VGC Fighting Trousers - Mega Lopunny VGC

Introduction:

Despite the ruleset for VGC 2015 not being released yet, I feel that I need to prepare a lot more than in previous years. In general I am more competent at Singles than Doubles, and I am aiming to change that, while getting a good grip on potential threats when the meta is finally revealed. Onto the team itself, I decided to jump on the 'try new Megas' bandwagon, and opted for one that has a pretty decent movepool for VGc in Mega Lopunny, with access to moves such as Fake Out, Helping Hand, Magic Coat, Healing Wish, just to name a few, it can work as offensive support, as well as a sweeper. I will go into more detail in the next sections. As for the name of the team, I have decided to do what many have done recently, and link it to a song to represent the team, in this case I present Professor Elemental with the incredible Fighting Trousers. This links to Lopunny in particular, as it seems to have sported a rather fetching set of black leggings. Anyway without further ado onto the rest of this RMT!


Teambuilding Process:

As mentioned the team started around Mega Lopunny, in addition to the above reasons, it also adds Scrappy to give it nigh on un-resisted coverage, and thanks to Fake Out I get a lot of Turn 1 momentum, which is even greater considering even if I don't mega evolve I outspeed Kangaskhan, which I understand to be a key threat in the VGC meta.

Next up I wanted something to partner Lopunny in the lead slots, due to the fairly regular use of Intimidate I decided to add Bisharp onto the team. Thanks to Defiant, I get a free +1 on things such as Landorus-T, Gyarados, Manetric and Salamence. Also thanks to Lopunny using Helping Hand, it can get an additional boost to pick off opposing Pokemon with ease.

Between the my first two choices I noticed a major weakness to Fighting, and the next slots were both chosen simultaneously to target this weakness. First up was Aegislash, which is S Rank for a reason. It has great team support thanks to Wide Guard, and its a Pokemon that can function independently if need be. For this team I opted for a Substitute set. I also selected Togekiss which also covers Aegislash's Groudn weakness. It is the primary support Pokemon on the team, as it has access to moves such as Follow Me, Heal Bell, Tailwind, and Thunder Wave just to name a few. Also it's Fairy typing gives me a nice immunity to Dragon.

This team is still really in its Alpha stages, so these next 2 slots were really just filler, though in a couple of battles have proven there worth. I decided that I needed a consistent Fairy killer, and a little more offensive presence so I opted for an offensive build of Support Gengar, utilising Sludge Wave as a key move, as 2 Pokemon on the team are immune to it, while Will-O-Wisp and Taunt are both used to break down defensive cores, and lower the threat of Physical Pokemon. The last addition was a back up Mega, in which I chose Salamence, as it can function as an Intimidate user pre mega, and Hyper Voice spam in Mega form. It also has a movepool that can offer team support if need be.

In-Depth Analysis:

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Lopunny @ Lopunnite
Ability: Limber --> Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Helping Hand

The main man of the team, and in nearly all my battles one of the Lead pair. It's moveset is perfect for the role, with a faster Fake Out than Mega Kangaskahn, even before Mega Evolving. Fake Out also allows me to deal with Talonflame easier. Speaking of which, if the opponent leads with Thunderus I generally hold of Mega Evolving to get around a potential Thunder Wave, thanks to the base ability of Limber. Next up is High Jump Kick which is just spammed really once MEga Evolved, thanks to Scrappy giving it the ability to hit Ghosts, and most importantly hit (Mega) Sableye for super effective damage. Ice Punch gives decent coverage alongside High Jump Kick, and hits Flying, Dragon and Grass for super effective damage. The final move is Helping Hand, which I generally use either when Lopunny is close to fainting, or when it's partner needs a little boost to secure a key KO, it is also useful when I predict a Protect from the opponent so I don't waste a turn. The EVs and nature give maximum speed and attack, with the 4 leftover go into defence, to help it take priority a little bit better.

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Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Modest Nature
- Shadow Ball
- Wide Guard
- King's Shield
- Substitute/Flash Cannon

Next up we have the sole S-Rank Pokemon on the team, and a key member to the team. Aegislash offers the team support in the form of Wide Guard, especially useful in blocking Heatwave and Earthquake, which the team is fairly weak to at present. In addition to this it has one of the moveset's which was so effective in OU, and it translates into VGC just as well. Shadow Ball is the sole attacking option, gaining STAB and having wider coverage than Flash Cannon (though if I use it it gives me another option for Fairy Slaying), which is an option to consider over Substitute. King's Shield is obvious, reverting back to Shield Mode, and punishes physical attackers. Finally is Substitute, which blocks status, and allows me to tank hits, without needing to lose momentum switching out. I went for a bulkier spread, as even with little investment, Sword Form deals incredible damage. 248 HP and 252 SpD gives it brilliant bulk on the special side, and even when in Sword Form can take spread moves like Heatwave reasonably well. The leftover 8 go into SpA along with Modest Nature to add a little power boost. Leftovers was the item of choice, as it can appreciate the constant recovery over an instant one such as Sitrus Berry.

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Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Air Slash
- Thunder Wave/Tailwind
- Follow Me
- Roost

With a similar defensive spread to Aegislash, Togekiss comes into the team as the main support option. The choice between Thunder Wave and Tailwind is a tough choice, so I flip between the two, Thunder Wave allows me to outspeed the opposing Pokemon as well as the chance for them to get fully paralysed, in conjunction with Air Slash brings about the horror that is ParaFlinch. Tailwind offers a more instant way to outspeed, though runs out 3 turns later, so if it is used at the wrong time it could lead to wasting the momentum you can build up. Follow Me is the teams only redirection, and Togekiss is bulky enough to take a lot of attacks that come at it, especially on the Special side. Roost gives me recovery, really useful on a Pokemon designed to take hits. As mentioned above, the set is defensive, with 248 HP, 252 SpD and a Calm Nature allowing it to take a lot of special hits. I placed the rest into Special Attack to get some more damage out of Air Slash. I a considering tinkering with this spread to give me some more mixed bulk, so any ideas on how to optimise it will be most appreciated.

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Gengar @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Taunt/Protect
- Will-O-Wisp

Gengar is next up, offering a move offensive support role than Togekiss, with the aim being able to stop teams based around set up, such as Trick Room or Tailwind. It also gives me some status spreading through Will-O-Wisp which also punishes Physical Attackers. Taunt does the aforementioned job of preventing set ups, as well as Status or other support moves. The 2 offensive moves both gain STAB, Sludge Wave being one of the teams only Spread Moves, nailing Fairys for super effective damage, and just being consistent damage on anything not Steel Typed. Shadow Ball is the other STAB, used for single targeting Pokemon. I run max HP and Speed to give some bulk and obviously speed, the leftover to power up my special Attacks.

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Bisharp @ Air Balloon/Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect

Now we have the other star of the show, and the other Pokemon I normally lead with. Bisharp is used to punish the nigh on endless amount of Intimidate users, and the occasional stray stat drop. It also has The teams other Priority option through Sucker Punch. Outside of this I run Iron Head and Knock Off, the former for Fairys and the Flinch chance, especially useful with Togekiss spreading paralysis, the latter to remove Items, and just being the best move of Gen 6. Protect is well, Protect. It allows me to scout for the opponents moveset or switches, and prevent status. The item choice is something I'm not settled on, Air Balloon is my current first choice as it allows me to dodge Earthquakes and such, while a Sash gives me a second chance. Adamant nature and 252 Atk, is for damage output, and 252 speed to outspeed/tie other neautral base 70's and below.

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Salamence @ Salamencite
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyper Voice
- Draco Meteor
- Fire Blast
- Earthquake

Salamence was pretty much shoehorned into the team, as a back up Mega and to add an Intimidate user to proceedings. It ended up being rather effective when I have used it, and it has partnered well with regular Lopunny, taking advantage of it's Helping Hand to further boost its STAB and Aerilite boosted Hyper Voice. Draco Meteor is the other STAB hitting opposing Dragons harder than the rest of the set. Fire Blast and Earthquake are both used to hit Steels, with Earthquake covering Heatrans and Rock types too. The EVs and nature provide maximum speed and special attack, with the leftover 4 in attack. Hasty is selected over Naive as Intimidate in it's base form covers the drop in defence.
Replays:
http://replay.pokemonshowdown.com/battlespotdoubles-191874803

http://replay.pokemonshowdown.com/battlespotdoubles-191887959

http://replay.pokemonshowdown.com/battlespotdoubles-191977968


Importable:

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Helping Hand

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Modest Nature
- Shadow Ball
- Wide Guard
- King's Shield
- Substitute

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Air Slash
- Thunder Wave
- Follow Me
- Roost

Gengar @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Taunt
- Will-O-Wisp

Bisharp @ Air Balloon
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect

Salamence @ Salamencite
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyper Voice
- Draco Meteor
- Fire Blast
- Earthquake
 
I don't have anything to improve with the EV Spreads (other than Mega-Mence), but a couple of things with the movesets.

Mega-Lopunny: Helping Hand is outclassed by Encore. If you are able to Encore a mon that has Protected into your Fake Out, than you can create free turns for the rest of your team.

Gengar: Don't use Sludge Wave even though it's spread and you have two Steel types. Not only can it miss out on KO's, but it's also very risky if your Steel types are gone.

Bisharp: Don't run Air Balloon, stick with Focus Sash.

Mega-Salamence: Run a physical set with Return / Dragon Dance / Earthquake / Protect. It outclasses your current set and you can set up with Follow Me support from Togekiss, or just set up in general since it's that bulky. Make the EV Spread 4 HP / 252 Atk / 252 Spe with a Jolly Nature. It's just better and suits your team a lot better than the current spread that you are using.

Other than that, I really like your team! n_n
 
I don't have anything to improve with the EV Spreads (other than Mega-Mence), but a couple of things with the movesets.

Mega-Lopunny: Helping Hand is outclassed by Encore. If you are able to Encore a mon that has Protected into your Fake Out, than you can create free turns for the rest of your team.

Gengar: Don't use Sludge Wave even though it's spread and you have two Steel types. Not only can it miss out on KO's, but it's also very risky if your Steel types are gone.

Bisharp: Don't run Air Balloon, stick with Focus Sash.

Mega-Salamence: Run a physical set with Return / Dragon Dance / Earthquake / Protect. It outclasses your current set and you can set up with Follow Me support from Togekiss, or just set up in general since it's that bulky. Make the EV Spread 4 HP / 252 Atk / 252 Spe with a Jolly Nature. It's just better and suits your team a lot better than the current spread that you are using.

Other than that, I really like your team! n_n

Thank you for the rate!! So far I haven't felt the need for Encore on Lopunny, though I agree it is a very good option, I will give it a test run!

I was going more towards Focus Sash anyway so I will definitely make the change! I will also give that spread a go for Salamence.
 
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