Project Lure that Threat V2

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Expert Belt Victini

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Victini @ Expert Belt
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- Grass Knot
- Glaciate

Victini is able to lure many bulky grounds, as Glaciate 2HKOs the Tankchomp in question. This set forgoes the immediate power of CB and the revenging abilities of Scarf for the ability to remove certain blanket checks, allowing physical attackers like Mega Metagross have an easier time breaking through teams. In addition, this set needs no significant investment to do its job, meaning V-Create and Bolt Strike still do a ton to things.

4 SpA Expert Belt Victini Glaciate vs. 252 HP / 0 SpD Garchomp: 259-307 (61.6 - 73%) -- guaranteed 2HKO

4 SpA Expert Belt Victini Glaciate vs. 252 HP / 76 SpD Garchomp: 240-283 (57.1 - 67.3%) -- guaranteed 2HKO

and just for fun:

4 SpA Expert Belt Victini Glaciate vs. 252 HP / 8 SpD Landorus-T: 269-322 (70.4 - 84.2%) -- guaranteed 2HKO after Leftovers recovery

4 SpA Expert Belt Victini Glaciate vs. 244 HP / 192+ SpD Gliscor: 211-250 (59.9 - 71%) -- guaranteed 2HKO after Poison Heal

4 SpA Expert Belt Victini Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 235-278 (55.9 - 66.1%) -- guaranteed 2HKO after Leftovers recovery
 
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http://www.smogon.com/forums/thread...ive-how-to-make-hoopa-work-2-0-1-peak.3551313
Stolen from njnp's RMT, credits to him.

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Big Rings (Heatran) @ Power Herb
Ability: Flash Fire
EVs: 140 HP / 156 SpA / 212 Spe
Timid Nature
- Magma Storm
- Solar Beam
- Flash Cannon
- Hidden Power [Ice]

Garchomp likes to switch into Heatran to get up Stealth Rocks since it resist's Heatran's Fire-STAB. However with this set, Heatran can Magma Storm Garchomp on the switchin, trapping it and kill it with HP Ice afterwards.

156 SpA Heatran Magma Storm vs. 252 HP / 0 SpD Garchomp: 87-103 (20.7 - 24.5%) -- guaranteed 5HKO
156 SpA Heatran Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 280-332 (66.6 - 79%) -- guaranteed 2HKO
Magma Storm + Magma Storm's residual damage + HP Ice kills.
20.7%+12.5%(1/8%)+66.6% = 99.8% on a min roll . Almost a guranteed kill provided you don't get the absolute min roll.
 
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Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Pursuit
- Superpower
- Ice Beam

Mixed scarf Tyranitar lures Garchomp, as Chomp usually outspeeds and 2HKOs with EQ while Ttar can't do much back and takes chip damage in the process. Scarf + ice beam, however, outspeeds and 2HKOs chomp and doesn't even take recoil damage. Ice beam also deals heavy damage to the likes of LandoT, Gliscor etc who would also normally beat Ttar.
 
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Can we seriously not nom any Nat gift mon? I was going to nom SD Nat Gift Ice Talon because that actually has use on teams with mons like Lop in removing TankChomp and Lando-T and heavily damaging Hippo at +2. I get that you don't want everyone ever nomming Nat Gift mons but some do actually have uses outside of just one target or some mons are so regularly used as a check to said mon that it becomes more justifiable. You can't tell me Nat Gift Talon is any worse than AV+Mirror Coat or what I'm assuming is going to be Work Up+Blizzard Lopunny in terms of diluting the utility of a mon.
 
Ice Punch Mega Metagross

Metagross @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Ice Punch

252 Atk Tough Claws Mega Metagross Ice Punch vs. 240 HP / 172+ Def Garchomp: 380-448 (91.1 - 107.4%) -- 43.8% chance to OHKO

Under normal circumstances, M-Metagross runs an Hasty nature lowering its Def in order to preserve its middling SpA to run Grass Knot along with Though Claws thus making it lose in a normal scenario towards a Garchomp with Rocky Helmet + Rough Skin due to the recoil + one attack from Garchomp.

With a little change in its moveset, M-Metagross can use whatever move when forcing out a first pokemon to deal residual damage to Garchomp (Zen Headbutt and Meteor Mash are both solid 3HKO moves IF hit whereas Earthquake might be a 4HKO move); then it outspeeds and kills with Ice Punch which replaces Grass Knot.

You can even directly use Ice Punch on the switch predicting a 2x o 4x pokemon weak to Ice to take away a massive chunck of Garchomp's HP. In this scenario you can even run Pursuit to ensure the KO but you lose valuable coverage moves. The recoil from Rocky Helmet+Rough Skin still hurts but you preserve most of your longevity.

All these things happen with a Jolly nature which makes 110 base speed useful; you can run Adamant to ensure the KO with less EVs investment in Atk.

This way you lose coverage towards some bulky waters (most notably Slowbro) but you gain more physical bulk and you cover Gliscor and Landorus-T ==> I think this is a fair trade.
 
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Aerodactyl @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Ice Fang
- Fire Fang
- Aqua Tail

Mega Aerodactyl normally doesn't run ice coverage from my experience, so Garchomp will oftentimes be surprised by Ice Fang, which deals 73.8 - 87.2%. It's also a useful move to smack Landorus-T and Gliscor around hard. The coverage is a bit difficult to decide on and depends on what you prefer hitting, but moves like Aerial Ace are options over Aqua Tail if hitting Keldeo, Lopunny, and Venusaur is of concern.
 
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Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt / Volt Switch
- Roost
- Hidden Power [Ice]
- Defog / Heat Wave / Toxic

HP Ice is not something Zapdos runs all that often due to being mainly used as a defensive mon. However, it is still capable of 2HKOing Garchomp, among other things. More often than not, Garchomp will be coming in on a predicted Thunderbolt, Volt Switch, or Heat Wave, being immune or resistant to all three. The fact that Zapdos is immune to Earthquake and takes little damage from anything else is also helpful. Complain about Zapdos being OU all you like (you know who you are), it still works.

68 SpA Zapdos Hidden Power Ice vs. 240 HP / 0 SpD Garchomp: 256-304 (61.3 - 72.9%) -- guaranteed 2HKO
 
Mixed Jirachi
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Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk/ 160 SpA/ 216 Spe
Mild Nature
-Iron Head
-Icy Wind
-Hidden Power Ground
-Thunderbolt

Jirachi's Mixed Attacker set lures in Tankchomp, which can easily switch into the more common Scarf set to punish it with massive recoil damage and threaten to KO with Earthquake. This set outspeeds Tankchomp and easily 2HKO's with Icy Wind.


160+ SpA Expert Belt Jirachi Icy Wind vs. 252 HP / 0 SpD Garchomp: 278-331 (66.1 - 78.8%) -- guaranteed 2HKO
 
Can we seriously not nom any Nat gift mon? I was going to nom SD Nat Gift Ice Talon because that actually has use on teams with mons like Lop in removing TankChomp and Lando-T and heavily damaging Hippo at +2. I get that you don't want everyone ever nomming Nat Gift mons but some do actually have uses outside of just one target or some mons are so regularly used as a check to said mon that it becomes more justifiable. You can't tell me Nat Gift Talon is any worse than AV+Mirror Coat or what I'm assuming is going to be Work Up+Blizzard Lopunny in terms of diluting the utility of a mon.
Also, please refrain from using Natural Gift as it's really specific, forces you to run an item, and it's for a 1 shot attempt that might not work, and easily lose it's utility.
Freeroamer while I get where you're coming from pokepals interpretation isn't really the reason, or really a good one for that matter, as to why the Nat Gift noms shouldn't be used. It's the fact that everyone and their mother abuses that concept to death and it gets borderline ridiculous. I also don't quite understand what you're so worked up over when most people know that a lot of these lures aren't actually effective in practice to begin with but in the end you can't necessarily just filter them out otherwise it would be too subjective.

long story short, it's not that serious.
 
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:dog: (Entei) @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Hidden Power [Ice]

Good wallbreaker, making able to destroy everything even without Choice Band. I decided to give Life Orb to let this beast have more power. Main change of this set is HP Ice. This let Entei able to 2HKO Tankchomp, outspeeding it.
Here's some damages:

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Entei can be a surprise killer for Landorus-T too, doing at least 62% to the defensive version.


Hope this could be better, c ya!
 
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:dog: (Entei) @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Hidden Power [Ice]

Good wallbreaker, making able to destroy everything even without Choice Band. I decided to give Life Orb to let this beast have more power. Main change of this set is HP Ice. This let Entei able to 2HKO Tankchomp, outspeeding it.
Here's some damages:

1bd23a16f0.png


Entei can be a surprise killer for Landorus-T too, doing at least 62% to the defensive version.


Hope this could be better, c ya!
if using Extreme Speed you're forced to run an Adamant nature due to it being an event move; you still get the 2HKO with Hidden Power Ice on Tank Chomp, tho.
0- SpA Life Orb Entei Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 213-255 (50.7 - 60.7%) -- guaranteed 2HKO
 
Stolen from Analytic

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Talonflame @ Ganlon Berry
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Natural Gift

With this set, Talonflame can boost up as it's "checks" such as Gliscor, Landorus-T and Garchomp switches in and then OHKO them with a boosted Natural Gift Ice. This paves the way for a teammate who appreciates them gone (such as Mega Lopunny) to sweep.
 
Random Passerby said:
Talonflame @ Ganlon Berry
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Natural Gift

With this set, Talonflame can boost up as it's "checks" such as Gliscor, Landorus-T and Garchomp switches in and then OHKO them with a boosted Natural Gift Ice. This paves the way for a teammate who appreciates them gone (such as Mega Lopunny) to sweep.
I think Freeroamer intended to post this set, not sure tho

other random thoughts:

HP Ice Entei:
I think sacred fire is better in the switch in again garchomp, due to it not being a contact move, for being a spammable move and for the burn chance.

HP Ice Zapdos:
I don't think Zapdos is a lure to garchomp, like garchomp cant do nothing to it. Zapdos instead can just toxic stall garchomp, and defog rocks away if necessary.

HP Ice Scizor:
Man... for real?
 
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Tyranitar @ Shuca Berry
Ability: Sand Stream
Shiny: Yes
EVs: 160 HP / 72 Atk / 164 SpA / 112 SpD
Sassy Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit

164 SpA Tyranitar Ice Beam vs. 252 HP / 0 SpD Garchomp: 336-396 (80 - 94.2%) -- guaranteed 2HKO
164 SpA Tyranitar Ice Beam vs. 0 HP / 0- SpD Garchomp: 376-444 (105.3 - 124.3%) -- guaranteed OHKO
164 SpA Tyranitar Ice Beam vs. 0 HP / 0 SpD Landorus-T: 352-416 (110.3 - 130.4%) -- guaranteed OHKO
164 SpA Tyranitar Ice Beam vs. 252 HP / 8 SpD Landorus-T: 348-412 (91 - 107.8%) -- 43.8% chance to OHKO

0 Atk Garchomp Earthquake vs. 160 HP / 0 Def Shuca Berry Tyranitar: 126-148 (33 - 38.8%) -- 99.8% chance to 3HKO
4 Atk Life Orb Garchomp Earthquake vs. 160 HP / 0 Def Shuca Berry Tyranitar: 164-192 (43 - 50.3%) -- 1.6% chance to 2HKO
 
If you're running that much Special Attack I'd try and fit Fire Blast somewhere to fry Ferros and Skarms and really make use of it, cool set though I like that a lot
 
If you're running that much Special Attack I'd try and fit Fire Blast somewhere to fry Ferros and Skarms and really make use of it, cool set though I like that a lot

thx but is a set i like play actually :)
nice for check talon, trap lati@s, lure chomp / lando-t
 
I'm gonna be a standard-ass nig and post this

Landorus-T @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- U-Turn
- Knock Off / Superpower / Stone Edge / Grass Knot
- Hidden Power Ice

Standard lure Lando - a tried and proven lure. HP Ice Landorus-T is a beastly lure for Garchomp, Gliscor and opposing Lando-T, taking advantage of HP Ice to hit them all for heavy damage and force them out if they survive. It is particularly useful for handling Garchomp due to the its lack of reliable recovery leaving it in range of an EQ, and meaning it can no longer switch in on your Earthquakes.
 
The one I'm posting is a little insane, but I have used it successfully a couple of times.


Scizor Life Orb
Ability: Technician
EVs: 248 HP, 252 Atk, 8 SpDef / 252 Atk, 252 Speed, 4 Spdef
Adamant Nature
-Bullet Punch
-HP Ice
-Superpower/Knock Off
-U-turn

HP ice seemed odd on scizor when I randomly thought of it one day watching heatah fajita. But I did a few calcs and it does a pretty good chunk to tankchomp and a few other of scizors main checks/counters.

If you're running the LO set then HP ice does
0- SpA Life Orb Technician Scizor Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 203-239 (48.3 - 56.9%) -- 87.1% chance to 2HKO
0- SpA Life Orb Technician Scizor Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 218-260 (51.9 - 61.9%) -- guaranteed 2HKO
So, depending on rolls, you can take out tankchomp with the combo of HP ice on the switch and BP.

I know it's ridiculous, lol. It also does like 60-70% to defensive lando and 67-80% to physically defensive gliscor. It does lose out on some pretty nice coverage in Knock off or superpower or SD.
 
The one I'm posting is a little insane, but I have used it successfully a couple of times.


Scizor Life Orb
Ability: Technician
EVs: 248 HP, 252 Atk, 8 SpDef / 252 Atk, 252 Speed, 4 Spdef
Adamant Nature
-Bullet Punch
-HP Ice
-Superpower/Knock Off
-U-turn

HP ice seemed odd on scizor when I randomly thought of it one day watching heatah fajita. But I did a few calcs and it does a pretty good chunk to tankchomp and a few other of scizors main checks/counters.

If you're running the LO set then HP ice does
0- SpA Life Orb Technician Scizor Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 203-239 (48.3 - 56.9%) -- 87.1% chance to 2HKO
0- SpA Life Orb Technician Scizor Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 218-260 (51.9 - 61.9%) -- guaranteed 2HKO
So, depending on rolls, you can take out tankchomp with the combo of HP ice on the switch and BP.

I know it's ridiculous, lol. It also does like 60-70% to defensive lando and 67-80% to physically defensive gliscor. It does lose out on some pretty nice coverage in Knock off or superpower or SD.

Pretty sure KidMagic already posted this one. I would love to see a replay though since HP Ice on Scizor sounds ridiculous.
 
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