Metagame Lure That Threat: Week 24 Standby Phase - Read the OP before posting

Status
Not open for further replies.

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
It's more questionable if some of these are viable or lures (see: Simisear, standard Abomasnow). I'll vote for Pancake, it's also fairly weird but actually overcomes a significant problem for Sun
 
Last edited:

dibs

double iron bashes
is a Tiering Contributor Alumnus
Congratulations to pancake, winning with 6 votes for their Z-Poison Jab Special Biased Sun Sweeper Victreebel, aka the Magmortar and Hitmonchan lure that transcends time and space!

Last week got a lot of complaints about the submissions, so I figured i'd give an example of a lure submission post:

Mesprit as a lure to Skuntank

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Ground]
- Stealth Rock
- Healing Wish

Skuntank is commonly used as a Mesprit check since it can threaten Mesprit with crunch and defog any Stealth Rocks that it wants to set. In return Mesprit commonly uses Ice Beam, which only chunks Skuntank a small amount when considering Black Sludge recovery. With Hidden Power Ground over Ice Beam Mesprit has a very small chance to 2HKO Skuntank after Black Sludge, meaning that it is able to severely weaken Skuntank if it tries to switch in on Hidden Power Ground, or if it chooses to Defog immediately after Mesprit sets Stealth Rocks. Colbur berry further helps the match-up as it allows Mesprit to survive Crunch even if chipped, and also helps it stay healthy if Pursuit trapped. Outside of hitting Skuntank, Hidden Power Ground is able to hit steel types that resist psychic, such as Aggron, Steel Silvally and Metang, whilst still hitting other dark types and Ferroseed neutrally just noticeably weaker than ice beam.

252+ SpA Mesprit Ice Beam vs. 0 HP / 108 SpD Skuntank: 119-140 (34.2 - 40.3%) -- 46% chance to 3HKO after Black Sludge recovery
252+ SpA Mesprit Hidden Power Ground vs. 0 HP / 108 SpD Skuntank: 158-188 (45.5 - 54.1%) -- 5.9% chance to 2HKO after Black Sludge recovery
252+ Atk Skuntank Crunch vs. 0 HP / 4 Def Colbur Berry Mesprit: 109-130 (36.2 - 43.1%) -- guaranteed 3HKO after Stealth Rock

Hopefully that helps a bit, emphasis on how the small changes still allow the set to function outside of luring Skuntank.
If you're still not sure on whether your submission is suitable, feel free to message me on Pokemon Showdown or Discord.
Anyways, on with the next week.

Week 8

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Shadow Ball
- Stealth Rock
- Shore Up

The Palossand hype is strong with the introduction to move tutors from Ultra Sun and Ultra Moon giving the mon Stealth Rocks. Now Palossand has more utility, providing teams with role compression as a spin blocking Stealth Rocker. In addition to this, the raw physical bulk combined with recovery from Shore Up makes it a reliable physical wall to check high priority threats such as Archeops, Primeape and Gurdurr. It's ground typing also allows it to function as an electric immunity, stealing valuable momentum from teams that try to abuse volt-turn cores.

Voting will start on Thursday 23rd November!
Happy Luring!​
 
Last edited:

SergioRules

||blimp||
is a Community Contributor
e: Lycanroc is cool but I blame calc for not having colbur on standard palo set
e2: Calc is shit sigh, and didn't include Iron Fist in a Golurk set that only runs Iron Fist


Weezing @ Ghostium Z
Ability: Levitate
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Shadow Ball

Hi, I'm stealing Taskr's idea for offensive Weezing bc I tried twice with other mons and both were not lures. Modest Never Ending Nightmare has a chance to OHKO Palossand from full and always OHKOs it after Sludge Bomb damage.

252+ SpA Weezing Never-Ending Nightmare (160 BP) vs. 252 HP / 0 SpD Palossand: 364-430 (97.3 - 114.9%) -- 87.5% chance to OHKO
 
Last edited:

Archeops @ Choice Band
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Knock Off
- Switcheroo
- Earthquake

I found it kinda hard to come up with a really decisive Lure for Palossand in terms of surprise KOing it, but this set works quite well at neutering Palossand's capabilities as a wall and allows for other Pokemon to set up on it easier. Just Switcheroo the Choice Band onto it and it can become dead weight pretty easily. The fact that Palossand is seen as an immediate switch in to Archeops helps in this function because Palossand is very likely to switch into it. Besides from its job of luring bulky walls in, Banded Archeops can be a formidable threat in its own right as Stone Edge can be very lethal.
 
Last edited:


Aggron @ Waterium Z
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Hone Claws
- Aqua Tail
- Heavy Slam

Palossand would usually be a great switch in to Aggron but with set you are able to Hone Claws on the switch in and knock out Palossand with a +1 Hydro Vortex.

+1 252+ Atk Aggron Hydro Vortex (175 BP) vs. 252 HP / 252+ Def Palossand: 376-444 (100.5 - 118.7%) -- guaranteed OHKO
 

LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion


Passimian but not ASs (Hitmonchan) (M) @ Icium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Ice Punch
- Close Combat / Drain Punch
- Bulk Up
Palossand will almost always switch in on Hitmonchan since it can spinblock and hard wall standard sets, only taking 40% max from 252 Adamant Ice Punch. Bulk Up into Subzero Slammer can fix this and effectively lure Palossand after a bit of chip. Thanks to Hitmonchan's respectable special bulk even without an Assault Vest, it can even chew Earth Powers from Palossand and technically beat Palo if it switches in on a Bulk Up or Ice Punch.

+1 252+ Atk Hitmonchan Subzero Slammer (140 BP) vs. 252 HP / 252+ Def Palossand: 292-344 (78 - 91.9%) -- guaranteed 2HKO after Stealth Rock
4 SpA Palossand Earth Power vs. 0 HP / 0 SpD Hitmonchan: 90-106 (37.3 - 43.9%) -- guaranteed 3HKO
 
Grassium-Z Komala


Komala @ Grassium Z
Ability: Comatose
Happiness: 0
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Frustration
- Sucker Punch
- Wood Hammer
- Swords Dance

Komala lures in Palossand due to being a rapid spinner and normal type. It can then use coverage in the form of Wood Hammer to bop Palossand.
Example: 252+ Atk Komala Bloom Doom (190 BP) vs. 252 HP / 252+ Def Palossand: 282-332 (75.4 - 88.7%) -- guaranteed 2HKO after Leftovers recovery
Komala benefits from running wood hammer as it also allows it to deal with other normal resists such as Golem and Carracosta who have 4x grass weaknesses respectively. It thus does not lose anything from running wood hammer over any other coverage move. The evs are simply to allow Komala to outspeed max speed adamant golem. Swords dance allows it to boost to a higher attack and get the guarenteed OHKO on Pallosand, ex:
+2 252+ Atk Komala Wood Hammer vs. 252 HP / 252+ Def Palossand: 354-418 (94.6 - 111.7%) -- 68.8% chance to OHKO (without Z)
+2 252+ Atk Komala Bloom Doom (190 BP) vs. 252 HP / 252+ Def Palossand: 562-662 (150.2 - 177%) -- guaranteed OHKO (with Z)

Thanks Teddeh for suggesting SD ^_^
 
Last edited:

Archeops @ Choice Specs
Ability: Defeatist
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Grass]
- Ancient Power
- Heat Wave
- U-turn

To lure a physical wall, bluff a physical attacker. Simple. Base 112 SpA is usable so why not? It also has a good matchup versus Gastrodon and defensive Carracosta.

252 SpA Choice Specs Archeops Hidden Power Grass vs. 252 HP / 0 SpD Palossand: 226-266 (60.4 - 71.1%) -- guaranteed 2HKO



Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 96 Atk / 160 SpD
Adamant Nature
- Swords Dance
- Shadow Claw
- Return
- Rest

Because it normally runs RestTalk SD Return, Type:Null is often hard countered by Ghost types and Rock/Steel type walls. Palossand is no exception, as it can get up Stealth Rock for free and pressure Type:Null into using Rest with Toxic. Shadow Claw lets it set up and eliminate Palossand, and after just one +2 Shadow Claw it can force Palossand to recover. Another added benefit to running Shadow Claw is the ability to take on Steel and Rock types as well as other Ghost types that otherwise get to set up for free, such as Oricorio-G. 252/160 allows it to avoid the 2HKO from Magmortar's Focus Blast, and the rest is thrown into Attack for additional power.

+2 96+ Atk Type: Null Shadow Claw vs. 252 HP / 252+ Def Palossand: 158-188 (42.2 - 50.2%) -- 1.2% chance to 2HKO

+4 96+ Atk Type: Null Shadow Claw vs. 252 HP / 252+ Def Palossand: 238-280 (63.6 - 74.8%) -- guaranteed 2HKO

+6 96+ Atk Type: Null Shadow Claw vs. 252 HP / 252+ Def Palossand: 316-372 (84.4 - 99.4%) -- 37.5% chance to OHKO after Stealth Rock
 
Last edited:

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus

Pikachu @ Light Ball
Ability: Static
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Volt Tackle
- Extreme Speed
- Grass Knot
- Knock Off

Pikachu is viable now Volt Tackle plus Extreme Speed are legal together, and though its not on the VR (yet..), its still more viable than the vast majority of lure posted in this thread. Gk, though one of the best options for the last move anyway, still counts as a lure since players go to palo even if they think its special, especcially if they see like espeed. You comfortably 2hko
4 SpA Light Ball Pikachu Grass Knot (120 BP) vs. 252 HP / 0 SpD Palossand: 254-300 (67.9 - 80.2%) -- guaranteed 2HKO after Leftovers recovery
Worth noting that Knock Off plus GK with a Spike up always KOs. Also worth noting that this move has more use than hitting one mon as you 2HKO Gastrodon and Regirock, OHKO Golem if sturdys broken, while preventing costa from ever setting up.

Also please look over your posts and think 'is this something i would ever seriously use' before posting, since im just gonna delete the absolute worst (note: most frail offensive mons dont usually run mono attacking no-STAB)
 

dibs

double iron bashes
is a Tiering Contributor Alumnus

Lycanroc @ Darkinium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Accelerock
- Stone Edge
- Crunch

This set acts pretty well as a Palossand lure, as normally rock dog is entirely walled by sand castle ghost. But a standard SD set with Darkinium over Rockiumcan actually OHKO Palossand at +2 after you set up on the switch. Alternatively, you can run a spread of 172 Atk / 84 SpD / 252 Spe to always live an Earth Power (not counting rocks) so you can set up in the face of Palossand but this offers little use outside of this very specific situation.
+2 252 Atk Lycanroc Black Hole Eclipse (160 BP) vs. 252 HP / 252+ Def Palossand: 430-508 (114.9 - 135.8%) -- guaranteed OHKO
+2 172 Atk Lycanroc Black Hole Eclipse (160 BP) vs. 252 HP / 252+ Def Palossand: 406-478 (108.5 - 127.8%) -- guaranteed OHKO
4 SpA Palossand Earth Power vs. 0 HP / 84 SpD Lycanroc: 246-290 (84.5 - 99.6%) -- guaranteed 2HKO
Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Shadow Ball
- Stealth Rock
- Shore Up

The set features colbur berry because it's the item most commonly seen on Palossand, especially now that Passimian got knock off. None of your calcs acknowledged colbur berry, and the concept of the lure doesn't work if you do. Investing that heavily into spDef makes Lycanroc considerably weaker and more reliant on swords dance, especially since the set doesn't use life orb to compensate for this as much as possible.

Archeops @ Choice Specs
Ability: Defeatist
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Grass]
- Ancient Power
- Heat Wave
- U-turn

To lure a physical wall, bluff a physical attacker. Simple. Base 112 SpA is usable so why not? It also has a good matchup versus Gastrodon and defensive Carracosta.

252 SpA Choice Specs Archeops Hidden Power Grass vs. 252 HP / 0 SpD Palossand: 226-266 (60.4 - 71.1%) -- guaranteed 2HKO
The set really just lacks any sort of functionality outside of hidden power grassing a ground type on the switch in, so I won't be accepting this submission. Sorry bud.
 
Rapidash @ Grassium Z
Ability: Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Flare Blitz
- Solar Beam
- Wild Charge / Will-O-Wisp
- High Horsepower / Morning Sun

252 Atk Rapidash Flare Blitz vs. 252 HP / 252+ Def Palossand: 111-132 (29.6 - 35.2%) -- guaranteed 4HKO after Leftovers recovery
0 SpA Rapidash Bloom Doom (190 BP) vs. 252 HP / 0 SpD Palossand: 288-340 (77 - 90.9%) -- guaranteed 2HKO after Leftovers recovery

Rapidash is pretty meh, but that is kinda what is good about it. People fly their fire check in like it is going out of style when they see this thing. Then all those water, rock, and ground types get blown off the screen.
 
Archeops @ Flyinium Z
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Sky Attack

- Stone Edge
- Earthquake / Filler

+1 252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 252+ Def Palossand: 348-411 (93 - 109.8%) 93.8% chance to OHKO after Stealth Rock

With just a tiny bit of chip damage Archeops can always OHKO Pallosand with a +1 Z-Sky Attack. This Archeops does sacrifice a little of its normal ability to threaten things consistently, but gains the ability to blow a hole in nearly every defensive core. Common checks like Ferroseed, Weezing, and Qwilfish all struggle to take an attack, which helps open holes for things like Kingler, Passimian, and Primeape. Definitely has to be played a bit safer than standard Archeops; this set serves as a wallbreaker and/or nuke to lure and KO typical physical walls to support other attackers, not as a cleaner or revenge killer.

Doesn't need much to beat Palossand, just SR and ~1% damage, something like Mesprit to provide SR + U-turn into things that Archeops will threaten out for free set-up turns would definitely be appreciated. As mentioned earlier, offensive threats like Kingler, Passimian, Primeape, and Kangaskhan all greatly appreciate having physical walls blown through.



+1 252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 132+ Def Eviolite Ferroseed: 295-348 (101 - 119.1%)
+1 252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 252+ Def Weezing: 328-387 (98.2 - 115.8%)
+1 252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 4 Def Eviolite Type: Null: 358-423 (90.8 - 107.3%)
252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 252+ Def Qwilfish: 276-325 (82.6 - 97.3%)
252 Atk Archeops Supersonic Skystrike (200 BP) vs. 248 HP / 252+ Def Sableye: 298-352 (98.3 - 116.1%)
+1 252 Atk burned Archeops Supersonic Skystrike (200 BP) vs. 248 HP / 252+ Def Sableye: 223-263 (73.5 - 86.7%)
+1 252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 252+ Def Miltank: 360-424 (91.3 - 107.6%)
+1 252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 252+ Def Mesprit: 360-424 (98.9 - 116.4%)
252 Atk Archeops Supersonic Skystrike (200 BP) vs. 252 HP / 252+ Def Granbull: 298-352 (77.6 - 91.6%) -- 31.3% chance to OHKO after Stealth Rock
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top