OU Lopunny

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high-Base Power STAB moves give it perfect coverage thanks to its ability Scrappy, which, when backed up by its great Attack stat, let it pose a threat to slower offensive threats that lack the bulk to take its attacks, like Greninja and Tapu Koko. On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-Up Punch that helps it take on bulkier Pokemon it struggles against, such as Clefable and Toxapex. Additionally, STAB Fake Out is another great asset that lets Lopunny pick off weakened Pokemon that outspeed it such as Mega Alakazam. However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the metagame such as Mew and Toxapex, which forces it to rely on Power-Up Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against offense, it can be easily overwhelmed by residual damage from entry hazards, weather conditions, and Rocky Helmet from opposing Pokemon, which leaves it vulnerable to priority moves like Ash-Greninja's Water Shuriken and Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-Up Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the metagame for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-Up Punch lets Lopunny punish passive switch-ins like Mew and Clefable with Attack boosts to eventually break through them. Since Lopunny's STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. Ice Punch also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets Lopunny pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-Up Punch, since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free setup opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature puts Lopunny at a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash-Greninja and Tapu Koko. Maximum Attack investment gives it as much damage output as possible. Scrappy prevents Ghost-types from switching into its STAB moves and gives it perfect coverage with only its STAB attacks. Limber is its best ability prior to Mega Evolution because it prevents Lopunny from being paralyzed in a pinch.

Usage Tips
========

Mega Lopunny is a fairly straightforward Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable, or Toxapex, it should be played more precisely. Power-Up Punch is Lopunny's best tool in these matchups, allowing it to break past its traditional checks after a boost, so it should try to use Power-Up Punch on a predicted switch-in. Nevertheless, a Power-Up Punch into a +1 move won't be enough to break through them, so Lopunny shouldn't try to stay in on the likes of Mew and Clefable right after using Power-Up Punch, because they could cripple it with Will-O-Wisp or Moonblast, respectively. Instead, switching out is usually a better idea because the foe will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny is running Encore alongside Power-Up Punch, it can use a different game plan; instead of catching passive Pokemon on the switch with Power-Up Punch, it should use one of its attacks to weaken the foe and force the opponent to use a recovery move. Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the recovery-locked foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the stall and balance matchups are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuisances for balance and stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like defensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams is entry hazard support. Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay hazards and slowly wear down switch-ins, although Clefable is immune to them thanks to its Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of Mega Lopunny's checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example, can lure them both in and surprise them with Extrasensory and Dark Pulse, respectively. Kyurem-B is another good teammate when holding Icium Z because it can get a surprise KO on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, two big roadblocks for Lopunny, thus giving Lopunny an easier time late-game.

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late-game utility, as it lets Lopunny fully heal a weakened teammate; however, Lopunny is usually really good late-game, so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double-priority combination that can give offensive teams a lot of trouble, though it only makes Lopunny's matchup against balance and stall worse. Facade lets Lopunny take advantage of non-Psychic Mew and Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. However, this is very situational and being burned can be detrimental because Mega Lopunny's High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-O-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets Lopunny slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it, and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro, and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage, respectively. Mega Alakazam deserves a mention as well because it naturally outspeeds Lopunny and OHKOes it with Psychic.

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, weather, and Rocky Helmet damage, which give it a harder time cleaning and revenge killing late-game because of priority users like Zygarde and Ash-Greninja. This also means Lopunny is easier to pick off by weaker attacks like defensive Landorus-T's Earthquake and Celesteela's Heavy Slam.
 
Last edited:

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
I know this is WIP but just a heads up on what QC wants the set to look like for now. Keep in mind with Lop still being new this is subject to change but it seems the most solid considering Lop's niche.

name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-Up Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpDef / 252 Spe

PuP is absolutely mandatory in the current metagame for Lop to be useful in most match ups. It lets it pressure bulkier checks to it such as Mew, Clef, and Tangrowth. Ice Punch is obviously really nice for Lando-T otherwise it's a bitch to face and can eat up hits from you (which is especially annoying if it's Helmet). If you PuP on a Lando switch-in you are practically forcing Lando-T out again or it's going to have to eat up like 78% from Ice Punch, meaning it can't switch-in anymore. Fake Out is nice for obvious reasons, as it pressures webs and can keep them from being put up as well as flinching Mimi through its Disguise. Other than that, it's pretty worthless as the extra chip just doesn't do enough to its checks. Encore is nice because in conjunction with PuP, you can lock Mew/Clef/Pex into recovery and continue to PuP in their face or force them out, which can be very annoying and possibly net you a kill if done correctly.

Also yea Limber as your ability pre mega.
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Probably worth mentioning running a lure alongside Lopunny to try and bait Lopunny's traditional switch-ins. Extrasensory Greninja for Toxapex is an example, as well as Dark Pulse for Mew (I guess you might not consider this a 100% lure but Pulse is by no means standard on Gren). Z Freeze Shock Kyurem-B is also a good teammate because it can potentially bait in the likes of Mew and Clef, and slaughtering them with a well time Subzero Slammer. It also pressures Lando.

Might as well mention Zone as a teammate as well. While Lopunny can break through some steels like Tran and Ferro, Zone can help vs phys def Steela which can easily take on Lop, as well as non Shed Shell Skarms. It just makes it easier for Lop to potentially clean up late game.

Mention Toxic in OO. You catch Mew, Alo, Lando-T, and Mega Slowbro on the switch which is cool for obvious reasons. Pretty much any fat non Steel/Poison type that can eat hits from Lop.

Mention Clef in C&C, as well as Mega Slowbro.

QC 1/3 good job.
 

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
Probably worth mentioning running a lure alongside Lopunny to try and bait Lopunny's traditional switch-ins. Extrasensory Greninja for Toxapex is an example, as well as Dark Pulse for Mew (I guess you might not consider this a 100% lure but Pulse is by no means standard on Gren). Z Freeze Shock Kyurem-B is also a good teammate because it can potentially bait in the likes of Mew and Clef, and slaughtering them with a well time Subzero Slammer. It also pressures Lando.

Might as well mention Zone as a teammate as well. While Lopunny can break through some steels like Tran and Ferro, Zone can help vs phys def Steela which can easily take on Lop, as well as non Shed Shell Skarms. It just makes it easier for Lop to potentially clean up late game.

Mention Toxic in OO. You catch Mew, Alo, Lando-T, and Mega Slowbro on the switch which is cool for obvious reasons. Pretty much any fat non Steel/Poison type that can eat hits from Lop.

Mention Clef in C&C, as well as Mega Slowbro.

QC 1/3 good job.
Implemented, thanks
Also removed Heal Bell and added a residual damage section in c&c upon Vertex's suggestions
 
When you talk about hitting Mew with Toxic, make sure to state that will be Toxic'd in return as well and it should be used primarily for hitting LandoT, Slowbro, mola. You can probably also mention that Jolly is a must cuz of the speed tier, being slower then Greninja, Koko, and +1 Mega Tar is ungood.

QC 2/3
 

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
When you talk about hitting Mew with Toxic, make sure to state that will be Toxic'd in return as well and it should be used primarily for hitting LandoT, Slowbro, mola. You can probably also mention that Jolly is a must cuz of the speed tier, being slower then Greninja, Koko, and +1 Mega Tar is ungood.

QC 2/3
Implemented, thanks.
 

p2

Banned deucer.
[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted Metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high base power STAB moves, backed up by its great Attack stat give it perfect coverage thanks to its ability Scrappy, which let it pose a threat to everything lacking the bulk to take its attacks list a couple examples. On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-up Punch that help it take on bulkier Pokemon it struggles against examples here too. Additionally, STAB Fake Out is another great asset because it lets it pick off weakened Pokemon that outspeed it such as Mega Alakazam. However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the Metagame such as Mew and Toxapex, which forces it to rely on Power-up Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against Offence, it can be easily overwhelmed by residual damage from Entry Hazards or Weather conditions helm too, which leaves it vulnerable to priority moves like Ash Greninja's Water Shuriken or Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-up Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the meta for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-up Punch lets Lopunny punish passive switchins like Mew and Clefable with Attack boosts to eventually break through them. Since its STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. It also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets it pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-up Punch since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free set-up opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature put it on a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash Greninja and Tapu Koko. Maximum Attack gives it as much damage output as possible. Scrappy prevents Ghost types from switching into its STAB moves and gives it perfect coverage with only its STABs. Limber is its best ability prior to Mega Evolution because it prevents Lop from being paralyzed in a pinch

Usage Tips
========

Lopunny is a fairly straight forward Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable or Toxapex, it should be played more precisely to get the most out of it. Power-up Punch is Lopunny's best tool in these matchups because it allows it to break past its traditional checks after a boost, so it should try to use Power-up Punch on a predicted switch-in. Nevertheless, a Power-up Punch into a +1 move won't be enough to break through them, so it shouldn't try to stay in on the likes of Mew and Clefable right after using Power-up Punch because they could cripple it with Will-o-Wisp or Moonblast respectively. Instead, switching out is usually a better idea because the opponent will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny's running Encore alongside Power-up Punch, it can use a different gameplan. Instead of catching passive Pokemon on the switch with Power-up Punch, it should use one of its attacks to weaken it and force it to use a recovery move. Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the Encore'd foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the Stall and Balance matchup are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuissances for Balance and Stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like Defensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams are entry hazards. Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay them and slowly wear down switchins, although Clefable is immune to them thanks to its Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of its checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example can lure them both with Extrasensory and Dark Pulse respectively. Kyurem-B is another good teammate when equipped with Icium Z because it can get a surprise kill on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, 2 big roadblocks for Lopunny, thus giving it an easier time late game.

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late game utility, as it lets it fully heal a weakened teammate, although Lopunny is usually really good late game so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double priority combo which can give offensive teams a lot of trouble, though it only makes its matchup against Balance and Stall even worse. Facade lets it take advantage of Psychic-less Mew as well as Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. This is still very situational and being burnt can be detrimental because its High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-o-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets it slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it's can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage respectively. Mega Alakazam deserves a mention as well because it naturally outspeeds Lop and ohko's it with Psychic

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, Weather and Rocky Helmet damage, which gives it a harder time cleaning and revenge killing late game because of Priority Users like Zygarde and Ash Greninja as well as being easier to pick off by weaker Attacks like defensive Landorus-T's Eartquake or Celesteela's Heavy Slam.
3/3
 

GMars

It's ya boy GEEEEEEEEMARS
is a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Top CAP Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Hi Leo, really nice job! Amcheck
Additions
Removals
[Comments]
(AC) = Add Comma
(AH) = Add Hyphen

(RC) = Remove Comma
(RH) = Remove Hyphen

[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted Metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high base pBase Power STAB moves, backed up by its great Attack stat give it perfect coverage thanks to its ability Scrappy, which, (AC) when backed up by its great Attack stat, let it pose a threat to slower offensive threats that lack the bulk to take its attacks, like Greninja and Tapu Koko. [rearranged for flow] On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-uUp Punch that helps it take on bulkier Pokemon it struggles against, such as Clefable and Toxapex. Additionally, STAB Fake Out is another great asset because it lets itthat lets Lopunny pick off weakened Pokemon that outspeed it such as Mega Alakazam. [rephrased to avoid ambiguity between changing the meaning of "it" mid-sentence] However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the Metagame such as Mew and Toxapex, which forces it to rely on Power-uUp Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against offense, it can be easily overwhelmed by residual damage from entry hazards, weather conditions, or Rocky Helmet from opposing Pokemon, which leaves it vulnerable to priority moves like Ash-Greninja's (AH) Water Shuriken or Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-uUp Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the metagame for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-uUp Punch lets Lopunny punish passive switch-ins like Mew and Clefable with Attack boosts to eventually break through them. Since its STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. ItIce Punch also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets itLopunny pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-uUp Punch since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free set-up (RH) opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature put itLopunny on a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash-Greninja (AH) and Tapu Koko. Maximum Attack investment gives it as much damage output as possible. Scrappy prevents Ghost-types (AH) from switching into its STAB moves and gives it perfect coverage with only its STAB attacks. Limber is its best ability prior to Mega Evolution, (AC) because it prevents Lopunny from being paralyzed in a pinch.

Usage Tips
========

Lopunny is a fairly straightforward (Remove Space) Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable or Toxapex, it should be played more precisely to get the most out of it. [consider removing "to get the most out of it" here to improve flow, as you go on to explain the precision in the sentences that immediately follow this. Completely optional] Power-uUp Punch is Lopunny's best tool in these matchups, (AC) because it allows it to break past its traditional checks after a boost, so it should try to use Power-uUp Punch on a predicted switch-in. Nevertheless, a Power-uUp Punch into a +1 move won't be enough to break through them, so it shouldn't try to stay in on the likes of Mew and Clefable right after using Power-up PunchUp Punch, (AC) because they could cripple it with Will-oO-Wisp or Moonblast respectively. Instead, switching out is usually a better idea, (AC) because the foeopponent will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny' is running Encore alongside Power-uUp Punch, it can use a different game plan. (Add Space) Instead of catching passive Pokemon on the switch with Power-uUp Punch, it should use one of its attacks to weaken itthe foe and force itthe foe to use a recovery move. [To avoid repetition between "weaken the foe and force the foe," you can rephrase this as "to weaken the foe and force the opponent to click a recovery move." A change is needed here to avoid ambiguity between mid-sentence "it" changes] Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the Encore'recovery-locked foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the Stall and Bstall and balance matchups are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuissances for Balance and Sbalance and stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like Ddefensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams are entry hazards. Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay them and slowly wear down switch-ins, although Clefable is immune to them thanks to its ability Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of its checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example, (AC) can lure them both with Extrasensory and Dark Pulse respectively. Kyurem-B is another good teammate when equipped withholding Icium Z because it can get a surprise killKO on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, 2two big roadblocks for Lopunny, thus giving itLopunny an easier time late-game. (AH)

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late game-game (AH) utility, as it lets itLopunny fully heal a weakened teammate, although Lopunny is usually really good late game-game, (AH) (AC) so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double priority-priority (AH) combo which can give offensive teams a lot of trouble, though it only makes itLopunny's matchup against Balance and Sbalance and stall even worse. Facade lets itLopunny take advantage of Psychic-less Mew as well asnon-Psychic Mew and Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. This is still very situational and being burnt can be detrimental, (AC) because its High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-oO-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets itLopunny slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro, (AC) and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it's can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage respectively. Mega Alakazam deserves a mention as well, (AC) because it naturally outspeeds Lop and ohko'unny and OHKOes it with Psychic.

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, Weatherweather, (AC) and Rocky Helmet damage, which gives it a harder time cleaning and revenge killing late game because of Priority U-game (AH) because of priority users like Zygarde and Ash Greninja-Greninja (AH) as well as being easier to pick off by weaker Aattacks like defensive Landorus-T's Earthquake or Celesteela's Heavy Slam.
 
Last edited:
  • Like
Reactions: Leo

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
GP 1/2

[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high-(AH)base pBase Power STAB moves, backed up by its great Attack stat give it perfect coverage thanks to its ability Scrappy, which, (AC) when backed up by its great Attack stat, let it pose a threat to slower offensive threats that lack the bulk to take its attacks, like Greninja and Tapu Koko. [rearranged for flow] On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-uUp Punch that helps it take on bulkier Pokemon it struggles against, such as Clefable and Toxapex. Additionally, STAB Fake Out is another great asset because it lets itthat lets Lopunny pick off weakened Pokemon that outspeed it such as Mega Alakazam. [rephrased to avoid ambiguity between changing the meaning of "it" mid-sentence] However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the metagame such as Mew and Toxapex, which forces it to rely on Power-uUp Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against offense, it can be easily overwhelmed by residual damage from entry hazards, weather conditions, or and Rocky Helmet from opposing Pokemon, which leaves it vulnerable to priority moves like Ash-Greninja's (AH) Water Shuriken or and Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-uUp Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the metagame for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-uUp Punch lets Lopunny punish passive switch-ins like Mew and Clefable with Attack boosts to eventually break through them. Since its STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. ItIce Punch also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets itLopunny pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-uUp Punch, (AC) since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free set-up (RH) opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature puts itLopunny on at a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash-Greninja (AH) and Tapu Koko. Maximum Attack investment gives it as much damage output as possible. Scrappy prevents Ghost-types (AH) from switching into its STAB moves and gives it perfect coverage with only its STAB attacks. Limber is its best ability prior to Mega Evolution, (AC) because it prevents Lopunny from being paralyzed in a pinch. (AP)

Usage Tips
========

Lopunny is a fairly straightforward (Remove Space) (remember to colour this correctly) Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable, (AC) or Toxapex, it should be played more precisely to get the most out of it. [consider removing "to get the most out of it" here to improve flow, as you go on to explain the precision in the sentences that immediately follow this. Completely optional] Power-uUp Punch is Lopunny's best tool in these matchups, (AC) because it Power-Up Punch allows it to break past its traditional checks after a boost, so it should try to use Power-uUp Punch on a predicted switch-in. Nevertheless, a Power-uUp Punch into a +1 move won't be enough to break through them, so it shouldn't try to stay in on the likes of Mew and Clefable right after using Power-up PunchUp Punch, (AC) because they could cripple it with Will-oO-Wisp or Moonblast, (AC) respectively. Instead, switching out is usually a better idea, (AC) because the foeopponent will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny' is running Encore alongside Power-uUp Punch, it can use a different game plan;(sc) (Add Space) instead of catching passive Pokemon on the switch with Power-uUp Punch, it should use one of its attacks to weaken itthe foe and force itthe foe to use a recovery move. [To avoid repetition between "weaken the foe and force the foe," you can rephrase this as "to weaken the foe and force the opponent to click a recovery move." A change is needed here to avoid ambiguity between mid-sentence "it" changes] Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the Encore'recovery-locked foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the Stall and Bstall and balance matchups are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuissances for Balance and Sbalance and stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like Ddefensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams are is entry hazard support (another option... are doesn't work). Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay them hazards and slowly wear down switch-ins, although Clefable is immune to them thanks to its ability Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of its checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example, (AC) can lure them both in with Extrasensory and Dark Pulse, (AC) respectively. Kyurem-B is another good teammate when equipped withholding Icium Z because it can get a surprise killKO on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, 2two big roadblocks for Lopunny, thus giving itLopunny an easier time late-game. (AH)

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late game-game (AH) utility, as it lets itLopunny fully heal a weakened teammate, although Lopunny is usually really good late game-game, (AH) (AC) so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double priority-priority (AH) combo which combination that can give offensive teams a lot of trouble, though it only makes itLopunny's matchup against Balance and Sbalance and stall even worse. Facade lets itLopunny take advantage of Psychic-less Mew as well asnon-Psychic Mew and Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. However, this is still (still?) very situational and being burnt burned can be detrimental, (AC) because its High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-oO-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets itLopunny slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it, (AC) and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro, (AC) and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it's can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage, (AC) respectively. Mega Alakazam deserves a mention as well, (AC) because it naturally outspeeds Lop and ohko'unny and OHKOes it with Psychic. (AP)

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, Weatherweather, (AC) and Rocky Helmet damage, which gives it a harder time cleaning and revenge killing late game because of Priority U-game (AH) because of priority users like Zygarde and Ash Greninja-Greninja (AH) as well as being easier to pick off by weaker Aattacks like defensive Landorus-T's Earthquake or and Celesteela's Heavy Slam.

nice check, GMars. P^2 informed me that this analysis needs to go up soon, and Kris has been taking too long, so she asked me to check this quickly
 

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
GP 1/2

[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high-(AH)base pBase Power STAB moves, backed up by its great Attack stat give it perfect coverage thanks to its ability Scrappy, which, (AC) when backed up by its great Attack stat, let it pose a threat to slower offensive threats that lack the bulk to take its attacks, like Greninja and Tapu Koko. [rearranged for flow] On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-uUp Punch that helps it take on bulkier Pokemon it struggles against, such as Clefable and Toxapex. Additionally, STAB Fake Out is another great asset because it lets itthat lets Lopunny pick off weakened Pokemon that outspeed it such as Mega Alakazam. [rephrased to avoid ambiguity between changing the meaning of "it" mid-sentence] However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the metagame such as Mew and Toxapex, which forces it to rely on Power-uUp Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against offense, it can be easily overwhelmed by residual damage from entry hazards, weather conditions, or and Rocky Helmet from opposing Pokemon, which leaves it vulnerable to priority moves like Ash-Greninja's (AH) Water Shuriken or and Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-uUp Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the metagame for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-uUp Punch lets Lopunny punish passive switch-ins like Mew and Clefable with Attack boosts to eventually break through them. Since its STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. ItIce Punch also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets itLopunny pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-uUp Punch, (AC) since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free set-up (RH) opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature puts itLopunny on at a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash-Greninja (AH) and Tapu Koko. Maximum Attack investment gives it as much damage output as possible. Scrappy prevents Ghost-types (AH) from switching into its STAB moves and gives it perfect coverage with only its STAB attacks. Limber is its best ability prior to Mega Evolution, (AC) because it prevents Lopunny from being paralyzed in a pinch. (AP)

Usage Tips
========

Lopunny is a fairly straightforward (Remove Space) (remember to colour this correctly) Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable, (AC) or Toxapex, it should be played more precisely to get the most out of it. [consider removing "to get the most out of it" here to improve flow, as you go on to explain the precision in the sentences that immediately follow this. Completely optional] Power-uUp Punch is Lopunny's best tool in these matchups, (AC) because it Power-Up Punch allows it to break past its traditional checks after a boost, so it should try to use Power-uUp Punch on a predicted switch-in. Nevertheless, a Power-uUp Punch into a +1 move won't be enough to break through them, so it shouldn't try to stay in on the likes of Mew and Clefable right after using Power-up PunchUp Punch, (AC) because they could cripple it with Will-oO-Wisp or Moonblast, (AC) respectively. Instead, switching out is usually a better idea, (AC) because the foeopponent will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny' is running Encore alongside Power-uUp Punch, it can use a different game plan;(sc) (Add Space) instead of catching passive Pokemon on the switch with Power-uUp Punch, it should use one of its attacks to weaken itthe foe and force itthe foe to use a recovery move. [To avoid repetition between "weaken the foe and force the foe," you can rephrase this as "to weaken the foe and force the opponent to click a recovery move." A change is needed here to avoid ambiguity between mid-sentence "it" changes] Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the Encore'recovery-locked foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the Stall and Bstall and balance matchups are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuissances for Balance and Sbalance and stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like Ddefensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams are is entry hazard support (another option... are doesn't work). Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay them hazards and slowly wear down switch-ins, although Clefable is immune to them thanks to its ability Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of its checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example, (AC) can lure them both in with Extrasensory and Dark Pulse, (AC) respectively. Kyurem-B is another good teammate when equipped withholding Icium Z because it can get a surprise killKO on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, 2two big roadblocks for Lopunny, thus giving itLopunny an easier time late-game. (AH)

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late game-game (AH) utility, as it lets itLopunny fully heal a weakened teammate, although Lopunny is usually really good late game-game, (AH) (AC) so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double priority-priority (AH) combo which combination that can give offensive teams a lot of trouble, though it only makes itLopunny's matchup against Balance and Sbalance and stall even worse. Facade lets itLopunny take advantage of Psychic-less Mew as well asnon-Psychic Mew and Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. However, this is still (still?) very situational and being burnt burned can be detrimental, (AC) because its High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-oO-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets itLopunny slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it, (AC) and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro, (AC) and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it's can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage, (AC) respectively. Mega Alakazam deserves a mention as well, (AC) because it naturally outspeeds Lop and ohko'unny and OHKOes it with Psychic. (AP)

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, Weatherweather, (AC) and Rocky Helmet damage, which gives it a harder time cleaning and revenge killing late game because of Priority U-game (AH) because of priority users like Zygarde and Ash Greninja-Greninja (AH) as well as being easier to pick off by weaker Aattacks like defensive Landorus-T's Earthquake or and Celesteela's Heavy Slam.

nice check, GMars. P^2 informed me that this analysis needs to go up soon, and Kris has been taking too long, so she asked me to check this quickly
Implemented and thanks for the check!

edit: yeah I messed up lol just fixed the op should be fine now
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/2


to clarify, this needs to be uploaded asap because the Smogon Facebook page is giving away Lopunny on the GTS tomorrow morning, and the giveaway posts include a link to the Pokemon's dex page.
[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high-Base Power STAB moves give it perfect coverage thanks to its ability Scrappy, which, when backed up by its great Attack stat, let it pose a threat to slower offensive threats that lack the bulk to take its attacks, like Greninja and Tapu Koko. On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-Up Punch that helps it take on bulkier Pokemon it struggles against, such as Clefable and Toxapex. Additionally, STAB Fake Out is another great asset that lets Lopunny pick off weakened Pokemon that outspeed it such as Mega Alakazam. However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the metagame such as Mew and Toxapex, which forces it to rely on Power-Up Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against offense, it can be easily overwhelmed by residual damage from entry hazards, weather conditions, and Rocky Helmet from opposing Pokemon, which leaves it vulnerable to priority moves like Ash-Greninja's Water Shuriken and Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-Up Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the metagame for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-Up Punch lets Lopunny punish passive switch-ins like Mew and Clefable with Attack boosts to eventually break through them. Since Lopunny's its STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. Ice Punch also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets Lopunny pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-Up Punch, since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free set up setup opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature puts Lopunny at a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash-Greninja and Tapu Koko. Maximum Attack investment gives it as much damage output as possible. Scrappy prevents Ghost-types from switching into its STAB moves and gives it perfect coverage with only its STAB attacks. Limber is its best ability prior to Mega Evolution, (RC) because it prevents Lopunny from being paralyzed in a pinch.

Usage Tips
========

Mega Lopunny is a fairly straightforward Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable, or Toxapex, it should be played more precisely. Power-Up Punch is Lopunny's best tool in these matchups, allowing because Power-Up Punch allows it to break past its traditional checks after a boost, so it should try to use Power-Up Punch on a predicted switch-in. Nevertheless, a Power-Up Punch into a +1 move won't be enough to break through them, so Lopunny it shouldn't try to stay in on the likes of Mew and Clefable right after using Power-Up Punch, because they could cripple it with Will-O-Wisp or Moonblast, respectively. Instead, switching out is usually a better idea, (RC) because the foe will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny is running Encore alongside Power-Up Punch, it can use a different game plan; instead of catching passive Pokemon on the switch with Power-Up Punch, it should use one of its attacks to weaken the foe and force the opponent to use a recovery move. Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the recovery-locked foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the stall and balance matchups are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuisances for balance and stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like defensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams is entry hazard support. Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay hazards and slowly wear down switch-ins, although Clefable is immune to them thanks to its Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of Mega Lopunny's its checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example, can lure them both in and surprise them with Extrasensory and Dark Pulse, respectively. Kyurem-B is another good teammate when holding Icium Z because it can get a surprise KO on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, two big roadblocks for Lopunny, thus giving Lopunny an easier time late-game.

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late-game utility, as it lets Lopunny fully heal a weakened teammate, although; however, (optional but felt like a lot of comma breaks) Lopunny is usually really good late-game, so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double-priority combination that can give offensive teams a lot of trouble, though it only makes Lopunny's matchup against balance and stall even worse. Facade lets Lopunny take advantage of non-Psychic Mew and Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. However, this is very situational and being burned can be detrimental, (RC) because Mega Lopunny's its High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-O-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets Lopunny slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it, and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro, and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage, respectively. Mega Alakazam deserves a mention as well, (RC) because it naturally outspeeds Lopunny and OHKOes it with Psychic.

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, weather, and Rocky Helmet damage, which give it a harder time cleaning and revenge killing late-game because of priority users like Zygarde and Ash-Greninja. This also means Lopunny is as well as being easier to pick off by weaker attacks like defensive Landorus-T's Earthquake and Celesteela's Heavy Slam.
 
Last edited:

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
GP 2/2


to clarify, this needs to be uploaded asap because the Smogon Facebook page is giving away Lopunny on the GTS tomorrow morning, and the giveaway posts include a link to the Pokemon's dex page.
[OVERVIEW]

Mega Lopunny possesses an amazing Speed stat that lets it outpace most of the unboosted metagame, thus making it an excellent revenge killer. Furthermore, Lopunny's high-Base Power STAB moves give it perfect coverage thanks to its ability Scrappy, which, when backed up by its great Attack stat, let it pose a threat to slower offensive threats that lack the bulk to take its attacks, like Greninja and Tapu Koko. On top of that, Lopunny has access to a wide supportive movepool consisting of moves like Encore and Power-Up Punch that helps it take on bulkier Pokemon it struggles against, such as Clefable and Toxapex. Additionally, STAB Fake Out is another great asset that lets Lopunny pick off weakened Pokemon that outspeed it such as Mega Alakazam. However, Lopunny lacks the immediate power to break through some of the bulkier Pokemon in the metagame such as Mew and Toxapex, which forces it to rely on Power-Up Punch and Encore to pose a threat to defensive teams. Despite Lopunny's good matchup against offense, it can be easily overwhelmed by residual damage from entry hazards, weather conditions, and Rocky Helmet from opposing Pokemon, which leaves it vulnerable to priority moves like Ash-Greninja's Water Shuriken and Zygarde's Extreme Speed.

[SET]
name: All-out Attacker
move 1: Return
move 2: High Jump Kick
move 3: Power-Up Punch
move 4: Ice Punch / Fake Out / Encore
item: Lopunnite
ability: Limber
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Return is Lopunny's most reliable STAB move and hits a good portion of the metagame for neutral damage. High Jump Kick is Lopunny's most powerful STAB move and hits the Steel- and Rock-types that resist Return for super effective damage. It also gives Lopunny perfect coverage in combination with Return thanks to Scrappy. Power-Up Punch lets Lopunny punish passive switch-ins like Mew and Clefable with Attack boosts to eventually break through them. Since Lopunny's its STAB combination gives it perfect coverage already, it has a couple of options for its last moveslot. Ice Punch makes it easier for Lopunny to break through defensive Landorus-T, which can chip at it with Rocky Helmet damage or can wall it for a longer period during a game thanks to its Leftovers. Ice Punch also hits Zygarde and Garchomp for more damage than High Jump Kick. Fake Out lets Lopunny pick off weakened targets that outspeed it like Mega Alakazam and boosted Zygarde. Encore works well in combination with Power-Up Punch, since it locks passive Pokemon like Mew and Toxapex into their recovery moves, thus giving Lopunny free set up setup opportunities.

Set Details
========

Maximum Speed investment with a Jolly nature puts Lopunny at a great Speed tier, outspeeding a great portion of the unboosted metagame and notably outpacing Ash-Greninja and Tapu Koko. Maximum Attack investment gives it as much damage output as possible. Scrappy prevents Ghost-types from switching into its STAB moves and gives it perfect coverage with only its STAB attacks. Limber is its best ability prior to Mega Evolution, (RC) because it prevents Lopunny from being paralyzed in a pinch.

Usage Tips
========

Mega Lopunny is a fairly straightforward Pokemon due to its perfect coverage and great offensive stats, which give it a good matchup against offensive teams that lack a bulky Pokemon to take it on. However, in matchups where the opponent does have a reliable answer like Mew, Clefable, or Toxapex, it should be played more precisely. Power-Up Punch is Lopunny's best tool in these matchups, allowing because Power-Up Punch allows it to break past its traditional checks after a boost, so it should try to use Power-Up Punch on a predicted switch-in. Nevertheless, a Power-Up Punch into a +1 move won't be enough to break through them, so Lopunny it shouldn't try to stay in on the likes of Mew and Clefable right after using Power-Up Punch, because they could cripple it with Will-O-Wisp or Moonblast, respectively. Instead, switching out is usually a better idea, (RC) because the foe will be forced to attack instead of using a recovery move, which will give the Lopunny check a harder time trying to switch into it later due to the chip damage. If Lopunny is running Encore alongside Power-Up Punch, it can use a different game plan; instead of catching passive Pokemon on the switch with Power-Up Punch, it should use one of its attacks to weaken the foe and force the opponent to use a recovery move. Then, it can use Encore and lock said check into its recovery move, thus giving Lopunny free room to start boosting its Attack and either force a switch or keep setting up on the recovery-locked foe.

Team Options
========

Lopunny works well on offensive teams that are looking for a good matchup against other offensive teams, so teammates that can cover the stall and balance matchups are great alongside it. Wallbreakers like Swords Dance Tapu Bulu and SubToxic Heatran are usually big nuisances for balance and stall teams, which Lopunny struggles against. Due to its frailty, Lopunny will also need a solid defensive backbone that can take hits for it and help bring it into the field safely. Pivots like defensive Landorus-T and Assault Vest Magearna work here. Another support option that helps Lopunny against bulkier teams is entry hazard support. Stealth Rock and Spikes setters like Ferrothorn, Landorus-T, Greninja, and Garchomp can lay hazards and slowly wear down switch-ins, although Clefable is immune to them thanks to its Magic Guard ability. Additionally, Toxic Spikes from Toxapex or Greninja can cripple Mew and bulky Water-types like Alomomola and Slowbro, which have a harder time checking Lopunny when poisoned. Because of the prevalence of some of Mega Lopunny's its checks such as Toxapex and Mew, teammates that act as lures for these are appreciated. Greninja, for example, can lure them both in and surprise them with Extrasensory and Dark Pulse, respectively. Kyurem-B is another good teammate when holding Icium Z because it can get a surprise KO on Mew while also pressuring Landorus-T. Lastly, Magnezone traps Skarmory and physically defensive Celesteela, two big roadblocks for Lopunny, thus giving Lopunny an easier time late-game.

[STRATEGY COMMENTS]
Other Options
=============

Healing Wish can be used in the last slot to give Lopunny some late-game utility, as it lets Lopunny fully heal a weakened teammate, although; however, (optional but felt like a lot of comma breaks) Lopunny is usually really good late-game, so it isn't the best idea to sacrifice it then. Quick Attack can be used alongside Fake Out for a deadly double-priority combination that can give offensive teams a lot of trouble, though it only makes Lopunny's matchup against balance and stall even worse. Facade lets Lopunny take advantage of non-Psychic Mew and Toxic Spikes from Toxapex to get a really strong STAB move with great coverage. However, this is very situational and being burned can be detrimental, (RC) because Mega Lopunny's its High Jump Kick will do significantly less damage. Substitute is an option to dodge status moves like Will-O-Wisp from Mew while also avoiding Scald burns from Toxapex. Toxic is a nice option because it lets Lopunny slowly wear down some of its checks such as Landorus-T and Mew, although the likes of Clefable and Toxapex aren't affected by it, and Lopunny will be badly poisoned as well if it uses Toxic against Mew.

Checks and Counters
===================

**Physically Defensive Pokemon**: Lopunny lacks the initial power to break through most of the common physically defensive Pokemon in the tier, including the likes of Mew, Toxapex, Skarmory, Mega Slowbro, and Clefable.

**Faster Pokemon**: Despite Lopunny's impressive Speed stat, it can't outspeed most Choice Scarf users like Keldeo and Garchomp, which can knock it out with Secret Sword and Outrage, respectively. Mega Alakazam deserves a mention as well, (RC) because it naturally outspeeds Lopunny and OHKOes it with Psychic.

**Residual Damage**: Lopunny is prone to getting worn down by entry hazards, weather, and Rocky Helmet damage, which give it a harder time cleaning and revenge killing late-game because of priority users like Zygarde and Ash-Greninja. This also means Lopunny is as well as being easier to pick off by weaker attacks like defensive Landorus-T's Earthquake and Celesteela's Heavy Slam.
Thanks and implemented, this is done now
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
I approve this for upload.

p^2: unfortunately cm must obey the No Uploading Under the Influence law so i will upload this. also hes on his phone
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top