Mega Lopunny QC 0/3

[OVERVIEW]
- Its excellent Speed tier enables it to outspeed most of the unboosted metagame
- Its combination of Speed and power makes it an excellent tool to use against offensive teams, and its access to utility moves make it of use against more defensive teams too
- It has access to two powerful STAB moves backed up by a very respectable base 136 Attack and furthermore, Scrappy gives it perfect ability to hit Ghost-Types with yout STAB moves, meaning Mega Loppuny don't have to rely on coverage moves against Ghost-types (such as Knock Off and Shadow Claw) or even fear a Ghost-type switching against your moves
- The combination of Fighting + Normal STAB, with the ability Scrappy means Mega Lopunny will hits at least neutraly the almost entirely metagame and for this, coverage moves are not much needed, and this means Mega Lopunny have two free slots, where it can fit your's so many utilies and coverage moves, such as Encore, Fake Out, Substitute , Ice Punch, Darkest Lariat, Facade, Last Resort, etc... However, the said coverage moves are generally outclassed by Frustration, unless it will does 4x dmg.
- How not all are flowers, it is also rather frail, holding little defensive prowess due to its lack of bulk and resistances, and is easily worn down by residual damage from sources such as entry hazards and High Jump Kick recoil.
- Mega Lopunny also has competition with other fighting types mega evolutions in the OU metagame, such as Mega Medicham, but is usually preferred mainly by being much more faster, even with the other megas being so strong wallbreakers


[SET]
Name: All-out-Attacker
Move 1: High Jump Kick
Move 2: Frustration / Return
Move 3: Fake Out / Substitute / Encore
Move 4: Ice Punch / Power-Up Punch
Item: Lopunnite
Ability: Water Absorb
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
- High Jump Kick is Lopunn's most powerful STAB move and Frustration is its most reliable STAB move, the two combined with Scrappy grans you perfect coverage hitting at least neutrally the entire metagame
- Fake Out is a great move on Lopunny, getting chip damage on faster attackers that can threaten Lopunny out as well as slower ones that are able to survive one hit from it otherwise (For example, Zygarde is KOed by Fake Out + Ice Punch, and is not OHKOed by Ice Punch). Finally, it enables Lopunny to emergency check sweepers such as Dragon Dance +1 Mega Gyarados if the team has no other option for stopping them from sweeping than to continuously rack up Fake Out damage.
- Ice Punch OHKOes some offensive variants of Garchomp, and 2HKOes Zygarde, Landorus-Therian and Defensive Garchomp
- Power-Up Punch is Lopunny's best Attack-boosting move. It enables Lopunny to break past physical walls that are too passive to stop it from setting up and puts a lot of pressure on defensive teams in general, while also most of pokémon that are not OHKOed by Lopunny's moves, are OHKOed then at +1, look at this, Mega Gallade will always be OHKOed by +1 Frustation, while being only KOed by Fake Out + Frustation sometimes
- Substitute enables Lopunny to take advantage of the switches it causes and makes it more useful against bulkier teams, specifically helping against Protect users such as Ferrothorn and Heatran, and status users such as Thundurus
- Encore lets Lopunny take advantage of defensive Pokemon, potentially locking them into a non-attacking move such as Recover, Defog, or Stealth Rock.

Set Details
========
- Limber enables Lopunny to switch into Thunder Wave users such as Chansey and Ferrothorn.
- A Jolly nature is vital when using Lopunny; although Adamant provides a noticable buff in Attack,
- 4 Defense EVs are used instead of 4 HP EVs so that Lopunny can set up four Substitutes in a match
- An Adamant nature can be used for more power, while a much higher chance to OHKO Ferrothorn after Stealth Rock damage, 2HKO mixed defensive Clefable, and a garant chance to KO Mega Gallade with but Jolly is usually preferred because it enables Lopunny to outspeed a few key threats and Mega Evolve more easily against offensive teams.
- Frustration is chosen over Return, why Ditto normally can't use Return if is copying Mega Lopunny, but this is extremely rare.

Usage Tips
=======
- Power-Up Punch is a very good move to use if Lopunny can sweep the rest of your opponent's team at +1. However, do not use it against foes that are able to deal a lot of damage to Lopunny, unless they are weakened to the point where Power-Up Punch can still take them out.
- Fake Out should be used very regularly against offensive teams to get as much chip damage as possible so that Lopunny is not immediately forced out by faster foes. However, you should be more conservative with Fake Out against bulkier teams because you might waste turns and let Lopunny take unnecessary damage from Iron Barbs, Rough Skin, and Rocky Helmet, furthermore, if you predict you opponent will switch-out, using a more damaging move will be an better option
- High Jump Kick is some innacurate, and Protect users will try to damage you with the crash damage, so, beware of using it, you have to preffer to use Frustation, and High Jump Kick only if you needs more damage power, or if is fighting against a Rock-/Steel- type.

Team Options
========
- Lopunny pairs up well with Pokemon that like certain physical walls weakened or can, conversely, weaken said physical walls for Lopunny, such as Mimikyu, Tyranitar and Bisharp. They especially synergize well with Lopunny by fighting against Bulky psychic-types with their Ghost and Dark STAB moves, respectively, which Loppunny struggles against.
- Physically defensive variants of Garchomp, Ferrothorn and Landorus-Therian are excellent partners for Lopunny, by luring in bulky Water-, Ground- and Flying- types, they can also weaken some strong attackers, such as Pinsir, and Azumarill via Rough Skin and Rocky Helmet. Landorus-T particularly synergize well by luring in another Landorus-Therian, and weakening it with Stone Edge, or Hidden Power Ice
- Support from a slow pivot is also very useful to have on a Lopunny team, Landorus-T, Rotom-Wash and Magearna are great examples, especially why Rotom-Wash take on some Physical Walls and Ground- and Dragon- types, and Magearna is capable of handle some special attackers that can treathen Lopunny, most notable Psychic- and Fighting- types.
- Lopunny also appreciates support from strong Pursuit trappers such as Bisharp and Weavile, as they can severely weaken bulky Psychic-types, which wall Lopunny.
- Stealth Rock and Spikes support from a teammate such as Landorus-T, Ferrothorn and Garchomp enables Lopunny to weaken a lot of its checks, forcing them into a range where they are OHKOed or 2HKOed by Lopunny much more easily
- The likes of Ash-Greninja, Greninja, Tapu Koko, Tapu Lele and Keldeo can synergize well by beating or weakening some pokémon that walls Lopunny, such as Clefable and Toxapex.

[OTHER OPTIONS]
Lopunny's wide movepool and free moveslots give it a plethora of viable moves to run. Substitute + Power-Up Punch and Heal Bell + Power-Up Punch both enable Lopunny to effortlessly set up on status users, the first more useful against offensive teams, while the second more useful against balanced and defensive teams. Encore + Power-Up Punch is a good combination, enabling Lopunny to set up on Pokemon that are locked into their utility move. Quick Attack can be a decent option to chip away at faster attackers and Choice Scarf users, most notably with Fake Out. Drain Punch can be used as it can serve as an recovery move, especially if you are running Substitute or Encore, while also not fearing against Protect users. Facade and Last Resort can be used, but not over Return because a fast powerful Normal-type STAB move is important to have. Low Kick can be used as an accurate STAB fighting-type move, that reliably hits Heatran and Ferrothorn, however it is noticeably weaker than High Jump Kick, and running the two saids to be not necessary. Endure can bring Lopunny down to 1 HP and Flail gives Lopunny a lot of firepower at that point, but this combination is very unreliable and Lopunny will be KOed by any residual damage afterwards. Fire Punch can be used to hit Mega Scizor, which walls Mega Lopunny in other side. Darkeast Lariat can be used to do solid damage against Bulky Psychic-types and some Ghost-types that not fear High Jump Kick, notably KOing Latios after Fake Out. Thunder Wave is somewhat usable, but most of Lopunny's checks are bulky Ground-types, so this is generally a poor option.

[CHECKS AND COUNTERS]
Physical Walls
=========
Hippowdon, Skarmory, Chesnaught, Mega Venusaur, Amoonguss, and other physically bulky Pokemon have little trouble taking Lopunny out in most cases. However, they can struggle against sets that carry Encore and can be overwhelmed by Power-Up Punch. Physically defensive Gliscor and Landorus-T can also deal with it, but both fear Ice Punch. Notably, Cofagrigus can easily take an initial hit, remove Lopunny's ability thanks to Mummy, and completely wall it thereafter.

Fairy-types
=======
Physically defensive Fairy-types, such as Clefable and Mega Altaria, have little to no trouble handling Lopunny, as they resist High Jump Kick and can take a Return quite well. Clefable in particular can run Unaware to ignore Power-Up Punch's Attack boosts or Magic Guard to ignore damage from entry hazards.

Bulky Psychic-types
============
Physically defensive Psychic-types can take any of Lopunny's STAB moves as long as they have a decent amount of Defense investment. Celebi is a very good answer to Lopunny, though it can be taken advantage of thanks to the combination of Encore and Pursuit Bisharp. Slowbro and Mega Slowbro take hits from Lopunny very easily and deal a lot of damage to it with Psyshock, and the former doesn't even fear Encore sets much because of Regenerator. Physically defensive Cresselia completely walls Lopunny and can hit back quite hard with Psychic.

Choice Scarfers and Faster Attackers
=======================
Choice Scarf users such as Landorus-T, Keldeo, Latios, and Garchomp as well as faster Pokemon such as Mega Aerodactyl, Mega Alakazam, and Mega Sceptile can outspeed Lopunny and take it out without too much difficulty. However, all of these get worn down by Fake Out and cannot always reliably switch in.

Priority Users
========
Talonflame, Mega Pinsir, Breloom, and other priority users can KO Lopunny before it gets to attack; however, much like faster Pokemon, they can't always switch in very well.

Residual Damage
===========
Lopunny can quite easily be forced to take residual damage to the point where it is taken out. Iron Barbs, Rough Skin, and Rocky Helmet users such as Ferrothorn and Garchomp can take advantage of Fake Out abuse, though the former must switch out immediately afterwards for fear of High Jump Kick. Pokemon that carry Protect can use it to force Lopunny to take recoil damage if it uses High Jump Kick, but this can backfire if Lopunny runs Substitute, so it should only be used as a last-ditch effort. Sandstorm damage and Spikes can also chip away at Lopunny's health to some extent.
 

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

Top