ORAS OU Mega Lopunny & Company

This is an OU team that I had put some thought into when it pertained to matchups with other fairies. I came late to Gen 6 OU and am not familiar with the tier yet so I am probably going to miss a couple of Pokémon that could destroy this team. My model was basically adding Mega Lopunny and building from there.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Return
Fake Out
Ice Punch
High Jump Kick

I wanted to use Lopunny to see how good it was and it can definitely kill things. A fast physical threat with two super powerful STABs. I have Fake Out over Thunder Punch because the priority hit on something was appealing to me. It also softens my opponent up for the next hit and allows me to Mega Evolve safely for it's speed increase the next turn.

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
Thunderbolt
Volt Switch
Hidden Power [Ice]
Shadow Ball

I put in Raikou because I was told it would be a good partner for Mega Lopunny. It has the moves to take care of some of Mega Lop's weaknesses. I also contributes to the special attacking apartment and its my strongest special attacker. Due to the lack of bulk on the team I gave it an Assault Vest.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
Knock Off
Recover
Will-O-Wisp
Taunt

Sableye is here for spin blocking due to my paranoia of Excadrill. Will-O-Wisp and Taunt to cripple Pokémon and prevent any physical threats from dealing serious damage.

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
Bullet Punch
U-turn
Pursuit
Superpower

Scizor is mostly here to deal with fairies. Outside of that, it is my second physical power and it has a priorty move to finish off low health opponents.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
Fire Blast
Moonblast
Soft-Boiled
Stealth Rock

I wanted something that could set up hazards while meeting the quota for some of the resistances I wanted. Clefable had a predetermined spot on the team, however, I went with rocks over calm mind which was the set I wanted to use. I felt that Stealth Rocks were more important to the team in the end.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 244 HP / 16 SpD / 248 Spe
Timid Nature
Reflect Type
Rapid Spin
Scald
Recover

Starmie is my rapid spinner and the only thing that can switch into a fire move for Scizor. Lopunny, Scizor, and Raikou are the main 3 Pokémon that really benefit from the absence of entry hazards. Starmie has Reflect type for Tyranitar, Mega Scizor, and other threats that can't do much to its own type which is quite a lot.

That's the team, I appreciate you're feedback no matter how blunt it is. If I did something super obviously wrong, let me know :)
 
I personally would replace Raikou with Prankster Thundurus. Even tho Raikou has more bulk, Thundurus has more Special Attack. Also, never run Thunder Punch over Fake Out on Lopunny. It's a stupid decision that you were talking about in the description. Stealth Rocks isn't the best move on Clefable. I suggest running an entirely different set. Clefable is an amazing Cleric, in which you don't have on your team. For Stealth Rocks, I suggest running Excadrill over Scizor. Excadrill doesn't get rid of your physical attacker or your Steel coverage and it allows you to still utilize Stealth Rocks while opening up a position instead of Starmie. It's a win-win in my opinion. As for Starmie, I suggest running Keldeo over Starmie. He is able to switch into Fire attacks while countering Tyranitar 4x effectively. You can either run a Choice Specs or a Life Orb on him allowing him to do as much damage as possible. I'll edit this when I'm able to finish. I hope I'm helping.

Thundurus @ Leftovers / Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast / Psychic

Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind / Protect
- Moonblast
- Wish
- Heal Bell

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Keldeo @ Choice Specs / Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Bug] / Hidden Power [Electric] / Icy Wind
 
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Hey, man. I like what you have going on here but I think it could stand a few improvements.
First of all, read the RMT rules and edit accordingly.
Second, The speed creep has somewhat gotten to Raikou, especially since the rise of Contrary Serp and Starmie, there's really no reason to not run max speed to outspeed the former and at the very worst tie with the latter. Raikou is pretty important for handling Zard-Y who can hurt this team more than a little bit so ensuring he doesn't take unnecessary damage is pretty important.
Also, I'm not all that convinced about Shiny-Eyeballs. I understand the concept of a Spin blocker, but it's not like you're really running hazard stack or anything else where Spin Blocking is really all that necessary. As far as it goes, Sableye isn't exactly a great counter regardless, a combination of one EQ + one EQ after a Will-O is still guaranteed to kill in Sand with all the lowest rolls, so unless you really do come across an opponent who thinks it's ok to Rapid Spin while you still have a Ghost left then you're really not free to be sending him out against Excas. Long story short, Sableye isn't the safest Spin blocker and I don't think you really need one anyway. What you do fall to however is Stall, I don't see much being able to effectively break through a good Stall team, Lop and Sciz are probably your best bets but as far as it goes I wouldn't call them the most dedicated of Stallbreakers. What you can try is Stallbreaker Gliscor to help with this issue; it gives you a better chance against Stall, a better Exca check than Shiny-Eyeballs (albeit not a Spin Blocker), and a pretty solid counter to Clef who can hurt you quite a bit, Sciz wouldn't appreciate switching in on a Flamethrower or a Fire Blast. I think it holds better utility on your team overall than Sableye does.
Lastly, I think Unaware would work on Clef better on a team like this, especially if you're following through with Gliscor in which case you'd have an alternative status sponge. Unaware can keep you being run through by set-up sweepers, which could be pretty prevalent thanks to Scizor, if he's locked into something with fuck-all usefulness on the next mon to switch in (i.e: Superpower or Pursuit most probably) then it's easy set-up for your opponent as you're forced to switch, so you need a contingency plan. Unaware Clef, try it.
One final nitpick, run 0 Atk IVs on your Sp Attackers to minimise potential Foul Play and/or Confusion damage.
Hope this helps. :]
gliscor.gif

Circumcise (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 200 SpD / 64 Spe
Careful Nature
- Earthquake
- Knock Off / Facade
- Roost
- Swords Dance / Taunt

clefable.gif

The Fabled Clef (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Fire Blast
- Moonblast
- Moonlight
- Stealth Rock
 
I personally would replace Raikou with Prankster Thundurus. Even tho Raikou has more bulk, Thundurus has more Special Attack. Also, never run Thunder Punch over Fake Out on Lopunny. It's a stupid decision that you were talking about in the description. Stealth Rocks isn't the best move on Clefable. I suggest running an entirely different set. Clefable is an amazing Cleric, in which you don't have on your team. For Stealth Rocks, I suggest running Excadrill over Scizor. Excadrill doesn't get rid of your physical attacker or your Steel coverage and it allows you to still utilize Stealth Rocks while opening up a position instead of Starmie. It's a win-win in my opinion. As for Starmie, I suggest running Keldeo over Starmie. He is able to switch into Fire attacks while countering Tyranitar 4x effectively. You can either run a Choice Specs or a Life Orb on him allowing him to do as much damage as possible. I'll edit this when I'm able to finish. I hope I'm helping.

Thundurus @ Leftovers / Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast / Psychic

Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind / Protect
- Moonblast
- Wish
- Heal Bell

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Keldeo @ Choice Specs / Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Bug] / Hidden Power [Electric] / Icy Wind
Thanks, I will test out these substitutions the next time I get the chance. :) Thundurus would also give me a ground immunity I just realized I never had, too. Lol
 
Hey, man. I like what you have going on here but I think it could stand a few improvements.
First of all, read the RMT rules and edit accordingly.
Second, The speed creep has somewhat gotten to Raikou, especially since the rise of Contrary Serp and Starmie, there's really no reason to not run max speed to outspeed the former and at the very worst tie with the latter. Raikou is pretty important for handling Zard-Y who can hurt this team more than a little bit so ensuring he doesn't take unnecessary damage is pretty important.
Also, I'm not all that convinced about Shiny-Eyeballs. I understand the concept of a Spin blocker, but it's not like you're really running hazard stack or anything else where Spin Blocking is really all that necessary. As far as it goes, Sableye isn't exactly a great counter regardless, a combination of one EQ + one EQ after a Will-O is still guaranteed to kill in Sand with all the lowest rolls, so unless you really do come across an opponent who thinks it's ok to Rapid Spin while you still have a Ghost left then you're really not free to be sending him out against Excas. Long story short, Sableye isn't the safest Spin blocker and I don't think you really need one anyway. What you do fall to however is Stall, I don't see much being able to effectively break through a good Stall team, Lop and Sciz are probably your best bets but as far as it goes I wouldn't call them the most dedicated of Stallbreakers. What you can try is Stallbreaker Gliscor to help with this issue; it gives you a better chance against Stall, a better Exca check than Shiny-Eyeballs (albeit not a Spin Blocker), and a pretty solid counter to Clef who can hurt you quite a bit, Sciz wouldn't appreciate switching in on a Flamethrower or a Fire Blast. I think it holds better utility on your team overall than Sableye does.
Lastly, I think Unaware would work on Clef better on a team like this, especially if you're following through with Gliscor in which case you'd have an alternative status sponge. Unaware can keep you being run through by set-up sweepers, which could be pretty prevalent thanks to Scizor, if he's locked into something with fuck-all usefulness on the next mon to switch in (i.e: Superpower or Pursuit most probably) then it's easy set-up for your opponent as you're forced to switch, so you need a contingency plan. Unaware Clef, try it.
One final nitpick, run 0 Atk IVs on your Sp Attackers to minimise potential Foul Play and/or Confusion damage.
Hope this helps. :]
gliscor.gif

Circumcise (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 200 SpD / 64 Spe
Careful Nature
- Earthquake
- Knock Off / Facade
- Roost
- Swords Dance / Taunt

clefable.gif

The Fabled Clef (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Fire Blast
- Moonblast
- Moonlight
- Stealth Rock
Unaware Clefable? I didn't even think of that. Thanks for the reply man, I'll try these sets out.
 
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