Project OU Next Best Thing Week 10: Mew (Voting)

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Congrats to cdbk for winning this week! :]
Z-Trick - 1
Firium Z - 7
Icium Z - 0
Mixed Life Orb - 4
Screens - 0

Stay tuned for tomorrow's new slate.
 
This rounds Pokemon will be Mega Lopunny, the deadline will be due Thursday the 21st.

(it is sunday for me rn)
 
Ever heard of sub endeavor mega diancie? This is the same thing but its not diancie

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Endeavor
- Substitute
- Return
- High Jump Kick

After 1 sub, endeavor will bring the opposing pokemon to 203 hitpoints which is enough to 2hko skarmory, clefable, toxapex and full physdef celesteela.
 
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Healing Wish
- Fake Out

Sometimes Lopunny is game changing, and sometimes it isn't. In situations where it isn't, it can be really useful to greatly the extend the lifetime of another mon. The speed makes it easy to use healing wish, you won't have to use it really early or anything because you will be able to outspeed foes and only use healing wish when Lopunny is weak. This set was standard in ubers last gen, and while you can't get a second Xerneas or Primal Groudon, bringing back a mon from the near dead can still be the difference between a win and a loss. Yeah, you tend to miss ice punch but you would only use this set on certain teams where hwish is really nice and where ice punch isn't as needed. Power up Punch is pretty bad now that the cat is out of the bag with pup + encore on Mew/Clefable.
 
Copycat Lopunny-M



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


Lopunny has a great utility movepool which never really sees the light of day in OU, but it’s in the draft format where I could truly appreciate the more obscure options it has, and even apply them in ladder play. Copycat lets Lopunny use the last move used by the opponent’s team. You can set up rocks or spikes while scaring out a ferrothorn or heatran, copy a choice locked knock off and cripple the fat stuff as they switch in, steal a leech seed on celesteela, heal up on a Chansey you force out, tspike up on a toxapex... the list goes on.

Copycat lets Lopunny pressure switch-ins in a very unconventional, but surprisingly effective way. It can come across as gimmicky, but it’s an effective option that Lopunny can afford to run thanks to only needing 2 moves.
 
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SubToxic Mega Lopunny

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Toxic
- Substitute

Substitute allows Lopunny to circumvent some troublesome status (i.e. paralysis and burn) whereas Toxic can be spread to many checks more reliably than HJK. These moves can also be used together to put a timer on the opponent (i.e. Landorus-T and Mew) that otherwise would be troublesome.

P.S. I know that I'm scrapping the bottom of the barrel, but this pokemon doesn't have a wide movepool.
 
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I thought that an Anti-Hazard setting Mega-Lopunny might be worth floating.

Mega-Lopunny can function well against most hazard setters, given its access to magic coat and fake out. Fake out breaks sashes and magic coat bounces back hazards. Lopunny outspeeds most hazard setters - Greninja, Landorus, Excadrill, Azelf, Araquind, Shuckle, Alolan Ninetails, Tyranitar, Ferrothorn, Heathran, etc. - making it able to threaten most of these. It can KO all the above (offensive lando only) with fake out + one attack, and can bounce back any hazards they try to set up.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Magic Coat
- High Jump Kick
- Fake Out
- Return/Ice Punch

If your opponent is running HO and has an obvious lead, then Lopunny functions as a good check to many of the leads. It come in on any predicted switch into most hazard setters. It does suffer from 4MSS, as it would ideally run return and ice punch so it can deal with Lando-T as well as the rest of the above, but other than that this adds a move without losing too much of what Lopunny already has.

It has, at least, the element of surprise over Diancie, as well as a bit more speed to outrun Greninja (which threatens to OHKO Diance with Hydro Pump), fake out allows it to break sashes, and it can for sure take out Ferrothorn and Excadrill if it runs HJK. It's particularly useful against teams which rely on hazards and/or AV or SW to set up their team, as it can either bounce these back or KO the users before they get a chance to set them up. That said, if Araquind predicts Magic Coat, then it can OHKO Lopunny with liquidation and Lopunny would only do between 75 and 90% with Return and Fakeout. But Lopunny can otherwise take out all the other leads listed above. Magic Coat simply adds an element of surprise, and can help you get some hazards up if you predict well, while keeping them off your side.

All in all, this adds a little versatility to Lopunny, and can really annoy HO teams that really rely on suicide leads - not that these are that common. But no webs team likes having webs on their side! That said, it's hardly a big improvement on standard Lopunny, and many teams might like to run a more versatile move, at least unless HO becomes more prevalent.
 
Time to vote!
Was hoping on some subpunch lop heat.

Ever heard of sub endeavor mega diancie? This is the same thing but its not diancie

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Endeavor
- Substitute
- Return
- High Jump Kick

After 1 sub, endeavor will bring the opposing pokemon to 203 hitpoints which is enough to 2hko skarmory, clefable, toxapex and full physdef celesteela.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Healing Wish
- Fake Out

Sometimes Lopunny is game changing, and sometimes it isn't. In situations where it isn't, it can be really useful to greatly the extend the lifetime of another mon. The speed makes it easy to use healing wish, you won't have to use it really early or anything because you will be able to outspeed foes and only use healing wish when Lopunny is weak. This set was standard in ubers last gen, and while you can't get a second Xerneas or Primal Groudon, bringing back a mon from the near dead can still be the difference between a win and a loss. Yeah, you tend to miss ice punch but you would only use this set on certain teams where hwish is really nice and where ice punch isn't as needed. Power up Punch is pretty bad now that the cat is out of the bag with pup + encore on Mew/Clefable.
Copycat Lopunny-M



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


Lopunny has a great utility movepool which never really sees the light of day in OU, but it’s in the draft format where I could truly appreciate the more obscure options it has, and even apply them in ladder play. Copycat lets Lopunny use the last move used by the opponent’s team. You can set up rocks or spikes while scaring out a ferrothorn or heatran, copy a choice locked knock off and cripple the fat stuff as they switch in, steal a leech seed on celesteela, heal up on a Chansey you force out, tspike up on a toxapex... the list goes on.

Copycat lets Lopunny pressure switch-ins in a very unconventional, but surprisingly effective way. It can come across as gimmicky, but it’s an effective option that Lopunny can afford to run thanks to only needing 2 moves.
SubToxic Mega Lopunny

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Toxic
- Substitute

Substitute allows Lopunny to circumvent some troublesome status (i.e. paralysis and burn) whereas Toxic can be spread to many checks more reliably than HJK. These moves can also be used together to put a timer on the opponent (i.e. Landorus-T and Mew) that otherwise would be troublesome.

P.S. I know that I'm scrapping the bottom of the barrel, but this pokemon doesn't have a wide movepool.
I thought that an Anti-Hazard setting Mega-Lopunny might be worth floating.

Mega-Lopunny can function well against most hazard setters, given its access to magic coat and fake out. Fake out breaks sashes and magic coat bounces back hazards. Lopunny outspeeds most hazard setters - Greninja, Landorus, Excadrill, Azelf, Araquind, Shuckle, Alolan Ninetails, Tyranitar, Ferrothorn, Heathran, etc. - making it able to threaten most of these. It can KO all the above (offensive lando only) with fake out + one attack, and can bounce back any hazards they try to set up.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Magic Coat
- High Jump Kick
- Fake Out
- Return/Ice Punch

If your opponent is running HO and has an obvious lead, then Lopunny functions as a good check to many of the leads. It come in on any predicted switch into most hazard setters. It does suffer from 4MSS, as it would ideally run return and ice punch so it can deal with Lando-T as well as the rest of the above, but other than that this adds a move without losing too much of what Lopunny already has.

It has, at least, the element of surprise over Diancie, as well as a bit more speed to outrun Greninja (which threatens to OHKO Diance with Hydro Pump), fake out allows it to break sashes, and it can for sure take out Ferrothorn and Excadrill if it runs HJK. It's particularly useful against teams which rely on hazards and/or AV or SW to set up their team, as it can either bounce these back or KO the users before they get a chance to set them up. That said, if Araquind predicts Magic Coat, then it can OHKO Lopunny with liquidation and Lopunny would only do between 75 and 90% with Return and Fakeout. But Lopunny can otherwise take out all the other leads listed above. Magic Coat simply adds an element of surprise, and can help you get some hazards up if you predict well, while keeping them off your side.

All in all, this adds a little versatility to Lopunny, and can really annoy HO teams that really rely on suicide leads - not that these are that common. But no webs team likes having webs on their side! That said, it's hardly a big improvement on standard Lopunny, and many teams might like to run a more versatile move, at least unless HO becomes more prevalent.
 

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Manaphy @ Icium Z
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Psychic

This set serves as a lure to typical Manaphy answers found on bulky offense such as AV Bulu, Ferrothorn, AV Tangrowth and Kyurem-B. +3 Subzero Slammer is able to lure out and take out many of these threats with some prior damage. It also has the ability to take out threats such as Latios and Kartana switching in on Manaphy predicting it to set up.

+3 252 SpA Manaphy Subzero Slammer (175 BP) vs. 252 HP / 208+ SpD Ferrothorn: 266-313 (75.5 - 88.9%) -- guaranteed 2HKO after Leftovers recovery

+3 252 SpA Manaphy Subzero Slammer (175 BP) vs. 248 HP / 56 SpD Assault Vest Tapu Bulu: 520-614 (151.6 - 179%) -- guaranteed OHKO

+3 252 SpA Manaphy Subzero Slammer (175 BP) vs. 252 HP / 228+ SpD Assault Vest Tangrowth: 588-694 (145.5 - 171.7%) -- guaranteed OHKO

252 SpA Manaphy Subzero Slammer (175 BP) vs. 0 HP / 4 SpD Latios: 294-346 (97.6 - 114.9%) -- 81.3% chance to OHKO

252 SpA Manaphy Subzero Slammer (175 BP) vs. 0 HP / 0 SpD Kartana: 382-450 (147.4 - 173.7%) -- guaranteed OHKO
 
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Pivot Cleric Manaphy

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Heal Bell
- U-turn
- Knock Off
- Liquidation

Ok, I know what you are thinking now.
Physical Manaphy is very unexpected, so it is not uncommon to see a Chansey switch-in only to discover that this blue pixie knows Knock Off. Dark coverage is also useful towards the Lati@s twins. In general, with this set you are free to spam Knock Off at least twice a match.
Liquidation replaced Waterfall for coverage with the added bonus of a potential Def drop attached to it, which is very useful to deal more chip damage with the following U-turn/move to a "check".
U-turn is here for keeping momentum while pivoting in&out whereas Heal Bell is here to heal our team from detrimental status. One nice thing is that is Rain is active in the battlefield, this cleric doesn't have to waste one Heal Bell to cure itself. Leftovers is here for longevity.

252 Atk Manaphy Knock Off (97.5 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 117-138 (16.6 - 19.6%) -- possible 6HKO but from here the itemless pink blob is deadweight
252 Atk Manaphy Knock Off vs. 0 HP / 0 Def Latios: 144-170 (47.8 - 56.4%) -- 84% chance to 2HKO
252 Atk Manaphy U-turn vs. 0 HP / 0 Def Latios: 154-182 (51.1 - 60.4%) -- guaranteed 2HKO
 
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