ORAS OU FURIOUS RETURNS (mega Lopunny+hoopa-U Bulky Offense)


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Hi everyone its me BlazeLatias here with another rmt. Its pretty much been a few months since i made my last rmt so i decided to showcase another one of my teams i was having a lot of success with for quite some time. Before i begin id like to apologize to those who expect another team but i honestly didn't feel confident with that one. This team was built around a core of mine i worked on back to when hoopa-u was still unreleased when i was thinking of possible teammates to pair up with hoopa-u, naturally i wanted to start with a core that could solve hoopa's issue vs offense while also pairing it up with a pokemon that struggles to beat fat pokemon that hoopa-U loves. This is where my core of lopunny-mega and hoopa-unbound came into play as a core that could take of pretty much every play-style from a offensive perspective. Its pretty obvious why this core turned out to be fantastic and that's because they have perfect offensive synergy. Hoopa pretty much weakens everything to the point mega lopunny can just clean up while lop can also benefit hoopa-u by providing it with more chances to switch in which is another issue hoopa-u has. Anyways enough about the core i think its about time we went right into the team preview! Enjoy reading the revival of furious kicks! Enter furious Returns! As a heads up this is a long one as this went through 2 builds.

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Team Breakdown
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Starting out with this core i had the idea of using mega Lopunny alongside mixed lo Hoopa unbound the core overall was meant to handle both offense and more defensive teams such as stall. A slow and powerful wall breaker like Hoopa and a fast cleaner like lop have fantastic offensive synergy for this reason.
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From that point i needed something that can set rocks while also being able to punish volt-turn so i went with rocky chomp due to his ability to pressure volt turn teams by letting u-turn Pokemon such as Landot take a nice 35% from rocky helmet+rough skin. Having a Pokemon that can set up rocks was also really nice.
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With rocks out of the way i wanted a that could provide a secondary wall breaker so i added CB Azumaril to the team which helps me break past ground type Pokemon and help revenge kill Pokemon such as Excadrill.
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I honestly didn't like my match-up vs fairy types such as mega diancie and mega gardevoir so i put SpD skarmory on the team to help patch the issue up. Skarmory also provided spikes which worked really well alongside garchomp and improved the match
-up vs sand offense.
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Last i wanted something that could provide hoopa and mega lopunny a safe switch-in while also wanting a pokemon that could beat water types for this team which really helped azumarill out as he struggles to take on bulky water types. His speed was also really liked.
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I then removed skarm+Av raikou because i didn't like how the team looked and replaced raikou with AV torn-T which provided a very nice secondary keldeo check which the team needed as we all know azumaril is a terrible one.
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Last i traded in skarmory for Iron plate Sd scizor which gave me a nice win-con that fairy types like clefable couldn't take advantage of unlike skarm which can lose to T-wave clef variants. The priority bullet punch overall was really helpful although i wont lie removing skarm/raik made the match-up vs water types and sand offense much more difficult.
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Then team had a really huge issue with water types so decided to add a Cm raikou over torn-t because of its ability to gain momentum wall also serving as a win con. It also solves the issue with said water types.
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Garchomp really didnt help much on this team due to how things like excadrill were a massive threat to the team so i replaced it with a rocky helmet landorus-t to help fix the issue up while still punishing-turn users.
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Scizor was a pretty poor answer to fairy type pokemon due to how he gets worn down realy fast so i put a choice scarf heatran in his place to help handle them better while also allowing me to revenge kill some pokemon such as diancie which are really annoying.

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In Depth Look At The Team
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FURIOUS KICKS (Lopunny) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Quick Attack

The star of the show! Lopunny mega was one of the two Pokemon i chose to start the team off with because of her fantastic speed and perfect neutral coverage (if anyone corrects me and says Shedinja ill ignore you) which is what made her a great pick for this teams mega evolution. Her purpose on this team is naturally to clean late game while also baiting in Pokemon such as Hippowdon, Garchomp, Landorus-Therian, Clefable and pretty much fat Pokemon as whole and then baton pass on the switch in so that hoopa can come in and claims some souls. The set and spreads pretty normal aside from the last slot but anyways.... High jump kick is mega Lopunnys main stab attack which pretty much dents everything thanks to its 130 BP, add that with return yet another powerful stab attack which hits everything for good damage bar steel types and rock types. Next you have fake out which pretty much give a free mega evolution to mega Lopunny as well as do some really nice chip damage upon switching in. In the last slot we have Quick attack which give lopunny even more priority allowing me to do things such as revenge kill taloflame if its weak enough as well as outspeed pokemon such as zam if its within range of QA. GOTTA GO FAST.


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Devils Syndicate (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Lonely Nature
- Psyshock
- Dark Pulse
- Fire Punch
- Gunk Shot

Oh my god this thing is good. I cant even imagine why some people said this thing was going to end up at BL. Seriously in terms of wallbreakers Hoopa-u is by far the best to pair up with mega Lopunny simply because of hoopas crazy powerful attacks and that incredible coverage. Stats don't lie either as Hoopa-u has probably the best mixed offensive stats in the entire tier probably surpassing Kyurem-Black. Hoopa pretty much serves as this teams answer to bulky and fat mons that Azumarill is unable to touch such as Skarmory and Ferrothorn who are some of the biggest threats to Azumarill aside from bulky water types. Hoopa-u tears apart pretty much anything that stands in it way to the point where even fairy types cant switch into this thing without getting blasted with a gunk shot. I had LO on Hoopa for a time but the team was so weak to electric types i had to switch over to av as removing chomp for Hippowdon just messes the team up. Psyshock serves as a nice special stab attack for hitting Specialy defensive Pokemon such as clefable hard while Dark Pulse hits pretty much everything else. In the next slot i chose fire punch because this team really does not like steel types such as Ferrothorn and mega Scizor so a way to lure them in is really good to have. Last i have gunk shot which is used to ohko every single fairy types in the OU tier. Seriously why are people willingly switching Clefable into Hoopa i don't get it. Only downside of this set is Tyranitar walls you to hell and back. Kinda ironic as Hoopa looks like hes from hell.


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I GOT DAT POWAH (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 116 HP / 252 Atk / 16 SpD / 124 Spe
Adamant Nature
- Power-Up Punch
- Aqua Jet
- Play Rough
- Waterfall

One rabbit is never enough i mean how else am i supposed to luck people if i don't have 4 rabbits feet at my command? Azumarill serves as the teams secondary wall breaker next to Hoopa-unbound who also loves having all this free momentum that lop,chomp and torn-T provide. Banded azu is simply put one of the hardest pokemon to switch into for offensive teams simply because you cant just slap a Ferrothorn on your team and call it a day. I decided to chip in on that and use AV azu to help vs Pokemon such as Hippowdon. Its also nice to have this thing for scaring out excadrill which is crazy in the sand. Aside from killing everything with its cuteness Azu also makes for a decent pivot into things such as draco meteor or stray water type moves (generally though in terms of keldeo checks torn-T is the backup so Azu wont have to take every single scald thrown at it), overall the pressure azu has is really nice overall. In terms of moves aqua jet is a must have on Azumarill in order to revenge kill Pokemon like said Excadrill while also picking off weaker Pokemon that are faster yet frail like Gengar,Thundy etc. Play rough is another stab move that allows me to hit Pokemon such as Keldeo and has good neutral coverage overall. Next is waterfall which is the main water stab used for hitting Hippo which actually can wall Azu lacking waterfall, it also hits ground,rock and fire types for super effective damage. Last is Power up punch which makes for a nice move that can boost AV azu's attack even further making it a even bigger threat each time which can pressure pokemon such as skarmory which otherwise wall azumarill.

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Oblivion (Raikou) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]

Next on the list we have Cm raikou which is probably the best raikou set at the moment due to how it takes advantage of raikou's great bulk and speed tier which makes for a really nice late game cleaner for the team while also scaring out water types and spD talonflame which the last build had a lot of trouble with. Then again the last build hated water types period. Because momentum is always nice so that hoopa can come in with more ease Volt switch was put on in order to help with that. As far as moves go thunderbolt is your basic stab move hitting everything for some nice damage while also smacking water and flying types, next we have calm mind which is used to boost raikou's special attack and special defense which makes it a even bigger threat nabbing some kill's that av raikou couldent get. Next we have hp ice which completes the Bolt beam combination which hits everything but magnezone for neutral damage. Last we have Volt switch which helps grab momentum while also doing some decent damage.


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SimbasRetardedSon (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 246 Def / 10 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

lol at this name. Landorus-Therian Serves as the way to not only punish physical attacker with u-turn but is also the teams way of taking care of excadrill and offensive talonflame while also being the teams rock setter. I was i need of something better then garchomp that was immune to ground type moves that beat drill and i came up with the idea of rocky landot which does just that. Landot also serves as a pivot being able to provide a slow u-turn to get lopunny or hoopa unbound in safe. Earthquake is your stab attack doing nice damage to all non-resists thanks to landot's great attack stat. Stone edge completes the edge quake combo hitting things such as talonflame and torn-T for super effective damage. Next is u-turn which gives free momentum into anyone of my other pokemon which helps bring in some of my more frail offense/wall breakers. Last is stealth rock which allows me to nab kills on things such as hoopa-unbound's gunk shot vs unaware clefable while also adding on to lopunny's chip damage.


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>Still Loses To Clef (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Stone Edge
- Earth Power

Last we have scarfed heatran which serves as a nice way to revenge faster fairy types such as mega altaria, mega diancie and mega gardevoir while also hitting steel types for nice damage. He overall makes for a nice cleaner to bring in once all resists to his fire stab are gone and thanks to raikou its much less of a challenge. I wanted scarf tran as a way to also combat talonflame and both zards trying to get a free switch in to do whatever they want to do such as dragon dance or focus blast and then revenge them with scarf stone edge which is overall really cool. In terms of moves you have your main stab in fire blast which hits things for some nice damage. Next we have flash cannon which is heatran's secondary stab attack which hits fairy types in the tier for super effective damage. Next we have stone edge which is used to hit 4x weak pokemon like the aforementioned zards and talon. Last we have earth power which hits things like heatran and other steel types and fire types like victini for good damage.

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Conclusion
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Overall id like to say that this overall is a really nice BO team that reflects how the metagame currently stands and i'm pretty proud of this team overall quite a few of you guys from the overused chat as well as a few people from the ou forums having been waiting for furious kicks to make its comeback and i feel like now's the time for said comeback. This team has been pretty incredible overall in tours as the lures that this team has not only provides more momentum but also making it pretty unpredictable i mean i think i'm the only crazy person to even run grass knot/hp ice torn-T. Even then dual av mons is pretty crazy in its own way.... But yea with that said i'm pretty proud of this team and i'm really hoping that people will use this team when they want a really solid yet also really fun team to use!
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Threat List
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This will pretty much be added as rates happen but for now the threats are:

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:no real switch in.

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: How do i break this godly mon? I keep getting 6-0'd by it!!!!!
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Replays
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V2 Replays:​
http://replay.pokemonshowdown.com/ou-274222369 VS mega medicham Offense
http://replay.pokemonshowdown.com/ou-271629192 Vs Mega lopunny offense
V3 Replays:​

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Shout outs
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List is pretty long lmao:

Seventy you suck ^_^
fleggumfl Provided me with the sick banner thanks man
Nedor Suggested CB azu and AV hoopa
Team Pokepals Enter nice thing here
marct25 SUPPORT!
Reverb Wouldent be able to have wrote this rmt without your help thanks.
bludz You smell
m00ns So do you
ArchPhantom
DarkNostalgia Go on ps. Seriously our last battle was to see how zekrom would preform in ou lol.
littlelucario You forced me to give you a shoutout
Mega Magic Bounce ^_^


Anyways before i forget people id like to thank everyone else in the overused room on ps! Its really nice to have so many people supporting me when i battle and its also cool to have fans of furious kicks! Any minor changes will be noted in red. ill fix the mons summery up if its a complete set change however.

FURIOUS KICKS (Lopunny) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Quick Attack

Devils Syndicate (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Lonely Nature
- Psyshock
- Dark Pulse
- Fire Punch
- Gunk Shot

King Oblivion (Raikou) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]

SimbasRetardedSon (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 246 Def / 10 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

I GOT DAT POWAH (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 116 HP / 252 Atk / 16 SpD / 124 Spe
Adamant Nature
- Power-Up Punch
- Aqua Jet
- Play Rough
- Waterfall

Hot Tupac (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Fire Blast
- Stone Edge
- Flash Cannon
 
Last edited:
hi BL, this is a really nice team, though I have a few changes. Dark Pulse > Hyperspace Fury on Hoopa as it is generally much harder to switch into and doesn't come with the awful -1 Def, making it easier to get revenge killed or trapped by Pursuit. I would also change your Scizor EV spread, I feel that 180 HP / 160 Atk / 168 Spe fits well on this team as it allows Scizor to survive a Life Orb EQ from Adamant Excadrill after SR, allowing you to revenge kill it because Sand is really threatening to you. The Speed EVs just allow Scizor to outrun standard SpD Heatran. It also gives you a little more bulk and breathing space against the likes of Azumarill.

I don't have any other changes really, I suppose you could run Stone Edge > Fire Blast on Garchomp, but I feel that opens too big a hole against Mega Scizor.

Changes in short:
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180 HP / 160 Atk / 168 Spe > 36 HP / 252 Atk / 220 Spe

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Dark Pulse > Hyperspace Fury


That's all and I hope I could help!
 
I really like your team and I have only one thing to say:

It's probably just a typo or something, but Chomp's EVs in Def and Speed aren't divisble by 4. So changing them to 152 Def / 104 Spe or 148 Def / 108 Spe would only benefit you.

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252 HP / 150 Def / 106 Spe > 252 HP / 152 Def / 104 Spe or 252 HP / 148 Def / 108 Spe
 
Hey buddy, I'll leave a quick rate while I can. Being an offensive team means struggling with Mega Manectric and other fast threats like Mega Lopunny.

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One way to help deal with faster threats, is to run Icy Wind > HP Ice on Torn-t. You'll be able to take a Thunderbolt and a Return from Mega Manectric and Mega Lopunny respectively, so you'll be able to slow them down, and then U-turn out into Hoopa-U (which has an easier time outspeeding them), and Tank Chomp for Mega Lopunny. Also, a bulkier EV spread of 176 HP / 80 SpA / 252 Spe allows Torn-T to take a Fake Out + Return without a chance of being KO'd. You're still able to 1HKO Keldeo (68.8% chance without Stealth Rock).


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If you're still worried about Talonflame and Azumarill, you can run Endure > Fire Blast since you already have Fire Punch on Hoopa. Endure can also be useful in stalling out an extra turn of Rain/Sand, so Excadrill won't be able to keep sweeping as long once it defeats Garchomp.

252 SpA Mega Manectric Thunderbolt vs. 176 HP / 0 SpD Assault Vest Tornadus-T: 222-264 (64.7 - 76.9%) -- guaranteed 2HKO
252 Atk Mega Lopunny Fake Out vs. 176 HP / 0 Def Tornadus-T: 82-97 (23.9 - 28.2%) -- 93.4% chance to 4HKO
252 Atk Mega Lopunny Return vs. 176 HP / 0 Def Tornadus-T: 208-246 (60.6 - 71.7%) -- guaranteed 2HKO

Let me know if the changes work or didn't work, I'll think of something else in case of the latter. Hope I helped ^_^
 
Hey man solid team, Hoopa-U + lopunny seem like a deadly combo now days because people is tired of this game and start to run Stall i saw your threat list and i dont find a big one your team had which is Mega-man able to HKO everysingle member of your team with a prior little damage, your only answer to this monster is speed tie with Lopunny which isnt much tbh, so i like to make a few suggestion that might help u a bit:
  • First as your answer to mega man without replace a member of your team is Lopunny i would like to recommend double priority on that bunny, Fake Out + Quick Attack give you a few advantange against Mega-Man and Talonflame after taking rocks damage, I know BP is for grabbing free switch ins to Hoopa-U and smack things that counter Lopu but u can do that with a right prediction too so you dont lose much making this change.
  • Making a few adjstment on the sets, For example Heat Wave > GK on Torn-t because you already had Hoopa's Dark pulse to break Hippos and Quagsires, also Drain Punch > Fire Punch on Hoopa-U is better to dont get walled by chansey and still able to hit steel types.
  • And last to solve a proble to Mega man, and taking advanges of Hoopa breaking bulky ground is CM Raikou > Scizor this might leave a bit vulnerable to fairies but not recovery Scizor isnt a great answer too, This mon help u to check electric types which are proble for your team and also give you momentum because CM + Volt switch is a thing now. Also could be t-wave as last slot to prevent set up to Zard X/Mega Alt. I leave the set down below.
Raikou @ Leftovers
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power Ice
- Volt Switch / Thunder Wave
Hope i help u and gl
 
Thanks yeah ive been told by a few people that this team pretty much hates mane. Av hoopa was pretty much the only thing thought of to help with the problem with electric types. I had actually tried nasty plot thundy over torn-T but the lack of momentum made things rather annoying. another thing that does bother me is that this team pretty much is unable to switch into mega diancie without steel types. I had thought about running Iron tail on tornadus for mega diancie as with 8 atk evs it ohkos and i think the thing that does worry me the most is the lack of a steel type. I actually wanted to try out quick attack mega lop as it allows me to revenge talon so ill fine with that. But yeah the main issue is that mega diancie is now a huge threat w/o a steel to check it.
 
Hi! I've been using this team quite a bit, and I gotta say: I love it! The only thing that I've noticed is that it has a hard time with Rotom-Wash. Garchomp can't hit it with Earthquake due to it's levitate ability, so it's overall tankiness has been an issue. The only type that can hit it super-effective is Grass (I think; I'm probably horribly wrong).
 
Hi! I've been using this team quite a bit, and I gotta say: I love it! The only thing that I've noticed is that it has a hard time with Rotom-Wash. Garchomp can't hit it with Earthquake due to it's levitate ability, so it's overall tankiness has been an issue. The only type that can hit it super-effective is Grass (I think; I'm probably horribly wrong).

Yes rotom-w does annoy this team alot but if you change chomp for hippo and put lo back on hoopa-U rotom-w should be better to remove offensively.
 
Nice, fun team. I do have a couple of small suggestions since a lot of things have been called out before.
Lando's EV's aren't divisible by 4. Change them to the standard 252 HP / 240 Def / 8 SpD / 8 Spe to have bulk and still outspeed modest Magnezone.
What are the EV's in Azu for? Unless you have them to outspeed something (not sure, but include it in the description), you can go with the standard 240 HP/ 252 Atk / 16 SpD.
Your team is also severely weak to ground types such as Sand Rush Drill and Scarf Lando after your own Lando gets weakened.
Lastly, I would recommend running Drain Punch > Fire Punch on Hoopa. Fire Punch hits things that your other members can handle, i.e. Ferro (Tran and Lopunny) and Skarm (Raikou and Tran). It also provides recovery to Hoopa, which is very frail.
Besides that, nothing as of now. Maybe I will come up with something else as I use the team more! GL!
 
Nice, fun team. I do have a couple of small suggestions since a lot of things have been called out before.
Lando's EV's aren't divisible by 4. Change them to the standard 252 HP / 240 Def / 8 SpD / 8 Spe to have bulk and still outspeed modest Magnezone.
What are the EV's in Azu for? Unless you have them to outspeed something (not sure, but include it in the description), you can go with the standard 240 HP/ 252 Atk / 16 SpD.
Your team is also severely weak to ground types such as Sand Rush Drill and Scarf Lando after your own Lando gets weakened.
Lastly, I would recommend running Drain Punch > Fire Punch on Hoopa. Fire Punch hits things that your other members can handle, i.e. Ferro (Tran and Lopunny) and Skarm (Raikou and Tran). It also provides recovery to Hoopa, which is very frail.
Besides that, nothing as of now. Maybe I will come up with something else as I use the team more! GL!

The evs on azu make it a fast av which allows me to outspeed stuff like 0 speed investment scizor so i can revenge it before it bp's which is nice if ive boosted with pup.
 
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