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Project SV OU - Lure That Threat - Week 41

Thank you to everyone who made a submission this week. I wont be considering the Choice Scarf Iron Valiant nor the Choice Scarf Roaring Moon as they aren't real lures. Pretty standard sets that might be more fitting for Victim of the Week. I will accept the Choice Scarf Weavile but this is also borderline. You can vote for up to 2 of the following submissions

Tera Water Body Press :Clodsire: by Takatk
Jaw Lock Tera Water :Roaring Moon: by Turtlek
Choice Band Extreme Speed Tera Normal :Dragonite: by yeshahar
Choice Scarf Low Kick :Weavile: by Supersam10001
Tera Bug Polen Puff :Amoonguss: by Contrary Servine
Tera Water Rocky Helmet Endure :Garchomp: by LoseToRU?
Tera Steel Body Press :Ting-Lu: by zaydapoketrainer
Tera Fairy Bug Buzz :Rabsca: by Venduria
Tera Fighting Tera Blast :Rotom-Wash: by HydreigonTheChild
Tera Fighting Close Combat :ceruledge: by Wolf-X

Voting ends on Thursday January 19th at 23:59 EST
 
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Congrats to LoseToRU? and Garchomp for winning Week 5. The set is now added in the Hall of Fame.

For Week 6 of Lure that Threat we have the beast Defensive Great Tusk

:SV/Great Tusk:
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water / Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Bulk Up / Body Press

One of the big stars of Generation 9. Rapid Spin Great Tusk is the best hazard removal in the tier, with Knock Off and Earthquake scaring out the ghosts that would otherwise try to spinblock such as Gholdengo, Dragapult and Skeledirge. Its base 131 Defense and 115 Atk along with its typing make it an incredible check to physical attackers such as Kingambit, Cinderace and Iron Hands. While a max Defense Body Press is powerful, Bulk Up allows it to act as a potential sweeper while also checking Dragonite, Dragon Dance Dragapult and opposing Great Tusk. Finally tera Steel and Water allow it to even take on Azumarill, Roaring Moon and sometimes even Chien-Pao. Luring this Pokemon can be thus game changing. What are some ideas to do so?

Submissions end on Tuesday January 24th at 23:59 EST
Remember to explain how your submission actually lures Great Tusk
 
Skeledirge @ Choice Specs
Ability: Unaware
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Torch Song
- Shadow Ball
- Slack Off
252+ SpA Choice Specs Skeledirge Overheat vs. 252 HP / 4 SpD Great Tusk: 511-603 (117.7 - 138.9%) -- guaranteed OHKO
lol
Great tusk comes in, gets completely eviscerated in one move, boom
Although you don’t outspeed a 1v1 I believe, they will probably predict you to switch out and you live an eq anyway
 
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reserving :garchomp:

On another episode of, "Can 1LDK make something actually decent to save his life?" i have Tera Water Surf Tankchomp

Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Water
EVs: 252 HP / 128 Def / 128 Spe
Naive Nature
- Dragon Claw
- Surf
- Earthquake
- Stealth Rock/Spikes

Garchomp will come normally to lay down some good ol hazards
"Oh n0, those are hazards" tusk will say "I have to remove them, its my time"
and they both are gonna have a duel for them, this is a common dinamic happening in OU (at least from what i know)

0 SpA Tera Water Garchomp Surf vs. 252 HP / 4 SpD Great Tusk: 266-314 (61.2 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Great Tusk Earthquake vs. 252 HP / 128 Def Tera Water Garchomp: 126-148 (30 - 35.2%) -- 24.5% chance to 3HKO
0 Atk Great Tusk Knock Off (97.5 BP) vs. 252 HP / 128 Def Tera Water Garchomp: 81-96 (19.2 - 22.8%) -- possible 5HKO
0 Atk Great Tusk Rapid Spin vs. 252 HP / 128 Def Tera Water Garchomp: 42-50 (10 - 11.9%) -- possible 9HKO
252+ Def Great Tusk Body Press vs. 252 HP / 128 Def Tera Water Garchomp: 133-157 (31.6 - 37.3%) -- 86.8% chance to 3HKO

These calcs dont change with tera or no tera on your side

So after the first hit, tusk will say
"who the fuck runs tera water surf chomp"
and will proceed to tera, if he is steel, then earthquake gets him, so it actually discourages him to tera
Even if it is tera water, then he is too weak to keep checking anything and will eventually break
 
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Acrobatics Cinderace
:ss/cinderace:
Cinderace
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pyro Ball
- U-turn
- Acrobatics
- Sucker Punch/Court Change/Hi Jump Kick

Great Tusk’s high defenses and natural type advantage make it a good switch in to Cinderace, especially since it quad resists U-turn. This set takes advantage of Libero to change Cinderace into Flying type with Acrobatics, which is a 2HKO with an Adamant nature. Thanks to Libero, Cinderace now resists Great Tusk’s STABs, and takes less damage from Knock Off thanks to being itemless. Even if Tusk Teras afterwards, Cinderace hits Tera Steel with Pyro Ball, and only really struggles with Tera Water. The main drawbacks of this set are being forced to run no item, as Cinderace misses HDB, and having to run Adamant, although the only relevant threats you miss out on are non-Booster Energy Iron Valiant and Iron Treads. The Adamant power boost is appreciated though and Acrobatics can also hit Quaquaval for good damage. Most notably, this lure is not reliant on Tera.

Calcs:
252+ Atk Libero Cinderace Acrobatics (110 BP) vs. 252 HP / 252+ Def Great Tusk: 218-258 (50.2 - 59.4%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery
 
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Iron Moth @ Expert Belt
Level: 100
Tera Type: Grass
Modest Nature
Ability: Quark Drive
EVs: 252 SpA / 4 SpD / 252 Spe
- Energy Ball
- Fiery Dance
- Sludge Wave
- Discharge
So the point of this set is
1. Switch into Pex/water type/flying type
2. Use Discharge
Damage of Modest Belt is close of Timid Specs, thus the opponent will think u are Specs.
3. Discharge again as the oppo goes Tusk
4.Energy Ball and OHKO

252+ SpA Expert Belt Iron Moth Energy Ball vs. 252 HP / 4 SpD Great Tusk: 449-530 (103.4 - 122.1%) -- guaranteed OHKO
 
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Congrats to LoseToRU? and Garchomp for winning Week 5. The set is now added in the Hall of Fame.

For Week 6 of Lure that Threat we have the beast Defensive Great Tusk

:SV/Great Tusk:
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water / Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Bulk Up / Body Press

One of the big stars of Generation 9. Rapid Spin Great Tusk is the best hazard removal in the tier, with Knock Off and Earthquake scaring out the ghosts that would otherwise try to spinblock such as Gholdengo, Dragapult and Skeledirge. Its base 131 Defense and 115 Atk along with its typing make it an incredible check to physical attackers such as Kingambit, Cinderace and Iron Hands. While a max Defense Body Press is powerful, Bulk Up allows it to act as a potential sweeper while also checking Dragonite, Dragon Dance Dragapult and opposing Great Tusk. Finally tera Steel and Water allow it to even take on Azumarill, Roaring Moon and sometimes even Chien-Pao. Luring this Pokemon can be thus game changing. What are some ideas to do so?

Submissions end on Tuesday January 24th at 23:59 EST
Remember to explain how your submission actually lures Great Tusk

:Glimmora: @ Focus Sash
Ability: Toxic Debris
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Sludge Wave
- Stealth Rock / Spikes
- Earth Power / Mortal Spin

Easily baits tusks into EQ or Spin, then can 2HKO (no tera grass) or OHKO (with tera grass) with Energy Ball
252 SpA Glimmora Energy Ball vs. 252 HP / 4 SpD Great Tusk: 324-382 (74.6 - 88%) -- guaranteed 2HKO after Leftovers recovery
Tera:
252 SpA Tera Grass Glimmora Energy Ball vs. 252 HP / 4 SpD Great Tusk: 486-572 (111.9 - 131.7%) -- guaranteed OHKO

Rest of the the moves depend on users team and coverage or utility desired, max speed to outspeed :gholdengo: and be able to kinda check it.
Sludge wave for :Hatterene:
 
Defensive Slither Wing

dfjtp9v-143fe137-1ebe-48d0-b38e-9c11ca321b69.png
(art credit to Orafu)

Slither Wing @ Rocky Helmet / Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Bug
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Will-O-Wisp / Stun Spore
- Morning Sun
- U-Turn
- Stomping Tantrum / EQ / CC

replay: https://replay.pokemonshowdown.com/gen9ou-1778578529-ra3l78z82uzs8fw37s9c8suf5ev9ktqpw

great tusk has no problem coming in on slither's STABs, with even banded CC not 2HKOing. what tusks tend to forget, however, is that volcarona's been using will o wisp since 2000 BC slither's defensive profile is just as impressive as its offensive one, with a varied movepool full of surprises.

you can burn the tusk switching or staying in on you, cripple it for the game, and u-turn out into something else. tusk can't touch you in return - headlong rush is its strongest move against you, and even that misses the 2HKO - before burn:

252 Atk Choice Band Great Tusk Headlong Rush vs. 248 HP / 252+ Def Slither Wing: 123-146 (32.9 - 39.1%) -- 99.8% chance to 3HKO

the last moveslot has the most flexibility imo. eq and cc are fine, but stomping tantrum is a reallllllly cool tech in a tier with garg and gholdengo. go for will-o-wisp on the mon in front of you, have it fail, and get a 150 bp earthquake to hit harder than you should. not even specs gholden OHKOs you, so you can always stay in, kill it, and heal up with morning sun.

0 Atk Slither Wing Stomping Tantrum vs. 0 HP / 0 Def Gholdengo: 292-344 (92.6 - 109.2%) -- 56.3% chance to OHKO
0 Atk Slither Wing Stomping Tantrum vs. 252 HP / 4 Def Garganacl: 222-262 (54.9 - 64.8%) -- guaranteed 2HKO after Leftovers recovery

8 speed EVs outspeeds neutral azu, hands, and gambit. I like max hp max def as a better check to other physical attackers like chien, breloom, or meowscarada, but there's certainly room for some attack or speed investment.
 
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Iron Hands @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Drain Punch
- Swords Dance
- Thunder Punch
- Ice Punch / Play Rough

0 Atk Great Tusk Earthquake vs. 248 HP / 252+ Def Iron Hands: 186-222 (36.3 - 43.4%) -- 4.7% chance to 2HKO after Leftovers recovery

Easily tank an EQ and Tera Flying to completely wall it and set up SD. Leftovers + Drain Punch gives you recovery, and Great Tusk can only Knock Off or hit pitifully with Body Press. Bulk Up sets get outpaced by Swords Dance, and Great Tusk cannot Tera Water or Steel due to Iron Hands STAB options. Ice Punch is the safer move but Play Rough has this:

+2 8 Atk Tera Flying Iron Hands Play Rough vs. 252 HP / 252+ Def Great Tusk: 208-246 (47.9 - 56.6%) -- guaranteed 2HKO after 1 layer of Spikes and Leftovers recovery

After 1 SD Leftovers + Drain Punch healing out heals Body Press, and if it runs Bulk Up then its completely boned.

This set also has the added benefit of blanket checking almost all OU physical threats, so its not just a Great Tusk lure set. Chien Pao, Dragonite, Kingambit all lost to this, and checks Roaring Moon as well.

People need to play with Iron Hands more, its criminally underappreciated.
 
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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

Great tusk can usually take advantage of garchomp, esp with BU it can setup on physical sets and phys def sets cant touch it at all. But mixed chomp can bring it in and just eq -> draco on it. If great tusk has even taken a spike worth of damage it is in range of being KO'ed by draco meteor and shows how little chip is needed to achieve it

252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 4 SpD Great Tusk: 329-387 (75.8 - 89.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 4 SpD Great Tusk: 329-387 (75.8 - 89.1%) -- 18.8% chance to OHKO after 1 layer of Spikes
4 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Great Tusk: 105-125 (24.1 - 28.8%) -- possible 5HKO after Stealth Rock and Leftovers recovery
 
250px-Barret_Magnezone.png


Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 4 Def/252 SpA/252 Spe
Modest Nature
Tera-Type: Flying/Ground
- Thunder Bolt/Tera Blast
- Volt Switch
- Flash Cannon
- Iron Defense

From memory, the main Magnezone you come across (if you do at all) is a Choice-locked Zone of some variation; Scarf to patch up its mediocre level of speed, or Specs to break physical walls (especially bulky Waters). Great Tusk can easily come in on Zone with a predicted Electric attack (which it's immune to because Ground-type), and cleanly OHKO Zone with STAB EQ because x4 weakness. It might have to watch for Specs Flash Cannon, but it can take one if it's at full health and it comes in safely. And chances are, the damage it ultimately took would be worth the kill on Zone.

In any case, the idea here is that you Iron Defense with Zone as Tusk comes in to block the expected Volt Switch. Between the intact Balloon and the +2 Defense, Great Tusk theoretically never kills it in one shot, not even if it runs Body Press as a back-up move.

252+ Def Great Tusk Body Press vs. +2 0 HP / 4 Def Magnezone: 128-152 (45.5 - 54%) -- 39.1% chance to 2HKO

This in turn allows Zone to 2HKO Tusk with Flash Cannon. The important distinction here is that Modest Zone secures the 2HKO without the need for hazards to have been tossed down beforehand. Timid Zone does not.

Modest Calc: 252+ SpA Magnezone Flash Cannon vs. 252 HP / 4 SpD Great Tusk: 237-280 (54.6 - 64.5%) -- guaranteed 2HKO after Leftovers recovery
Timid Calc: 252 SpA Magnezone Flash Cannon vs. 252 HP / 4 SpD Great Tusk: 216-255 (49.7 - 58.7%) -- 69.5% chance to 2HKO after Leftovers recovery

Thankfully, in this situation Tusk decided to be fat and slow, giving Zone the capability to outspeed it even with the Modest nature. You might still wanna stick with the 252EVs in Speed just to be safe, though; there might be base 90 speed mons that decide to fully invest in bulk instead for whatever reason, and the extra Def EVs you'd need to guarantee the survival against Tusk's EQ might not be worth underspeeding those mons in particular.

Tera-Flying allows both it and the Balloon to failsafe each other. The Balloon covers for the scenario in which you burned your ability to Terastillaze already, and Tera-Flying covers for the admittedly likely event that the Balloon gets popped prematurely, whether by a faster Volt-Turner or otherwise. You don't necessarily have to Terastallize this Zone for the fight against Tusk if you don't want to, especially not if you can keep it healthy. Overall, I'd say it's only semi-reliant at worst, although I wouldn't mind having it as a back-up plan.

Tera Blast is slashed in the side of Thunder Bolt on the off-chance you want Zone to be your designated Tera mon, and it's over T-Bolt because Volt Switch is the more important of the two Electric STABs to keep, due to the momentum that it gives to Zone. Note that if you do decide to use Tera Blast, it'd be wise to swap Zone's Tera-Type to Ground so that it can better combat the Steels it's meant to trap, as well as opposing Electrics which otherwise wall it to buggery.

Speaking of Terastallization, the beauty about Zone luring Tusk is that it also actually discourages Tusk from Terastallizing against it. Reasoning should be obvious: if it was Tera-Water, it'd get nuked by Zone's T-Bolt, and if it was Steel, it'd get trapped by the very thing it arrogantly thought it could switch in on! I dunno about you guys, but I personally think that's amazing; not to mention ironic.

I considered Chople Berry & Magnet Rise in place of ID/Balloon as well, but there was a chance that Tusk would bail right from the start if it saw Magnet Rise in effect; that chance would be greater if it lacked any Fighting STAB to begin with. With ID/Balloon, you're guaranteed to at least take that first chunk off Tusk while it Spins to pop the balloon, or Knocks if it realizes the following EQ would be a roll with the +2 Defense up.
 
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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

Great tusk can usually take advantage of garchomp, esp with BU it can setup on physical sets and phys def sets cant touch it at all. But mixed chomp can bring it in and just eq -> draco on it. If great tusk has even taken a spike worth of damage it is in range of being KO'ed by draco meteor and shows how little chip is needed to achieve it

252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 4 SpD Great Tusk: 329-387 (75.8 - 89.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 4 SpD Great Tusk: 329-387 (75.8 - 89.1%) -- 18.8% chance to OHKO after 1 layer of Spikes
4 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Great Tusk: 105-125 (24.1 - 28.8%) -- possible 5HKO after Stealth Rock and Leftovers recovery
believe someone already made a garchomp set to beat tusk
 
Me, but the set is so different overall from mine that i think this is legal, im not sure tho
 
:ss/dragonite:
Dragonite @ Silk Scarf / Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Dragon Dance
- Extreme Speed
- Hurricane
- Earthquake

Dragonite generally runs a bulky dragon dance set with roost therefore , tusk generally feels safe to switch in on a dnite . Few tusk also run ice spinner to ohko dragonite , but that is where the unexpected Hurricane comes in play . This set also beats iron valiants who think they will live +1 extreme speed

0 SpA Dragonite Hurricane vs. 252 HP / 4 SpD Great Tusk: 390-462 (89.8 - 106.4%) -- guaranteed OHKO after 1 layer of Spikes
 
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Acrobatics Cinderace
:ss/cinderace:
Cinderace
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pyro Ball
- U-turn
- Acrobatics
- Sucker Punch/Court Change/Hi Jump Kick

Great Tusk’s high defenses and natural type advantage make it a good switch in to Cinderace, especially since it quad resists U-turn. This set takes advantage of Libero to change Cinderace into Flying type with Acrobatics, which is a 2HKO with an Adamant nature. Thanks to Libero, Cinderace now resists Great Tusk’s STABs, and takes less damage from Knock Off thanks to being itemless. Even if Tusk Teras afterwards, Cinderace hits Tera Steel with Pyro Ball, and only really struggles with Tera Water. The main drawbacks of this set are being forced to run no item, as Cinderace misses HDB, and having to run Adamant, although the only relevant threats you miss out on are non-Booster Energy Iron Valiant and Iron Treads. The Adamant power boost is appreciated though and Acrobatics can also hit Quaquaval for good damage. Most notably, this lure is not reliant on Tera.

Calcs:
252+ Atk Libero Cinderace Acrobatics (110 BP) vs. 252 HP / 252+ Def Great Tusk: 218-258 (50.2 - 59.4%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery
Felt like mentioning it , Libero works once per switch in , in this gen , so if you use a non fire type move( except acrobatics) before tusk comes in or on the tusk switch in , then you lose the flying STAB and also your typing doesnt change , so you are being forced to u-turn
 
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