Hey guys, I don't really post here often but I thought I would do a RMT for a team that I'm having mild success with, and thought with a little help it could be pretty successful, at least the most successful I've been thus far in ORAS. Looking for help mostly against the newer mega mostly because I'm not entirely familiar with them and I'm unsure if what I have checks or counters them. So here we go.
Team at a glance:
Team Building Process:
I really wanted to start off with Mega Lopunny, as I checked out the viability rankings and was surprised to see it ranked so high. I wanted to give it a shot and see what it could do and if maybe it was something I could work well with.
The first thing I wanted to do to help out Lopunny was the add something that would counter the many flying types that are good in OU like Talonflame, Mega Pinsir, and Staraptor. Rotom-W was the first thing that came to mind, as it seems like if I build an OU team, Rotom-W takes one of the slots almost every time simply because it is THE Talonflame counter in my mind.
I then realized that Mega Lopunny is not the most sturdy mon and while it hits hard, sometimes there are certain Pokemon that can survive a hit and then KO back. I definitely wanted hazards on my team as a way to break sashes and Sturdy without having the hit the opponent twice, and also just as a way to chip away some damage to turn some 2HKOs into OHKOs. I started with defensive Landorus-T in this role, seeing how good it was in the role.
I decided that Landorus-T, while a perfectly fine Stealth Rock setter, would be better suited in this team to be Scarfed to form a bit of a Volt-Turn core with Rotom-W, so I needed another hazard setter. I went with probably the best hazard setter in OU in Ferrothorn, simply because of how good it is at getting chip damage not only with the hazards it sets and Leech Seed, but also with Iron Barbs and a Rocky Helmet.
This point, I honestly just wanted two special attackers with some decent bulk so that my team wasn't crippled by a burn. Clefable seemed like an obvious choice, with it's ability to absorb status with Magic Guard and Latios was a bit of an afterthought, but Draco Meteor hits like a tank and I figured it would come in useful for that. I also decided to true out the Earthquake lure set to surprise Heatran, after reading the last issue of The Smog.
Team Overview
Bold indicates something that has changed from this thread
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Return
currently testing out the Stall breaker set, not sold on it though
I decided on this set on my own without really looking much up about Mega Lopunny and I find that it works pretty well. Fake Out is always nice to break any lead sashes or Sturdy if I decide to lead with Lopunny, and is always great to get some damage in a tight spot on anything that isn't Ferrothorn or a Protect user. High Jump Kick seemed like the obvious "bomb" move but I don't find myself using it a whole lot if I'm being honest unless I'm really in trouble or up against a Steel type, I normally go for Return for a more accurate choice. Ice Punch is for Gliscor and Landorus, which I've been seeing a lot where I am on the ladder. I decided on Jolly just to outspeed almost any non-Scarf user, though I'm not sure if there's anything I need to outspeed at this pace with Jolly, maybe Adamant is better? Let me know. Only thing about this team is that Lopunny is the only one that is prone to Toxic Spikes and one of two to take damage from Spikes and Stealth Rocks. Without a spinner/defogger, I'm forced to make Mega Lopunny more expendable against teams that use lots of hazards.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
I LOVE this Rotom-W set, Volt Switch is always great for momentum and if they want to send a ground type in to absorb the Volt Switch I can usually Will-O-Wisp and cripple most mons that come in, like Garchomp, non Scarf Landorus-T, and others with Mold Breaker Excadrill being the obvious exception. Also one of the better Pokemon to face off against the flying types of OU, which helps out Mega Lopunny a lot. Hydro Pump needs to be there obvious and Pain Split is there for a bit of non-reliable recovery and making it less painful if I take a Knock Off. Pretty standard set overall.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Decided to make a Volt-Turn core and Landorus-T was my choice for my U-turner. I like the utility of Intimidate and like firing off those nice and powerful U-turns to give me a bit of momentum. The rest of the set is pretty standard from what I know, though I find myself usually using U-turn early game for momentum or Earthquake late game to clean up. Stone Edge is for predicted flying type switches and Knock Off is mainly for the Latis.
Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Gyro Ball
- Leech Seed
- Power Whip
Playing with this team a bit made me understand why Ferrothorn is used so much. With so many physical Pokemon with moves that make contact, I'm allowed to bring Ferrothorn in and set up my hazards while still doing damage to my opponent in the process. Leech Seed is there to have some form of recovery so that Ferrothorn can stay alive as long as possible in case my hazards are spun away. I chose Power Whip over Gyro Ball because it seems to hit more things harder and Rotom-W is always a popular Pokemon, but I'm unsure if Gyro Ball would be better for Fairies.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower
The standard Magic Guard Clefable set. I like bringing this in on a predicted Will-O-Wisp or Toxic from a special attacking Pokemon and start setting up Calm Mind. One or two usually is enough to make Clefable really difficult to take down. A bit of a throw away on the team, but I find that this team does a great job of taking care of Steel types with Rotom-W and Lando-T which gives Clefable an opportunity to wreak havoc in the right situation.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Heatran is never a fun mon to deal with, so I wanted another Pokemon to be able to deal with it other than Landorus. Heatran likes coming in on Latios because on most sets there isn't much it can do against it. However, once an Air Balloon is broken, Heatran is normally at least 2HKOed by Earthquake, sometimes OHKOed if there's enough damage on it previously. Draco Meteor and Psyshock are both helpful STAB moves and Roost is obviously there for recovery, chosen over Defog for the previous explanation that most of the members on my team don't care much about Hazards except Stealth Rocks, which none are weak to. Latios is kind of the weak link on the team and the Pokemon I'm most looking to replace with something that will better help the other members, but if there's a better setup for this that you think would be useful, I'm open to it.
Thanks for reading, any criticism and help is appreciated.
Team at a glance:






Team Building Process:

I really wanted to start off with Mega Lopunny, as I checked out the viability rankings and was surprised to see it ranked so high. I wanted to give it a shot and see what it could do and if maybe it was something I could work well with.


The first thing I wanted to do to help out Lopunny was the add something that would counter the many flying types that are good in OU like Talonflame, Mega Pinsir, and Staraptor. Rotom-W was the first thing that came to mind, as it seems like if I build an OU team, Rotom-W takes one of the slots almost every time simply because it is THE Talonflame counter in my mind.



I then realized that Mega Lopunny is not the most sturdy mon and while it hits hard, sometimes there are certain Pokemon that can survive a hit and then KO back. I definitely wanted hazards on my team as a way to break sashes and Sturdy without having the hit the opponent twice, and also just as a way to chip away some damage to turn some 2HKOs into OHKOs. I started with defensive Landorus-T in this role, seeing how good it was in the role.




I decided that Landorus-T, while a perfectly fine Stealth Rock setter, would be better suited in this team to be Scarfed to form a bit of a Volt-Turn core with Rotom-W, so I needed another hazard setter. I went with probably the best hazard setter in OU in Ferrothorn, simply because of how good it is at getting chip damage not only with the hazards it sets and Leech Seed, but also with Iron Barbs and a Rocky Helmet.






This point, I honestly just wanted two special attackers with some decent bulk so that my team wasn't crippled by a burn. Clefable seemed like an obvious choice, with it's ability to absorb status with Magic Guard and Latios was a bit of an afterthought, but Draco Meteor hits like a tank and I figured it would come in useful for that. I also decided to true out the Earthquake lure set to surprise Heatran, after reading the last issue of The Smog.
Team Overview
Bold indicates something that has changed from this thread

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Return
currently testing out the Stall breaker set, not sold on it though
I decided on this set on my own without really looking much up about Mega Lopunny and I find that it works pretty well. Fake Out is always nice to break any lead sashes or Sturdy if I decide to lead with Lopunny, and is always great to get some damage in a tight spot on anything that isn't Ferrothorn or a Protect user. High Jump Kick seemed like the obvious "bomb" move but I don't find myself using it a whole lot if I'm being honest unless I'm really in trouble or up against a Steel type, I normally go for Return for a more accurate choice. Ice Punch is for Gliscor and Landorus, which I've been seeing a lot where I am on the ladder. I decided on Jolly just to outspeed almost any non-Scarf user, though I'm not sure if there's anything I need to outspeed at this pace with Jolly, maybe Adamant is better? Let me know. Only thing about this team is that Lopunny is the only one that is prone to Toxic Spikes and one of two to take damage from Spikes and Stealth Rocks. Without a spinner/defogger, I'm forced to make Mega Lopunny more expendable against teams that use lots of hazards.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
I LOVE this Rotom-W set, Volt Switch is always great for momentum and if they want to send a ground type in to absorb the Volt Switch I can usually Will-O-Wisp and cripple most mons that come in, like Garchomp, non Scarf Landorus-T, and others with Mold Breaker Excadrill being the obvious exception. Also one of the better Pokemon to face off against the flying types of OU, which helps out Mega Lopunny a lot. Hydro Pump needs to be there obvious and Pain Split is there for a bit of non-reliable recovery and making it less painful if I take a Knock Off. Pretty standard set overall.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Decided to make a Volt-Turn core and Landorus-T was my choice for my U-turner. I like the utility of Intimidate and like firing off those nice and powerful U-turns to give me a bit of momentum. The rest of the set is pretty standard from what I know, though I find myself usually using U-turn early game for momentum or Earthquake late game to clean up. Stone Edge is for predicted flying type switches and Knock Off is mainly for the Latis.

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Gyro Ball
- Leech Seed
- Power Whip
Playing with this team a bit made me understand why Ferrothorn is used so much. With so many physical Pokemon with moves that make contact, I'm allowed to bring Ferrothorn in and set up my hazards while still doing damage to my opponent in the process. Leech Seed is there to have some form of recovery so that Ferrothorn can stay alive as long as possible in case my hazards are spun away. I chose Power Whip over Gyro Ball because it seems to hit more things harder and Rotom-W is always a popular Pokemon, but I'm unsure if Gyro Ball would be better for Fairies.

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower
The standard Magic Guard Clefable set. I like bringing this in on a predicted Will-O-Wisp or Toxic from a special attacking Pokemon and start setting up Calm Mind. One or two usually is enough to make Clefable really difficult to take down. A bit of a throw away on the team, but I find that this team does a great job of taking care of Steel types with Rotom-W and Lando-T which gives Clefable an opportunity to wreak havoc in the right situation.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Heatran is never a fun mon to deal with, so I wanted another Pokemon to be able to deal with it other than Landorus. Heatran likes coming in on Latios because on most sets there isn't much it can do against it. However, once an Air Balloon is broken, Heatran is normally at least 2HKOed by Earthquake, sometimes OHKOed if there's enough damage on it previously. Draco Meteor and Psyshock are both helpful STAB moves and Roost is obviously there for recovery, chosen over Defog for the previous explanation that most of the members on my team don't care much about Hazards except Stealth Rocks, which none are weak to. Latios is kind of the weak link on the team and the Pokemon I'm most looking to replace with something that will better help the other members, but if there's a better setup for this that you think would be useful, I'm open to it.
Thanks for reading, any criticism and help is appreciated.
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