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Project SV OU - Lure That Threat - Week 41

Rotom-Wash @ Rindo Berry
Ability: Levitate
Tera Type: Fire
EVs: 252 HP / 144 Def / 112 SpA
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Tera Blast
- Thunder Wave

Rotom-wash is usually something meowscarada can usually get pivoted into and fire off flower tricks... but rotom-wash stops it in the path with rindo berry which means it can stay in vs meowscarada tank the hit, and thunder wave it, or tera fire and tera blast it into oblivion

252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 144 Def Rindo Berry Rotom-Wash on a critical hit: 190-225 (62.5 - 74%) -- guaranteed 2HKO
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 144 Def Tera Fire Rotom-Wash on a critical hit: 95-112 (31.2 - 36.8%) -- 77.1% chance to 3HKO
112+ SpA Tera Fire Rotom-Wash Tera Blast vs. 0 HP / 4 SpD Meowscarada: 294-348 (100.3 - 118.7%) -- guaranteed OHKO
 
pokemon-scarlet-violet-clodsire-tera-raid-build.jpg


Clodsire @ Black Sludge
Ability: Unaware
EVs: 252 HP/56 Atk/200 SpD
Careful Nature
Tera-Type: Water
- Poison Jab/Gunk Shot
- Earthquake
- Recover/Waterfall
- Curse

Yes, yes, I know what you're all thinking: "You've been asked to lure in a Grass-type Pokemon and you choose a Poison-type? The hell's wrong with you, Stalfos?" And to that, I'd like to make three very clear points.

A.) This specific one's also a Ground-type
B.) It almost always only runs one attack at most
C.) It's not gonna use an offensively poor STAB in Poison over its much more reliable one in EQ

Clodsire is a rather passive Pokemon by nature, and its stats are to blame for its passivity. Base 75 isn't high by any means (least of all for an Attack stat), and the only way it gets to go before anything is if Trick Room happened to be up at the time. And Meowscarada, being an offensive Pokemon, would love to switch in and claim its 2HKO on the pushover that is the typical standard Clodsire. Well, it's not wrong, as Flower Trick ignores any Defense due to always critically hitting, and not even a physically defensive Clodsire can always avoid said 2HKO

252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 252+ Def Clodsire on a critical hit: 226-267 (48.7 - 57.5%) -- 49.2% chance to 2HKO after Black Sludge recovery

However, where it's wrong is in its thinking it'll get that 2HKO for free. Enter this more offensively inclined Curse Clodsire. The 56 Atk EVs allow a +1 Poison Jab to OHKO Meowscarada 100% of the time.

+1 56 Atk Clodsire Poison Jab vs. 0 HP / 0 Def Meowscarada: 294-348 (100.3 - 118.7%) -- guaranteed OHKO

Gunk Shot is slashed on the side in case you find yourself being forced to Recover on or attack the mon you switched Clodsire in against instead more often than not, as the unboosted variant achieves this exact same calc. Although you do lose out on accuracy, which can always prove to be the deciding factor.

Black Sludge is the item of choice since it provides passive recovery and punishes Trick users (there're only a few Poison types that can learn Trick and none of them want to take a STAB EQ). HP gets the full 252 EVs so said recovery can be maximized; if not for that mechanic, I'd have recommended the HP and SpD EVs to have been swapped around. Of course, you'll still want Recover because Sludge really doesn't give you enough HP back to keep taking attacks forever.

Waterfall is an option over Recover if you want your Clodsire to also lure in Corviknight and take it on, since neither of its STABs inflict any damage to it. Waterfall is preferred over Stone Edge since the latter is easily Pressure-stalled out of PP, and you have Tera-Water to provide an extra power boost for the former. Do note that you'll need to get to +6 and Terastallize in order to do meaningful damage, and that's only if Corviknight doesn't Iron Defense alongside Clodsire's Curses.

+6 56 Atk Tera Water Clodsire Waterfall vs. 248 HP / 252+ Def Corviknight: 204-240 (51.1 - 60.1%) -- 88.3% chance to 2HKO after Leftovers recovery
+1 56 Atk Clodsire Waterfall vs. 248 HP / 252+ Def Corviknight: 51-61 (12.7 - 15.2%) -- possibly the worst move ever

Clodsire also gets Megahorn, which is overkill on Meowscarada and not useful enough for anything else, and Counter, which I ultimately decided against because that'd be too easy.
 
Gholdengo @ Choice Scarf
Ability: Good as Gold
EVs: 252 HP or SpA / 4 SpD / 252 Spe
Timid Nature
Tera Type: Fighting
- Tera Blast
- Make it Rain
- Shadow Ball
- Thunder

Meowscarada loves switching into Gholdengo because it can tank Shadow Balls and OHKO with Knock off or revenge kill bet gets shred by tera fighting gholdengo which gets a guaranteed OHKO with tera fighting Tera Blast even without any SpA EVs.


0 SpA Tera Fighting Gholdengo Tera Blast vs. 0 HP / 4 SpD Meowscarada: 294-348 (100.3 - 118.7%) -- guaranteed OHKO
252 Atk Choice Band Meowscarada Knock Off (97.5 BP) vs. 252 HP / 0 Def Tera Fighting Gholdengo: 110-130 (29.1 - 34.3%) -- 5.2% chance to 3HKO
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 0 Def Tera Fighting Gholdengo on a critical hit: 240-283 (63.4 - 74.8%) -- guaranteed 2HKO

If you don’t run HP or Defense IVs and put them into SpA Flower Trick is still a 2HKO while Knock Off is a 4HKO

252 Atk Choice Band Meowscarada Flower Trick vs. 0 HP / 0 Def Tera Fighting Gholdengo on a critical hit: 240-283 (76.1 - 89.8%) -- guaranteed 2HKO
252 Atk Choice Band Meowscarada Knock Off (97.5 BP) vs. 0 HP / 0 Def Tera Fighting Gholdengo: 110-130 (34.9 - 41.2%) -- guaranteed 3HKO
252 Atk Choice Band Meowscarada Knock Off vs. 0 HP / 0 Def Tera Fighting Gholdengo: 74-87 (23.4 - 27.6%) -- 79.9% chance to 4HKO
 
:ting_lu:

Ting-Lu @ Leftovers / Rocky Helmet / Heavy Duty Boots
Ability: Vessel of Ruin
Tera Type: Fighting / Fairy / Water / Grass / Steel / Flying / Fire / Ghost / Dragon / Poison
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rest
- Sleep Talk / Whirlwind
- Body Press
- Earthquake / Spikes / Whirlwind

Meowscarada only switches into very passive Walls that can,t damage it back. Well, this Ting-Lu actually can, even without Tera:

252+ Def Ting-Lu Body Press vs. 0 HP / 0 Def Meowscarada: 250-296 (85.3 - 101%) -- 6.3% chance to OHKO

With Tera Fighting, the OHKO is guaranteed:

252+ Def Tera Fighting Ting-Lu Body Press vs. 0 HP / 0 Def Meowscarada: 374-444 (127.6 - 151.5%) -- guaranteed OHKO

Tera Fight is the right choice if we want to ensure Meowscarada specifically is dead on switch-in. Otherwise, different defensive Tera choices work just as fine vs the rest of the meta. Rocky Helmet is the better item vs Meowscarada if she wants to pivot out with U-Turn or predicts Tera Fight and uses Play Rough, otherwise Lefties or Boots can also work.
 
alomomola.gif

Alomomola @ Binding Band
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Chilling Water
- Whirlpool
Most meowscarada think that they can switch into an alolamola without any problem cause it lost toxic.
Now there's no way of showing whirlpool damage on pokemon showdown but what binding band does is effectively make trapping damage do 1/6th of the users health.
So you're able to beat it 1v1 as you can wish off all of the damage easily.
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 252+ Def Tera Fairy Alomomola on a critical hit: 190-225 (35.5 - 42.1%) -- guaranteed 3HKO
[Replay-https://replay.pokemonshowdown.com/gen9ou-1795303194-10k1nvhx7uerlzw0r11l6t42r5rdtirpw]
 
Thank you to everyone who participated. I will not be considering the Greninja submission since Ice Beam is actually the most popular move on Greninja. I will also not be considering the Gholdengo submission as Make It Rain is already a roll to OHKO. You can vote for up to 2 of the following submissions

Choice Band Ice Shard :Baxcalibur: by zyzzyva
Tera Steel Close Combat :Quaquaval: by pratik2007
Tera Fairy Tera Blast :Sandy-Shocks: by DonSalvatore
Jaw Lock Tera Poison :Roaring Moon: by Turtlek
Avalanche Tera Ice :Dondozo: by 1LDK
Rindo Berry Tera Fire Tera Blast :Rotom-Wash: by HydreigonTheChild
Curse Poison Jab :Clodsire: by Admiral_Stalfos19
Body Press (Tera Fighting Rocky Helmet) :Ting-Lu: by Eeveeto
Binding Band Whirlpool Tera Fairy :Alomomola: by Supersam10001

Voting ends on Thursday February 9th at 23:59 EST
 
Congratulations to HydreigonTheChild and DonSalvatore for winning last week, your sets are now added in the Hall of Fame

For Week 9 of Lure That Threat we have... SpDef Will-O-Wisp Skeledirge

:sv/Skeledirge:
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy / Dark
EVs: 248 HP / 240 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Torch Song
- Hex
- Will-O-Wisp
- Slack Off

Another one of the new starter Pokemon, Skeledirge is a great defensive yet offensive presence in the metagame. Its ability Unaware lets it check common set up Pokemon like Espathra, Volcarona, and Hatterene. Will-O-Wisp scares out physical attackers like Breloom and Scizor, with tera Fairy expanding this list to include Dragonite, Roaring Moon, Great Tusk, and even Chien-Pao. Hex gets powered up by Will-O-Wisp, and Torch Song gives it a +1 SpAtk everytime it is used making it that much harder to switch-in against. With its increible ability to stop set up sweepers, it is often beneficial to lure it in some way. What are the Pokemon that can do such job?

Submissions end on Friday February 17th at 23:59 EST
Remember to explain how your submission lures Skeledirge
 
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:sv/breloom:
Breloom @ Focus Sash
Ability: Technician
Tera Type: Fighting/Ground/Flying
EVs: 252 Atk / 252 Spe
Adamant Nature
- Bulldoze/Aerial Ace
- Toxic
- Close Combat
- Spore
So, I wanted an actually good set, and come across that. Skeledirge is a very good breloom answer if Sleep Clause is active, so that set is meant to:
Spore the Lead/ Corviknight
Toxic, as the opponent now knows that you are not banded Bulldoze and that you can’t sleep em. Skeledirge is very hurt by Toxic, and even if they are not OHKOed, Skel is pretty much unable to work efficiently on the long course. Bulldoze hits Ghold and Ace hits Gus’s, so choose depending on the team.
 
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Tera Type: Fairy / Dark
Can I ask what tera dark is for? I have never seen a tera dark skele

Anyway

:sv/Great Tusk:
Great Tusk @ Assault Vest
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Earthquake
- Close Combat
- Knock Off

AV Tera Fire Iron Head :Great Tusk:
While AV is a bit common and Tera Fire has been picking up as a way to make Tusk burn proof, Iron Head has never seen the light of day on tusk (or at least from what I know) because Tusk is kinda striped for moves, but he has a big move pool to explore and use

0 SpA Tera Fairy Skeledirge Torch Song vs. 252 HP / 4 SpD Assault Vest Tera Fire Great Tusk: 51-61 (11.7 - 14%) -- possible 8HKO
0 SpA Tera Fairy Skeledirge Hex (65 BP) vs. 252 HP / 4 SpD Assault Vest Tera Fire Great Tusk: 84-100 (19.3 - 23%) -- possible 5HKO


252+ Atk Tera Fire Great Tusk Iron Head vs. 248 HP / 0 Def Tera Fairy Skeledirge: 194-230 (47.2 - 55.9%) -- 78.5% chance to 2HKO

If he teras into dark, he gets smoked by CC, and if no tera, then EQ shits on him
 
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Can I ask what tera dark is for? I have never seen a tera dark skele

Anyway

:sv/Great Tusk:
Great Tusk @ Assault Vest
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Earthquake
- Close Combat
- Knock Off

AV Tera Fire Iron Head :Great Tusk:
While AV is a bit common and Tera Fire has been picking up as a way to make Tusk burn proof, Iron Head has never seen the light of day on tusk (or at least from what I know) because Tusk is kinda striped for moves, but he has a big move pool to explore and use

0 SpA Tera Fairy Skeledirge Torch Song vs. 252 HP / 4 SpD Assault Vest Tera Fire Great Tusk: 51-61 (11.7 - 14%) -- possible 8HKO
0 SpA Tera Fairy Skeledirge Hex (65 BP) vs. 252 HP / 4 SpD Assault Vest Tera Fire Great Tusk: 84-100 (19.3 - 23%) -- possible 5HKO


252+ Atk Tera Fire Great Tusk Iron Head vs. 248 HP / 0 Def Tera Fairy Skeledirge: 194-230 (47.2 - 55.9%) -- 78.5% chance to 2HKO

If he teras into dark, he gets smoked by CC, and if no tera, then EQ shits on him
My guess is Tera Dark is to absorb Ghost moves from things like Gholdengo and Dark moves like Crunch from Chien-Pao and Kowtow Cleave/Sucker from Kingambit

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Make It Rain
- Trick
- Focus Blast

Gholdengo will normally have to sack itself when facing off against Skeledirge since it's nailed by both Torch Song and Hex. I know Tera Fire is going to be really common throughout this thread, but it helps alot against Skeledirge by letting it take a Torch Song before crippling it with Trick. From there, you can nail it with one of Ghold's attacks depending on its Tera type.
 
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Tera Dark keeps the Dark resist you want against Chien-Pao while giving an immunity to Espathra's Stored Power; with Tera Fairy it is possible to lose to certain Espathra variants, with Tera Dark that should never really happen. Ghost resist is nice too, and no Steel weakness means the match-up with Gholdengo is a lot better than with Tera Fairy.

Anyway, I'll submit Tera Ground :Iron_Moth:

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Tera Blast
- Energy Ball/Agility

Ground Tera Blast punishes the Toxapex and Skeledirges of the world that like to switch in on Iron Moth:

252+ SpA Quark Drive Tera Ground Iron Moth Tera Blast vs. 248 HP / 240+ SpD Skeledirge: 344-408 (83.6 - 99.2%) -- guaranteed 2HKO

If Skeledirge switches into any move with Quark Drive active, or has taken any previous chip, Ground Tera Blast will KO the next turn.

Sludge Wave just about always OHKO's Tera Fairy Skeledirge:

252+ SpA Quark Drive Tera Ground Iron Moth Sludge Wave vs. 248 HP / 240+ SpD Tera Fairy Skeledirge: 408-482 (99.2 - 117.2%) -- 93.8% chance to OHKO

And if they Tera Dark it will cleanly 2HKO. This set is designed to function as a wall breaker, luring Pex and Dirge, so Modest with Booster Energy is used. You don't miss out on outspeeding much by going Modest anyway--just Garchomp, Iron Treads, and Sandy Shocks.
 
:bw/abomasnow:
Abomasnow @ Choice Band/Lum Berry
Ability: Soundproof
Tera Type: Ground/Fire
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Wood Hammer
- Ice Spinner
- Leech Seed/Tera Blast/Ice Shard
- Earthquake


252+ Atk Choice Band Tera Ground Abomasnow Earthquake vs. 248 HP / 0 Def Skeledirge: 422-500 (102.6 - 121.6%) -- guaranteed OHKO

A Skeledirge with 248 HP and 0 Defense that has yet to Tera cannot switch into the Choice Band variant at all if they don't already know the EQ is coming (unless you've revealed it before they won't, because when was the last time you came across a physical Abomasnow anywhere above the 1300s?).
Should it already have it's type changed or ignoring the fact we only need to base ourselves only on the set we were given, here's me going on a few different tangents on how these Tera Ground with Lum Berry/Tera Fire with CB sets could also beat (probably) EVERY Skeledirge imaginable. If it doesn't outright die, the team it's on takes a hit from forcing Tera. Here's all the potential scenarios!

So, because not every Skeledirge will be rocking full SpDef as it's physical wall capabilities are still quite good and there's other answers to Espahtra and Iron Moth, you might run into one against this set and it will live the initial EQ even with CB and Tera Ground, though just barely:

252+ Atk Choice Band Tera Ground Abomasnow Earthquake vs. 248 HP / 252 Def Skeledirge: 336-396 (81.7 - 96.3%) -- guaranteed 2HKO

Unless it's running more than 40 Speed EVs (faster than base 70), Abomasnow gets the jump on the opponent via it's own Speed investment. Either way, when was the last time you saw a Skeledirge with more speed investment than for outspeeding the base 70s?

Anyway, we'll go explore the other also reliable variants: CB Tera Fire and Lum Berry Tera Ground. Because they beat the SpDef sets anyway like the one above, i'll only be talking vs PhysDef dirge from here forward.
As for Banded Tera Fire, Skeledirge always gets 2HKO'd by Earthquake:

252+ Atk Choice Band Abomasnow Earthquake vs. 248 HP / 252 Def Skeledirge: 224-264 (54.5 - 64.2%) -- guaranteed 2HKO

So, there's 3 ways to respond to it:
1) Kill Abomasnow before it kills you. Torch Song is the go-to, i mean, why wouldn't you click it? Not only are you faster, but Abomasnow is 4x weak to it. Skeledirge simply wins the exchange...right? Wrong. So, so wrong. Thanks to it's 72 Speed EVs, it always outspeeds 20 Speed EVs Skeledirge. And i only included this weird investment for the sake of it, i've no idea what it's supposed to outspeed like that (too much for Corviknight, too little for the base 70s). Well... what if it's faster anyway? See, here's something neat about Abomasnow, something you probably didn't even know before reading this. It's hidden ability is Soundproof, making sound-based moves do 0 damage. Torch Song, as the name implies, is a sound move, making our chilly friend completely immune to it. If you go for the kill, Abomasnow immediately wins, since not only your 2 options are Hex (22.8 - 26.8%) or the much less common Earth Power who doesn't even nail a 2HKO (given no unlucky SpD drop) but also consider Abomasnow outspeeds Dirge. We always win the scenario no matter what.
2) Tera and use Will-O-Wisp. While this WOULD work in theory, in practice you have your own Terastalization in the back. Tera Fire on the CB set assures that you can't get burnt at all. Even though you outspeed it anyway and will kill it before it gets a chance to move.
3) Tera and use Slack Off. Sadly we can't do much about this one, but remember what we're here to do: pave the way for our sweeper teammates to wreck the opponent thanks to Skeledirge not being able to wall them anymore. And for some sweepers, this has already been accomplished; forcing a Tera means Skeledirge won't be able to tank Volcarona or Iron Moth's STABs as it used to. Unless it's Tera Water, anyway! But even then, you have just enough PP on Earthquake to stall out all of their recovery, if they choose to stay in. So it's not like we come off completely defeated even if the wide alligator's user knows what we're up to.

As for the Tera Ground Lum Berry set, I'd say it's even better off. It gets the same damage output as Choice Band with the extra of not needing to be choice locked while reaping the benefit of Will-O-Wisp immunity thanks to it's item.
This means that Skeledirge's options nº 1) and 2) still net you a win against it, but now you can also still thwart it even more on nº 3). Thanks to not being choice locked, the enemy Skeledirge's prone to eat a Leech Seed, which not only ensures we can threaten a slim chance of a 2HKO or the reliable 3HKO which can burn more Slack Off PP while already having forced a desperate lose-lose Terastalize. Yet another bonus: the somewhat uncommon Tera Water dirge gets threatened really hard by Wood Hammer to the point where it cannot possibly live after a super-effective EQ and another regular one, even if it recovers back some damage, since:

252+ Atk Abomasnow Wood Hammer vs. 248 HP / 252 Def Tera Water Skeledirge: 270-318 (65.6 - 77.3%) -- guaranteed 2HKO

So, like i said, i think Lum Berry Tera Ground does even better than CB Tera Fire against every Skeledirge.


The rest of the moves are just for generally getting some offensive utility outside of this specific 1v1, even though it's not actually required i think it'd have been a nice touch.
Overall, can't really go wrong with these 3 sets unless i've done a critical miscalculation!
 
ayc6xjqd6rrqpbbz_1623674358.jpeg


Volcarona @ Life Orb
Ability: Flame Body
EVs: 252 SpA/4 Def/252 Spe, OR 248 HP/8 Def/252 SpA
Modest Nature
Tera Type: Psychic
- Flamethrower
- Psychic
- Morning Sun/Bug Buzz
- Quiver Dance

Even with 2 new copycats after its throne, Volcarona is still going strong in the SV metagame, ironically seeing more play than the both of them. And it owes it all to Heavy-Duty Boots, which stop it from outright getting murdered by Rocks on the switch-in, and the fact that Iron Moth doesn't get Quiver Dance for some reason. (If not for that weird decision, I'm sure Moth would've taken over by a landslide.) However, those two copycats aren't the only Pokemon that Volc has to worry about. It also has a new perfect switch-in in Skeledirge, which not only resists both STABs (one of them being a 4x resist), but it also shuts down all the hard work the poor bug put into Quiver Dancing with its Unaware ability.

...

Psychic is the second-strongest move that Dirge can be hit with, and also comes with the chance of a Special Defense drop (it can't ignore those now, can it? :]). Of course, Volc has always had the option to run Psychic for Toxapex switch-ins since the latter's inception. But it hasn't mained it since Z-Moves stopped being a thing, and you'd expect Tera-Psychic on a non-Psychic mon as much as you'd expect the Spanish Inquisition. The Life Orb is the final cherry on top, pushing it just over the threshold in which it actually secures the 2HKO on Dirge.

252+ SpA Life Orb Tera Psychic Volcarona Psychic vs. 248 HP / 240 SpD Skeledirge: 208-246 (50.6 - 59.8%) -- guaranteed 2HKO

Flamethrower covers for the Tera-Dark play, and is a must have over Fiery Dance because even if you predict Dirge to Terastallize after the Tera-Psychic hit but it doesn't for whatever reason, you can still pick up the KO with another Flamethrower the following turn (unless it Slacked Off). Unless you high-roll with it twice in a row, which is unlikely, you can't do the same with Fiery Dance.

252+ SpA Life Orb Tera Psychic Volcarona Flamethrower vs. 248 HP / 240 SpD Skeledirge: 104-122 (25.3 - 29.6%) -- guaranteed 4HKO
252+ SpA Life Orb Tera Psychic Volcarona Fiery Dance vs. 248 HP / 240 SpD Skeledirge: 92-109 (22.3 - 26.5%) -- 15.4% chance to 4HKO

Morning Sun provides recovery, which is important on Life Orb sets in particular since it lets them attack more often overall. It's especially important on Volc since it lets it immediately recover from the first switch into Rocks, and Terastallizing it before you switch it out means it won't take nearly as much on future switch-ins. You might still want a Defogger or a Spinner in the back just in case, though; it's always a good idea when you have 4x Rock weak mon on your team, especially if that mon is also grounded.

Bug Buzz is an option to dissuade Dark- and opposing Psychic-types from switching in, especially those that also resist Fire like Hydreigon. It also has the added bonus of OHKO'ing Dirge from full if it Tera-Dark Slacked Off as you used Psychic.

252+ SpA Life Orb Tera Psychic Volcarona Bug Buzz vs. 248 HP / 240 SpD Tera Dark Skeledirge: 416-491 (101.2 - 119.4%) -- guaranteed OHKO

Max speed investment stops Scarf Gholdengo & Rotom-W from outspeeding Volc even with the +1 Quiver Dance. However, you can invest in bulk instead if you want to take the hit from Dirge's Hex better, since Tera-Psychic does make you weak to it all of a sudden.

0 SpA Tera Dark Skeledirge Hex (130 BP) vs. 0 HP / 0 SpD Tera Psychic Volcarona: 290-344 (93.2 - 110.6%) -- 62.5% chance to OHKO
0 SpA Tera Dark Skeledirge Hex (130 BP) vs. 248 HP / 0 SpD Tera Psychic Volcarona: 290-344 (77.7 - 92.2%) -- guaranteed 2HKO after poison damage

Unless you're switching Volc into T-Spikes, though, I wouldn't worry about either of those two calcs so much; Dirge is unlikely to have the time to both Wisp and Hex you, and even if it tries, Volc will 2HKO first.

...

Before you ask, yes Hurricane was the first attack I looked at. There were a couple of glaring issues I took with it:

A.) You can't realistically rely on getting any number of hits in a row that is neither one nor zero, because its natural accuracy is garbage. That would be fine if there was any way to OHKO Dirge with it, but there isn't... so it isn't. While it's true that rain fixes that shaky accuracy, Rain Dance takes up a moveslot that can be put to better use, and if anyone sees Volcarona and Pelipper on the same team, they'll know something's up.

B.) In all honesty, you won't wanna take a mon like Volc, which is 4x weak to Rock, and Terastallize it into a brand new typing that's also weak to Rock. That kind of defeats the purpose imo, as Rocks are a bitch to take damage from in that instance. Unfortunately, without Tera-Flying, not even Modest Specs can properly secure the 2HKO with Hurricane. And we don't take kindly to rolls around here; that defeats the purpose of a lure as a whole.

252+ SpA Choice Specs Tera Psychic Volcarona Hurricane vs. 248 HP / 240 SpD Tera Dark Skeledirge: 194-229 (47.2 - 55.7%) -- 78.5% chance to 2HKO

Speaking of Specs, Timid Specs was the original plan that I had with this Volc set. Being locked into Psychic would've been fine had Dirge not have any incentive to run Tera-Dark, but with all those Esparthas running around, I can see why Tera-Dark would be a reliable option for it. Thankfully, I was able to notice that Life Orb also secures the 2HKO, but only just, and only if I swapped it to Modest.

Tera-Fire Overheat crossed my mind too, but I wanted something a little more independent, and Overheat really needs Sun to break through Dirge's resistance to it. On top of that, the only reason Overheat was even worth considering is because Unaware also ignores the opposing mon's stat drops, which return to full effect the second Dirge dies. In the end, I decided that Flamethrower would be enough on this Volc set. It's stronger than Fiery Dance, doesn't get Pressure stalled out as easily as Fire Blast (not to mention that Flamethrower has full accuracy unlike Fire Blast) and doesn't undermine its Quiver Dance boosts like Overheat does.
 
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Metal Burst Orthworm
:sv/orthworm:
Orthworm @ Sitrus Berry
Ability: Earth Eater
Tera Type: Ghost
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
IVs: 0 Atk
- Shed Tail
- Stealth Rock
- Body Press
- Metal Burst

The idea behind this one is pretty simple. Orthworm is basically a free switch in for Dirge, and given Unaware and Torch Song going through Sub, Skeledirge is also good for dealing with most setup sweepers Orthworm enables with Shed Tail. This EV spread enables Orthworm to always live a Torch Song after SR and OHKO back with Metal Burst. The rest of the set is self explanatory and allows Orthworm to fulfil its standard role against teams without Skeledirge. This lure doesn’t rely on Tera and is effective even if Skeledirge has already Tera’d, allowing you to reliably remove the croc for your setup sweepers.

Calcs:
8 SpA Skeledirge Torch Song vs. 252 HP / 72 SpD Orthworm: 270-320 (78.4 - 93%) -- guaranteed 2HKO after Stealth Rock
 
Reserving Dragonite
:bw/dragonite:
Dragonite @ :heavy-duty boots:Heavy-Duty Boots
Level: 100
Calm Nature
Tera Type: Fire
Ability: Multiscale
EVs: 252 HP / 252 Sp Def
- Encore
- Fire Spin
- Roost
- Draco Meteor

With Chien-Pao gone , Dragonite has one less Ice type to worry about . What's the next best pokemon in the metagame now ? Gholdengo . Well this set is undoubtedly suprising for opposing Skeledirge who will try to burn the Dragon but well , Dragonite does not care at all . Tera fire allows it to be immune to the burn chip which helps keeping multiscale intact , while also improving the matchup against Gholdengo . Encore + Fire Spin lets you trap common defensive walls including Skeledirge , Corviknight and Dondozo , making the cleaning job easier for your teammates . Just bait the tera wisp , trap and keep spamming those Draco Meteors ( unaware ignores sp atk drop )

How will it lure : Well Dirge works as a great counter to sweeper dnite , by burning it with will-o-wisp . This set on the other hand , does not even care about that burn . It cannot trap dirge but can completely render it useless / pp stall it / chip it enough and make the job easier for sweepers . If dirge teras oh well , it gets trapped and slowly but surely removed completely from the game .
 
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