General + Huge Power makes it extremely powerful + Solid offensive movepool - Frail - Poor typing Choice Scarf Bunnelby @ Choice Scarf Trait: Huge Power EVs: 228 Atk / 52 Def / 220 Spd Adamant Nature (+Atk -SAtk) Return Earthquake U-turn Wild Charge / Quick Attack Able to be a revenge killer, scout and late game cleaner in one set, Scarf Bunnelby can find a space on most offensive teams Return is once again the STAB move Earthquake gets good coverage with Return, hitting the Rock and Steel types that resist it super effectively U-turn enables Bunnelby to scout and grab momentum Wild Charge hits Slowpoke and Archen; Quick Attack gets priority, although it should be used sparingly as being locked into suck a weak move is inadvisable EVs maximise Attack while giving Bunnelby 22 Speed with a Choice Scarf, thus outrunning the unboosted metagame and +1 14 Speed Pokémon. Life Orb Bunnelby @ Life Orb Trait: Huge Power EVs: 228 Atk / 52 Def / 220 Spd IVs: 23 HP Jolly Nature (+Spd -SAtk) Return Quick Attack Earthquake Wild Charge / U-turn Capitalising on Bunnelby's massive Attack, this set is designed to punch holes in your opponent's team for something else to clear up late game Return gets STAB and 2HKOes most things not resisting it Quick Attack gets priority and OHKOes Carvanha and Fletchling (the latter after Stealth Rock) Earthquake hits the Rock and Steel types that resist Return for Super Effective damage Wild Charge can be used to hit bulky Slowpoke and Archen. U-turn enables Bunnelby to scout switch ins and grab momentum The EVs maximise Speed and power with the leftovers buffing Defence another point. Jolly nature is used to let Bunnelby tie with neutral natured Mienfoo and Chinchou, as well as outrun Drilbur and Scraggy. 23 HP IVs take its HP to 19, thus minimising Life Orb recoil Other Options Bunnelby can use Agility to try and sweep late game, but finding space to set up is difficult and the omnipresent priority moves make it tough to sweep Stone Edge hits Flying types a bit harder than Wild Charge, but doesn't really do much otherwise Thief can be used to hit Pumpkaboo a bit harder, but most Ghost types are already hit hard enough by Wild Charge or Earthquake Brick Break hits Ferroseed harder, but has little utility elsewhere Bunnelby can set up Spikes, but would usually rather leave than to its teammates Bulk Up can be used to give Bunnelby immense power and improve its lacklustre bulk, although finding space to set up is tricky Power Up Punch could be used on the Life Orb set, but making space for it is very difficult Checks and Counters There are no rock solid counters due to Bunnelby's incredible power, so revenge killing it is a much safer option Ferroseed can cripple it with Thunder Wave while none of Bunnelby's moves come close to a OHKO, but a Life Orb boosted Earthquake can 2HKO after Stealth Rock Archen and Driloon can beat Bunnelby if it lacks Wild Charge Gastly outruns and can OHKO with Sludge Bomb if it's using a Life Orb, but will be OHKOed by a Life Orb boosted Wild Charge so it can't switch in Pumpkaboo beats sets that lack Thief fairy easily, and its XL and L formes can avoid a 2HKO if no hazards are down and cripple with Will-O-Wisp Timburr can survive a Life Orb Return if hazards aren't down and OHKO back with Drain Punch
General Mention how bunnys typing is pretty lack luster making it hard to switch in and weak to mach punch/vacuum wave Life Orb: Adamant shouldn't be one the set as bunny REALLY wants to tie with pawn/ neutral chou and outspeed scraggy/mag and really LO bunny nukes shit without the boost anyway. Unless theres some relevant calc im missing here remove adamant Thief doesn't accomplish much since wild charge kills gastly already and it doesn't OHKO pumpkin. Probably also doesn't need to be slashed but I'd be okay with it being last. Choice Scarf Should be listed first because imo its better than LO since you get a sweeper, revenger, and wall breaker all in one. Jolly should be slashed after adamant since outspeeding +1 Scraggy, +2 (Adamant) tirt and misc 15/14 speed scarfers is always fun. Instead of mentioning frillish for wild charge targets, mention archen since its a lot more notable. It also still guarantees gastly is OHKO'd after rocks (even with jolly) so it should probably go in front of thief OO Brick break deserves a mention cuz ferroseed Mention that agility isn't great because bunny hates prio C&C Archen checks non Wild charge varients (especially those with knock off) SturdyJuicers and abra w/sash beat bunny. Special mention to endure magnemite for obvious reasons Pancham should be mentioned alongside timburr. Also mention timburrs prio mach punch Say all pumpkaboo beat bunny without thief. However, if hazards aren't up pumpkin L/XL can actually switch into thief bunny and not get 2Hitted by scarf. Priority and other scarfers deserve a mention cuz terribad bulk Drifloon should be mentioned alongside gastly since the situation is pretty much the same. Could group these two with pumpkin as ghost types in general just infuriate bunny In a rush, will probs come back to this
OK changes: Mentioned poor typing in General Order of sets has been switched Thief has been relegated to OO - in testing, Wild Charge and Earthquake did enough to most Ghosts anyway apart from Pumpkaboo and Duskull, and they're rarely seen Jolly Nature is now the only option on Life Orb - after running calcs, the power difference is often negligible Brick Break's in OO Expanded more on Agility Drilfoon, Archen and Pumpkaboo have been added to C&C