaur doesn't take much damage from Ice Punch due to having Thick Fat and is it resistsant to High Jump Kick. Rarely, Mega Lopunny 3HKO'es Mega Venusaur with Return. Slowbro can easily switch into Mega Lopunny, (AC) as it is not bothered by any of its attacks and it has due to its ability Regenerator, (RC) nor is it bothered by any of its attacks. Garchomp, (RC) and Landorus-T are also common users of Rocky Helmet Pokemon. Garchomp deserves a special mention due to can damageing Mega Lopunny with Rough Skin as well.

**Fighting-types**: Choice Scarf Heracross and Terrakion can OHKO Mega Lopunny with Close Combat. Mega Gallade and Mega Medicham resist Mega Lopunny's High Jump Kick and can KO it back with their STAB moves. Hawlucha isn't KO'ed by Mega Lopunny's Ice Punch or Return, while as Unburden can activates, allowing Hawlucha to threaten Mega Lopunny the next turn with Acrobatics which will strengthen Acrobatics and Hawlucha can easily eliminate Mega Lopunny with the attack. However, most of the Pokemon mentioned above cannot switch into Mega Lopunny.

**Fairy-types**: Many Fairy-types can eliminate Mega Lopunny. Klefki can paralyze Mega Lopunny with Thunder Wave, losing its Speed control. Azumarill is able to OHKO it with STAB Play Rough. Choice Scarf Gardevoir and Togekiss can revenge kill with Moonblast and Air Slash, (AC) respectively. Sylveon can easily remove Mega Lopunny of the field with Pixilate-boosted Hyper Voice. Whimsicott can lock Mega Lopunny into a Fake Out with Encore, causing it to switch out. However, most of these Pokemon cannot safely switch into Mega Lopunny. Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast.

**Residual Damage**: Mega Lopunny doesn't enjoy taking any type of passive damage from the opposing teams. Examples include Rocky Helmet Skarmory, Slowbro, and Ferrothorn. Mega Lopunny's High Jump Kick does not OHKO Defensive Ferrothorn isn't OHKO'ed by Mega Lopunny's High Jump Kick. With the passive damage from Iron Barbs and Rocky Helmet dealing passive damage, that would get Mega Lopunny into a is in KO range for Gyro Ball. Slowbro can tank Mega Lopunny's STAB Return and paralyze it with Thunder Wave or proceed to continue using Slack Off while it takes damage from Rocky Helmet. Both Will-O-Wisp and Toxic can leave Mega Lopunny greatly hindered if it's burned or poisoned, which limitsing its effectiveness and shortensing its longevity.

**Revenge Killers**: Despite having the Fake Out advantage, Mega Lopunny is outsped and revenge killed by Choice Scarf users such as Victini's with V-Create, Kyurem-B's with Outrage, Latios, and Gardevoir. Mega Lopunny is also vulnerable to Mach Punch from Breloom's Mach Punch, which OHKO's it most of the time.
 
GP 1/2

Additions; (AC) = add comma
Removals; (RC) = remove comma
Comments


[OVERVIEW]

Mega Lopunny has an excellent base 135 Speed, outspacing outpacing the majority of the unboosted metagame. It also has an impressive base 136 Attack, being able to deal a lot of damage to Pokemon that don't resist its STAB moves. Together, the high Attack and Speed stats of Mega Lopunny make it an excellent cleaner. Mega Lopunny's Fighting-type STAB moves allow it to hit Dark-, Ice-, Normal-, Rock-, and Steel-types super effectively. Due to its STAB combination, Mega Lopunny can hit every type within the metagame for at least neutral damage. With Scrappy, Mega Lopunny is also able to hit Ghost-types such as Sableye, Gengar, Chandelure, and Doublade. In conjunction with Fake Out, this guarantees that Lopunny can safely Mega Evolve. Mega Lopunny can also switch into a predicted Knock Off from users including Bisharp and Weavile, which helps item-reliant Pokemon such as Chansey and Porygon2. Examples of Knock Off users that Mega Lopunny can switch into include Bisharp and Weavile.

However, (AC) Mega Lopunny's bulk is pretty average for an offensive Pokemon. Furthermore, Mega Lopunny's is part Fighting-type, making it Normal / Fighting typing makes it (Fighting-type doesn't make it weak to Fighting) weak to common types such as Fairy, Fighting, and Psychic. Mega Lopunny is also easily worn down by entry hazards, such as Spikes and Stealth Rock, and status effects, such as burn and poison. Due to its lack of power, Mega Lopunny has problems trouble breaking through physical walls such as Slowbro, Skarmory, and Hippowdon.

[SET]
name: All-Out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Fake Out allows Lopunny to safely get a Speed boost after Mega Evolving while dealing chip damage to the opposing Pokemon. Mega Lopunny can use that to its advantage when facing off against faster Pokemon such as Latios, Gengar, and Galvantula. The chip damage from Fake Out can help Mega Lopunny secure KOs that it otherwise wouldn't get from using just its powerful STAB attacks such. (What exactly were you trying to get across with this sentence? It feels either very awkwardly written or just plain unfinished) For example, Mega Lopunny can KO Keldeo with High Jump Kick after a Fake Out. High Jump Kick is Mega Lopunny's most powerful best (Focus Punch) Fighting-type STAB attack, hitting Dark-, Ice-, Normal-, Rock-, and Steel-types and Normal-types such as Bisharp, Mamoswine, and Chansey, Tyranitar, and Heatran while also hitting Rock- and Steel- types, which resist Return, such as Tyranitar and Heatran. High Jump Kick also hits the Rock- and Steel-types that resist Return, such as Tyranitar and Heatran. With Scrappy, Mega Lopunny can hit Ghost-types such as Sableye and Doublade. Return is Mega Lopunny's Normal-type STAB move of choice, hitting Pokemon such as Gengar for neutral damage. Ice Punch grants Mega Lopunny coverage against Dragon- and Flying-types such as Garchomp, Dragonite, Gliscor, and Landorus. Power-Up Punch can be used instead of Ice Punch, as it increases Mega Lopunny's Attack by one stage while dealing some damage. The Attack boost from Power-Up Punch assists Mega Lopunny in pressuring defensive Pokemon on the switch-in, such as Mega Venusaur and Hippowdon. It The Attack boost also allows Mega Lopunny to OHKO Doublade with High Jump Kick at +1.

Set Details
========

Maximum Attack EVs increase Mega Lopunny's damage output. Maximum Speed EVs with a Jolly nature allow Mega Lopunny to outspeed Adamant Gyarados and Dragonite after one Dragon Dance, along with Choice Scarf users such as Magnezone and Gothitelle. Limber gives Lopunny immunity to paralysis, allowing it to switch into predicted Thunder Waves. Lopunnite is needed to increase Lopunny's Attack, bulk, and Speed. An Adamant nature can be used instead of Jolly to increase Mega Lopunny's damage output, allowing it to 2HKO physically defensive Gastrodon with High Jump Kick and sometimes OHKO Mega Garchomp with Ice Punch; however, Mega Lopunny will lose out on the extra Speed that would allow it to outspeed Tornadus-T, Mega Pidgeot, Weavile, Mega Tyranitar after a Dragon Dance boost, and Mega Medicham. (Adamant Mega Lopunny easily outspeeds Jolly Mega Medicham...unless you meant that Jolly Lopunny can Mega Evolve and use Fake Out before Mega Medicham can use Fake Out?)

Usage Tips
========

Mega Lopunny should be used on offensive and balanced teams, as it can apply pressure on the opposing teams. Fake Out is an excellent way to get some damage on the opposing Pokemon, making and makes Mega Lopunny a dedicated lead; it allows Mega Lopunny to break the Focus Sash users and Sturdy of Pokemon such as Breloom, Smeargle, Galvantula, Golurk, and Magnezone. Fake Out also allows Lopunny to avoid the risk of having to switch into an attack prior to Mega Evolving. Always use it immediately as soon as Mega Lopunny switch-in switches in , (RC) to get chip damage on the opposing Pokemon. Be wary, however, of the Pokemon using Rocky Helmet that can switch into Fake Out such as Skarmory, Slowbro, and Hippowdon. Using the chip damage from Fake Out, Mega Lopunny can KO Pokemon such as Mega Charizard Y, Mega Gardevoir, and Keldeo with Return (didn't you just say that Keldeo gets beaten by Fake Out + HJK? I calced it too and Jolly Fake Out + Return isn't a KO :/) and weaken opposing Pokemon to help its teammates later in the match. Weakening Pokemon with Fake Out also helps Mega Lopunny's teammates for later in the match. Furthermore, Fake Out is great for stalling out turns of weather effects, Reflect, and Light Screen, as well as racking up damage with additional turns of poison and burn. Despite High Jump Kick being a very powerful move, Return is much safer to use because High Jump Kick has a chance to miss, and upon doing so, Mega Lopunny loses half of its health. Only use High Jump Attack if you need to get major damage off, if the target is weak to Fighting, or if Mega Lopunny is about to faint. Scout for Protect on Pokemon that can potentially carry it, such as Ferrothorn, as High Jump Kick will damage Mega Lopunny if Protect is used.

Power-Up Punch should be used more on defensive threats, while Return and High Jump Kick should be used more on offensive attackers. Power-Up Punch can be used to KO weakened foes in order to get a free Attack boost. Lopunny should Mega Evolve immediately because it's dangerous to keep Lopunny in its base forme due to its low Attack stat and mediocre bulk. The only reason to use Lopunny's base forme is to switch into Thunder Wave from the likes of Thundurus, Froslass, Cobalion, Chansey, and Porygon2. Due to its frailty, Mega Lopunny should come in after an ally faints or from a slow U-turn user such as Staraptor. It's recommended to keep Mega Lopunny away from status moves such as Thunder Wave, Toxic, and Will-O-Wisp, as they all hinder it, giving it less time on the field. Also, Mega Lopunny should avoid taking any unnecessary damage, so use Chansey or Porygon2 to switch into attacks.

Team Options
========

Porygon2 is a good partner for Mega Lopunny because it can switch into physical attackers due to its physical bulk. In return, Mega Lopunny can take on Steel-types that Porygon2 would struggle against. With access to Foul Play, Porygon2 can check Mega Scizor and Mega Pinsir for Mega Lopunny. Chansey can take special attacks for Mega Lopunny and act as a status absorber with Natural Cure. Chansey can also act as a status absorber, with Natural Cure. Chansey also has Stealth Rock, which deals chip damage upon switch-in, making it easier for Mega Lopunny to KO other Pokemon. Both Porygon2 and Chansey can inflict status effects such as paralysis and poison. Meloetta can act as a great special wallbreaker for Mega Lopunny. In case Mega Lopunny can't break through physical walls such as Skarmory, Meloetta can eliminate them with Shadow Ball or Focus Blast. In return, Mega Lopunny can handle Dark-types for Meloetta. Diggersby is a great partner for Mega Lopunny, as it's a great physical wallbreaker and that (imo being a wallbreaker kinda implies you can apply pressure) can apply pressure on the opposing team, allowing for Mega Lopunny to clean up afterwards. Also, Diggersby can check Skarmory with Wild Charge for Mega Lopunny. Staraptor is great for crippling physical attackers with Intimidate for Mega Lopunny. It can also check Bug-, Fighting-, and Grass-types such as Heracross, Breloom, and Mega Venusaur. It can also have let Mega Lopunny switch in safely from a slow U-turn. Ditto can be very helpful in getting rid of a threat that opposes Mega Lopunny due to having Imposter and being able to copy the threat's stat changes, allowing it to punish setup sweepers that threaten Mega Lopunny, such as Swords Dance Mega Pinsir, Dragon Dance Gyarados, and Dragonite.

[STRATEGY COMMENTS]
Other Options
=============

Drain Punch can be used as a way to replenish health; however, Mega Lopunny prefers more power and obtain obtains crucial KOs with High Jump Kick. Substitute allows can allow Mega Lopunny to avoid any status moves and be used on predicted switches. Substitute can also be used in conjunction with Encore to attack while the opposing Pokemon is locked into an unfavorable move. Encore grants Mega Lopunny the upper hand to annoy the opposing Pokemon in having them use the same move for three turns. Encore annoys the opposing Pokemon by having them use the same move for three turns, granting Mega Lopunny the upper hand. Mega Lopunny can either switch out into a more threatening Pokemon against the foe or it can cause force the opposing Pokemon to switch out, giving it a free turn to attack. Healing Wish is a good support move for Mega Lopunny to bring a weakened teammate back to full health, allowing them to stay in the match longer. Quick Attack grants Mega Lopunny double priority if used with Fake Out, as It letting it can pick off weakened foes and revenge kill.

Checks and Counters
===================

**Physically Defensive Pokemon**: Skarmory can easily wall Mega Lopunny, as High Jump Kick is only a 3HKO. Many defensive variants of Skarmory carry Rocky Helmet, which will damage Mega Lopunny upon contact. Mega Venusaur doesn't take much damage from Ice Punch due to Thick Fat and it resistsHigh resists High Jump Kick. (remove period) , (AC) while Rarely, Mega Lopunny rarely 3HKOes Mega Venusaur with Return. Slowbro can easily switch into Mega Lopunny, as it is not bothered by any of its attacks and it has Regenerator. Garchomp and Landorus-T are also common users of Rocky Helmet. Garchomp can damage Mega Lopunny with Rough Skin as well.

**Fighting-types**: Choice Scarf Heracross and Terrakion can OHKO Mega Lopunny with Close Combat. Mega Gallade and Mega Medicham resist Mega Lopunny's High Jump Kick and can KO it with their STAB moves. Hawlucha isn't KOed by Mega Lopunny's Ice Punch or Return, while Unburden can activate, allowing Hawlucha and, (AC) once Unburden is activated, (AC) to can threaten Mega Lopunny the next turn with Acrobatics. However, many of the Pokemon mentioned above cannot switch into Mega Lopunny.

**Fairy-types**: Many Fairy-types can eliminate Mega Lopunny. Klefki can paralyze Mega Lopunny with Thunder Wave, losing removing its Speed speed control. Azumarill is able to OHKO it with STAB Play Rough. Choice Scarf Gardevoir and Togekiss can revenge kill with Moonblast and Air Slash, respectively. Sylveon can easily remove Mega Lopunny of from the field with Pixilate-boosted Hyper Voice. Whimsicott can lock Mega Lopunny into Fake Out with Encore, causing forcing it to switch out.
Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast. (makes a lot more sense to move it here where other threats are mentioned and before the section is wrapped up with this last sentence) However, most of these Pokemon cannot safely switch into Mega Lopunny. Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast.

**Residual Damage**: Mega Lopunny doesn't enjoy taking any type of passive damage from the opposing teams. Examples include Rocky Helmet Skarmory, Slowbro, and Ferrothorn. Mega Lopunny's High Jump Kick does not OHKO Defensive Ferrothorn. (remove period) ; (add semicolon) With after the passive damage from Iron Barbs and Rocky Helmet, Mega Lopunny is in KO range for Gyro Ball. Slowbro can tank Mega Lopunny's STAB Return and paralyze it with Thunder Wave or continue using Slack Off while it takes damage from Rocky Helmet. Both Will-O-Wisp and Toxic can leave Mega Lopunny greatly hindered, limiting its effectiveness and shortening its longevity.

**Revenge Killers**: Despite having the Fake Out advantage outprioritizing other moves (your previous writing felt very awkward, perhaps this is what you were going for?), Mega Lopunny is outsped and revenge killed by Choice Scarf users such as Victini with V-Create, Kyurem-B with Outrage, Latios, and Gardevoir. Mega Lopunny is also vulnerable to Mach Punch from Breloom, which OHKO's OHKOes it most of the time.
 
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[OVERVIEW]

Mega Lopunny has an excellent base 135 Speed, outpacing the majority of the unboosted metagame. It also has an impressive base 136 Attack, being able to deal a lot of damage to Pokemon that don't resist its STAB moves. Together, the high Attack and Speed stats of Mega Lopunny make it an excellent cleaner. Mega Lopunny's Fighting-type STAB moves allow it to hit Dark-, Ice-, Normal-, Rock-, and Steel-types super effectively. Due to its STAB combination, Mega Lopunny can hit every type within the metagame for at least neutral damage. With Scrappy, Mega Lopunny is also able to hit Ghost-types such as Sableye, Gengar, Chandelure, and Doublade. In conjunction with Fake Out, this guarantees that Lopunny can safely Mega Evolve. Mega Lopunny can also switch into a predicted Knock Off from users including Bisharp and Weavile, which helps item-reliant Pokemon such as Chansey and Porygon2.

However, Mega Lopunny's bulk is pretty average for an offensive Pokemon. Furthermore, Mega Lopunny's Normal / Fighting typing makes it weak to common types such as Fairy, Fighting, and Psychic. Mega Lopunny is also easily worn down by entry hazards, such as Spikes and Stealth Rock, and status effects, such as burn and poison. Due to its lack of power, Mega Lopunny has trouble breaking through physical walls such as Slowbro, Skarmory, and Hippowdon.

[SET]
name: All-Out All-out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Fake Out allows Lopunny to safely get a Speed boost after Mega Evolving while dealing chip damage to the opposing Pokemon foe (this could be subjective, but normally when i see "opposing Pokemon", i expect it to be followed by examples). Mega Lopunny can use that to its advantage when facing off against (unless this means something specific in monotype, this doesnt need to be kept because it's redundant) faster Pokemon such as Latios, Gengar, and Galvantula. The chip damage from Fake Out can also help Mega Lopunny secure KOs against Pokemon ("secure KOs against Pokemon [...] such as Keldeo") that it otherwise wouldn't get from using just its powerful STAB attacks such as Keldeo with Fake Out + High Jump Kick. (this sentence is really choppy and difficult to understand, maybe try removing the "with" and changing it to "when used with High Jump Kick" so it reads "...Fake Out can also help Mega Lopunny secure KOs against Pokemon [...] such as Keldeo when used with High Jump Kick" which increases flow and understand-ability immensely) For example, Mega Lopunny can KO Keldeo with High Jump Kick after a Fake Out. High Jump Kick is Mega Lopunny's best Fighting-type STAB attack, hitting Dark-, Ice-, and Normal-types such as Bisharp, Mamoswine, and Chansey, while also hitting Rock- and Steel- types Steel-types, which resist Return, such as Tyranitar and Heatran.. (remove extra period) With Scrappy, Mega Lopunny can hit Ghost-types such as Sableye and Doublade (with? i'd assume it'd want to hit them with a certain move). Return is Mega Lopunny's Normal-type STAB move of choice, hitting Pokemon such as Gengar for neutral damage. Ice Punch grants Mega Lopunny coverage against Dragon- and Flying-types such as Garchomp, Dragonite, Gliscor, and Landorus. Power-Up Punch can be used instead of Ice Punch, as it increases Mega Lopunny's Attack by one stage while dealing some damage. The Attack boost from Power-Up Punch assists Mega Lopunny in pressuring defensive Pokemon on the switch-in, such as Mega Venusaur and Hippowdon, (AC) on the switch-in. The Attack boost also allows Mega Lopunny to OHKO Doublade with High Jump Kick.

Set Details
========

Maximum Attack EVs increase Mega Lopunny's damage output. Maximum Speed EVs with a Jolly nature allow Mega Lopunny to outspeed Adamant Gyarados and Dragonite after one Dragon Dance, along with slower (subjective, but the adjective is always helpful) Choice Scarf users such as Magnezone and Gothitelle. Limber gives Lopunny immunity to paralysis, allowing it to switch into predicted Thunder Waves before Mega Evolving. Lopunnite is needed to increase Lopunny's Attack, bulk, and Speed. An Adamant nature can be used instead of Jolly to increase Mega Lopunny's damage output, allowing it to 2HKO physically defensive Gastrodon with High Jump Kick and sometimes OHKO Mega Garchomp with Ice Punch; however, Mega Lopunny will lose out on the extra Speed that would allow it to outspeed Tornadus-T, Mega Pidgeot, Weavile, and Mega Tyranitar after a Dragon Dance boost.

Usage Tips
========

Mega Lopunny should be used on offensive and balanced teams, as it can apply pressure on opposing teams. Fake Out is an excellent way to get some damage on the opposing Pokemon and makes Mega Lopunny a dedicated lead; it allows Mega Lopunny to break the Focus Sash and Sturdy of Pokemon such as Breloom, Smeargle, Galvantula, Golurk, and Magnezone. Fake Out also allows Lopunny to avoid the risk of having to switch into an attack prior to Mega Evolving. Always use it immediately as Mega Lopunny switches in to get chip damage on the opposing Pokemon. Be wary, however, of Pokemon using Rocky Helmet that can switch into Fake Out such as Skarmory, Slowbro, and Hippowdon. Using the chip damage from Fake Out, Mega Lopunny can KO Pokemon such as Mega Charizard Y, (RC) and Mega Gardevoir with Return and weaken opposing Pokemon to help its teammates later in the match. Furthermore, Fake Out is great for stalling out turns of weather effects, Reflect, and Light Screen, as well as racking up damage with additional turns of poison and burn. Despite High Jump Kick being a very powerful move, Return is much safer to use because High Jump Kick has a chance to miss, and upon doing so, Mega Lopunny loses half of its health. Only use High Jump Attack if you need to get major damage off, if the target is weak to Fighting, or if Mega Lopunny is about to faint. Scout for Protect on Pokemon that can potentially carry it, such as Ferrothorn, as High Jump Kick will damage Mega Lopunny if Protect is used.

Power-Up Punch should be used more on defensive threats, while Return and High Jump Kick should be used more on offensive attackers. Power-Up Punch can be used to KO weakened foes in order to get a free Attack boost. Lopunny should Mega Evolve immediately because it's dangerous to keep Lopunny in its base forme due to its low Attack stat and mediocre bulk. The only reason to use Lopunny's base forme is to switch into Thunder Wave from the likes of Thundurus, Froslass, Cobalion, Chansey, and Porygon2. Due to its frailty, Mega Lopunny should come in after an ally faints or from a slow U-turn user such as Staraptor. It's recommended to keep Mega Lopunny away from status moves such as Thunder Wave, Toxic, and Will-O-Wisp, as they all hinder it, giving it less time on the field. Also, (RC) Mega Lopunny should also (potentially subjective but starting a sentence with "Also" immediately makes it choppy imo because it's a mediocre transition) avoid taking any unnecessary damage, so use Chansey or Porygon2 to switch into attacks.

Team Options
========

Porygon2 is a good partner for Mega Lopunny because it can switch into physical attackers due to its physical bulk. In return, Mega Lopunny can take on Steel-types that Porygon2 would struggle against. With access to Foul Play, Porygon2 can check Mega Scizor and Mega Pinsir for Mega Lopunny. Chansey can take special attacks for Mega Lopunny and act as a status absorber with Natural Cure. Chansey also has Stealth Rock, which deals chip damage to the foe (without this being added in i was confused on what to interpret) upon switch-in switching in, making it easier for Mega Lopunny to KO other Pokemon. Both Porygon2 and Chansey can inflict status effects such as paralysis and poison. (how does this help mega lopunny? without providing that little bit of info, this sentence seems unnecessary) Meloetta can act as a great special wallbreaker for Mega Lopunny. In case Mega Lopunny can't break through physical walls such as Skarmory, Meloetta can eliminate them with Shadow Ball or Focus Blast. In return, Mega Lopunny can handle Dark-types for Meloetta. Diggersby is a great partner for Mega Lopunny, as both can apply pressure on the opposing team, allowing for Mega Lopunny to clean up afterwards, (AC) and. (RP) Also, (RC) (there's really no point in having two sentences for one Pokemon when theyre still sticking to one topic, and this change helps flow) Diggersby can also check Skarmory with Wild Charge for Mega Lopunny. Staraptor is great for crippling physical attackers with Intimidate for Mega Lopunny, (AC) and it. (RP) It can also check Bug-, Fighting-, and Grass-types such as Heracross, Breloom, and Mega Venusaur. It can also let Mega Lopunny switch in safely from a slow U-turn. (this situation is different because with combining this all into one sentence from three, it becomes clunky) Ditto can be very helpful in getting rid of a threat that opposes Pokemon that threatens (this is subjective but "opposes" really doesnt work here) Mega Lopunny due to having Imposter and being able to copy the threat's stat changes, allowing it to punish setup sweepers that threaten Mega Lopunny, such as Swords Dance Mega Pinsir and, (RC) Dragon Dance Gyarados, (RC) and Dragonite. (from what im interpreting, gyarados and dragonite are both DD users, which means they need to be grouped together)

[STRATEGY COMMENTS]
Other Options
=============

Drain Punch can be used as a way to replenish health; however, Mega Lopunny prefers more power and obtains crucial KOs with High Jump Kick. Substitute can allow Mega Lopunny to avoid any status moves and be used on predicted switches. Substitute can also be used in conjunction with Encore to attack while the opposing Pokemon is locked into an unfavorable move. Encore annoys the opposing Pokemon by having them use the same move for three turns, granting Mega Lopunny the upper hand. Mega Lopunny can either switch out into a more threatening Pokemon against the foe or force the opposing Pokemon to switch out, giving it a free turn to attack. Healing Wish is a good support move for Mega Lopunny to bring a weakened teammate back to full health, allowing them to stay in the match longer. Quick Attack grants Mega Lopunny double priority if used with Fake Out, letting it pick off weakened foes and revenge kill.

Checks and Counters
===================

**Physically Defensive Pokemon**: Skarmory can easily wall Mega Lopunny, as High Jump Kick is only a 3HKO. Many defensive variants of Skarmory carry Rocky Helmet, which will damage Mega Lopunny upon contact. Mega Venusaur doesn't take much damage from Ice Punch due to Thick Fat and resists High Jump Kick, while and Mega Lopunny rarely 3HKOes Mega Venusaur with Return. Slowbro can easily switch into Mega Lopunny, as it is not bothered by any of its attacks and has Regenerator. Garchomp and Landorus-T are also common users of Rocky Helmet, (AC) and (slightly subjective but again the 1 vs 2 sentences thing). (RP) Garchomp can damage Mega Lopunny with Rough Skin as well.

**Fighting-types**: Choice Scarf Heracross and Terrakion can OHKO Mega Lopunny with Close Combat. Mega Gallade and Mega Medicham resist Mega Lopunny's High Jump Kick and can KO it with their STAB moves. Hawlucha isn't KOed by Mega Lopunny's Ice Punch or Return and, once Unburden is activated, can threaten Mega Lopunny the next turn with Acrobatics. However, many of the Pokemon mentioned above cannot switch into Mega Lopunny.

**Fairy-types**: Many Fairy-types can eliminate Mega Lopunny. Klefki can paralyze Mega Lopunny with Thunder Wave, removing its speed control. Azumarill is able to OHKO it with STAB Play Rough. Choice Scarf Gardevoir and Togekiss can revenge kill it with Moonblast and Air Slash, respectively. Sylveon can easily remove Mega Lopunny from the field with Pixilate-boosted Hyper Voice. Whimsicott can lock Mega Lopunny into Fake Out with Encore, forcing it to switch out. Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast. However, most of these Pokemon cannot safely switch into Mega Lopunny.

**Residual Damage**: Mega Lopunny doesn't enjoy taking any type of passive damage from opposing teams. Examples include Rocky Helmet Skarmory, Slowbro, and Ferrothorn. Mega Lopunny's High Jump Kick does not OHKO Defensive Ferrothorn; after the passive damage from Iron Barbs and Rocky Helmet, Mega Lopunny is in KO range for Gyro Ball. Slowbro can tank Mega Lopunny's STAB Return and paralyze it with Thunder Wave or continue using Slack Off while it takes damage from Rocky Helmet. Both Will-O-Wisp and Toxic can leave Mega Lopunny greatly hindered, limiting its effectiveness and shortening its longevity.

**Revenge Killers**: Despite Fake Out outprioritizing other moves, Mega Lopunny is outsped and revenge killed by Choice Scarf users such as Victini with V-Create V-create, Kyurem-B with Outrage, Latios, and Gardevoir. Mega Lopunny is also vulnerable to Mach Punch from Breloom, which OHKOes it most of the time.
amcheck
 
Last edited:
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[OVERVIEW]

Mega Lopunny has an excellent base 135 Speed, outpacing the majority of the unboosted metagame. It also has an impressive base 136 Attack, being able to deal a lot of damage to Pokemon that don't resist its STAB moves. Together, the high Attack and Speed stats of Mega Lopunny make it an excellent cleaner. Mega Lopunny's Fighting-type STAB moves allow it to hit Dark-, Ice-, Normal-, Rock-, and Steel-types super effectively. Due Thanks to its STAB combination, Mega Lopunny can hit every type within the metagame for at least neutral damage. With Scrappy, Mega Lopunny is also able to hit Ghost-types such as Sableye, Gengar, Chandelure, and Doublade. In conjunction with Fake Out, this guarantees that Lopunny can safely Mega Evolve. Mega Lopunny can also switch into a predicted Knock Off from users including such as Bisharp and Weavile, which helps item-reliant Pokemon such as Chansey and Porygon2.

However, Mega Lopunny's bulk is pretty average for an offensive Pokemon. Pokemon, and its Furthermore, Mega Lopunny's Normal / Fighting typing makes it weak to common types such as Fairy, Fighting, and Psychic. Mega Lopunny is also easily worn down by entry hazards, such as Spikes and Stealth Rock, and status effects, such as burn and poison. Due to its lack of power, Mega Lopunny has trouble breaking through physical walls such as Slowbro, Skarmory, and Hippowdon.

[SET]
name: All-out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Fake Out allows Lopunny to safely get a Speed boost after Mega Evolving while dealing chip damage to the opposing Pokemon such as Mega Gardevoir, Mega Medicham, and other frail Pokemon such as Weavile, Gengar, and Galvantula. Mega Lopunny can use that to its advantage when facing faster Pokemon such as Latios, Gengar, and Galvantula. The chip damage from Fake Out in conjunction with High Jump Kick or Return can also help Mega Lopunny secure KOs against Pokemon that it otherwise wouldn't get from be KOed by using just its powerful STAB attacks attack alone; such as Keldeo when used with Fake Out + High Jump Kick. For for example, Mega Lopunny can KO Keldeo with High Jump Kick after a Fake Out. High Jump Kick is Mega Lopunny's best Fighting-type STAB attack, hitting Dark-, Ice-, and Normal-types such as Bisharp, Mamoswine, and Chansey, while also hitting Rock- and Steel-types, which resist Return, such as Tyranitar and Heatran. With Scrappy, Mega Lopunny can also hit Ghost-types such as Sableye and Doublade. Return is Mega Lopunny's Normal-type STAB move of choice, hitting Pokemon such as Gengar for neutral damage. Ice Punch grants Mega Lopunny coverage against Dragon- and Flying-types such as Garchomp, Dragonite, Gliscor, and Landorus. Power-Up Punch can be used instead of Ice Punch, as it increases Mega Lopunny's Attack by one stage while dealing some damage. The Attack boost from Power-Up Punch assists Mega Lopunny in pressuring defensive Pokemon, such as Mega Venusaur and Hippowdon, on the switch-in. switch in. The Attack boost also allows Mega Lopunny to OHKO Doublade with High Jump Kick.

Set Details
========

Maximum Attack EVs increase Mega Lopunny's damage output. Maximum Speed EVs with a Jolly nature allow Mega Lopunny to outspeed Adamant Gyarados and Dragonite after one Dragon Dance, along with slower Choice Scarf users such as Magnezone and Gothitelle. Limber gives Lopunny immunity to paralysis, allowing it to switch into predicted Thunder Waves before Mega Evolving. Lopunnite is needed to increase Lopunny's Attack, bulk, and Speed. An Adamant nature can be used instead of a Jolly one to increase Mega Lopunny's damage output, allowing it to 2HKO physically defensive Gastrodon with High Jump Kick and sometimes OHKO Mega Garchomp with Ice Punch; however, Mega Lopunny will lose out on the extra Speed that would allow it to outspeed Tornadus-T, Mega Pidgeot, Weavile, and Mega Tyranitar after a Dragon Dance boost.

Usage Tips
========

Mega Lopunny should be used on offensive and balanced teams, as it can apply pressure on opposing teams. Fake Out is an excellent way to get some damage on opposing Pokemon and makes Mega Lopunny a dedicated lead; lead, as (From how you put it, I assume being a dedicated lead is a consequence of being able to break sashes and sturdy. If this is not the case, please replace "as" with "and" ) it allows Mega Lopunny to break the Focus Sash and Sturdy of Pokemon such as Breloom, Smeargle, Galvantula, Golurk, and Magnezone. Fake Out also allows Lopunny to avoid the risk of having to switch into an attack prior to Mega Evolving. Always use it immediately as Mega Lopunny switches in to get chip damage on the opposing Pokemon. Be wary, however, of Pokemon using Rocky Helmet that can switch into Fake Out such as Skarmory, Slowbro, and Hippowdon. Using the chip damage from Fake Out, Mega Lopunny can KO Pokemon such as Mega Charizard Y and Mega Gardevoir with Return and weaken opposing Pokemon to help its teammates later in the match. Furthermore, Fake Out is great for stalling out turns of weather effects, Reflect, and Light Screen, as well as racking up damage with additional turns of poison and burn. Despite High Jump Kick being a very powerful move, Return is much safer to use because High Jump Kick has a chance to miss, and upon doing so, Mega Lopunny loses half of its health. Only use High Jump Attack if you need to get major damage off, if the target is weak to Fighting, or if Mega Lopunny is about to faint. Scout for Protect on Pokemon that can potentially carry it, such as Ferrothorn, as High Jump Kick will damage Mega Lopunny if Protect is used.

Power-Up Punch should be used more on defensive threats, while Return and High Jump Kick should be used more on offensive attackers. Power-Up Punch can be used to KO weakened foes in order to get a free Attack boost. Lopunny should Mega Evolve immediately because it's dangerous to keep Lopunny in its base forme due to its low Attack stat and mediocre bulk. The only reason to use Lopunny's base forme is to switch into Thunder Wave from the likes of Thundurus, Froslass, Cobalion, Chansey, and Porygon2. Due to its frailty, Mega Lopunny should come in after an ally faints or from a slow U-turn user such as Staraptor. It's recommended to keep Mega Lopunny away from status moves such as Thunder Wave, Toxic, and Will-O-Wisp, as they all hinder it, giving it less time on the field. Mega Lopunny should also avoid taking any unnecessary damage, so use Chansey or Porygon2 to switch into attacks.

Team Options
========

Porygon2 is a good partner for Mega Lopunny because it can switch into physical attackers due thanks to its physical bulk. In return, Mega Lopunny can take on Steel-types that Porygon2 would struggle against. With access to Foul Play, Porygon2 can check Mega Scizor and Mega Pinsir for Mega Lopunny. Chansey can take special attacks for Mega Lopunny and act as a status absorber with Natural Cure. Chansey also has Stealth Rock, which deals chip damage to the foe upon switching in, making it easier for Mega Lopunny to KO other Pokemon. Both Porygon2 and Chansey can inflict status effects such as paralysis and poison, making Mega Lopunny's job easier as a cleaner. Meloetta can act as a great special wallbreaker for Mega Lopunny. wallbreaker, breaking through walls such as Skarmory in case Mega Lopunny can't deal with them. In case Mega Lopunny can't break through physical walls such as Skarmory, Meloetta can eliminate them with Shadow Ball or Focus Blast. In return, Mega Lopunny can handle Dark-types for Meloetta. Diggersby is a great partner for Mega Lopunny, as both can apply pressure on the opposing team, allowing for Mega Lopunny to clean up afterwards, and Diggersby can also check Skarmory with Wild Charge for Mega Lopunny. Staraptor is great for crippling physical attackers with Intimidate for Mega Lopunny, and it can also check Bug-, Fighting-, and Grass-types such as Heracross, Breloom, and Mega Venusaur. It can also let Mega Lopunny switch in safely from with a slow U-turn. Ditto can be very helpful in getting rid of a Pokemon that threatens Mega Lopunny due to having Imposter and being able to copy the threat's stat changes, allowing it to punish setup sweepers that threaten Mega Lopunny, such as Swords Dance Mega Pinsir and Dragon Dance Gyarados and Dragonite.

[STRATEGY COMMENTS]
Other Options
=============

Drain Punch can be used as a way to replenish health; however, Mega Lopunny prefers more power and obtains crucial KOs with High Jump Kick. Substitute can allow Mega Lopunny to avoid any status moves and be used on predicted switches. Substitute can also be used in conjunction with Encore to attack while the opposing Pokemon is locked into an unfavorable move. Encore annoys the opposing Pokemon by having them use the same move for three turns, granting Mega Lopunny the upper hand. Mega Lopunny can either switch out into a more threatening Pokemon against the foe or force the opposing Pokemon to switch out, giving it a free turn to attack. Healing Wish is a good support move for Mega Lopunny to bring a weakened teammate back to full health, allowing them to stay in the match longer. Quick Attack grants Mega Lopunny double priority if used with Fake Out, letting it pick off weakened foes and revenge kill.

Checks and Counters
===================

**Physically Defensive Pokemon**: Skarmory can easily wall Mega Lopunny, as High Jump Kick is only a 3HKO. Many defensive variants of Skarmory carry Rocky Helmet, which will damage Mega Lopunny upon contact. Mega Venusaur doesn't take much damage from Ice Punch due to Thick Fat and resists High Jump Kick, and Mega Lopunny rarely 3HKOes Mega Venusaur with Return. Slowbro can easily switch into Mega Lopunny, as it is not bothered by any of its attacks and has Regenerator. Garchomp and Landorus-T are also common users of Rocky Helmet, and Garchomp can damage Mega Lopunny with Rough Skin as well.

**Fighting-types**: Choice Scarf Heracross and Terrakion can OHKO Mega Lopunny with Close Combat. Mega Gallade and Mega Medicham resist Mega Lopunny's High Jump Kick and can KO it with their STAB moves. Hawlucha isn't KOed by Mega Lopunny's Ice Punch or Return and, once Unburden is activated, can threaten Mega Lopunny the next turn with Acrobatics. However, many of the Pokemon mentioned above cannot switch into Mega Lopunny.

**Fairy-types**: Many Fairy-types can eliminate Mega Lopunny. Klefki can paralyze Mega Lopunny with Thunder Wave, removing its speed control. Azumarill is able to OHKO it with STAB Play Rough. Choice Scarf Gardevoir and Togekiss can revenge kill it with Moonblast and Air Slash, respectively. Sylveon can easily remove Mega Lopunny from the field with Pixilate-boosted Hyper Voice. Whimsicott can lock Mega Lopunny into Fake Out with Encore, forcing it to switch out. Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast. However, most of these Pokemon cannot safely switch into Mega Lopunny.

**Residual Damage**: Mega Lopunny doesn't enjoy taking any type of passive damage from opposing teams. Examples include Rocky Helmet Skarmory, Slowbro, and Ferrothorn. Mega Lopunny's High Jump Kick does not OHKO Defensive defensive Ferrothorn; after the passive damage from Iron Barbs and Rocky Helmet, Mega Lopunny is in KO range for Gyro Ball. Slowbro can tank Mega Lopunny's STAB Return and paralyze it with Thunder Wave or continue using Slack Off while it takes damage from Rocky Helmet. Both Will-O-Wisp and Toxic can leave Mega Lopunny greatly hindered, limiting its effectiveness and shortening its longevity.

**Revenge Killers**: Despite Fake Out outprioritizing other moves, Mega Lopunny is outsped and revenge killed by Choice Scarf users such as Victini with V-create, Kyurem-B with Outrage, Latios, and Gardevoir. Mega Lopunny is also vulnerable to Mach Punch from Breloom, which OHKOes it most of the time.

amcheck
[OVERVIEW]

Mega Lopunny has an excellent base 135 Speed, outpacing the majority of the unboosted metagame. It also has an impressive base 136 Attack, being able to deal a lot of damage to Pokemon that don't resist its STAB moves. Together, the high Attack and Speed stats of Mega Lopunny make it an excellent cleaner. Mega Lopunny's Fighting-type STAB moves allow it to hit Dark-, Ice-, Normal-, Rock-, and Steel-types super effectively. Due to its STAB combination, Mega Lopunny can hit every type within the metagame for at least neutral damage. With Scrappy, Mega Lopunny is also able to hit Ghost-types such as Sableye, Gengar, Chandelure, and Doublade. In conjunction with Fake Out, this guarantees that Lopunny can safely Mega Evolve. Mega Lopunny can also switch into a predicted Knock Off from users including Bisharp and Weavile, which helps item-reliant Pokemon such as Chansey and Porygon2.

However, Mega Lopunny's bulk is pretty average for an offensive Pokemon. Furthermore, Mega Lopunny's Normal / Fighting typing makes it weak to common types such as Fairy, Fighting, and Psychic. Mega Lopunny is also easily worn down by entry hazards, such as Spikes and Stealth Rock, and status effects, such as burn and poison. Due to its lack of power, Mega Lopunny has trouble breaking through physical walls such as Slowbro, Skarmory, and Hippowdon.

[SET]
name: All-Out All-out Attacker
move 1: Fake Out
move 2: High Jump Kick
move 3: Return
move 4: Ice Punch / Power-Up Punch
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Fake Out allows Lopunny to safely get a Speed boost after Mega Evolving while dealing chip damage to the opposing Pokemon foe (this could be subjective, but normally when i see "opposing Pokemon", i expect it to be followed by examples). (i usually woulnd't mind this but i'd to agree in this case because mega evolving is something you do one time, so referring to a single foe makes more sense thant usign a generic Pokemon that could also be plural. however if the op mentions example it shouldnt be changed) Mega Lopunny can use that to its advantage when facing off against (unless this means something specific in monotype, this doesnt need to be kept because it's redundant) faster Pokemon such as Latios, Gengar, and Galvantula. The chip damage from Fake Out can also help Mega Lopunny secure KOs against Pokemon ("secure KOs against Pokemon [...] such as Keldeo") that it otherwise wouldn't get from using just its powerful STAB attacks such as Keldeo with Fake Out + High Jump Kick. (this sentence is really choppy and difficult to understand, maybe try removing the "with" and changing it to "when used with High Jump Kick" so it reads "...Fake Out can also help Mega Lopunny secure KOs against Pokemon [...] such as Keldeo when used with High Jump Kick" which increases flow and understand-ability immensely) (yea the sentence wasn't pretty) For example, Mega Lopunny can KO Keldeo with High Jump Kick after a Fake Out. High Jump Kick is Mega Lopunny's best Fighting-type STAB attack, hitting Dark-, Ice-, and Normal-types such as Bisharp, Mamoswine, and Chansey, while also hitting Rock- and Steel- types Steel-types, which resist Return, such as Tyranitar and Heatran.. (remove extra period) With Scrappy, Mega Lopunny can hit Ghost-types such as Sableye and Doublade (with? i'd assume it'd want to hit them with a certain move). (The reference is to high jump kick since it's the move that's being explained) Return is Mega Lopunny's Normal-type STAB move of choice, hitting Pokemon such as Gengar for neutral damage. Ice Punch grants Mega Lopunny coverage against Dragon- and Flying-types such as Garchomp, Dragonite, Gliscor, and Landorus. Power-Up Punch can be used instead of Ice Punch, as it increases Mega Lopunny's Attack by one stage while dealing some damage. The Attack boost from Power-Up Punch assists Mega Lopunny in pressuring defensive Pokemon on the switch-in, such as Mega Venusaur and Hippowdon, (AC) on the switch-in. (a switch-in is a pokemon that is able to switch into another pokemon without fear. a switch in is the act of switching in, and in this case, the latter is the correct version to use) The Attack boost also allows Mega Lopunny to OHKO Doublade with High Jump Kick.

Set Details
========

Maximum Attack EVs increase Mega Lopunny's damage output. Maximum Speed EVs with a Jolly nature allow Mega Lopunny to outspeed Adamant Gyarados and Dragonite after one Dragon Dance, along with slower (subjective, but the adjective is always helpful) Choice Scarf users such as Magnezone and Gothitelle. Limber gives Lopunny immunity to paralysis, allowing it to switch into predicted Thunder Waves before Mega Evolving. Lopunnite is needed to increase Lopunny's Attack, bulk, and Speed. An Adamant nature can be used instead of Jolly to increase Mega Lopunny's damage output, allowing it to 2HKO physically defensive Gastrodon with High Jump Kick and sometimes OHKO Mega Garchomp with Ice Punch; however, Mega Lopunny will lose out on the extra Speed that would allow it to outspeed Tornadus-T, Mega Pidgeot, Weavile, and Mega Tyranitar after a Dragon Dance boost.

Usage Tips
========

Mega Lopunny should be used on offensive and balanced teams, as it can apply pressure on opposing teams. Fake Out is an excellent way to get some damage on the opposing Pokemon and makes Mega Lopunny a dedicated lead; it allows Mega Lopunny to break the Focus Sash and Sturdy of Pokemon such as Breloom, Smeargle, Galvantula, Golurk, and Magnezone. Fake Out also allows Lopunny to avoid the risk of having to switch into an attack prior to Mega Evolving. Always use it immediately as Mega Lopunny switches in to get chip damage on the opposing Pokemon. Be wary, however, of Pokemon using Rocky Helmet that can switch into Fake Out such as Skarmory, Slowbro, and Hippowdon. Using the chip damage from Fake Out, Mega Lopunny can KO Pokemon such as Mega Charizard Y, (RC) and Mega Gardevoir with Return and weaken opposing Pokemon to help its teammates later in the match. Furthermore, Fake Out is great for stalling out turns of weather effects, Reflect, and Light Screen, as well as racking up damage with additional turns of poison and burn. Despite High Jump Kick being a very powerful move, Return is much safer to use because High Jump Kick has a chance to miss, and upon doing so, Mega Lopunny loses half of its health. Only use High Jump Attack if you need to get major damage off, if the target is weak to Fighting, or if Mega Lopunny is about to faint. Scout for Protect on Pokemon that can potentially carry it, such as Ferrothorn, as High Jump Kick will damage Mega Lopunny if Protect is used.

Power-Up Punch should be used more on defensive threats, while Return and High Jump Kick should be used more on offensive attackers. Power-Up Punch can be used to KO weakened foes in order to get a free Attack boost. Lopunny should Mega Evolve immediately because it's dangerous to keep Lopunny in its base forme due to its low Attack stat and mediocre bulk. The only reason to use Lopunny's base forme is to switch into Thunder Wave from the likes of Thundurus, Froslass, Cobalion, Chansey, and Porygon2. Due to its frailty, Mega Lopunny should come in after an ally faints or from a slow U-turn user such as Staraptor. It's recommended to keep Mega Lopunny away from status moves such as Thunder Wave, Toxic, and Will-O-Wisp, as they all hinder it, giving it less time on the field. Also, (RC) Mega Lopunny should also (potentially subjective but starting a sentence with "Also" immediately makes it choppy imo because it's a mediocre transition) avoid taking any unnecessary damage, so use Chansey or Porygon2 to switch into attacks.

Team Options
========

Porygon2 is a good partner for Mega Lopunny because it can switch into physical attackers due to its physical bulk. In return, Mega Lopunny can take on Steel-types that Porygon2 would struggle against. With access to Foul Play, Porygon2 can check Mega Scizor and Mega Pinsir for Mega Lopunny. Chansey can take special attacks for Mega Lopunny and act as a status absorber with Natural Cure. Chansey also has Stealth Rock, which deals chip damage to the foe (without this being added in i was confused on what to interpret) upon switch-in switching in, making it easier for Mega Lopunny to KO other Pokemon. Both Porygon2 and Chansey can inflict status effects such as paralysis and poison. (how does this help mega lopunny? without providing that little bit of info, this sentence seems unnecessary) Meloetta can act as a great special wallbreaker for Mega Lopunny. In case Mega Lopunny can't break through physical walls such as Skarmory, Meloetta can eliminate them with Shadow Ball or Focus Blast. In return, Mega Lopunny can handle Dark-types for Meloetta. Diggersby is a great partner for Mega Lopunny, as both can apply pressure on the opposing team, allowing for Mega Lopunny to clean up afterwards, (AC) and. (RP) Also, (RC) (there's really no point in having two sentences for one Pokemon when theyre still sticking to one topic, and this change helps flow) Diggersby can also check Skarmory with Wild Charge for Mega Lopunny. Staraptor is great for crippling physical attackers with Intimidate for Mega Lopunny, (AC) and it. (RP) It can also check Bug-, Fighting-, and Grass-types such as Heracross, Breloom, and Mega Venusaur. It can also let Mega Lopunny switch in safely from a slow U-turn. (this situation is different because with combining this all into one sentence from three, it becomes clunky) Ditto can be very helpful in getting rid of a threat that opposes Pokemon that threatens (this is subjective but "opposes" really doesnt work here) Mega Lopunny due to having Imposter and being able to copy the threat's stat changes, allowing it to punish setup sweepers that threaten Mega Lopunny, such as Swords Dance Mega Pinsir and, (RC) Dragon Dance Gyarados, (RC) and Dragonite. (from what im interpreting, gyarados and dragonite are both DD users, which means they need to be grouped together) (everything is cool here)

[STRATEGY COMMENTS]
Other Options
=============

Drain Punch can be used as a way to replenish health; however, Mega Lopunny prefers more power and obtains crucial KOs with High Jump Kick. Substitute can allow Mega Lopunny to avoid any status moves and be used on predicted switches. Substitute can also be used in conjunction with Encore to attack while the opposing Pokemon is locked into an unfavorable move. Encore annoys the opposing Pokemon by having them use the same move for three turns, granting Mega Lopunny the upper hand. Mega Lopunny can either switch out into a more threatening Pokemon against the foe or force the opposing Pokemon to switch out, giving it a free turn to attack. Healing Wish is a good support move for Mega Lopunny to bring a weakened teammate back to full health, allowing them to stay in the match longer. Quick Attack grants Mega Lopunny double priority if used with Fake Out, letting it pick off weakened foes and revenge kill.

Checks and Counters
===================

**Physically Defensive Pokemon**: Skarmory can easily wall Mega Lopunny, as High Jump Kick is only a 3HKO. Many defensive variants of Skarmory carry Rocky Helmet, which will damage Mega Lopunny upon contact. Mega Venusaur doesn't take much damage from Ice Punch due to Thick Fat and resists High Jump Kick, while and Mega Lopunny rarely 3HKOes Mega Venusaur with Return. Slowbro can easily switch into Mega Lopunny, as it is not bothered by any of its attacks and has Regenerator. Garchomp and Landorus-T are also common users of Rocky Helmet, (AC) and (slightly subjective but again the 1 vs 2 sentences thing). (RP) Garchomp can damage Mega Lopunny with Rough Skin as well.

**Fighting-types**: Choice Scarf Heracross and Terrakion can OHKO Mega Lopunny with Close Combat. Mega Gallade and Mega Medicham resist Mega Lopunny's High Jump Kick and can KO it with their STAB moves. Hawlucha isn't KOed by Mega Lopunny's Ice Punch or Return and, once Unburden is activated, can threaten Mega Lopunny the next turn with Acrobatics. However, many of the Pokemon mentioned above cannot switch into Mega Lopunny.

**Fairy-types**: Many Fairy-types can eliminate Mega Lopunny. Klefki can paralyze Mega Lopunny with Thunder Wave, removing its speed control. Azumarill is able to OHKO it with STAB Play Rough. Choice Scarf Gardevoir and Togekiss can revenge kill it with Moonblast and Air Slash, respectively. Sylveon can easily remove Mega Lopunny from the field with Pixilate-boosted Hyper Voice. Whimsicott can lock Mega Lopunny into Fake Out with Encore, forcing it to switch out. Clefable can cripple Mega Lopunny with Thunder Wave and KO it with Moonblast. However, most of these Pokemon cannot safely switch into Mega Lopunny.

**Residual Damage**: Mega Lopunny doesn't enjoy taking any type of passive damage from opposing teams. Examples include Rocky Helmet Skarmory, Slowbro, and Ferrothorn. Mega Lopunny's High Jump Kick does not OHKO Defensive Ferrothorn; after the passive damage from Iron Barbs and Rocky Helmet, Mega Lopunny is in KO range for Gyro Ball. Slowbro can tank Mega Lopunny's STAB Return and paralyze it with Thunder Wave or continue using Slack Off while it takes damage from Rocky Helmet. Both Will-O-Wisp and Toxic can leave Mega Lopunny greatly hindered, limiting its effectiveness and shortening its longevity.

**Revenge Killers**: Despite Fake Out outprioritizing other moves, Mega Lopunny is outsped and revenge killed by Choice Scarf users such as Victini with V-Create V-create, Kyurem-B with Outrage, Latios, and Gardevoir. Mega Lopunny is also vulnerable to Mach Punch from Breloom, which OHKOes it most of the time.
good stuff only thing is that switch-in vs switch in sentence
 
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