ORAS OU Mega Lopunny Hyper-Offense

Hello! It's been awhile since I've built an OU team (or posted a RMT, for that matter), so I thought I'd ask for some help with this team. It's at about 1500 on the OU ladder atm, but there are notable flaws that prevent it from being consistent.

edit: Having some sprite difficulties. The team is Gengar, Bisharp, Lopunny, Serperior, Keldeo, and Garchomp.

In building this team, I tried to center it around Mega Lopunny. I've found that Lopunny + Gengar is an excellent offensive core -- Lopunny resists several of gengar's weaknesses, and Gengar can switch into many fighting attacks that attempt to revenge-kill Lopunny. Lopunny can also take out many of the special walls (e.g. Chansey) that wall Gengar, and vice versa.

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Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Destiny Bond

This is a fairly standard set. In general, I prefer Life Orb Gengar over Black Sludge
-- the boost in power (and the number of 3HKOs turned into 2HKOs) makes it well worth it. Destiny Bond works well 1v1 against Bisharp -- Gengar can use Destiny Punch), then use Focus Blast the second turn. In the worst case, the Bisharp dies along with the Gengar.

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

Another standard set. I've been considering changing this to an Assault Vest set, as I've found I don't really use Swords Dance very often, and the Defiant boost often renders it unnecessary. Defiant is also very useful against Sticky Web teams (+2 boost right off the bat), which my team struggles with, as well as Defog users. Unfortunately, with Life Orb it can't consistently take on special attackers like Latios, because it has to either predict with Sucker Punch or be taken out by HP Fire.

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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch

Lopunny is the centerpiece of the team. It's well-known for being able to pick apart offensive teams with its great speed and STAB. I decided to try using Power-Up Punch, as opposed to the more standard Ice Punch, and I've actually had very good results. Power-Up Punch can be used against a weakened opponent or on a switch, and once Lopunny is at +1 it gains a lot of 2HKOs and OHKOs that it didn't have before.

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Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

This is the teamslot has been switched around the most. It used to have a RP Landorus, but then Landorus got banned. I tried Nasty Plot Thundurus for awhile, as well as LO Latios and LO Kyurem-B. I've been considering switching back to Latios, though, to better handle Mega Venusaur. Anyway, the set itself is fairly self-explanatory -- Leaf Storm gets it a Contrary boost, and the other moves make up the rest of Serperior's special moveset. Glare has been situationally useful against a predicted Charizard or Talonflame switch-in.

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Not much to say here -- this is just a standard Choice Scarf set. I chose it because my team was getting swept by fast offensive threats such as opposing mega-lopunny and Weavile. I've been thinking it might be worth using something else as a scarfer, though, as Keldeo just increases the team's Talonflame weakness. Keldeo also has some trouble against fairies, so it could be replaced with a Scarf Excadrill.

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail

This is also a fairly standard set. It's one of the team's only switch-ins to Talonflame and Lopunny, and it's a decent Stealth Rock setter as well. Fire Blast makes it a good Skarmory/Scizor/Ferrothorn lure. I've found that Garchomp sometimes doesn't stay alive long enough to do much aside from setting up rocks, though. I've been considering replacing the Garchomp with a Heatran to make the team less weak to Talonflame.

Threatlist

Talonflame -- it's pretty clear that this is a threat, just by looking at my team preview. It can OHKO three members of my team, cripple Bisharp with WoW, and 2HKO Gengar. It's one of the main reasons I think I need to change the team.

Mega-Venusaur -- my team can't really break through it very well. I was thinking of switching Serperior back to a Latios or a Kyurem-B to remedy this.

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Thanks for reading! As you can see, this team is far from perfect, so any help with it would be appreciated.

Quick edit: I've been having some trouble embedding the animated sprites, sorry.
 
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Talonflame really isn't a threat to this team as Tank Garchomp is a great check due to how much recoil Talon takes. I would run a little more speed (92 speed EVs) in order to properly check Jolly Bisharp. If you find Swords Dance to be deadweight on Bisharp (depends on how aggressively you set-up SD really) you could try Low Kick > SD on Bish, as that eliminates several otherwise solid checks to Bish. Not sure how useful DBond is on Gengar, Icy Wind is a cool option to lure Gliscor.

Serperior > Latios is actually a great fit on several fronts. First, it gives you a good switch into Fighting type priority that some teams use to handle Bish and Lopunny (Gengar has trouble beating some other Fighting types cleanly and you don't want Gengar taking hits at all really). Second it gives you hazard removal which you currently lack. Third it gives you a way to break past Venu who is an issue for pretty much everything on your team and also patches up a slight Mega Mane weakness at the same time. However, Lopunny may need more support to get by Venu so SD Talon > Keldeo would be a solid change. Priority for faster threats and it beats several of the defensive threats (Venu and bulky Mega Scizor off the top of my head) that give your team issues.

Hope this all helps man.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Knock Off
- Iron Head
- Sucker Punch

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Relaxed Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake / Roost
- Defog

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
^You could do some speed creeping math to gain more bulk, but max attack / max speed works to revenge other Talonflame^
 
Talonflame really isn't a threat to this team as Tank Garchomp is a great check due to how much recoil Talon takes. I would run a little more speed (92 speed EVs) in order to properly check Jolly Bisharp. If you find Swords Dance to be deadweight on Bisharp (depends on how aggressively you set-up SD really) you could try Low Kick > SD on Bish, as that eliminates several otherwise solid checks to Bish. Not sure how useful DBond is on Gengar, Icy Wind is a cool option to lure Gliscor.

Serperior > Latios is actually a great fit on several fronts. First, it gives you a good switch into Fighting type priority that some teams use to handle Bish and Lopunny (Gengar has trouble beating some other Fighting types cleanly and you don't want Gengar taking hits at all really). Second it gives you hazard removal which you currently lack. Third it gives you a way to break past Venu who is an issue for pretty much everything on your team and also patches up a slight Mega Mane weakness at the same time. However, Lopunny may need more support to get by Venu so SD Talon > Keldeo would be a solid change. Priority for faster threats and it beats several of the defensive threats (Venu and bulky Mega Scizor off the top of my head) that give your team issues.

Hope this all helps man.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Knock Off
- Iron Head
- Sucker Punch

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Relaxed Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake / Roost
- Defog

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
^You could do some speed creeping math to gain more bulk, but max attack / max speed works to revenge other Talonflame^

Thank you for the help! Did you mean Latios>Serperior, though?

I think I'm probably using Garchomp wrong, as it always seems to die quickly. I guess the issue is that it loses against specially defensive Talonflame, which can just Taunt it, burn it, and switch out without needing to take recoil. Having a SD Talonflame should help with this, though, as it allows me to switch something into a WoW.
 
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