My team build around Mega-Lopunny I'm entirely new to Competitive Pokemon as I always just sticked to Solo and some battles against friends playing pokemon for aslong as I can remember though but, ORAS is the first pokemon game which got me excited for Online Battles
Lopunny (M) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Return
Mega Lopunny wasn't really in my interest untill the moment I random DexNav encounterd a shiny Buneary in my chain for Shiny Pinsir.Never like Lopunny but with he's insane with these new unresisted stabs. It's fast and hits really hard (aslong as you don't miss on the Hi-Jump) and is perfect to build a team around. I love fake out to really rack up some damage along with hazards if I can get them up. Fake out also ensures a safe mega evolution against faster threats.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Ice Beam
- Low Kick
- Gunk Shot
Next up in my offensive core is Greninja. I really love what these 2 can do together with Loppunys unresisted STAB and now also Greninja's wide coverage. It got something for almost every pokemon to take him/her out which I love about Greninja.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- U-turn
TalonFlame mostly used as an RevengeKiller which also is in my case and whenever you got your kill drop an Will-O-Wisp on the next pokemon before using U-turn to switch back to Conkeldurr or Mega Lopunny to finish the job.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Next up is defensive rotom-w. This thing forms a nice volt turn core with TFlame and is my own check to Tflame. Counters landorus T and mamo. Pain split is pretty reliable recovery, and also helps weaken opposing walls for Lopunny greninja or Tflame to clean up. This is my only switch in to greninja.
Forretress @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 136 Def / 122 SpD
Adamant Nature
- Earthquake/ToxicSpikes
- Stealth Rock
- Rapid Spin
- VoltSwitch/GyroBall/EnergyBall
Don't ask me why Forretress is considered UU. Forretress has been a superb supporter with its tremendous defense, myriad resistances, ability to setup entry hazards, and all that plus immunity to Toxic Spikes makes him a great spinner. With Volt Switch, its high defense and low speed, Forretress is an excellent pivot and has great synergy with Rotom-W, with each being able to resist the others' sole weakness.
Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
AV Conkeldurr is my the embodiment of bulky offence. His shiny bald head can take on Rotom-W, who is a massive threat to my team. Drain Punch is standard STAB. Ice Punch is for the omnipresent Genies and Dragons who try to set up on me. Mach Punch is standard priority for those clutch revenge kills, and Greninja who come in after rocks thinking they can KO. Knock Off gives me momentum when Conk forces a switch, revealing the set of the unlucky one to get hit by it. Losing Conkeldurr early often results in my not being able to deal with Genies and Rotom-W too well, especially Landorus-i. I rarely end games with it alive, since it's usually foddered off late game at low hp with Mach Punch to ensure Pinsir sweeps.

Lopunny (M) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Return
Mega Lopunny wasn't really in my interest untill the moment I random DexNav encounterd a shiny Buneary in my chain for Shiny Pinsir.Never like Lopunny but with he's insane with these new unresisted stabs. It's fast and hits really hard (aslong as you don't miss on the Hi-Jump) and is perfect to build a team around. I love fake out to really rack up some damage along with hazards if I can get them up. Fake out also ensures a safe mega evolution against faster threats.

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Ice Beam
- Low Kick
- Gunk Shot
Next up in my offensive core is Greninja. I really love what these 2 can do together with Loppunys unresisted STAB and now also Greninja's wide coverage. It got something for almost every pokemon to take him/her out which I love about Greninja.

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- U-turn
TalonFlame mostly used as an RevengeKiller which also is in my case and whenever you got your kill drop an Will-O-Wisp on the next pokemon before using U-turn to switch back to Conkeldurr or Mega Lopunny to finish the job.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Next up is defensive rotom-w. This thing forms a nice volt turn core with TFlame and is my own check to Tflame. Counters landorus T and mamo. Pain split is pretty reliable recovery, and also helps weaken opposing walls for Lopunny greninja or Tflame to clean up. This is my only switch in to greninja.

Forretress @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 136 Def / 122 SpD
Adamant Nature
- Earthquake/ToxicSpikes
- Stealth Rock
- Rapid Spin
- VoltSwitch/GyroBall/EnergyBall
Don't ask me why Forretress is considered UU. Forretress has been a superb supporter with its tremendous defense, myriad resistances, ability to setup entry hazards, and all that plus immunity to Toxic Spikes makes him a great spinner. With Volt Switch, its high defense and low speed, Forretress is an excellent pivot and has great synergy with Rotom-W, with each being able to resist the others' sole weakness.

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
AV Conkeldurr is my the embodiment of bulky offence. His shiny bald head can take on Rotom-W, who is a massive threat to my team. Drain Punch is standard STAB. Ice Punch is for the omnipresent Genies and Dragons who try to set up on me. Mach Punch is standard priority for those clutch revenge kills, and Greninja who come in after rocks thinking they can KO. Knock Off gives me momentum when Conk forces a switch, revealing the set of the unlucky one to get hit by it. Losing Conkeldurr early often results in my not being able to deal with Genies and Rotom-W too well, especially Landorus-i. I rarely end games with it alive, since it's usually foddered off late game at low hp with Mach Punch to ensure Pinsir sweeps.