Introduction
Switch 1.0 was a team created around Mega Lopunny and Hoopa-U. Its main gimmick was to be an offensive team that hit hard and used a mix of Volt switch and u-turn to maintain momentum. Its main weakness was that it didn't have hazard removal but normally it would kill teams before that became too much of a problem. Unfortunately, Hoopa-U is now in Ubers so I have to remake this team from the ground up. If anyone has any ideas to make this team a true powerhouse, please contribute below.
Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch
Mega Lopunny is the leader of this team. Fast and strong sweeper capable of punching holes in teams. Fake Out is practically free damage. However, people like to switch into ferrothorn or garchomp with rocky helmet to punish fake out. High Jump Kick is Lopunny's strongest move at 130. Combined with Return and the Scrappy ability, this pokemon hits everything for at least neutral damage. Return hits at about 102 power with 100 accuracy. So it is used with less risk. Ice Punch is for Garchomp and Lando-T who both like to ware down Lopunny with rocky helmet.
Rotom Wash is the special tank of this team, as well as a pivot with a slow volt switch. Lopunny loses to Talonflame. Rotom resists both fire and flying moves, while providing a ground immunity with levitate. Hydro pump hits lando, hippo, and other ground types hard. Volt switch maintains momentum and hits water and flying types for good damage. Only problem is if the mon doesn't faint, you still have to switch. will-o-wisp burns and criples physically sweepers, tanks, you name it. Helps Rotom and the rest of the team take physical hits. Pain Split gives rotom good recovery when used correctly.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
Lando-T hits hard. Maybe a band or a scarf set would work better. That or defensive rocky helmet so stealth rocks can be kept. Anyway, earthquake has STAB and good coverage. Stone Edge Is good for flying types and hits everything earthquake doesn't. Stealth rocks damages switch-ins. U-turn allows damage as Lando switches out. Rotom helps cover Lando's weaknesses and provides a volt switch, u-turn core.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
Being a steel type, Jirachi can switch into some moves easily and makes a steel, dragon, fairy core. choice scarf makes Jirachi a good revenge killer. Iron head can damage fairy types that threaten lopunny as well as latios. Also has a 60% flinch chance which can annoy the opponent if you get lucky. U-turn is to pivot with the rest of the team. Fire punch is for ferrothorn and other steel types that try to resist iron head. With choice scarf, Jirachi can pull off a healing wish very fast, giving lopunny or anyone else a 2nd chance.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Azumarill's Water/ Fairy typing is great defensively that supports Lopunny, Jirachi, Latios, and Lando-T. It is allso a good wall breaker. Aqua Jet is for priority and overcomes Azumarill low speed. Knock Off is for coverage as well as removing items from the opponent. Play Rough is a very strong STAP fairy move that scares away fighting and dark types. Waterfall is used most often for STAB, power, and accuracy. Went with the Assault vest variation to help it take special attacks.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall
This Latios is interesting. It's meant to hit fast and hit everything. Draco Meteor is Latios' most powerful move and hits hard at 130. Psyshock hits an opponent's defense stat and can do more damage to special walls. Surf hits heatran, fire, and ground types, and hp fire is for scizor, bisharp, and ferrothorn that commonly switch into latios and can catch these mons by surprise. The expert belt is to capitalize on these super effective hits without dropping health with a life orb.
Latios @ Expert Belt
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Surf
- Hidden Power [Fire]
I've tried out a bunch of variations of this team and this one I feel is still missing that edge it needs. Lopunny is threatening, but the rest of the team needs to be scary as well. Any suggestions would be appreciated.
Switch 1.0 was a team created around Mega Lopunny and Hoopa-U. Its main gimmick was to be an offensive team that hit hard and used a mix of Volt switch and u-turn to maintain momentum. Its main weakness was that it didn't have hazard removal but normally it would kill teams before that became too much of a problem. Unfortunately, Hoopa-U is now in Ubers so I have to remake this team from the ground up. If anyone has any ideas to make this team a true powerhouse, please contribute below.

Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch
Mega Lopunny is the leader of this team. Fast and strong sweeper capable of punching holes in teams. Fake Out is practically free damage. However, people like to switch into ferrothorn or garchomp with rocky helmet to punish fake out. High Jump Kick is Lopunny's strongest move at 130. Combined with Return and the Scrappy ability, this pokemon hits everything for at least neutral damage. Return hits at about 102 power with 100 accuracy. So it is used with less risk. Ice Punch is for Garchomp and Lando-T who both like to ware down Lopunny with rocky helmet.

Rotom Wash is the special tank of this team, as well as a pivot with a slow volt switch. Lopunny loses to Talonflame. Rotom resists both fire and flying moves, while providing a ground immunity with levitate. Hydro pump hits lando, hippo, and other ground types hard. Volt switch maintains momentum and hits water and flying types for good damage. Only problem is if the mon doesn't faint, you still have to switch. will-o-wisp burns and criples physically sweepers, tanks, you name it. Helps Rotom and the rest of the team take physical hits. Pain Split gives rotom good recovery when used correctly.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp

Lando-T hits hard. Maybe a band or a scarf set would work better. That or defensive rocky helmet so stealth rocks can be kept. Anyway, earthquake has STAB and good coverage. Stone Edge Is good for flying types and hits everything earthquake doesn't. Stealth rocks damages switch-ins. U-turn allows damage as Lando switches out. Rotom helps cover Lando's weaknesses and provides a volt switch, u-turn core.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Being a steel type, Jirachi can switch into some moves easily and makes a steel, dragon, fairy core. choice scarf makes Jirachi a good revenge killer. Iron head can damage fairy types that threaten lopunny as well as latios. Also has a 60% flinch chance which can annoy the opponent if you get lucky. U-turn is to pivot with the rest of the team. Fire punch is for ferrothorn and other steel types that try to resist iron head. With choice scarf, Jirachi can pull off a healing wish very fast, giving lopunny or anyone else a 2nd chance.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

Azumarill's Water/ Fairy typing is great defensively that supports Lopunny, Jirachi, Latios, and Lando-T. It is allso a good wall breaker. Aqua Jet is for priority and overcomes Azumarill low speed. Knock Off is for coverage as well as removing items from the opponent. Play Rough is a very strong STAP fairy move that scares away fighting and dark types. Waterfall is used most often for STAB, power, and accuracy. Went with the Assault vest variation to help it take special attacks.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Waterfall

This Latios is interesting. It's meant to hit fast and hit everything. Draco Meteor is Latios' most powerful move and hits hard at 130. Psyshock hits an opponent's defense stat and can do more damage to special walls. Surf hits heatran, fire, and ground types, and hp fire is for scizor, bisharp, and ferrothorn that commonly switch into latios and can catch these mons by surprise. The expert belt is to capitalize on these super effective hits without dropping health with a life orb.
Latios @ Expert Belt
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Surf
- Hidden Power [Fire]
I've tried out a bunch of variations of this team and this one I feel is still missing that edge it needs. Lopunny is threatening, but the rest of the team needs to be scary as well. Any suggestions would be appreciated.