Project Lure That Threat (Week 15: Uxie)

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Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Psychic
- Signal Beam
- Roost

Malamar can often be seen coming in on an unboosted Sigilyph as it is Knock off bait because its main stab, psychic, does not affect Malamar while coverage moves such as heat wave and energy ball do very little due to spdef investment. Sigilyph can lure Malamar into coming in and OHKO it with signal beam, while naturally outspeeding it due to it's speed investment. Signal beam also hits other psychic types for a decent amount of super effective damage such as slowking, meloetta, etc.
Sigilyph Signal Beam vs. 248 HP / 104 SpD Malamar: 406-478 (108.2 - 127.4%) -- guaranteed OHKO
 

Wandering Wobbuffet

formerly Based Honker
Anyone who plays NU is going to be familiar with this but it's rare in RU

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Psychic
- Signal Beam
- Healing Wish

I have never seen mesprit run signal beam in RU but they do all the time in NU. Even without investment mesprit has decent bulk and colbur berry makes knock off not do much (0 Atk Malamar Knock Off (97.5 BP) vs. 0 HP / 0 Def Colbur Berry Mesprit: 93-111 (30.8 - 36.8%) -- 69.3% chance to 3HKO). Meanwhile signal beam is a really easy 2HKO and even if they switch out after you go for it the first time you already severely damaged the malamar.
 
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Professor Skeek (Slowking) @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 236 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Signal Beam
- Scald
- Psyshock
- Slack Off

How many of you knew that Slowking got signal beam? Malamar loves to use Slowking as setup fodder, but no more!

236+ SpA Slowking Signal Beam vs. 248 HP / 108 SpD Malamar: 328-388 (87.4 - 103.4%) -- 93.8% chance to OHKO after Stealth Rock
0 Atk Malamar Knock Off (97.5 BP) vs. 252 HP / 0 Def Colbur Berry Slowking: 118-139 (29.9 - 35.2%) -- 22.6% chance to 3HKO

Bam. It even recovers off all that 35% (at MAX) that it takes from knock off when switching out!

You could also use a defensive set, as such:

Professor Skeek (Slowking) @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Signal Beam
- Scald
- Psyshock/Thunder Wave
- Slack Off

Signal Beam still 2HKO's Malamar on all sets, and because NOBODY expects this, the only thing Malamar can do is Rest, at which point Slowking uses Signal Beam twice for the KO.
 
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Hot Fire (Flygon) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Earth Power
- Defog
- Bug Buzz

However Memey, this set is neat for RKing Malamar if it has stacked a boost for two and can sponge a U-Turn. Not really much else to say here, but it's not signal beam so... Yay for that?

252 SpA Life Orb Flygon Bug Buzz vs. 252 HP / 108 SpD Malamar: 411-484 (109.3 - 128.7%) -- guaranteed OHKO
 
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Meloetta @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 140 Def / 16 SpA / 104 Spe
Modest Nature
- Calm Mind
- U-turn
- Hyper Voice / Psychic
- Shadow Ball

this was actually a set i toyed around w/around the time of the spl after last, back when dugtrio was one of the best 'mons in the meta. figured that now, when its becoming great again, this might be cool. being built more-or-less the same as subcm minus sub, its really just trading the status / rk avoidance that comes w/sub for mid-game mobility, something that finds value in proper team support (trappers, appropriate beaters to capitalize on darks, etc.) and of course functions as a pretty solid malamar lure. the 'best part' of this is that it almost always works, given that the information you feed the opp w/o attacking (its bulkier spread, the fact that it shows lefties) will directly telegraph a set that malamar has every reason to be safe switching into. to elaborate on that, a more offensive spread and the lack of item shown would generally indicate either a colbur cm set that might find some merit simply trying to mash itself into malamar or a specs set that presents the risk of a direct 2hko, making the malamar user less inclined to make the direct switch. u-turn itself doesn't do a ton (chunks for an ok 45-50% iirc), but generally that alongside sr drops it into duggy range, which this set really should be getting paired w/9 times out of 10. it's also cool w/non-scarf emboar (i've been liking jolly fist plate, really good at punishing those def gonner balances), try it out!
 
Drangonn

After some comparing, imma have to go with drangonn's slowking.
Not only does it lure Malamar, it also switches in on knock.
 

feen

control
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Okay so Drangonn. wins the round via voting. Other winners are 49 and Chakra.

Here's the threat for Week 8:

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 28 Atk / 228 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Roar

Deadline's on 22nd May
 

fran17

(1999)
is a Tiering Contributor Alumnus

Diancie @ Choice Specs
Ability: Clear Body
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Psychic
- Ancient Power

Usually Rhyp is a good switchin to defensive Diancie, but with the Specs equipped Diancie can 2HKO Rhyperior with Moonblast on the switchin, and 120 EVs in HP let Diancie to survive an Earthquake.
 
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Sobi

Banned deucer.

Houndoom @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Solar Beam
- Fire Blast
- Dark Pulse
- Nasty Plot

This is more or less the standard Nasty Plot set except with Power Herb and Solar Beam instead of HP Water to lure in Rhyperior and other Ground- and Rock-types and 2HKO/OHKO with Solar Beam. Of course, Houndoom can't switch into Earthquake or Rock Blast because they both OHKO it, but if it's against Rhyperior one-on-one, press Solar Beam and pray that it OHKOes.

252 SpA Houndoom Solar Beam vs. 252 HP / 228 SpD Solid Rock Rhyperior: 408-480 (94 - 110.5%) -- 62.5% chance to OHKO

Edit: SHOUTOUT RU ROOM FOR THE IDEA <3

Edit 2: http://replay.pokemonshowdown.com/smogtours-ru-45313 peep t1 of an spl 6 finals game [Thanks -Tsunami- for providing the replay ^_^]
 
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MrAldo

Hey
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So, the things that actually can effectively lure rhyperior is pretty limited but here is something cool


Ashes N Dust (Fletchinder) @ Liechi Berry
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Natural Gift
- Roost

Fletchinder cant touch rhyperior at all... except if it opps to run this. How this work: You SD on the predicted rhyperior switch-in and then:

+2 252+ Atk Liechi Berry Fletchinder Natural Gift (100 BP Grass) vs. 248 HP / 0 Def Solid Rock Rhyperior: 390-462 (90 - 106.6%) -- 37.5% chance to OHKO

Some prior damage and it is a ded rhyperior. Pair it with something like sub bulk up braviary or an aerodactyl to make the best use of this.
 

Togetic @ Eviolite
Ability: Super Luck
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Grass Knot
- Fire Blast

Ok, hear me out on this. Togetic = weak as shit mon that relies on typing, bulk, and recovery to check shit. However, a Nasty + 3 Attacks set is also pretty neat, as its nice coverage helps makes up for its pretty weak 80 SpA, since Fairy/Fire/Grass has virtually no resistances besides for some Fire types, and even then, the only Fire types in the tier that resist are Delphox and Fletchinder. Delphox admittedly avoids the 2HKO from all moves without rocks, and Fletch dies to +2 Gleam with rocks, and is 2HKO'd while it hopelessly roosts and does 30% or so with Acro. And thanks to Togetic's good bulk with Eviolite even uninvested, it can still set up on Steel types like Curse Registeel and non-Toxic Bronzong. Plus, if you aren't interested in luring stuff like toad or Rhyperior, Togetic has other options to run in the slot of Grass Knot, like Roost, Shadow Ball, Baton Pass, or even Water Pulse. So yeah, offensive Togetic is pretty cute :3

But back to why I'm posting this here. NastyPass Togetic is usually a free switch for Rhyperior, since unless the opponent has a Sticky Hold mon or a Xatu on their team to pass to, Rhyperior can freely Roar no matter what Togetic does, but here, Togetic catches the OHKO with Grass Knot easily at +2, or just Grass Knot right off the bat and KO with a bit of prior damage or a spike.

252+ SpA Togetic Grass Knot (120 BP) vs. 252 HP / 228 SpD Solid Rock Rhyperior: 363-429 (83.6 - 98.8%) -- 75% chance to OHKO after 1 layer of Spikes
 
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