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Mega Lopunny ilustración de la página de movimientos
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Movimientos y sets competitivos de Mega Lopunny

Mega Lopunny メガミミロップ

Los movimientos de Mega Lopunny cubren 1 generaciones y 1 formatos con 2 sets en total. Cada set enumera movimientos, habilidad, objeto, naturaleza, EVs y tipo Tera con análisis, y se puede copiar con un clic.

Normal Fighting Generation IV
Generación
1
Formato
1
set
2

Movimientos competitivos y sets de Mega Lopunny

Sets de la generación 6 (Formato 1 · 2 set)

Focus Sash

Pure Hackmons Generación 6
Objeto
Focus Sash
Habilidad
No Guard
Naturaleza
Jolly
EVs
PS 252 / Defensa 4 / Velocidad 252
Movimientos
  • Sheer Cold Ice Especial
    Potencia — Precisión — PP 5
  • Sing Normal Estado
    Precisión 55 PP 15
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Choice Scarf

Pure Hackmons Generación 6
Objeto
Choice Scarf
Habilidad
No Guard
Naturaleza
Jolly
EVs
PS 252 / Defensa 4 / Velocidad 252
Movimientos
  • Sheer Cold Ice Especial
    Potencia — Precisión — PP 5
  • Trick Psychic Estado
    Precisión 100 PP 10
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Análisis

Mega Lopunny's high-Speed stat makes it a good No Guard user, as Speed is integral to this utility-centered role. Sheer Cold, which always hits due to No Guard, can OHKO any foe without Wonder Guard or the fringe Sturdy. This allows Mega Lopunny to force opposing Wonder Guard users in with ease. Trick allows Mega Lopunny to disrupt opposing Wonder Guard users; it's best to use Trick early, as getting rid of Choice Scarf gives Mega Lopunny more opportunities to force switches due to Gastro Acid. Mega Lopunny capitalizes on the switches it forces with either Stealth Rock, for entry hazard control and chip damage, or a sleep move like Sing to put opposing Wonder Guard users to sleep. Sing is significantly better than most sleep moves for bypassing Substitute. Mega Lopunny shouldn't afraid to make double switches, as it all but ensures an opposing Wonder Guard user comes in; making double switches is even easier if opposing Wonder Guard users are asleep, or if one is Tricked. Mega Lopunny benefits from slow pivot teammates such as Magic Bounce Giratina and Wonder Guard Pokemon with Parting Shot or Baton Pass. This is because Mega Lopunny is rather frail and needs to get on the field in a safe way. Mega Lopunny is generally used on teams that lack utility or ways to forcibly gain momentum. Mega Lopunny nearly always needs an offensive Pokemon, such as Primal Groudon, Mega Latios, Mega Mewtwo X, or Mega Mewtwo Y, to help back it up and capitalize on the switches and momentum Mega Lopunny gives.