ORAS OU Mega Lopunny and Hoopa-Unbound Balanced Offense

I. Introduction

Lurker here, this is the second team I've designed myself and my first ever RMT, but I've put some thought into it and am ready for criticism. I took a look at some offensive cores and found I really liked this one by BlazeLatias and built around it.

II. The Team

Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch

Powerful offensive threat, with a pretty standard load out. Fake out is great for both Mega Evolving and whenever something has toxic on it. Ice Punch offers better coverage and eliminates those pesky dragons.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 98 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic

Other half of the core. This mon has rapidly had success in the OU tier with its ability to force switches and outstand coverage. The Life Orb helps maximize the extent of this coverage since running a scarf would force me to switch more, and this team dislikes switching. Hyperspace Fury and Psychic are pretty standard stabs, Drain Punch and Gunk Shot for critical counters such as Heatran and Clefable.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Discharge
- Pain Split

Standard pivot. The physical defense synergies well with Heatran's special defense. Volt switch and Hydro are pretty common and fill their standard roles here. Pain Split has worked pretty well so far, but I'd like some opinions on using Rest with a Chesto Berry. I didn't want to run will-o-wisp since my team already runs toxic and T-wave, additionally it provides a little more electric power without forcing me to switch, with is especially nice against Azumarill Since Rotom-W is my only reliable counter.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Toxic
- Protect
- Earthquake

Another damage sponge. I prefer taunt on Gliscor and Stealth Rock on Heatran since, on my team at least, Gliscor is faster. Toxic and protect help work down threats so my offensive core can sweep. Earthquake speed up the process and provide ground coverage.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Alternative win condition. I prefer T-wave over flamethrower since I have fire coverage, and for the most part I prefer to hit steels with T-wave and just sit on Gliscor so I can toxic on the switch and use taunt to prevent set ups from stuff like Scizor.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Ancient Power / Roar
- Protect
- Stealth Rock

Rocker, special wall, and protect to let that poison and leftovers do their respective jobs. Works as an alternative stall breaker if Gliscor won't work for some reason. I like the rock coverage of Ancient Power, and the boost is fantastic on the bulky set, but roar also helps deal with certain threats, and works well on rock weak teams.

III. Play style and weaknesses

The main goal is too predict a switch with either Lopunny or Hoopa-Unbound and cripple a team so it can be walled or swept. My two biggest issues are Weavile and my lack of a spinner or defogger. If Rottom-W isn't healthy I have no reliable switches to a Weavile with low-kick. My main strategy is just to set rocks early and try to land a T-wave or toxic. As for hazards, I feel like it would be better to have a hazard remover, but my team isn't really crippled by them. I have no rock weakness, 3 pokemon immune to spikes and 4 immune to toxic spikes. Additionally, if planned right I can put enough offensive pressure on to prevent stacking. I'd love to hear what you think.

Lopunny (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 98 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Discharge
- Pain Split

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Toxic
- Protect
- Earthquake

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Ancient Power
- Protect
- Stealth Rock
if somebody could tell me how to make this collapsible that would be great.
haxiom edit: done, its (hide=title)text(/hide) but with [ and ] instead of ( and )
 
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Hello there and great team! I really like the way the team works together to support the Mega Lopunny+Hoopa-Unbound core :)

I just have a few suggestions:

gliscor.gif

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Toxic
- U-Turn
- Earthquake

As you stated, the Mega Lopunny+Hoopa-Unbound core relies heavily on free switches in order to work. By adding U-turn onto Gliscor, the amount of free switches Mega Lopunny and Hoopa-U get during the battle increases quite a bit. Also, Gliscor forms a volt-turn pivoting core with Rotom-W, making it easier to pressure opponents by keeping the momentum in your favor.

rotom-wash.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Although you have toxic on Gliscor and Thunder Wave on Clefable, those two don't get many opportunities to spread status during the course of the game. Most of the time (especially vs. Hyper Offense), Gliscor would much rather U-turn than lose momentum with toxic, and Clefable works best late-game, when it would rather set up than Thunder Wave. Thus, for the majority of the game, Rotom-Wash is free to status as many pokemon as possible. You mentioned discharge's use was dealing damage against Azumarill as well as a weakness to Weavile, but Will-O-Wisp punishes both pokemon, and any physically attacking pokemon in general. Usually the opponent won't stay in against Rotom-W with an Azumarill or a Weavile, so something else will end up getting burned. Basically, you can almost never go wrong with spamming Will-o-Wisp on Rotom-W.


Stefsaur that is my rate and I hope that this improves your team as I feel now it's even-more tournament ready. Good luck! ^_^

P.S. you can compress importables and the like by using [ hide=Importable]*insert text here*[/hide]
 
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