ORAS OU RMT: Mega Lopunny based team

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:
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Team Building Process:

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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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Run Defog > Roost on Patios
In the team building, you keep saying Tornadus-T, yet youre using Landorus?
Thats the main Mega Lopunny Set.
You need 44 Spe IVs on Rotom W iirc
Run Relaxed/Sassy on Ferro w/ 0 Spe IVs so you can win Trick Room situations.

Other than that, looks good.

Hope it helps :]
 
Run Defog > Roost on Patios
In the team building, you keep saying Tornadus-T, yet youre using Landorus?
Thats the main Mega Lopunny Set.
You need 44 Spe IVs on Rotom W iirc
Run Relaxed/Sassy on Ferro w/ 0 Spe IVs so you can win Trick Room situations.

Other than that, looks good.

Hope it helps :]

Thanks for the rate. Just out of curiosity, why would you run Defog on Latios over Roost? I've found that my team isn't terribly weak to hazards at all and aside from Stealth Rocks, four of my Pokemon aren't bothered by Spikes at all, three are affected by Sticky Web (only one that really matters being Mega Lopunny) and only one is prone to Toxic Spikes. Also, Defog is a bit problematic as it also clears my own hazards. Roost seemed like the better idea to recover the Life Orb recoil that Latios gets after dealing out a few hits, but as I said I'm open to hearing why. I'd be willing to try out a Spinner, but I can't see a decent special attacking one aside from Starmie.

Thanks for pointing out my typo, I get those three legends confused. And I wasn't aware that it was standard on Mega Lopunny, but at least that means I have a good idea of what moves are good without looking them up, haha.

I will definitely try out the spreads you gave me on Rotom-W and Ferrothorn, thanks!
 
Thanks for the rate. Just out of curiosity, why would you run Defog on Latios over Roost? I've found that my team isn't terribly weak to hazards at all and aside from Stealth Rocks, four of my Pokemon aren't bothered by Spikes at all, three are affected by Sticky Web (only one that really matters being Mega Lopunny) and only one is prone to Toxic Spikes. Also, Defog is a bit problematic as it also clears my own hazards. Roost seemed like the better idea to recover the Life Orb recoil that Latios gets after dealing out a few hits, but as I said I'm open to hearing why. I'd be willing to try out a Spinner, but I can't see a decent special attacking one aside from Starmie.

Thanks for pointing out my typo, I get those three legends confused. And I wasn't aware that it was standard on Mega Lopunny, but at least that means I have a good idea of what moves are good without looking them up, haha.

I will definitely try out the spreads you gave me on Rotom-W and Ferrothorn, thanks!
Yeah, you always need Defog on Lati@s, it's really the whole point of them in OU other than Offensive Choice Sets. You could always run Rapid Spin so you don't get rid of your own hazards if needed. Just a thought, but maybe try Tentacruel, Starmie, or even Forretress for this role. I think Forretress would actually be rather beneficial than Ferro since it gets Rapid Spin and Sturdy.
 
Hey, man, nice team. I have a few suggestions for sets though.
Firstly, I don't entirely understand your Rotom W set, the whole point is to run 44 speed EVs to outspeed max speed Azu, why run just 40? At that point you might as well just run max HP max Def. The standard Rotom W spread is EVs: 252 HP / 212 Def / 44 Spe.
Secondly, run Sassy nature on your Ferro. Rotom is already your physical wall so a special pair would make a much more solid defensive core. running a -speed nature on your Ferro would also boost the power of Gyro Ball which I'd say you should run over Spikes since this doesn't seem like an optimal hazard stacking team, you have no anti-hazard removal support like Bisharp and Ferro will be forced out eventually or broken down trying to set up all those hazards alone, I'm not sold on full hazard-stacking Ferro. Sassy Ferro with Gyro Ball makes a great check to Mega Gardevoir who looks like she would have the potential to get one clean kill otherwise every time she gets a safe switch-in; Sassy lets you take one Hyper Voice + one Focus Blast and KO with Gyro Ball so you have at least one semi-reliable switch in. Also, Rocky Helmet is a mediocre and overrated item on Ferro. Don't waste the opportunity to either add sustainability to him or escape Magnezone trapping for essentially a double dose of Iron Barbs. Leftovers or Shed Shell.
Life Orb is also recommended on Magic Guard Clef for some extra power, she's plenty bulky and has reliable recovery already so a bit of bite to her offensive prowess is appreciated a bit more imo. You also take no Life Orb recoil thanks to Magic Guard.
Lastly, your team doesn't really have any real way to handle Stall or Set-Up sweepers since you have no Taunt, your Latios isn't Trick-Scarf and your Clef isn't Unaware. It's not impossible to break Stall with your team by any means, but I see it being an uphill battle. If it's a hazard-stack stall then you just fall flat. My answer is Stall-Breaker Bunny (set below) who can take advantage of Stall and set-up and use it to get a leg-up on such teams and situations.

EDIT: Almost forgot! Run Naive > Hasty on Latios. Most priority (besides Vacuum Shit which you never see) is physical so running a -Def nature would hold you back quite a bit in the face of priority users, Naive is the go-to nature for fast mixed attackers.

Hope this helped.
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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Return
- Drain Punch
- Encore
 
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Hey, man, nice team. I have a few suggestions for sets though.
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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Return
- Drain Punch
- Encore

Lopunny needs Heal Bell to defeat willo as otherwise she WILL get burned and be rendered useless. You could run it over Return or Encore, but Lopunny suffers by the 4 moveslot syndrome.

Why don't you run HP Ground>Earthquake if you run Roost on Latias. Roost is being run for LO recoil, but normally that alone is not enough to kill. What really kills is your opponents attacks stacking with LO damage,and the loss of special bulk does not help. therefor run Defog+EQ or HP Ground+Roost with Timid.
 
Lopunny needs Heal Bell to defeat willo as otherwise she WILL get burned and be rendered useless. You could run it over Return or Encore, but Lopunny suffers by the 4 moveslot syndrome.
Lopunny doesn't need Heal Bell. It's an option, but not a necessity, the same way Defog isn't a necessity on Latios. The set I suggested is to break stallers and set-up, like trapping a Clef in Calm Mind or Softboiled so you can PuP boost up or force a switch, Drain Punch recovers health if you lose any while boosting if you encore an opponent into a weak attack, and Return is powerful STAB for anything that resists Drain Punch. This set's synergy doesn't accommodate Heal Bell spectacularly.

Why don't you run HP Ground>Earthquake
4 Atk Life Orb Latios Earthquake vs. 248 HP / 0 Def Heatran: 328-390 (85.1 - 101.2%) -- 87.5% chance to OHKO after Stealth Rock

252 SpA Life Orb Latios Hidden Power Ground vs. 248 HP / 220+ SpD Heatran: 244-291 (63.3 - 75.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
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I've made a few changes in my team overview, I'll update the team overview when I get a chance. Thanks to Der Twist and Radio_Active

I've changed the EVs and/or nature on Rotom-W, Ferrothorn, and/or Latios and changed items on Ferro and Clefable as well. Changed Spikes for Gyro Ball on Ferro and Roost for Defog on Lati as suggested. Also added Leftovers to Latios to have some recovery, but I might miss the Life Orb looking at the above calc. I'm going to test out the stall breaking set for Mega Lopunny that Der Twist suggested, but I'm not convinced about how much I will like it if I'm being honest, seems like it would only be good against stall. I guess Power Up Punch doesn't come off as a great move for anything aside from Mega Kang to me, but I'll try it. Thanks for the help.
 
Hey I also run a mega lopunny team but my lopunny has fire punch over ice punch. That's because I have been facing many scizirors and forretres lately and having fire punch helped a lot. And u may not be able to ko the garchomps,landorous or salamences because of intimidate. And garchomp hurts a lot. And as many salam and lando are scarfed so u won't be able to out speed them....but u may choose to continue using ice punch...
 
Let me start by saying this is a good team that I can see doing really well on the ladder if it hasn't already done so. My big issue with it is that it has a terrible time defeating any type of stall. There's nothing on this team that can really set up and sweep other than CM Clefable, and once Clefable goes down, stall basically says gg. A good option to fix this is to put in Stall Breaker Mew over Latios. With Ice Beam and Specially Defensive EVs, Mew also gives you a solid option against Rock Polish Landorus, another problem mon for the team.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 SDef / 152 Spe
Calm Nature
- Taunt
- Soft-Boiled
- Will-O-Wisp
- Ice Beam

My only concern in recommending this is while it handles some old types of stall quite nicely, you will really have to play with it carefully to handle stall with Mega Sableye. Mew is certainly not the only option available for the 6th slot, but I would try to find a stallbreaker you like to round out the team. Clefable will help against stall, but it shouldn't be the only option against stall that you have.

For the other mons: Stick with the original Lopunny set, standard for a reason. Rotom-Wash should run 248 HP / 216 Def / 44 Speed as others have mentioned - spread is a little more optimized for SR damage and beating Azumarill. Clefable with Leftovers typically runs 252 HP / 160 Def / 96 SDef to avoid 2HKOs from Latios and Thundurus, but another option with Life Orb is 252 HP / 176 Def / 80 SAtk with Bold nature to beat Chansey when setting up at +6, and is probably what I would go with if you change Latios to Stall Breaker Mew. Lando-T can run fewer speed evs in a reverse speed creep to get off a slower U-Turn and give you momentum in a speed tie. Looks like others have suggested some Ferro changes which are OK - feel free to play around here.

Good luck with the team! Hope I helped.
 
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I suggest Magic coat on Clefable to reflect hazards. It really can upset people to have hazards reflected at them. Also suggest Fire blast instead of flamethrower for higher power. Hope it helps, good luck out there.
 
I just stumbled across this as i run mega lopunny and I have nearly the exact same time with some difference and instead of clefable I run sylveon as a cleric, altho I have ferrothorn as a defensive wall and sylveon and special defensive wall, I might try the clefable set on my team :)
I have faced stall teams and have won too,
Just wanna say nice team hope it gets you far on the ladder :)
 
I would run Hasty Latios, because you really want Latios as a scald switchin and also to switch into electric moves. Other than that the team seems pretty solid.
 
Why don't you run HP Ground>Earthquake if you run Roost on Latias. Roost is being run for LO recoil, but normally that alone is not enough to kill. What really kills is your opponents attacks stacking with LO damage,and the loss of special bulk does not help. therefor run Defog+EQ or HP Ground+Roost with Timid.
There is no point in running HP ground on Latios when you have EQ to hit Sp Def Heatran.
 
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