Project Lure that Threat V2

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AM

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Deleted some stupid argument about Glaciate Victini being a lure or not. yuruus right (lol everyone uses the mix set now) but seriously wasn't that big of a deal to excite all the theorymonning, speculation, and slight minimodding.

Carry on.
 
HP Ice Terrakion

gonna echo MrAldo here: do you really consider something with 40% usage a lure? looking at wisp talon here. any good team will be prepared for wisp talon and not switch lando-t in as their first check. there really should be a proper definition for this.
 

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HP Ice Terrakion

gonna echo MrAldo here: do you really consider something with 40% usage a lure? looking at wisp talon here. any good team will be prepared for wisp talon and not switch lando-t in as their first check. there really should be a proper definition for this.
I do technically have the definition for it in the OP, and if it's not a lure or a good lure, then you don't have to vote for it, and if it's not a good one then it won't get any votes if any at all.

I added all the cores posted because I felt it'd be a bit rude to not include ones posted by people who actually give reasoning other than "it bops it".
As for your lure, you won't really need HP Ice on Heatran for Lando-T specifically, unless you really wanna 1HKO something that probably wouldn't switch into a Heatran, since Fire Blast already 2HKO's. Lando-T can fall for switching into Talonflame, but since when does a defensive Lando-T switch in on a Heatran?

252 SpA Heatran Fire Blast vs. 252 HP / 8 SpD Landorus-T: 214-253 (56 - 66.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Heatran Hidden Power Ice vs. 252 HP / 8 SpD Landorus-T: 316-372 (82.7 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock
 

AD impish john

Consumed by Darkness...
Voting is over and our winner through voting is HP Ice Terrakion by Talenheim, and our other winners are Glaciate Victini and Ice Fang Gliscor!

Honorable Mentions include Ice Beam Tyranitar, HP Ice Landorus-T, and Nasty Plot + HP Ice Infernape.


HP Ice Terrakion: 6
HP Ice Lando-T: 2
Ice Beam Special Tyranitar: 1
SD Diggersby: 1
 

AD impish john

Consumed by Darkness...
Week 13 Utility Mega Sableye

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Foul Play
- Recover​

Mega Sableye is the best Mega Evolutions in OU with its great bulky stats, typing and perfect ability, Magic Bounce. Mega Sableye gets Knock Off to literally knock off the opponents item, it can Foul Play if a Physical Pokemon starts setting up, or just simply Will-O-Wisp, and if Sableye gets low on Health it can just Recover back. Blah, Blah, Blah, Ban Mega Sableye. Blah, Blah, Blah, Insert More information here that you all know already and that no one reads; you guys pretty much know the drill by now.

EDIT: ofc a suspect happens for Mega Sableye this week​
 
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Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Hidden Power [Fire]
- Shadow Ball
- Dazzling Gleam

M-Sableye is normally a full M-Zam counter, being immune to its STAB and usual coverage in focus blast, and shadow ball only being a 4HKO, while in return it easily recovers off the damage and 2HKOs with knock off.
With dazzling gleam, however, Zam outspeeds and gets a clean 2HKO.

Dazzling gleam also has additional utility outside of M-Sab in dealing heavy damage to dark types such as Tyranitar, meaning that you can then forego the unreliable focus blast for hidden power fire to better deal with steels such as Skarmory, Scizor and Ferrothorn. Dazzling gleam also hits dragons such as Garchomp hard.

252 SpA Mega Alakazam Shadow Ball vs. 252 HP / 144+ SpD Mega Sableye: 78-92 (25.6 - 30.2%) -- guaranteed 4HKO

0 Atk Mega Sableye Knock Off vs. 0 HP / 0 Def Mega Alakazam: 174-206 (69.3 - 82%) -- guaranteed 2HKO

252 SpA Mega Alakazam Dazzling Gleam vs. 252 HP / 144+ SpD Mega Sableye: 156-184 (51.3 - 60.5%) -- guaranteed 2HKO
 
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Bulky Toxic Excadrill

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic

Often Mega-Sableye is tempted to switch-in on Excadrill because it is a Spinner and a Stealth Rocker which can't OHKO in return (252 Atk Evs Jolly Excadrill fails to 2HKO this thing) the Mega which blocks Rapid Spin being a Ghost and SR thanks to Magic Bounce. With the Mold Breaker Toxic (very useful towards bulky ground, grass and water which can check/wall the mole), Sableye lifespan is shortened a lot so, while technically Excadrill can't even 2HKO it, it can cripple it for the rest of the game and when the spinblocker goes down, you can use Rapid Spin freely.
 

Meloetta @

Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Shadow Ball
- Dazzling Gleam

let's be honest we all expected this

Meloetta is rare enough as it is, so an opposing M-Sableye user will almost always assume a type of standard set, such as Calm Mind or Mixed Relic; even the standard Assault Vest set only varies in Thunderbolt over Hyper Voice. This set replaces the more redundant STAB coverage move in Hyper Voice with Dazzling Gleam to cleanly 2HKO M-Sableye after Stealth rock, or extremely little prior damage. However, Meloetta cannot switch in, as it can get 2HKO'd by Knock Off, hates losing Assault Vest, and takes a decent chunk from Foul Play, meaning Meloetta is relegated to the role of a lure rather than a check or switch-in.

0 Atk Mega Sableye Knock Off (97.5 BP) vs. 248 HP / 0 Def Meloetta: 228-270 (56.5 - 66.9%) -- guaranteed 2HKO
0 Atk Mega Sableye Foul Play vs. 248 HP / 0 Def Meloetta: 156-186 (38.7 - 46.1%) -- guaranteed 3HKO (0 Atk IVs)
252+ SpA Meloetta Dazzling Gleam vs. 252 HP / 144+ SpD Mega Sableye: 136-160 (44.7 - 52.6%) -- guaranteed 2HKO after Stealth Rock
 


Landorus-Therian @ Choice Band
Trait: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature

- Superpower
- Earthquake
- Stone Edge
- U-turn

Normally, Mega Sableye tries to switch into Lando-T and bounce back Toxic or Stealth Rock, or avoid the 2HKO from Choice Scarf Lando-T 86% of the time. However, when Landorus-T has a Choice Band, Sableye gets fucked by Earthquake, and even Stone Edge has a very high chance to 2HKO. This set is useful as a lure to exploit Lando's 145 Attack stat to the fullest, since it packs the strongest Earthquake in the metagame. It also uses Lando-T's Intimidate ability and access to U-turn. Superpower destroys threats like Air Balloon Excadrill/Heatran and 2HKOes Rotom-W and Magnet Rise Klefki.

252+ Atk Choice Band Landorus-T Earthquake vs. 252 HP / 112 Def Mega Sableye: 220-259 (72.3 - 85.1%) -- guaranteed 2HKO
252+ Atk Choice Band Landorus-T Stone Edge vs. 252 HP / 112 Def Mega Sableye: 147-173 (48.3 - 56.9%) -- 90.2% chance to 2HKO
 
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Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA/4 SpD/252 Spe
Timid Nature
-Sludge Wave
-Shadow Ball
-Focus Blast
-Dazzling Gleam

Gengar normally isn't doing...well, okay, Shadow Ball is a three-shot, but you're taking a Knock Off in return. Nonetheless, run Gleam and Sab can no longer safely switch in.

252 SpA Life Orb Gengar Dazzling Gleam vs. 252 HP / 144+ SpD Mega Sableye: 161-192 (52.9 - 63.1%) -- guaranteed 2HKO
 
Skill Swap Mega Gallade



Gallade @ Galladite
Ability: Inner Focus
EVs: 4 HP/ 252 Atk/ 252 Spe
Jolly Nature
-Skill Swap
-Close Combat
-Swords Dance
-Knock Off

The point of this set is to break stall teams that heavily rely on abilities. This works by switching in on a (already mega-evolved) Mega Sableye and using Skill Swap as it Will-o-wisps. Sableye then burns itself because Mega Gallade has Magic Bounce instead. Mega Gallade can then set up with SD and KO with Knock Off. It still fears Foul Play, but most Mega Sableye will be scared out before that becomes an issue. This also beats Quagsire by removing its Unaware.

http://replay.pokemonshowdown.com/ou-192640991

This is from a post in Creative and Underrated Sets V1 (the inspiration for my post) that shows what Mega Gallade does.
 
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Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Foresight
- High Jump Kick
- Zen Headbutt
- Ice Punch / Substitute

Kinda stolen from RU since they used this for Spiritomb, but I still used this before it was RU.
In a 1v1 situation, given that Sableye has mega'd beforehand, you are able to get a free Substitute while they go for Will-O-Wisp, and then Foresight as they go to break your sub with Foul Play, then they are either forced out, or die.
And if Sableye switches into Medicham, Medicham can then just Foresight it on the switch, and then either force it out or kill it.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 112 Def Mega Sableye: 530-626 (174.3 - 205.9%) -- guaranteed OHKO

edit: im retarded
 
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Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Foresight
- High Jump Kick
- Zen Headbutt
- Ice Punch / Substitute

Kinda stolen from RU since they used this for Spiritomb, but I still used this before it was RU.
In a 1v1 situation, given that Sableye has mega'd beforehand, you are able to get a free Substitute while they go for Will-O-Wisp, and then Foresight as they go to break your sub with Foul Play, then they are either forced out, or die.
And if Sableye switches into Medicham, Medicham can then just Foresight it on the switch, and then either force it out or kill it.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 112 Def Mega Sableye: 530-626 (174.3 - 205.9%) -- guaranteed OHKO
Foresight gets Magic Bounced.
 
^ this is why you test a set first. funny how he used it before it was ru, but lol yuruuu my man saves the day. no more theorymoners

also, half these sableye lures are just bad tbh– not blaming anyone because like if you are asking yourself what do i need to lure a damn sableye, i can give you zero responses because that is impossible. just pound the crap out of or bring something like clefable. if your opponent isn't bad, you can't lure it. submitting another bad nomination right here like all the others so i make myself feel good that i posted a bad "lure"

azelf @ life orb | levitate
timid | 8 hp / 252 satk / 252 spe | 0 atk
psychic | flamethrower | dazzling gleam | stealth rock

basically, i was tired of sash azelf because it's fairly useless tbh. i run stab and coverage to hit stuff hard with life orb. stealth rock is that move you need for your hyper offense. dazzling gleam does around 56% to sableye while you live knock off a 100% of the time with the 8 hp. yes, it loses if sableye foul plays (roll), yes it loses if you get a low roll, yes it loses to fake out, but it is something atleast considering how predictable skill swap is and how sableye is the bane of some hos.

you can't lure sableye give up
 
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