Project Lure that Threat V2

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DennisEG

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Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack

Normally now on days Mega Pinsir isnt common at all, and if you pack a Rotom-W you normally switch into it because cannot HKO with anything but this set is a lure because you can SD in regular form and due to MoldBreaker HKO in return at +2, here the calc
+2 252 Atk Mold Breaker Pinsir Earthquake vs. 248 HP / 252+ Def Rotom-W: 292-344 (96.3 - 113.5%) -- 75% chance to OHKO
rather than have CC as coverage as you can see here :
+2 252 Atk Mega Pinsir Close Combat vs. 248 HP / 252+ Def Rotom-W: 204-241 (67.3 - 79.5%) -- guaranteed 2HKO after Leftovers recovery
 
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Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack

Normally now on days Mega Pinsir isnt common at all, and if you pack a Rotom-W you normally switch into it because cannot HKO with anything but this set is a lure because you can SD in regular form and due to MoldBreaker HKO in return at +2, here the calc
+2 252 Atk Mold Breaker Pinsir Earthquake vs. 248 HP / 252+ Def Rotom-W: 292-344 (96.3 - 113.5%) -- 75% chance to OHKO
rather than have CC as coverage as you can see here :
+2 252 Atk Mega Pinsir Close Combat vs. 248 HP / 252+ Def Rotom-W: 204-241 (67.3 - 79.5%) -- guaranteed 2HKO after Leftovers recovery
The bulk spread on the Rotom-W is 252/212+, not 248/252+.
 
44 speed is nonexistant on rotom-w lmfao, max speed azu is ass
It's still the threat we're supposed to lure, you can't just change the spread on it. 252/212+ Rotom-W is always OHKOed by +2 Earthquake here, which +2 Mega CC can only do after SR 18,8% of the time on switch-in.

But I worry that running Mold Breaker might telegraph you having Earthquake, so Rotom-W would be weary about switching in.
 
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Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack

Normally now on days Mega Pinsir isnt common at all, and if you pack a Rotom-W you normally switch into it because cannot HKO with anything but this set is a lure because you can SD in regular form and due to MoldBreaker HKO in return at +2, here the calc
+2 252 Atk Mold Breaker Pinsir Earthquake vs. 248 HP / 252+ Def Rotom-W: 292-344 (96.3 - 113.5%) -- 75% chance to OHKO
rather than have CC as coverage as you can see here :
+2 252 Atk Mega Pinsir Close Combat vs. 248 HP / 252+ Def Rotom-W: 204-241 (67.3 - 79.5%) -- guaranteed 2HKO after Leftovers recovery
Errr ... when the Rotom-W user sees "Pinsir is breaking the mold!", I doubt he will mindlessly switch Rotom-W in to a swift death.
 
Errr ... when the Rotom-W user sees "Pinsir is breaking the mold!", I doubt he will mindlessly switch Rotom-W in to a swift death.
Most Pinsir tend to Mega Evolve nearly immediately after entry, so most of the time it's safe since Mold Breaker would normally be gone the next turn. Also, ever since the Aegis ban, Earthquake use has dropped in favor for Close Combat, which is stronger and hits more thing neutrally. The whole trick to this set is to defy the norm and not Mega Evolve as quickly if the opponent has Rotom-W as the only Pinsir check, and smacking it with the rarely-used Earthquake.

EDIT: As discussed with Random Passerby, I had forgotten that Hyper Cutter is now that standard for Pinsir, which indeed makes Mold Breaker a red flag if the opponent is paying attention. My goof. >.<
 
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Hello.

A lot of the ones I wanted to propose are already taken :/


Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- Swords Dance
- Earthquake
- Iron Head / Rapid Spin / Rock Slide

Rotom-Wash loves to switch into Excadrill Sand Rush, as it lacks Mold Breaker to bypass Levitate. However, with this set, Rotom-Wash better watch out for a boosted Return, as after SR and Sand damage, it will cleanly KO it.
+2 252+ Atk Life Orb Excadrill Return vs. 248 HP / 216+ Def Rotom-W: 230-272 (75.9 - 89.7%) -- 12.5% chance to OHKO after Stealth Rock
Normal is a good attacking move alongside Earthquake, as it provides Excadrill with good neutral coverage, and has a high base power.

PS: You can even opt for Frustration if you're this kind of trainer.
 
Landorus-Therian (offensive variant) @ Life Orb/Expert Belt/Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Gravity
- Stealth Rock

Landorus-Therian suffers Will o' Wisp and Hydro Pump so click Gravity while Rotom-W enters and then use a boosted Earthquake to OHKO it or whatever switches-in thanks to Gravity who nails even other abitual checks. N.B. Muscle Band is not enough to OHKO Rotom-W 100 % of the times (only 43.8% chance to OHKO without rocks up).
Already a posted lure
Sorry :P
 

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dazzling Gleam
- Air Slash
- Nasty Plot
- Roost

Rotom-W walls the Standard Togekiss Stallbreaker set (although it can be Haxed to death). However with Dazzling Gleam in it's arsenal it can boost on the turn it switches in and come pretty close to OHKOing it the next turn with Dazzling Gleam.

+2 252+ SpA Togekiss Dazzling Gleam vs. 248 HP / 8 SpD Rotom-W: 255-300 (84.1 - 99%) -- 75% chance to OHKO after Stealth Rock
 
Already a posted lureSorry :P
Sorry for my mistake; it won't happen anymore.

Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spe, -SAtk)
- Dragon Dance
- Head Smash
- Dragon Claw
- Earthquake/ Fire Fang

+1 252 Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 212+ Def Rotom-W: 321-380 (105.9 - 125.4%) -- guaranteed OHKO
+1 252 Atk Stone Plate/Rock Incense Tyrantrum Head Smash vs. 248 HP / 212+ Def Rotom-W: 297-351 (98 - 115.8%) -- 87.5% chance to OHKO
+1 252 Atk Muscle Band Tyrantrum Head Smash vs. 248 HP / 212+ Def Rotom-W: 271-321 (89.4 - 105.9%) -- guaranteed OHKO after Stealth Rock


Tyrantrum hates Will o' Wisp and Hydro Pumps (2HKO'ed), so if you are able to set up a Dragon Dance (avoiding burns) while Rotom-W enters, you will be able to outspeed it and kill that thing with a STAB move with 80% accuracy.
 
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Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SAtk / 216 Spe
Modest Nature
- Iron Head
- Energy Ball
- Icy Wind
- Thunderbolt / Hidden Power [Ground] / Hidden Power [Fire]

Rotom-W is a common switch-in to Jirachi because your opponent wants it burned as fast as possible. By adding a twist to the mix set, you do around 65% allowing you to bop it clearing the path for something like Diancie or Talonflame. Leftovers lets you bluff even harder and turns you into a more consistent check to Clefable and Latios.

also, rotom-w is the easiest 'mon to lure LOL
Sorry for not replying sooner, but I also posted a very similar lure.

(Also, why would you run Iron Head with a modest nature?)
 
calm mind jirachi is a mediocre set which foregoes the utility of its niche and the movepool of its lure sets. not to mention it is extremely weak even with a boost or two on its belt. combine that with the fact its not breaking balance / is easy to revenge kill.

also, that was a typo. thanks for pointing that out.
 
Not sure how Tyrantrum is a lure to Rotom-w (if its a lure at all). Very sceptical about Togekiss too (people normally send raikou, thundys or check it with excadrill, scizor or mega diancie) and Lum berry Bisharp (why could a rotom-w switch into bisharp anyway?)
All the other lures seems legit (but why 2 jirachies?)
 
Not sure how Tyrantrum is a lure to Rotom-w (if its a lure at all).
Because Tyrantrum is a set-up sweeper which suffers both Thunder Wave and -in particular- Will o' Wisp and is weak to the special side; in the first turn has to use Dragon Dance safely. Tyrantrum has lot of options: Adamant nature enables it to muscle through some bulky threats but you lose speed on a pokemon already slow; you can use even Stone Edge + the ability Strong Jaw to enhance the power of coverage moves (Rock Head is used only with Head Smash) or you can forgot Dragon Dance to use Choice Scarf in a full attacking set (without an attacking boost Stone Edge 3HKO Rotom and Head Smash -if used- 2HKO).

This monster is quite unpredictable and you can assume it runs Stone Edge to use Strong Jaw to do this:

252 Atk Life Orb Strong Jaw Tyrantrum Ice Fang vs. 252 HP / 164+ Def Garchomp: 421-499 (100.2 - 118.8%) -- guaranteed OHKO
252 Atk Life Orb Strong Jaw Tyrantrum Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 354-416 (100.5 - 118.1%) -- guaranteed OHKO
252 Atk Life Orb Strong Jaw Tyrantrum Fire Fang vs. 248 HP / 0 Def Mega Scizor: 390-463 (113.7 - 134.9%) -- guaranteed OHKO

That's to say that you can switch-in Rotom-W thinking it should be a shaby check if you don't have another bulky water pokemon (or a Steel pokemon). Rotom-W is not the best check to Tyrantrum (maybe a "situational switch-in") but I think if you don't have another bulky water in your team, you will try switch-in Rotom.

252 Atk Life Orb Tyrantrum Stone Edge vs. 248 HP / 252+ Def Rotom-W: 140-165 (46.2 - 54.4%) -- 8.2% chance to 2HKO after Leftovers recovery
252 Atk Tyrantrum (with Choice Scarf) Stone Edge vs. 248 HP / 252+ Def Rotom-W: 108-127 (35.6 - 41.9%) -- 87.6% chance to 3HKO after Leftovers recovery and Rotom, while being outsped, can burn it
+1 252 Atk Life Orb Tyrantrum Stone Edge vs. 252 HP / 212+ Def Rotom-W: 214-253 (70.3 - 83.2%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Life Orb Tyrantrum Stone Edge vs. 252 HP / 212+ Def Rotom-W on a critical hit: 321-380 (105.5 - 125%) -- guaranteed OHKO (the same thing is accomplished with Head Smash without the crit but you miss power on coverage moves).
 

SketchUp

Don't let your memes be dreams
Rotom-W won't switch in against Tyrantrum because Head Smash always 2hko's and banded head smash can even ohko. It doesn't even check it well because it gets outsped and even an unboosted head smash + burned head smash will kill rotom-w with some prior damage. Add Lum Berry or Choice Band and you will see that Rotom-W doesn't have much reason to switch in against TTrum.

Oh btw rock head + head smash is the only reason why Tyrantrum is used in the first place
 
nameless90 Im not question the fact Tyrantrum can't OHKO Rotom-w (in fact it does with after a dragon dance or with a choice band), im question the fact Rotom-w have no business switching into Tyrantrum:

+1 252+ Atk Tyrantrum Head Smash vs. 252 HP / 212+ Def Rotom-W: 271-321 (89.1 - 105.5%) -- 37.5% chance to OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 212+ Def Rotom-W: 271-321 (89.1 - 105.5%) -- 37.5% chance to OHKO

normally if someone sees Tyrantrum, he switch into other mons, like steel pokes (skarmory, klefki, megagross, bronzong, heck even jirachi or bulky grounds like hippo/scarf lando-t)
 

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Voting starts now and will end in 48 hours! JUST DO IT!
Lure 1: Natural Gift Talonflame

Lure 2: Smack Down Landorus-Therian

Lure 3: SD+Lum Berry Bisharp

Lure 4: Energy Ball Jirachi

Lure 5: SD+Bug Bite Mega Scizor

Lure 6: Solar Beam Heatran

Lure 7: Natural Gift Gyarados

Lure 8: Freeze Dry Mamoswine

Lure 9: Sunny Day+Solar Beam Mega Camerupt

Lure 10: Earthquake Mega Gyarados

Lure 11: EQ Mega Pinsir (Pre-Mega Evo Ability Mold Breaker)

Lure 12: Return Sand Rush Excadrill

Lure 13: Nasty Plot+Dazzling Gleam Togekiss

Lure 14: DD+Head Smash Tyrantrum
 
Lure 2: Smack Down Landorus-Therian

(because Smack Down is really a hidden gem in Landorus Therian's movepool and a very underrated way to punish many switch-ins, including but not limiting to Rotom-W)
 
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^ I agree, smack down landorus is pretty cool, not standard like other sets posted, and a great lure. I was undecided between this and NG Talonflame, but finally i went for Lando.

Voting Smack Down Landorus-T
 
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