National Dex Hoopa-Unbound Balance (Midas)

Favourite Fighting Type Mega?

  • Lopunny

  • Medicham

  • Heracross

  • Gallade


Results are only viewable after voting.
Hello! I would like to present to you: Hoopa-Unbound! It's really underrated and hits like an absolute truck with choice band. Its only flaw are its mediocre defences, so I wanted to try it out for myself! I am not the best at teambuilding but I want to keep learning so I need some genuine constructive criticism.

:sm/hoopa-unbound:
Midas (Hoopa-Unbound) @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Fire Punch

Choice Band Set from Smogon. Gunk Shot is for the annoying clefable which this team would have trouble killing, so you should probably save this if theres a Clef. Drain Punch for recovery because Hoopa tends to take a lot of damage because of its bad defences. You know what fire punch is for :smogonbird:

252+ Atk Choice Band Hoopa-Unbound Gunk Shot vs. 252 HP / 200 Def Clefable: 510-602 (129.4 - 152.7%) -- guaranteed OHKO
252+ Atk Choice Band Hoopa-Unbound Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 376-444 (106.8 - 126.1%) -- guaranteed OHKO
252+ Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 244 HP / 0 Def Gliscor: 259-306 (73.5 - 86.9%) -- guaranteed 2HKO after Poison Heal
252+ Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 164+ Def Landorus-Therian: 262-310 (68.5 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 252+ Def Blissey: 570-672 (79.8 - 94.1%) -- guaranteed 2HKO
0 Atk Landorus-Therian Earthquake vs. 0 HP / 0 Def Hoopa-Unbound: 225-265 (74.7 - 88%) -- guaranteed 2HKO
252 Atk Lopunny-Mega Fake Out vs. 0 HP / 0 Def Hoopa-Unbound: 102-121 (33.8 - 40.1%) -- guaranteed 3HKO
252+ Atk Huge Power Mawile-Mega Sucker Punch vs. 0 HP / 0 Def Hoopa-Unbound: 218-257 (72.4 - 85.3%) -- guaranteed 2HKO

:ss/corviknight:
Raven of Phrygia (Corviknight) @ Shed Shell
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- Brave Bird
- U-turn
- Roost

Defogger and steel type for the team. Gives a slow u-turn to bring in hoopa safely. DO NOT LET THIS GET KNOCKED OFF IF THERES A MAGNEZONE! The shed shell item lets Corv switch out even if the zone is Magnet Pull (which it usually is).

252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 184+ Def Corviknight: 162-192 (40.5 - 48%) -- guaranteed 3HKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 184+ Def Corviknight on a critical hit: 207-246 (51.7 - 61.5%) -- approx. 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 184+ Def Corviknight in Rain on a critical hit: 309-369 (77.2 - 92.2%) -- approx. 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 184+ Def Corviknight: 216-255 (54 - 63.7%) -- guaranteed 2HKO
252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 184+ Def Corviknight in Rain: 244-288 (61 - 72%) -- guaranteed 2HKO
252+ Atk Choice Band Barraskewda Close Combat vs. 252 HP / 184+ Def Corviknight: 153-180 (38.2 - 45%) -- guaranteed 3HKO
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 184+ Def Corviknight: 261-307 (65.2 - 76.7%) -- guaranteed 2HKO
0 SpA Heatran Magma Storm vs. 252 HP / 72 SpD Corviknight: 288-338 (72 - 84.5%) -- guaranteed 2HKO after trapping damage

:ss/lopunny-mega:
Phrygian Warrior (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- U-turn

My favourite Lopunny set, would usually pair this with Slowbro for Toxapex but well. U-turn instead of Ice Punch for momentum and I don't like to use elemental punches because of its low Base Power. Frustration instead of Return for Ditto and Transform Mew

252 Atk Lopunny-Mega High Jump Kick vs. 56 HP / 0 Def Serperior: 229-271 (75 - 88.8%) -- guaranteed 2HKO after Leftovers recovery
8 SpA Slowbro Future Sight vs. 0 HP / 4 SpD Lopunny-Mega: 270-318 (99.6 - 117.3%) -- 93.8% chance to OHKO
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Ferrothorn: 264-312 (75 - 88.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Ferrothorn: 264-312 (75 - 88.6%) -- 37.5% chance to OHKO after 2 layers of Spikes
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 24 Def Ferrothorn: 342-404 (97.1 - 114.7%) -- 81.3% chance to OHKO
252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 24 Def Ferrothorn: 342-404 (97.1 - 114.7%) -- guaranteed OHKO after 1 layer of Spikes
252 Atk Lopunny-Mega Frustration vs. 252 HP / 200 Def Clefable: 177-208 (44.9 - 52.7%) -- guaranteed 3HKO after Leftovers recovery

:ss/tapu-koko:
God of Phrygia (Tapu Koko) @ Choice Specs
Ability: Electric Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Dazzling Gleam

Electric and fairy type of the team. Decent speed control and the choiced member. Even though Tapu Koko's SpAtk isn't very good, specs tries to make it better but the terrain makes thunderbolt's BP 110+, more than Thunder :O
Hidden Power Ice for Gliscor and coverage. I love momentum so I have Volt Switch and Dazzling Gleam for fairy stab.

252 SpA Choice Specs Tapu Koko Hidden Power Ice vs. 248 HP / 0 SpD Garchomp: 360-428 (85.9 - 102.1%) -- 93.8% chance to OHKO after 1 layer of Spikes
252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 248 HP / 0 SpD Garchomp: 362-428 (86.3 - 102.1%) -- 18.8% chance to OHKO
252 SpA Choice Specs Tapu Koko Thunderbolt vs. 252 HP / 232+ SpD Ferrothorn in Electric Terrain: 76-90 (21.5 - 25.5%) -- possible 5HKO after Leftovers recovery
252 SpA Choice Specs Tapu Koko Thunderbolt vs. 252 HP / 56+ SpD Clefable in Electric Terrain: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tapu Koko Thunderbolt vs. 252 HP / 4 SpD Toxapex in Electric Terrain: 338-402 (111.1 - 132.2%) -- guaranteed OHKO
252+ Atk Choice Band Barraskewda Liquidation vs. 0 HP / 0 Def Tapu Koko in Rain: 378-445 (134.5 - 158.3%) -- guaranteed OHKO
252 SpA Choice Specs Tapu Koko Hidden Power Ice vs. 244 HP / 76 SpD Gliscor: 364-432 (103.4 - 122.7%) -- guaranteed OHKO


:ss/ferrothorn:
Midas' Hoard (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Spikes
- Knock Off
- Leech Seed
- Power Whip

Really hate homophobic ferrothorn but what can we do, i like the spikes and water resist :]
Knock Off for Scarf Kartana trying to switch into Leech Seed or to KO with Sacred Sword, Power Whip for damage and Mega Swampert.

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 24 Def Ferrothorn in Rain on a critical hit: 162-195 (46 - 55.3%) -- approx. 7.8% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 24 Def Ferrothorn on a critical hit: 108-129 (30.6 - 36.6%) -- approx. 4HKO after Leftovers recovery
252+ SpA Sceptile-Mega Hidden Power Fire vs. 252 HP / 232+ SpD Ferrothorn: 208-248 (59 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
+2 200 SpA Serperior Hidden Power Fire vs. 252 HP / 232+ SpD Ferrothorn: 228-272 (64.7 - 77.2%) -- guaranteed 2HKO after Leftovers recovery
200 SpA Serperior Hidden Power Fire vs. 252 HP / 232+ SpD Ferrothorn: 116-140 (32.9 - 39.7%) -- 16.3% chance to 3HKO after Leftovers recovery

:ss/garchomp:
Phrygia Treasurer (Garchomp) @ Leftovers
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Earthquake
- Toxic
- Dragon Tail
- Stealth Rock

The fire resist, electric immune, stealth rocker, toxic user and Dragon Tail mon of the team. Yeah, Garchomps useful.

Threats

:ss/blacephalon:
I have a love and hate relationship with this mon, hate whenever i am the one facing it and love whenever i am the one using it .-.
Fire Blast will eventually worn down garchomp or they can predict it and use shadow ball. If garchomp dies and Blacephalon is Scarf, its pretty much GG

:ss/urshifu-rapid-strike:
Same with this mon, i love and hate it at the same time. This monster deals 55.3% on a high roll in rain to a freakin Ferrothorn, urshifu will take a lot of damage too thats for sure tho. If Ferro dies, handling it will be a LOT harder, you will have to get Lopunny to kill it.

Thats all that comes into my mind! Please feel free shouting at my team in the comments so I can improve this team :)

Pokepaste: https://pokepast.es/fd66e38b1a07b038
 
Nice team! CB Hoopa is a fun mon to build around (even it's really annoying for me to face). I have some suggestions for this team:

:ss/lopunny-mega:
Phrygian Warrior (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- Close Combat
- U-turn
CC is much more reliable than HJK. HJK can screw you over with a miss, and you don't miss out on any important rolls with close combat.

:ss/tapu-koko:
God of Phrygia (Tapu Koko) @ Choice Specs
Ability: Electric Surge
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- U-turn
- Roost
I would consider making tapu koko a hdb pivot. This allows it to be able to pivot freely without having its volt switch blocked. The remaining 4 EVs to into defense to always survive a gliscor earthquake.

I hope you find these suggestions helpful. If you have any questions, please let me know and I will try to answer them.
 
Phrygian Warrior (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- Close Combat
- U-turn
CC is much more reliable than HJK. HJK can screw you over with a miss, and you don't miss out on any important rolls with close combat.
Yep, agree on that. CC Defence lowering doesnt matter because shes frail without them anyway

:ss/tapu-koko:
God of Phrygia (Tapu Koko) @ Choice Specs
Ability: Electric Surge
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- U-turn
- Roost
I would consider making tapu koko a hdb pivot. This allows it to be able to pivot freely without having its volt switch blocked. The remaining 4 EVs to into defense to always survive a gliscor earthquake.
Kinda agree but i do like that stab!
 
Major Changes

:corviknight: -> :heatran:

Corv is terrible. I can't see any reason to use it outside of Rillaboom. It struggles to counter the most commons physical attackers such as Mega Lopunny and Weavile as after Rocks, it is immediately vulnerable. Not to mention that you're Shed Shell which is unnecessary for 2 reasons, one being the consideration that there is a lack of Zone teams in actual competitive use these days, and two being that even if you were to encounter a Magnezone, surely you could play around instead of having to rely on Shed Shell. Granted you don't have an immediate Special Breaker switch in, but that could be easily fixed and improve the team as a whole. Either way, Corviknight fails as a defensive counter-measure to basic physical attackers.

252 Atk Lopunny-Mega Close Combat vs. 252 HP / 168+ Def Corviknight: 153-180 (38.2 - 45%) -- 6.6% chance to 2HKO after Stealth Rock
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 252 HP / 168+ Def Corviknight: 210-252 (52.5 - 63%) -- approx. 2HKO after Stealth Rock

However, putting the physical defence to the side for a moment, Heatran presents the team with great defensive utility. It can become the team's rocker, as well as better check Mega Latias with Toxic and ultimately deal with the troublesome Toxapex. Not to mention of course, it's ability to OHKO Ferrothorn and Defensive Scizor. Paired with Ferrothorn, the team will ultimately check a range of opponents from Tapu Koko, Latias, Mega Mawile, Serperior, Victini and Zapdos.

:garchomp: -> :landorus-therian:

With the loss of your ground immunity and having to rely soley on this mon as your physically defensive wall, it would be best to change it to something a little more reliably such as Landorus. Landorus can act as your fogger here, and I suggest that with Defog Landorus you run Leftovers with Hidden Power Ice. Now this is due to the difference between Stealth Rock Landorus and Defog Landorus. Rocks Lando often puts pressure on the opponent to clear their hazards as soon as they can, of course this varies depending on how hazard weak their team is compared to yours. Because of this, it unlikely that Landorus will take damage on consecutive turns from physical attackers. Now often, Rocks Landorus runs Rocky Helmet to punish pivots such as Lopunny and opposing Landorus, in exchange for this Landorus will not receive any recovery at all, and doesn't actually need to considering that as I said before, it puts pressure on the opponent to switch out to their fogger. However, Defog Lando is the opposite, as it is the team's hazard control, the opponent will put pressure onto you to clear the field of hazards, and therefore you become prone to attacks or Toxic from setters such as opposing Landorus, and Heatran (although that's a very risky play on their end). In turn, Hidden Power Ice allows you to deal some damage to Landorus before it pivots out with U-Turn, allowing you to clear the field once the actual setter is off.

TL;DR = HP Ice for Rocks Landorus, Leftovers because you'll take more attacks.
ngl, thats really good! Thank you for the suggestion, ill make changes to the team as u suggested. but i am still convinced with Specs Koko and Banded Hoopa, really love these two
 

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