Other A Guide to Lures in OU

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Lures are pokemon that are specifically designed to draw in their usual checks and counters, and then cripple or KO them in order to benefit another sweeper on your team. While lures are not particularly common on the ladder, due to the fact you can face an opponent multiple times in a short period of time, they are very common in tournament matches. Oftentimes in tournaments you only face an opponent once. So the effectiveness of the lure is not compromised in reaching your end goal (i.e. one win, vs multiple, consistent wins on the ladder). This isn't to say that lures aren't effective on the ladder, as the lures you should be using should still be consistent enough to win multiple games (more on this latter).

What discourages most people from using lures is how they are the most difficult sets to play with in pokemon. Using a lure obligates you to play a certain way during a match. In addition, it is hard to judge when to break from that playstyle or when to strike against the pokemon you are luring in. Lures are also difficult sets to design. First, you have to make sure the lure will play similar enough to draw your target pokemon. Second, you have to make sure the lure will play consistently enough that if the target Pokemon is not on your opponent's team, your lure will still be able to pull its own weight. Here you can find some effective lures in OU, effective partners to those lures, and an ideas to help you design your own lure in the future.

While lures can be hard to use, they are some of the most fun sets to use if you can pull them effectively. So let's get started!

What makes a bad lure?

A bad lure is one that is either overly specialized and / or lessens the amount of targets it can hit effectively in exchange for hitting a single target effectively. If you specialize your lure too much, it becomes a non threat to a larger amount of pokemon and only to the pokemon you are targeting. It will only be effective if the pokemon you are targeting is in the match, which is less likely to happen when you consider you might be going into a single battle for a tournament. Here is an example of a bad lure:


Gyarados (M) @ Life Orb
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Dragon Dance
- Waterfall
- Stone Edge
- Fire Blast

Gyarados with Fire Blast sounds pretty swell, since it now has the ability to 2HKO Skarmory and Ferrothorn, two of its biggest counters. On closer inspection, however, you can see that Fire Blast Gyarados has severe problems. First, just about any Water-type in OU can easily check or counter Gyarados without a more reliable STAB in Bounce or a more consistent Earthquke. The same situation occurs with grass-types that are not overtly weak to Fire Blast (ex. Trevnant, Celebi) or Dragons not weak to Stone Edge (Latios, Latias, Hydreigon). Second, you can achieve a 2HKO on Ferrothorn with Bounce with some prior damage and Skarmory with Waterfall with some prior damage at +1.

+1 252+ Atk Life Orb Gyarados Waterfall vs. 252 HP / 252+ Def Skarmory: 153-183 (45.8 - 54.79%) -- 98.05% chance to 2HKO after Stealth Rock
+1 252+ Atk Life Orb Gyarados Bounce vs. 252 HP / 48+ Def Ferrothorn: 200-238 (56.81 - 67.61%) -- guaranteed 2HKO after Stealth Rock
*needs Spikes for Ferrothorn accounting for Lefties on two turns attack but you get the point

The only way to OHKO either with Fire Blast with SR is to have max special attack with a positive nature. But at that point, you compromised the effectiveness of your physical moves to sweep with DD way too much. Overall your "power output" for Fire Blast of your physical moves will be too small.

Here, you sacrificed too much overall effectiveness for the sake of hitting two targets while specialized. In addition, your "lure" could have worn down the same counters just as well without a luring move in Fire Blast. You also lost some bulk in the process by choosing to go with a nature that decreases sp. def in order to preserve Fire Blast's power. To sum up, you just have a less effective Pokemon.


Lures in OU:

Essentially, there are two types of lures in OU. The first type are those that carry unexpected moves to cripple or KO a typical counter. The second are those that bluff a choice item, and then KO an opposing pokemon when it thinks it is safe because the bluffer is "choice locked."

Physical Dragons with Draco Meteor / Fire Blast

Mega Garchomp (M) @ Garchompite
Trait: Sand Force
EVs: 100 Atk / 156 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Draco Meteor
- Fire Blast
- Earthquake
- Stone Edge

Physical Dragon-types with Draco Meteor are a classic lure. Unlike most lures, the force behind their "luring move", Draco Meteor, still packs quite a punch even if you mispredict against your target staying in. In other words they keep good "power output." One of the new and effective entries into this category is Mega-Garchomp. Draco Meteor smashes through bulky Ground-types such as Landorus-T and Hippowdon that otherwise check Garchomp. Same goes for Fire Blast against Steel-types. Earthquake and Stone Edge round off the set by providing providing strong, neutral physical attacking options against other steel-types and fairies. Mega-Garchomp can retain great power output with Earthquake and Strone Edge while sandstorm is in play. The EV's are designed to always 2HKO max HP Landorus-T with Draco Meteor after SR. Max speed to outrun Heatran, and the rest into attack.

Mega Garchomp isn't the only physical dragon who can pull off this set. If you don't want to waste your Mega-slot, Life Orb Draco Meteor Garchomp; Moxie MixMence, and MixNite (which TBH is not that great this gen) can pull off similar sets.

Sweeping Partner:

(Mega) Lucario, Terrakion, Tyranitar, Mega Mawile, Landorus-T, Talonflame

Explosion Landorus-I / Landorus - T

Landorus (M) @ Life Orb
Trait: Sand Force
EVs: 252 Atk / 4 SpA / 252 Spd
Jolly Nature (+Spd, -SpA) / Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- Explosion
- Stealth Rock / Hidden Power [Ice]

Something I came up with. Explosion may have fallen out of favor since Gen 5, but it is still a surprisingly excellent option on Landorus-I. Landorus-I has the second hardest hitting Explosion in the game, while Landorus-T has the absolute strongest. When backed up by Life Orb, Explosion has so much power it can straight up OHKO defensive Rotom-W. The moveset is simple. Earthquake and Stone Edge provide strong coverage while simultaneous keeping high power output with Sandstorm in play. Explosion provides you with a way to cleanly OHKO Rotom-W. In the last slot, you can choose HP Ice to lure in or make sure you don't get pushed around by opposing Landorus-T or Gliscor. On the other hand, Landorus-T can make excellent use of SR in tandeem with Explosion. When no target is present on the field, Defog and Rapid Spin does not hit anything. Therefore, Stealth Rock stays in play.

252 Atk Life Orb Landorus Explosion vs. 248 HP / 216+ Def Rotom-W: 243-287 (80.19 - 94.71%) -- 50% chance to OHKO after Stealth Rock
252 Atk Life Orb Landorus-T Explosion vs. 248 HP / 216+ Def Rotom-W: 272-320 (89.76 - 105.61%) -- guaranteed OHKO after Stealth Rock

252 Atk Life Orb Landorus Explosion vs. 248 HP / 216+ Def Mandibuzz: 247-291 (58.39 - 68.79%) -- guaranteed 2HKO after Stealth Rock
*At this point you've done 83% to Mandibuzz, which means it can not come in again on SR if you send something in that can kill it)

252 Atk Life Orb Landorus Explosion vs. 4 HP / 0 Def Air Balloon Excadrill: 260-305 (71.82 - 84.25%) -- guaranteed 2HKO (if absolutely needed to keep SR down)

Partners: Mega Pinsir, Talonflame


Freeze-Dry Mamoswine

Mamoswine (M) @ Life Orb
Trait: Thick Fat
EVs: 240 Atk / 16 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Ice Shard
- Icicle Crash
- Earthquake
- Freeze-Dry

Mamoswine this gen seemingly is countered by Rotom-W. Freeze-Dry Mamoswine can actually just get by physically defensive Rotom-W with a small amount of investment in special attack. Since Freeze-Dry is super-effective against Water-types, Rotom-W is hit harder than any other move in Mamoswine's movepool. Freeze-Dry is a 2HKO on Rotom-W after SR. Since you are only using a small amount of special attack investment, you don't detract away much from Mamoswine's overall power output. This Mamoswine really gets through teams that rely on the Rotom-W + Landorus-T combo to act as pivots.

Partners: Talonflame, Mega Pinsir, Mega-Charizard X


Psychic-move using Water-types

Greninja (F) @ Life Orb
Trait: Protean
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Dark Pulse
- Extrasensory

Many defensive teams rely upon Mega Venasaur as one of their stops to offensive water-types. Certain offensive water-types can use Psychic-type coverage effectively to do away with Mega-Venusaur. Extrasensory Greneninja is one of them. You do not need to take away from the power of Greninja's other moves when using Extrasensory because Protean gives Greninja enough power to bust through Mega-Venusaur. Extrasensory is a clean 2HKO on Mega-Venusaur. Another water-type that can use this combo effectively is Tail Glow Manaphy with Psychic. Manaphy can still hit Rotom-W hard with Psychic, and exchanges the super-effective coverage against Water-types to most Grass-types. Pair up with Pokemon that have trouble with Mega-Venuasaur. Psyshock Starmie is another Water-type that can pull off similar shenanigans (though more expected).

Partners: Mega-Mawile, Breloom, Terrakion, Azumarill
________________________________________________

I'll add more to the list in the future. Discuss how to use lures and some of them posted here. If you have an effective one, please share!
 
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Ash Borer

I've heard they're short of room in hell
Hello friend, if you've played the OU ladder you have probably run into and had problems with Tran, the Unslammable. Who is Tran, the Unslammable? Defensive Heatran, the pokemon that resists everything pretty much and walls the crap out of all sorts of pokemon like almost every grass type and Genesect and Mawile and stuff. It just sits there spamming protect and will o wisp and toxic until your whole team dies. Well with SLAM LURESyou too can sweep with Mawile, or Volcarona or Zard-X lacking Eq and what have you.



Latios @ Life orb
Evs: 4 atk / 252 spe / 252 spa
Nature: Hasty
- Earthquake
- Draco Meteor
- Thunderbolt / Psyshock
- Defog / Recover

Soft Heatran lure but it does well if the opponent lacks aegislash and other typical Latios switch ins. Draco does shit to Sdef Tran, and then EQ floors it. Eq is a good in general on Latios doing chunks to Bisharp, AEgislash, Jirachi, and other crap that annoys LAtios. T-bolt to deny Azumarill is nice, psyshock is cool too. Last slot is anti hazard or survivability it's all good


Genesect @ FOcus Sash
Evs: 252 spa / 252 spe / 4 HP
Nature: Timid / Hasty
Shiny: Yes
- Hidden power [Ground]
- Bug Buzz
- Ice Beam
- Flamethrower / E-speed / U-turn / Thunderbolt

The one true based god of Heatran luring is here and he is mean. Firstly you must be shiny because Band Gene is always shiny and heatran laughs at band gene, so maybe you can lure it better. Focus Sash ensure that you can hit tran with bug buzz or whatever on the switch in, then go for the clean 2hko with HP ground. Ice bea because ground + ice is the best super effecitve coverage in the game, and Bug BUzz is for STAB and it slaps around rotom and deo leads. Espeed further improves your match up to deo leads relegating them to one layer of hazards though you must reveal the ruse. U-turn further lures in tran as it will assume a choice set if it sees uturn. T-bolt + focus sash lures Talonflame and its a good move in general. Flamethrower + focus sash ruins opposing Genes.

artists's rendition of a slammed tran




so yeah those are my favourite lures.
 
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I've used this NP-Togekiss set to surprisingly great effect, and it could count as another kind of lure - one which uses a wildly different set-up than that, what players are used to, with catastrophic results for the opponent. It's become one of my favourites to play with.


Togekiss (F) @ Life Orb / Pixie Plate
Trait: Serene Grace
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Dazzling Gleam
- Air Slash / Flamethrower
- Aura Sphere

By first glance, it's just your regular old Nasty Plot Togekiss. It has no special moves that would take out your usual counters, so why is this here? The real difference are the EVs. Sacrifice speed for bulkiness and max out your Special Attack (this is important!), with just enough speed-investment to outrun specific threats (because Togekiss' speed isn't that great anyway), and you get something, that can annihiliate your usual switch-ins after one boost:
  • +2 252+ SpA Pixie Plate Togekiss Dazzling Gleam vs. 252 HP / 0 SpD Rotom-W: 306-361 (100.6 - 118.7%) -- guaranteed OHKO
  • +2 252+ SpA Pixie Plate Togekiss Dazzling Gleam vs. 252 HP / 4 SpD Tyranitar in Sand: 434-512 (107.4 - 126.7%) -- guaranteed OHKO
  • +2 252+ SpA Togekiss Aura Sphere vs. 252 HP / 4 SpD Tyranitar in Sand: 480-568 (118.8 - 140.5%) -- guaranteed OHKO
  • +2 252+ SpA Togekiss Aura Sphere vs. 252 HP / 4+ SpD Assault Vest Tyranitar in Sand: 292-348 (72.2 - 86.1%) -- guaranteed 2HKO
  • +2 252+ SpA Life Orb Togekiss Aura Sphere vs. 252 HP / 252+ SpD Assault Vest Tyranitar in Sand: 302-359 (74.7 - 88.8%) -- guaranteed 2HKO; 12.5% chance to OHKO after Stealth Rock
  • +2 252+ SpA Togekiss Aura Sphere vs. 252 HP / 252+ SpD Heatran: 250-296 (64.7 - 76.6%) -- guaranteed 2HKO after Leftovers recovery
  • +2 252+ SpA Life Orb Togekiss Aura Sphere vs. 252 HP / 252+ SpD Heatran: 325-385 (84.1 - 99.7%) -- guaranteed 2HKO after Leftovers recovery; 81.3% chance to OHKO after Stealth Rock
  • +2 252+ SpA Togekiss Flamethrower vs. 252 HP / 0 SpD Aegislash-Shield: 284-336 (87.6 - 103.7%) -- 25% chance to OHKO (62.5% after Stealth Rock)
  • +2 252+ SpA Life Orb Togekiss Flamethrower vs. 252 HP / 0 SpD Aegislash-Shield: 369-437 (113.8 - 134.8%) -- guaranteed OHKO
This set works great in a double-flying core, if you want a change of pace from your usual Staraptor+Talonflame core. This might even be better, as Togekiss basically invites all the washing machines and Godzillas of the world to come out and play.
 
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Duck Chris

replay watcher
is a Pre-Contributor
Seconding that grass moves on genesect are quite nice. I almost prefer giga drain over energy ball as it can give you just enough recovery to switch into stealth rocks one more time and threaten something.

Another thing I've been trying out is sleep powder on Mega-Venusaur. While common last generation, sleep powder seems to have been pushed to the fifth move slot on many a Thick Fatted Dino. Sleep Powder allows Venusaur to stop many threats that would simply boost past its bulk, such as special Mega-Lucario.

Another thing just in general is the use of plates, especially Earth Plate Landorus-T. Because of the possibility of the choice scarf set, it's very tempting to set up on something potentially locked into earthquake. Landorus then lures out things such as SD talonflame and annihilates them with a stone edge.
 
Thundurus @ leftovers/life orb
Evs: 252 spe/ 252 spa/ 4 hp
Timid
Nasty plot
Thunderbolt
Hp flying
Thunder wave/focus blast

An awesome mega venusaur lure, as well as av conk, who is such a dick
Life orb/ lefties, power versus survivability shit
T wave is useful to support the team and bluff that you aren't nasty plot to sweep later, focus blast is really helpful coverage
 
Speaking of Heatran lures, who could forget SubPunch Mawile?


Mawile @ Mawilite
Trait: Intimidate => Huge Power
EVs: 132 HP / 252 Atk / 124 Spe
Adamant nature (+Atk, -SAtk)
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch

Substitute sets on Mawile are great in general, because you don't have to see into the future to use Sucker Punch correctly. When you turn a normal Sub set into Subpunch, it turns into an awesome Heatran bait. This is one situation, where keeping Stealth Rock on your side of the field actually benefits you - many times has Heatran attempted to Roar, expecting Mawile to switch out, only to take a Focus Punch to the face and not breaking the Substitute...!
 
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Double-Edge
- Waterfall
- Aqua Jet
- Play Rough

Not sure if this is really a lure, but by using double-edge on cb azumarill, you can muscle past your #1 counter, Mega-Venusaur. Assuming SR is on their side of the field, Venu has to be at full health, already mega-evolved, and get low damage rolls to avoid the 2HKO, even if its physically defensive. You trade the ability to hurt ferrothorn, but its usually worth it imo.
 

Ash Borer

I've heard they're short of room in hell
Speaking of Heatran lures, who could forget SubPunch Mawile?


Mawile @ Mawilite
Trait: Intimidate => Huge Power
EVs: 132 HP / 252 Atk / 124 Spe
Adamant nature (+Atk, -SAtk)
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch

Substitute sets on Mawile are great in general, because you don't have to see into the future to use Sucker Punch correctly. When you turn a normal Sub set into Subpunch, it turns into an awesome Heatran bait. This is one situation, where keeping Stealth Rock on your side of the field actually benefits you - many times has Heatran attempted to Roar, expecting Mawile to switch out, only to take a Focus Punch to the face and not breaking the Substitute...!
actually this is a great set in general. It usually will kill tran because hte opponent has no switch in at all after you get a sub up.
 
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We mostly see Aegislash used as a pivot, taking a hit in shield form and hitting back hard in blade form. I decided to make a set that can do what no regular Aegislash can do: lure in and decapitate Mandibuzz.


image.jpg
Aegislash @ Life Orb
Trait: Stance Change
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- Sacred Sword

The goal of this set is to lure in Aegislash's number one check which is mandibuzz, smack it with flash cannon on the switch, outspeed it and finish it off with another flash cannon. Here is a calc to demonstrate:

252 SpA Life Orb Aegislash-Blade Flash Cannon vs. 252 HP / 40 SpD Mandibuzz: 188-224 (44.3 - 52.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

This set, along with taking out Mandi, can also knock out standard Tyranitar, 2hko specially defensive heatran, as well as take out unsuspecting Bisharp since this Aegislash outspeeds standard Bisharp (Bisharp with max investment and Adamant nature hits 239 speed; this Aegislash hits 240) and no Bisharp would expect a fast Aegislash. Fun, right? The Life Orb on Aegislash and the investment as seen makes this Aegislash's moves dent most switch ins, if not take them out. Not much wants to take a 399 special attack, Life Orb boosted attack. Oh and Chansey is 2 shotted if that helps xD.

As for the moves, you can have fun and mix them up. You can add Head smash for the Lolz or King's Shield for scouting. Although this is a lure set focusing on Mandibuzz and perhaps even Bisharp, it is very effective at breaking defensive cores apart and dishing out heavy damage. Also, remember that this is a fast Aegislash, so think before attacking because it will be in Blade Form with its pitiful 60/50/50 bulk.
 
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I seen my friends use this and they gave me the set for it.

Heracross @ Heracronite
Trait : Moxie / Skill Link
Adamant Nature
200 HP / 252 Atk / 56 Speed
- Rock Blast
- Substitute
- Focus Punch
- Bullet Seed

It can lure in Rotom-W or Talonflame and easily get a Sub up on the switch. It seems to work pretty well. The 56 Speed allows Heracross to outspeed 44 Speed Rotom-W which is used to out speed Jolly Azumarill.

252+ Atk Mega Heracross Focus Punch vs. 252 HP / 0 Def Rotom-W: 331-391 (108.8 - 128.6%) -- guaranteed OHKO

252+ Atk Mega Heracross Rock Blast (5 hits) vs. 4 HP / 0 Def Talonflame: 1040-1240 (348.9 - 416.1%) -- guaranteed OHKO
 
As for Dragons running Draco Meteor and Fire Blast, I would like to point out Salamence with Hydro Pump as well, allowing him to lure in and KO bulky Grounds like Landorus-T after it switches into Dragon Claw. Sure you are giving up Fire Blast coverage, but no one knows you are not carrying Fire Blast until they actually lose something to Hydro Pump.
 
As for Dragons running Draco Meteor and Fire Blast, I would like to point out Salamence with Hydro Pump as well, allowing him to lure in and KO bulky Grounds like Landorus-T after it switches into Dragon Claw. Sure you are giving up Fire Blast coverage, but no one knows you are not carrying Fire Blast until they actually lose something to Hydro Pump.
Hydro Pump is great on Salamence. I once tried a Specially Biased Scarf Salamence with Fire Blast Hydro Pump Draco Meteor and Outrage. It got so many KOs that physical Scarf couldn't get. I completely agree with Hydro Pump Salamence.
 
Focus Sash ensure that you can hit tran with bug buzz or whatever on the switch in, then go for the clean 2hko with HP ground.
Bug Buzz does max 10.9% (at +1 after Download boost) to specially defensive Heatran, and HP Ground won't be able to do enough for the 2HKO after it.
Better using Thunderbolt here if you don't want to use HP on the switch-in, as that'd get you the 2HKO.
 
Here's a fun lure:

Mew @ Weakness Policy
Ability: Synchronize
EVs: 252 HP / 180 Def / 76 SDef
Calm Nature
IVs: 0 Atk
- Aura Sphere / Dazzling Gleam / Magic Coat / Nasty Plot / Defog
- Thunderbolt / Flamethrower / Magic Coat / Nasty Plot / Defog
- Rock Polish
- Baton Pass

EVs so you don't give scarfed Genesect the attack boost before it U-Turns. Basically lure any Knock Off / Dark Pulse user (by that I mean Mandibuzz or Greninja) and then either 2HKO Mandibuzz whilst it fails to 3HKO unless they're a Foul Play variant in which case BP out or OHKO Greninja who should be a Dark type (although Dark Pulse can flinch to ruin your plans, and some mad people run a scarf Greninja which you obviously can't out speed). Beyond that, you can run a full-bore BP set if that's all you're interested in using Nasty Plot and Magic Coat or coverage (or even Transform, if you like to keep things interesting). You can obviously fiddle the EVs to handle more specific threats too (+2 252+ SAtk variants can OHKO a 252 HP / 4 SpD Tyranitar in the sand with Aura Sphere for example, whilst Tyranitar variants lacking a Band or Life Orb can only 2HKO 252 HP / 0 Def - putting the 4 EVs into SpD again to avoid Genesect's Download attack boost).

Ultimately this set is there to make excellent use of what is a very U-Turn and Knock Off heavy meta, and it becomes startlingly easy to pass what equates to a White Herb Smash Pass with this set - the trouble is finding a recipient who can really make great use of it and is very hard to wall.

Also before people jump all over me, I know that this isn't quite a hard counter to all of the Greninja or Mandibuzz sets. What I really like to use it for is to turn the opponents momentum against them with regards to U-Turn - in which case you've "lured" in the U-Turn user (not that that's hard to do, so many people use a U-Turn lead of some description) but you can't counter a U-Turn user as they've already switched out.
 
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alexwolf

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Staraptor @ Choice Band
Trait: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- Final Gambit

Simple idea, lead with Staraptor and use Final Gambit if you see Skarmory on the opposing team, which will bring it down to ~50 HP after Leftovers, at which point even the weakest physical attacker can get past it, as long as it is faster. Good teammates are DD Mega Tyranitar, Mega Pinsir, DD Mega Gyarados, Sand Rush Excadrill, and double dance Landorus-T, and anything else that likes Skarmory gone.
 
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Here's a fun lure:

Mew @ Weakness Policy
Ability: Synchronize
EVs: 252 HP / 180 Def / 76 SDef
Calm Nature
IVs: 0 Atk
- Aura Sphere / Dazzling Gleam / Magic Coat / Nasty Plot
- Thunderbolt / Flamethrower / Magic Coat / Nasty Plot
- Rock Polish
- Baton Pass

EVs so you don't give scarfed Genesect the attack boost before it U-Turns. Basically lure any Knock Off / Dark Pulse user (by that I mean Mandibuzz or Greninja) and then either 2HKO Mandibuzz whilst it fails to 3HKO unless they're a Foul Play variant in which case BP out or OHKO Greninja who should be a Dark type (although Dark Pulse flinch to ruin your plans, and some mad people run a scarf Greninja which you obviously can't out speed). Beyond that, you can run a full-bore BP set if that's all you're interested in using Nasty Plot and Magic Coat or coverage (or even Transform, if you like to keep things interesting). You can obviously fiddle the EVs to handle more specific threats too.

Ultimately this set is there at making excellent use of what is a very U-Turn and Knock Off heavy meta, and it becomes startlingly easy to pass what equates to a White Herb Smash Pass with this set - the trouble is finding a recipient who can really make great use of it and is very hard to wall.
Really cool set IMO. I think that knock off prevents the Weakness Policy boost though seeing as it knocks off the item, iirc, js. Correct me if wrong.
 
Really cool set IMO. I think that knock off negates the Weakness Policy boost though, iirc, js.
I've been using it, and unless it's a glitch, apparently Knock Off does work with Weakness Policy. I seem to remember reading research a while back that said that is indeed how it functions in-game too, but I haven't been able to find it since.
 
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If an item like Focus Sash, Jaboca Berry, Weakness Policy, etc activates in response to Knock Off, it will still work, but Knock Off still gets the 1.5x boost.
 

Duck Chris

replay watcher
is a Pre-Contributor
Another thing that we can consider is when to reveal your lure. Personally, I've found that early game doesn't always work. A good player will scout around by switching between mons, especially against genesect considering the popularity of scarf bluffing.

I find the most effective way to use a lure is to grab momentum midgame and start pushing the end game. A genesect lure is a lot more effective if you act like its scarfed for the first couple minutes. This will give your opponent a lot more confidence in switching in their check, only to be annihilated, and suddenly you're in a much better position to sweep
 


Latios (M) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Draco Meteor
- Psyshock
- Surf
- Shadow Ball

This set is really straight forward and works really well. Since Aegislash is a really common switch in to Latios, using Shadow Ball makes your opponent pay for bringing it in to take a Draco Meteor or Psyshock. Specs Shadow Ball deal 56.7 - 67.2% to the standard 252 HP / 0 Spd Aegislash. This severely weakens Aegislash and makes your opponent more cautious of what they can switch in to take a hit from Latios. For example, this replay showcases luring in Aegislash and nailing it with a Shadow Ball early game thus rendering less of a threat in the rest of the game.
 
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One of the best Genesect lures got to be the Assault Vest one. With an AV, it can survive even random HP fires that is supposed to catch you off guard, and KO in return. When people first see a Genesect, they automatically assume the CS set, and then the EB set if they see it switch moves. AVSect lures in the likes of Latios who would otherwise OHKO you if you were the EB set.
 
Everyone knows that Gyarados can Mega and has Mold Breaker; those who do not will have their Rotom-W learning the hard way.

===

I also believe that a lure should be able to function with minimal prediction against the target.


Bulk Up Conkeldurr can wreak teams since it is hard to take down and good in the meta. Most assume an Assault Vest. Also, Latios mostly run Psyshock now.

Set it up in front of a Conkeldurr.

===
Swords Dance SubChomp works, since most Rotom-W would instinctively Will-O-Wisp.

I wonder if Aerial Ace Scizor would be considered a Lure for Venusaur too?
 
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