ORAS OU Mega lopunny hazard control team (1800 max rank)

Well last night i had a sudden inspiration and i made an ORAS OU team! I would like to present this team here because i think it is the best pokemon site for evaluation of my team! This team's main reason is chipping damage and controlling hazards! So, let's show up my team!

ΗOW I CAME UP WITH THIS TEAM

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I wanted to use this little fella, since i haven't used it for a long time! I like how powerful this thing is! Also, it has amazing priority and it switches on defogers!

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I thought that with these 2 mons i can wall break almost any team! Also, i love mega lopunny with power up punch so i decided to go with this set! Almost any wall has troubles against these two mons!

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Since i have bisharp, i decided that i can use heatran +ferro in order to fill the field with hazards! They work well as a core, the only thing was ground+fight as a weakness!

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What mon can help me against fighting types and has immune to earth? Of course talonflame! I am using the taunt set, since this team has problems in flamethrower clef!

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I know that talonflame needs a spinner so bad! So, i made starmie as my last pok since it helps with fighting and earth types too and spins away my opponent's hazards! Also, i managed to make a water-fire- grass core that allows me to make almost any switch!

team preview:
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Further analysis:

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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
Bisharp is one of the OU mons in my opinion! I went with life orb bisharp because i need to hit hard even iron head for clefs! I want this mon as a stall breaker because walls can overcome the hazards damage! So , I decided to go with a full attack bisharp! It checks pretty much all defogers and defensive rotom-slowbro!

Moves:

Knock off
Knock off allows me to wear down the heavy walls because it tosses their item! Also, it is a pretty reliable move since it has very little safe switchings!

Sucker Punch
I don't think that bisharp can even exist without this move! It's pretty powerful and it helps me deal massive damage to faster mons! With all the hazards on the field, it's pretty crusial to have a nice stab priority! Also, SP is neutral to a great amount of mons and it isn't taken lightly!

Iron Head
Of course i would use my other stab move! My team isn't appriciating fairy types so my bisharp is the main counter to them! Especially clef is a thing for this team so i put life orb iron head that will propably one shot's the clef!

Swords dance
SInce i want this thing to be a wall breaker, it has to set up fast! SD is the best move for it! It sets up on switchings and with SP it deals heavy damage to almost anything!


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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature

This thing continues the work of bisharp, since it destroys the rest of the mons that bisharp has troubles with! Since it's jolly it outspeeds a lot of things and forces some switches! Also, it hits pretty hard on switching and with hazards, the switchings of my opponent are definetely harder!

Moves

Power Up Punch
I want this thing to set up on switchings! Even if the mon that comes in resist my moves, with the hazards and the set up from power up punch, i don't think it can really live! Mega Venusaur has troubles against this set!

Substitute
It allows me to test my opponents set and even be in a comfortable situation after a switch! It works great with power up punch and it allows me to stay inside the field more time!

Hi jump kick
With the power up punch boost and the scrappy ability, i can spam high jump kick freely with massive power! It works pretty well with hazards since there very few mons that can withstand 2 +1 high jump kicks after rocks +1 spike!

Return
I decided to go with my other STAB move as my last move! I hits almost anything with neutral damage and if it doesn't High Jump Kick does the job! With base 110 for return and 130 for high, there is nothing that can withstand the set up lopunny! SLowbro can, but bisharp will deal with is no prob!

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 144 Def / 108 SpD
Relaxed Nature
IVs: 0 Spe
This thing allows me to put some hazards on to the field and also chip away damage to my opponent with leech seed! It really fits in quite well! Also, it has very few weaknesses and that allows me to switch it in a lot of times no prob!

Spikes
I can throw a lot of spikes in almost any switch and it really pays off since it is continual damage to my opponent's mon! If there is a defoger on my opponents team, bisharp will come in and destroy him!

Leech seed
More chip damage is this move! It allows me to heal fast with lefties and it also deals damage to my opponent! It forces a lot of switches too and it allows me to even throw more spikes and deal more chip damage to my opponent!

Protect
Since ferro can't heal other way, i decided to go with protect! It allows me to heal pretty fast and also helps to scout what's the set of my opponents mon!

Gyro Ball
I had to go with an attacking move on ferro and i decided that this is the better one since it deals damage to latios on defog and geerally on fast mons! Also, ferro is slow like hell so why not?

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
Amazing special wall and it also deals chip damage easily and it can stay in for quite a long period! It covers the weaknesses of ferro expect fight and it burns any physical attacker that wants to come in on this thing!

Moves:

Lava plume

Heatran is blessed to have this move! I can spam this move on switchings to fish for burn like scald and it is also a nice STAB move! Burn helps with the hazards, since it deals more damage and don't let my opponent to stay in for a long time fearing the burn!

Stealth rock
The need of rocks is obvious, since it hits every mon on switching no matter what! They deal a lot of damage, combined with spikes! I put that on heatran because ferro needs the rest of its moves!

Will O Wisp
I love burn more than toxic, so i put this move on heatran instead of toxic! It helps against belly drum azu( i am faster) and defensive t-tar! Also, it's nice for switchings, since most of the times the switch on this thing is a physical attacker! It is also good for catching gliscor or garchomp on a switch, too!

Roar
I always use roar to one of my mons, since it prevents setting up! It also works amazingly well with hazards! it can force switches and if i predict right, i can prevent a sub or set up mon!


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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 64 HP / 252 Atk / 60 Def / 68 SpD / 64 Spe
Adamant Nature

Talonflame works pretty well with the stall breaker thing, since not only it shuts it down with taunt, but also it sets up on the wall! It also packs heavy priority that deals a lot of damage to set up sweepers and with hazards, it makes a hell of a combo!

Moves:

Brave bird
This move is a must to talonflame, since it's ability makes it a priority move! It helps a lot on set up sweepers! Talo simply comes in after a set up and BB anything! Propably the set up mon with lose some HP in order to set up so that's comes in handy!

Roost
If i want to stay in for a long period, i need this move! It is also a priority move for talo and it helps me stay in more time! Healing is important for talo since it is a stall-breaker and a sweeper at the same time! If i want to set up, i need this move!

Taunt

This move really shuts up every stall mon! Then it allows me to set up on them or even heal-brave bird them! It prevents my opponent to heal or even throw hazards on the field!

Swords dance

It helps me set up against my opponent! After i taunt the wall, then i can start setting up SDs! Even if my opponent switches, i will have a +2 talo on the field with priority brave bird! How bad can that be?

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Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature

Last but not least i have starmie! It helps the hazard control with rapid spin and it allows me to not care for status conditions! It really fits in quite well! It also completes a nice grass-fire- water core that allows me to have switchings for almost anything!

Moves:

Rapid Spin
It is really needed, because my team relies on a lot of switchings on my part and it also has talo! Starmie is naturally fast, so rapid spin is quite an easy task!

Scald
My only damaging move is scald, because it can burn easily and also it hits almost any mon! It really helps with hazards! I can spam scald like heatran and fish for burns that always helps out!

Recover
Since my starmie is defensive, recover is needed in order to maintain my health in nice levels! In order to rapid spin, there is a strong possibility that i will lose a good amount of hp! That move helps me keep starmie for a nice amount of time on the field and maybe burn something!

Reflect type
It allows me to stay in on certain mons like rotom and t-tar and it lets me rapid spin afterwards! Really helpful! It also works well with recover since i can make this move, copy the type of my opponent and then recover with ease!

Experience with the team:

I laddered with this team on quite high rank(1700 +)! It really did well against almost any team! It has a slight trouble with defe chomp but it can overcomes it easily with a burn from heatran or starmie! Bisharp + Talo + Lopunny deals with the walls of the team and my water-fire-grass core deals with the sweepers! It really works well!

Importable:
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Sucker Punch
- Knock Off

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Rapid Spin
- Recover
- Reflect Type

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Stealth Rock
- Will-O-Wisp
- Roar

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 144 Def / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Protect
- Spikes

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 64 HP / 252 Atk / 60 Def / 68 SpD / 64 Spe
Adamant Nature
- Brave Bird
- Taunt
- Roost
- Swords Dance

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Power-Up Punch
- High Jump Kick
- Return
 
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weaknesses I see:

Mega Lopunny - opposing Mega Lopunny are hard for you to handle. nothing on your team can take/switch in on High Jump Kick and Return reliably. Starmie can check her decently but isn't a consistent answer.

Mega Manectric - Heatran can check her decently. however, since you have no immunity to electric, Manectric can continuously Volt Switch to chip away at Heatran's health and bring in something else that pressures the team, such as the pokémon I will mention next-

Keldeo - without Psyshock Starmie, Keldeo [especially sub CM variants] is very problematic. Scald and Secret Sword do a number to everything and you will have to sacrifice a pokémon to break her sub and attempt to revenge kill.

Charizard-X - bulky Will-O-Wisp variants are hard for this team to break. burns cripples your physical attackers. Heatran doesn't have anything to touch her and WoW variants often run Earthquake. Talonflame is taking 55.9 - 66.1% from 0 Atk Dragon Claw and will be forced to Roost, risking an Earthquake in the process. Starmie is too weak to threaten these Charizard-X variants and is forced into a recover loop between burns and Dragon Claw.

Grounds - offensive grounds like Excadrill, Landorus-T and Garchomp are trouble. Earthquake hits the majority of your team decently hard and your only immunity is Talonflame, who is threatened by those guys.

suggestions to address issues:

Psyshock on Starmie - I understand how useful Reflect Type is against things like Ferrothorn and Tyranitar, but your team really needs Psyshock to avoid being floored by Keldeo. she is too common of a pokémon to be weak to. I would also change the EV spread to 248 HP / 16 SpD / 244 Spe with a Timid nature. this makes you faster than Keldeo and everything around 110-113 base speed, like Gengar.

using Hippowdon over Heatran - I think Heatran is redundant on this team. you have Talonflame as your fire and also have three steel types, which stacks a bad weakness to fighting and ground, making many of the pokémon I mentioned before issues. Hippowdon provides a reliable response to nearly all of the weaknesses I mentioned/physical threats in general while still providing SR.

do the EVs on your Talonflame accomplish anything specific? you'd gain more bulk by simply investing in HP rather than splitting between defense and special defense. something like 248 HP / 248 Atk / 12 Spe with Adamant is bulkier than your spread and retains the same amount of power. feel free to bump up the speed.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic

Toxic is to help check Talonflame/WoW Charizard-X. the move also cripples many of the bulky waters who tend to switch in on Hippowdon.
 
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