The Boyzoners
Again, I decided I wanted to start off with Hoopa-Unbound. Initially, it struck me as more Ubers material. However, it's actually a pretty fun pokemon. I decided I wanted to use the Assault Vest varient because it struck me as more bulk to this monster, and while most other Hoopa-U are Speed, it can take a few hits
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After that, I wanted to try something else new for me: Sand. I'm pretty pround of what these 2 have done for me. Of course, Excadrill has to join with Hippowdon. In this set, I'm running Sand Rush with max ATK and SPE with an Adament nature, as I'll be outspeeding most scarfed things anyway.
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Mega Lopunny does so much. While the team didn't have many glaring weaknesses, I found Mega Sableye and normal Sableye to be a huge issue. While I could weaken it with a Hippowdon-powered EQ, I'd usually get WoW'd. Fake Out is nice for my team, and if I don't make the kill, then I can PuP, or in the case of Normal Sableye, switch into Manaphy and Rain Dance it off.
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Honestly, if you told me in Gen 5 that Lopunny would be one of the best Offense breakers, I would've LMFAO'd so hard. But she does. So Gengar breaks Balance, thats cool. Gengar doesn't need much to kill things. I selected the Hex set so I could have something to combat stall say Manaphy dies. Will-O-Wisp is so helpful. Gengar can live a 252 Knock Off from Lando-T while it's burned and OHKO with Hex afterwards (not surprising, because burn). Overall, I had a pretty solid team that could destroy Balance and Offense. Leave it to obviousness to tell you what my last mon was.
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If you've been on Showdown for a while, you'll know that Stall hates Manaphy, and Manaphy completes this core of Mega Bunny and Gengar. The thing that makes Manaphy such a pain to deal with is the fact that it has access to Tail Glow and Rain Dance along with the ability Hydration. The passive damage from any weather condition and status condition are suddenly gone after a Rain Dance. Then after even 1 Tail Glow, your SPAtk is multiplied by 2.5x, so you'll be OHKOing things in the rain with Scald. Add another and there's nothing a Stall Team can do but cry.
After that, I wanted to try something else new for me: Sand. I'm pretty pround of what these 2 have done for me. Of course, Excadrill has to join with Hippowdon. In this set, I'm running Sand Rush with max ATK and SPE with an Adament nature, as I'll be outspeeding most scarfed things anyway.
Mega Lopunny does so much. While the team didn't have many glaring weaknesses, I found Mega Sableye and normal Sableye to be a huge issue. While I could weaken it with a Hippowdon-powered EQ, I'd usually get WoW'd. Fake Out is nice for my team, and if I don't make the kill, then I can PuP, or in the case of Normal Sableye, switch into Manaphy and Rain Dance it off.
Honestly, if you told me in Gen 5 that Lopunny would be one of the best Offense breakers, I would've LMFAO'd so hard. But she does. So Gengar breaks Balance, thats cool. Gengar doesn't need much to kill things. I selected the Hex set so I could have something to combat stall say Manaphy dies. Will-O-Wisp is so helpful. Gengar can live a 252 Knock Off from Lando-T while it's burned and OHKO with Hex afterwards (not surprising, because burn). Overall, I had a pretty solid team that could destroy Balance and Offense. Leave it to obviousness to tell you what my last mon was.
If you've been on Showdown for a while, you'll know that Stall hates Manaphy, and Manaphy completes this core of Mega Bunny and Gengar. The thing that makes Manaphy such a pain to deal with is the fact that it has access to Tail Glow and Rain Dance along with the ability Hydration. The passive damage from any weather condition and status condition are suddenly gone after a Rain Dance. Then after even 1 Tail Glow, your SPAtk is multiplied by 2.5x, so you'll be OHKOing things in the rain with Scald. Add another and there's nothing a Stall Team can do but cry.
The Team
Goro (Hoopa-Unbound) @ Assault Vest
Ability: Magician
Shiny: Yes
EVs: 184 HP / 252 Atk / 72 SpD
Quiet Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Hidden Power [Ice]
Goro (Hoopa-Unbound) @ Assault Vest
Ability: Magician
Shiny: Yes
EVs: 184 HP / 252 Atk / 72 SpD
Quiet Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Hidden Power [Ice]
Here is the pokemon that sparked the idea for this team, Hoopa-Unbound. This is the Wallbreaker set as you'd expect but it features HP Ice, but we'll get to that in a sec. The Assault Vest makes Goro a living and breathing tank to Serperior Leaf Storms, Clefable Moonblasts, etc. It works a lot better shiny too. The EV Spread is to maximize its special bulk, not really for any move in specific. When calcing, this was simply the set that worked the most consistantly. Hyperspace Fury is a given for Hoopa-U. While I was thinking Knock Off to avoid the defense drop, I eventually decided against it because I wanted to be hitting megas better. Drain Ppunch for recovering damage off of stray mons because Wynaut, and this thing needs some way to deal with Bisharp. Gunk Shot is just amazing for Hoopa-U. It slams into Serperior, Clefable, Sylveon... IF you're grass and / or fairy type this thing will hit you hard. Now HP Ice is something I don't see very often, especially with a Quiet Nature. This allows me to punch holes in Altaria, Tankchomp, and Dragonite. That is an amazing advantage from my usage of it.
10th Plague (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Calcs:
0 Atk Hippowdon Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 388-460 (130.6 - 154.8%) -- guaranteed OHKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 112 SpD Hippowdon in Sun: 357-420 (85 - 100%) -- 6.3% chance to OHKO
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 112 SpD Hippowdon: 346-408 (82.3 - 97.1%) -- guaranteed 2HKO after Leftovers recovery
Boyzoner (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
Lola (Lopunny) (F) @ Lopunnite
Ability: Limber --> Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Fake Out
- Power-Up Punch
Calcs:+1 252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 144+ Def Hippowdon: 229-271 (54.5 - 64.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 88+ Def Ferrothorn: 440-522 (125 - 148.2%) -- guaranteed OHKO (as opposed to being a 2HKO otherwise)
Unbalance (Gengar) @ Black Sludge
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hex
- Taunt
- Will-O-Wisp
- Sludge Wave
Majin (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Psychic
Goro (Hoopa-Unbound) @ Assault Vest
Ability: Magician
Shiny: Yes
EVs: 184 HP / 252 Atk
Quiet Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Hidden Power [Ice]
10th Plague (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Boyzoner (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
Lola (Lopunny) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Fake Out
- Power-Up Punch
Unbalance (Gengar) @ Black Sludge
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hex
- Taunt
- Will-O-Wisp
- Sludge Wave
Majin (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Psychic
Ability: Magician
Shiny: Yes
EVs: 184 HP / 252 Atk
Quiet Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Hidden Power [Ice]
10th Plague (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Boyzoner (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
Lola (Lopunny) (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Fake Out
- Power-Up Punch
Unbalance (Gengar) @ Black Sludge
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hex
- Taunt
- Will-O-Wisp
- Sludge Wave
Majin (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Psychic