ORAS OU RMT M-Lopunny Offensive Balance

I am relatively new to competitive battling and team building, having only been into it for a couple of months. While new, i do feel i have composed a very well put together team that has stood the test of time. This is one of the first teams i ever put together and it works very well. It contains a suicide lead, two speedy physical sweepers, two bulky special sweepers, and one physical wall. While i have been able to deal with most of the problems i faced in one way or another, i do have some outlying problems that i have not been able to find answers to. So i would like to see the different ideas of other competitive players.


Cotton Candy (Lopunny) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Return
- Fake Out

The Star of my Team, Mega Lopunny. The main sweeper of my team and a powerhouse at that, she is the one i built my team around. She was built to take on anything that is not a Shuckle. Armed with Fake Out, she deals a substantial amount of damage and makes anyone without flinch immunity waste a turn. Return is her main STAB move and her main damage dealer, O-KOing almost anything that does not resist. Ice Punch is to deal with Flying Types and Bulky Dragons like DD Dragonite. High Jump Kick is her second STAB and is used to deal with Pokemon that resist Return. I chose High Jump Kick over Power-Up Punch or Drain Punch because i like the raw power and Lopunny does not usually get the time to build up Power-up Punch

Ribbons (Sylveon) (F) @ Choice Specs
Ability: Pixilate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Baton Pass

My Bulky Special Sweeper and Wall Breaker, Sylveon. Used to break walls like M-Sableye and Toxic Stallers, she also hit like a truck. Hyper Voice is her main damage dealer, gaining STAB and a Power increase from Pixilate and a buff from Specs. Because of that, she can sweep anything that is not a Chansey or a bulky Steel type. Psyshock and HP Ground are coverage, Psyshock for Poison types and HP Ground for Steel types. Baton pass is mostly filler, but can be used as a escape plan if a bad switch.

UFO (Magnezone) @ Assault Vest
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon

My Second Special Sweeper and Weird Pokemon, Magnezone. While most Magnezone are Magnet Pull Scizor Killers, I wanted to try something different. So I gave it Analytic and an Assault Vest and turned it into a jack of all trades pokemon. He can Late Game Clean, be a Pivot, Sweep and still kill Steel types. HP Fire is his main weapon against Steel types, killing most or severely damaging them after one hit. Thunderbolt has STAB and deal a substantial amount of damage to most pokemon. Volt Switch is for his uses as a pivot. Flash Cannon is to deal with Fairy types that give my team problems.

Derp (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic

My Impenetrable Wall and DD Killer, Quagsire. It is always a good idea to have a wall on a team and this one is great. He has toxic stalled a lot of pokemon, from Azumarils to DD Dragonites, all thanks to Unaware. He uses Toxic to put the pokemon on a timer and can force it to switch. Recover is reliable recovery with no quirks or catches. E-Quake is used to take on Steel Types that are Immune to Toxic and is overall a good STAB. Scald is used to burn sweepers and take on Flying types.

I'm a Castle (Azelf) @ Focus Sash
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Spe
Naive Nature
- Light Screen
- Reflect
- Explosion
- Taunt

My Suicide Lead and Screen Setter, Azelf. There are two Steps to Azelf, Step 1. Setup Screens, Step 2. EXPLOSION. Taunt is used to stop opposing leads from setting up. Focus Sash is used to stop the one hit kill. THE END

P.S. If it survives longer then the first 4 turns, your doing it wrong.

Boom Headshot (Haxorus) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Poison Jab
- Dragon Claw

The Second Physical Sweeper and Revenge Killer, Haxorus. Most Haxorus use DD to set up and start sweeping, however I believe that Haxorus is already powerful enough when armed with a Life Orb. Outrage is his Main Stab and can kill most pokemon with no DD. Earthquake is for coverage against Bulky Steel types while Poison Jab is used against Fairies. Dragon Claw is used while the opposing team's Fairy type is still up, so i don't get locked into Outrage.

Most Suggestions are Welcome and Thank you for your time.
 
Hey bro, I've got a few suggestions. Sadly, haxorus, sylveon, azelf, and quag arent very viable in OU. they can work but only in specific conditions. quag only fits in full stall and azelf only fits on hyper offense. So, I'm gonna keep the mag/Sylv/lop core and build from there. I hate to drop half your team but it's just not viable in OU (they're all UU mons, and quag isn't even very good in UU).

So, your mag set should be a steel trapper. Sylv HATES steels and skarm walls lop. Plus, nailing scizor is always fun. Id recommend choice specs with magnet pull as the ability. Fun volt switch/flash cannon/HP fire/thunderbolt. this traps and kills ferrothorn, scizor, skarm, rachi, and other annoying steels (but not heatran!! don't trap heatran!!!).

so this core performs well against balance and offense, but you're weak to sand, hazard stack teams, talonflame, and char Y.

to help against opposing sand I'm gonna recommend you use jolly excadrill. this also gives you a fairy check and hazard control. you should run shuca berry sand Rush with spin/iron head/EQ/Rock slide. shuca berry lets you take an EQ from an opposing exca rn KO back the next turn.

your team needs hazards of its own plus a flying resist, so I recommend chople berry tyranitar. this helps your team with alakazam and megazam, famous offense killers. you should run pursuit/crunch/stone edge/SR. this one shots TFlame and traps latis and celebs and mews and sets SR.

For the last slot, you need a wincon. something with can sweep your opponents team after a boost or two late game. for this role, on a team like this, I'd usually go to agility mega metagross, but youve got mega lop (which is good use it yes). plus, you don't have a ground immunity. so I'm gonna recommend CM latios with bolt beam. This is an unexpected set which can nail a lot of stuff late game. Run max speed and spA with a timid nature. CM/thunderbolt/ice beam/psyshock. Id say use LO as the item, but lum berry could work to stop status.

early game you're gonna wanna bring in Sylv on weak or resisted special attacks. if they've got a steel type, immediately click BP to lop (for heatran) or mag (anything else lol). if they don't have an obvious fairy resist, spam hyper voice. use magnezones volt switch to come into opposing fairy types and gain momentum, but beware of ground types blocking that. Latios can be brought out on opposing ground but should mainly be saved for late game. mega lop gives you a good MO against other offense and mag can help break key components of more defensive teams. hope I helped bro!

PS sorry i didn't give importables for the sets, I'm on mobile :(
 
thanks for the suggestion, however i want to keep as many of my mons as possible, and it feels that removing half my team would remove the fun of it. Also, i have checked the smogon dex and all of the pokemon on my team are either OU, BL or UU with OU potential. Thanks but No Thanks
 
thanks for the suggestion, however i want to keep as many of my mons as possible, and it feels that removing half my team would remove the fun of it. Also, i have checked the smogon dex and all of the pokemon on my team are either OU, BL or UU with OU potential. Thanks but No Thanks
UU is the tier below this... and quag is gonna fall again soon. also, hax is barely b rank in UU, and isn't even ranked in OU. if you wanna keep the bulk of your team, take it to UU.
 
lightninging i am sorry about earlier, i was being inconsiderate of your opinion and you will be happy to know that i have taken a bit of your advice. i have dropped Azelf and am turning mag into a steel trapper. However i think that i need a defogger so i picked up mew. I am also dropping Haxorus, but i would like another dragon type to replace it, so i can have a steel, dragon, fairy core. Do you have any ideas for one?
 
it's all good man, I definitely coulda been nicer too. sometimes we all gotta relax, it's just a game not matter how into it we are haha. btw, rapid spin=Defog for your side only. spinning=getting rid of hazards played against you. anyway, your team lacks an out-and-out win con, so I'm gonna recommend SD garchomp. give it a lum berry and let it outrage/EQ all over your opponent. zone can nail opposing steels and fairies, and megalop can put a lotta pressure on fairies that are supposed to check it too.
 
win condiction
so close... and yet so far

edit: so this isn't a total shit post, a wincon is a mon who you can rely on to beat up most of your opponents team and "win" the game for you. usually it's a setup sweeper of some kind, but it could also be something like scarf lando, who can just rock slide your entire opponents team to death if it's weakened enough. while on your team chomp is gonna be the wincon more often than not, it could also be mega lop sometimes. you wanna look at what's stopping chomp from cleaning: if it looks like they've got several checks you aren't gonna be able to take out, maybe try to clean with mega lop and use chomp to wallbreak midgame.
 
here's someone who said it better than me:
Defining wincons depend a lot of your matchup advantage (or disadvantage) so in order to determine what will be your wincon you would first have to take a look at your opponent team and see possible means of winning. For example: You have a scarf lando-t, facing an opponent with shaky ground resists. Your primary plan would be getting rid of x ground resist immunity then proceed to clean with Earthquake winning the match. Thats why metagame knowledge is such an important aspect while defining your win conditions cause making solid guesses on what your opponent could be running makes it easier to define them.

Some teams have clear cut Pokemon that can be defined as win conditions from the teambuilder (like on stall, there should a Pokemon or setup sweeper to win against opposing stall and counteract offensive pressure) and on offense where you could multiple setup sweepers supporting themselves for a common goal.

So yeah, take your time to look at your opponent team, try to identify sets and do your thing. Have fun!
 
hello there! welcome to competitive pokemon! where games revolve around whether you hit moves or crit and we scream and shout at our consoles / computer and yet we still come back to play this game. your team isn't very clear on what you want to achieve as a builder. you have a fairly hyper offensive team. then you have that random quag. people normally do such things if they want to counter team a certain archetype cause right now as it stands, you're playing 6-5 against normal offensive teams. so i'm going to give you a little boost by sharing a bit of what i know about the OU metagame as well as providing with you some suggestions on how to improve your team.

first off, every solid OU team that aims to do well must have hazards. stealth rock, spikes, tspikes and sticky web are the hazards available to us and they help us weaken / slow down our opponent's strategy by damaging their mons passively or lower their speed so that we have a better advantage. hence my first suggestion is that we go for the hyper offense route and run stealth rocks azelf over light screen. with this change, you now have a solid surefire way setting up hazards as well as providing a safe switch in for your other mons to win. screens are decent on your team but because you don't properly utilise them, you dont feel as if your team is effective enough on the ladder.

next, haxorus in OU isn't particularly great. however you can make it slightly better by going with this option - use scarf garchomp over haxorus so that a dragon type nuke with an amazing speed. this change might seem bad from your pov but it is extremely well worth it because for starter, you dont have a ground to resist volt turn spams. chomp is commonly used as a physically offensive deterrence so its normal that people dont uturn on garchomp allowing you to gain momentum. and lastly, scarfchomp easily catches opponents off guard and greatly helps with offense matchups that mlop cant deal with.

now like everyone has mentioned, you need a good wincon. at for your team, there are a lot of options. you can go with LO SD Bish, LO Loom, CM Raikou but i personally recommend tail glow mana with lum over quag. why this is an option is because tailglow mana works incredibly well with sylveon and mlop offense. it helps break down checks to mlop and work in tandem with sylveon to destroy weaker , slower teams while scarfchomp and mlop deals with offensively oriented faster squads. lum berry helps you deal with statuses once since hydration only works in the rain and on an offensive squad you rly sometimes need something to absorb the status.

lastly, just some minor ev reoptimsations: your mag set needs total reoptimization. if you want power and you want to trap steel types that are harmful to sylveon and mlop, i suggest you run specszone over av. it provides you the raw power to break past opposing teams, as well as being a huge deterrence to fairy types. hopefully my suggestions help you climb up the ladder more and improve your team so that it rectifies some of the weaknesses that are present. good luck and have fun in the game! /cheers/
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Toxic
- Outrage

Manaphy @ Lum Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Dazzling Gleam
- Hidden Power [Steel]
 
zbr thank you for you suggestions, i have taken some of your advise and stealth rocks on my lead mew (azelf was cut for a number of reasons) and i have reshuffled magnezone's EVs. However, i do have something i don't like about your suggestion. So of current, Garchomp is my full time wincon, and he is very good at it. So i don't see TailGlow Mana fitting in to my team. also, even though my team is offensively oriented, i would still like to have a wall of some sorts. These are the reasons why Mana doesn't quite fit. However i would still be interested in hearing your thoughts on a pokemon to use as a mixed wall.
 
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