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

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Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Revelation Dance
- Hurricane

With this set you can play mind games and get a substitute up on the predicted switch in or sucker punch. +1 hurricane and +0 ssss are rolls, but +1 ssss always kills.
252 SpA Oricorio-Ghost Supersonic Skystrike (185 BP) vs. 0 HP / 112 SpD Skuntank: 315-372 (90.7 - 107.2%) -- guaranteed OHKO after Stealth Rock
+1 252 SpA Oricorio-Ghost Hurricane vs. 0 HP / 112 SpD Skuntank: 280-331 (80.6 - 95.3%) -- 56.3% chance to OHKO after Stealth Rock
+1 252 SpA Oricorio-Ghost Supersonic Skystrike (185 BP) vs. 0 HP / 112 SpD Skuntank: 472-556 (136 - 160.2%) -- guaranteed OHKO
 

dibs

double iron bashes
is a Tiering Contributor Alumnus
I figured that this week would be difficult to lure since Skuntank is so popular and centralising that all the good lure sets are standard at this point, so I thought i'd throw this in the mix.

Sableye @ Fightinium Z
Ability: Prankster
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Knock Off
- Focus Punch
- Substitute
- Recover

I genuinely intended on using this in PUPL, but after testing vs HJAD I ended up deciding not to. Dark types make Sableye's life hell, constantly trying to hard switch in on the expected will-o-wisp and walling it from then on. This set takes advantage of this by setting up a substitute as they switch to their dark type (in this case, Skuntank), to then get a free focus punch into Z-focus punch for the kill. The set seems niche as hell, but it's surprisingly effective at luring dark types and aside from that it can still pester teams, taking advantage of Drampa locked into hyper voice and removing items with an averagely strong knock off.
252+ Atk Sableye Focus Punch vs. 0 HP / 0 Def Skuntank: 173-204 (49.8 - 58.7%) -- 74.2% chance to 2HKO after Black Sludge recovery
252+ Atk Sableye All-Out Pummeling (200 BP) vs. 0 HP / 0 Def Skuntank: 230-271 (66.2 - 78%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Sableye Focus Punch vs. 0 HP / 0 Def Absol: 376-444 (138.7 - 163.8%) -- guaranteed OHKO
252+ Atk Sableye Focus Punch vs. 0 HP / 4 Def Raticate-Alola: 664-784 (228.1 - 269.4%) -- guaranteed OHKO
 

poh

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Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Knock Off
- Sucker Punch
- Leaf Storm
- Explosion

The OG Skuntank lure. Only lures the Defog set.
 

dibs

double iron bashes
is a Tiering Contributor Alumnus
Sorry for the poor quality week, but it's better to get Skuntank out of the way sooner rather than later. Congratulations to everyone for managing to come up with cool Skuntank lures that aren't commonly seen.
Sorry InfernoMonferno but I decided to not including Oricorio-Sensu since substitute is the most commonly used set at this point.
Voting time!

UBERSkitty with Swords Dance Z-Dig Shiftry
Aaronboyer with Earthquake Cradily
Twix with Z-Aqua Tail Offensive Qwilfish
Taskr with Z-Trick or Treat Shadow Sneak Gourgeist
Me with Sub Z-Focus Punch Sableye
PursuitOfHappiny with Mixed Life Orb Explosion Shiftry

I'll make next week really really good, I promise!
 
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dibs

double iron bashes
is a Tiering Contributor Alumnus
Hi frens, sorry for closing the week so late. Also, thanks for being good sports through a pretty unfun week.
PursuitOfHappiny won the week with his Mixed Life Orb Explosion Shiftry at 5 votes, with Taskr and UBERSkitty being tied second on 3 votes, grats buds.

Week 5

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 192 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Toxic
- Heal Bell

Lanturn is a go-to water and electric check, supplying teams with a slow volt switch and support through heal bell. Lanturn's dual stab combined with toxic can make it a hard mon to deal with, often forcing situations where the best check to Lanturn is another Lanturn. Despite this, there is exploitable weaknesses so i'm excited to see what you guys cook up.

Voting will start on Wednesday 1st November
so Happy Halloween until then

Happy Luring!​
 
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asa

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PU Leader

Floatzel @ Groundium Z
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Dig
- Waterfall
- Ice Punch/Aqua Jet

Lanturn usually can come in on Floatzel with little to no issue and force it out, but that's not the case here. With or without a Bulk Up under its belt, Floatzel will always OHKO Lanturn with Z Dig after Lanturn takes Stealth Rock damage.

(credit goes to irebel bc i unintentionally stole his shit)
 
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Qwilfish @ Poisonium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Waterfall
- Poison Jab

Simple spin on offensive Spikes Qwilfish (the Water Z one). With SR Lanturn can never live Poison Jab + Acid Downpour, and sometimes doesn't survive Waterfall + Acid Downpour either. Still does its regular Spikes stuff, and Poisonium Z can catch more things off-guard than just Lanturn so it doesn't feel overly specialised in what it does.
 

LordST

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Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 88 SpD / 168 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Hidden Power [Grass]
- Substitute

So the Lanturn v Lanturn matchup is usually pretty awkward but the supportive pivot set beats other variants like Assault Vest or Specs pretty handily thanks to Toxic. This set can bait in support Lanturn then Sub to dodge toxic and beat it down with Hp Grass. Also has the bonus of plopping on Gastrodon :toast:. Standard spread for the specs set outspeeds Adamant Golurk, Adamant Torterra, and Defensive Qwilfish.
 
Hi! I have a much preferred lanturn vs lanturn match up that I used around ORAS NU:

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 SpA / 216 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Whirlpool
- Heal Bell
- Volt Switch

Whirlpool + heal bell means you win the lanturn war 100% of the time, or at least whiddle lanturn down enough to the point where it is severely weakened. Not only that, but whirlpool means it can't pivot out, and you can whirlpool trap regular pseudo switch ins to lanturn to guarantee free volt switches.
The aim of whirlpool is to remove their recovery entirely, hence trapping and always doing more than the lefties, then spamming scald / heal bell to avoid the status. If you get scald burns, you create free turns whereby you can get free recovery, but no matter what the opposing lanturn is being whiddled! :toast:
 

poh

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Pyroar @ Grassium Z / Firium Z
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Flamethrower / Sunny Day
- Solar Beam

Probably not the most solid lure but it can work. There are two options you can go with. Grassium Z gives you the instant Grass-type nuke and has a chance of killing Lanturn after rocks. Firium Z gives you sweeping possibilities with the +1 Speed and Solar Beam becomes a 2HKO while alleviating Scald damage.

252 SpA Pyroar Bloom Doom (190 BP) vs. 40 HP / 192+ SpD Lanturn: 334-394 (83.2 - 98.2%) -- 68.8% chance to OHKO after Stealth Rock
252 SpA Pyroar Solar Beam vs. 40 HP / 192+ SpD Lanturn: 212-250 (52.8 - 62.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Lanturn Scald vs. 0 HP / 4 SpD Pyroar in Sun: 96-114 (30.6 - 36.4%) -- 42.1% chance to 3HKO
 

Simipour @ Grassium Z
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Nasty Plot
- Grass Knot
- Ice Beam

Z-Grass Knot turns a 160bp Bloom Doom allowing Simipour to cleanly OHKO Lanturn after a Nasty Plot.

+2 252 SpA Simipour Bloom Doom (160 BP) vs. 128 HP / 192+ SpD Lanturn: 522-616 (123.4 - 145.6%) -- guaranteed OHKO
 

Butterfree @ Grassium Z
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Sleep Powder
- Energy Ball
- Bug Buzz

+1 252+ SpA Butterfree Bloom Doom (175 BP) vs. 128 HP / 252+ SpD Lanturn: 418-492 (98.8 - 116.3%) -- 87.5% chance to OHKO
252+ SpA Butterfree Bloom Doom (175 BP) vs. 128 HP / 252+ SpD Lanturn: 278-328 (65.7 - 77.5%) -- guaranteed 2HKO after Leftovers recovery

A pretty bad mon, but a decent lure for lanturn while being able to status it which is helpful.
 

Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Energy Ball
- Heal Bell
- Moonlight
- Calm Mind

An already great mon in PU to make it greater while versing Lanturn. This mon can take hits like a truck and then Damages Lantrun like a truck. first of all I wanted a Special Defender Because all Lanturns attacking moves are special attacking moves. heal Bell to heal Musharna's Poisoning if it gets any with lanturns Toxic. Moonlight to heal Musharna. And Calm Mind to rise the Sp. ATK Even more.
Offense:

+1 252+ SpA Musharna Energy Ball vs. 128 HP / 252+ SpD Lanturn: 242-286 (57.2 - 67.6%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ SpA Musharna Energy Ball vs. 128 HP / 252+ SpD Lanturn: 322-380 (76.1 - 89.8%) -- guaranteed 2HKO after Leftovers recovery

Defense:

0 SpA Lanturn Volt Switch vs. 252 HP / 4 SpD Musharna: 63-75 (14.4 - 17.2%) -- possible 9HKO after Leftovers recovery

0 SpA Lanturn Scald vs. 252 HP / 4 SpD Musharna: 72-85 (16.5 - 19.4%) -- possible 8HKO after Leftovers recovery
 
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