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Project SV OU - Lure That Threat - Week 41

:tauros_paldea_blaze:

Tauros-Paldea-Blaze (M) @ Choice Band
Ability: Intimidate
Tera Type: Fighting / Fire / Ground / Electric
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature / Adamant Nature
- Flare Blitz
- Earthquake / Stone Edge
- Close Combat
- Wild Charge

Being immune to WoW and resistant to STABs, Skeledirge hard counters standard Fire Tauros. However, without Chien Pao in the meta, Tauros can afford to run Band to be a competent wallbreaker that is hard to switch into, unlike Cinderace and Ceruledge, it doesn,t need to run Boots. Either EQ or Stone Edge both 2HKO Skeledirge on the switch. After the first hit lands, it doesnt, matter if Skeledirge Teras or not, he is done.


252 Atk Choice Band Tauros-Paldea-Fire Earthquake vs. 248 HP / 0 Def Skeledirge: 292-344 (71 - 83.6%) -- guaranteed 2HKO < Adamant damage is even higher.
252 Atk Choice Band Tauros-Paldea-Fire Earthquake vs. 248 HP / 0 Def Tera Fairy Skeledirge: 146-172 (35.5 - 41.8%) -- guaranteed 3HKO
 
Fuck Dirge and Dirge in particular.​
Finally, some help in my worst gen 9 matchup.

I've devised some stuff myself, though.

The first...

:sv/Slither Wing:

Volcarona-Hisui!

Slither Wing @ Life Orb / Booster Energy / Lum Berry
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- First Impression
- Facade
- Stomping Tantrum / Acrobatics (Booster Energy or Lum Berry)

Bug/Fighting is a type that kinda...dies instantly to the concept of a Fire/Ghost type such as Dirge. So why wouldn't they switch into it? (Unless they currently have a different Fire (or Flying) mon out but shh.) "But what happens when a Tera Ground Slither Wing uses Earthquake on a Dirge", you might ask? Uh, murder. Just straight-up murder. And if they decide to tera their Dirge, well, they should be hoping for the 0.4% chance for Facade to not 2HKO...

Next...

:sv/Gholdengo:

Melmetal-Paldea!
Gholdengo @ Life Orb
Ability: Good as Gold
Tera Type: Ghost / Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Make It Rain
- Power Gem
- Shadow Ball
- Nasty Plot

Steel/Ghost is a type combination weak to both of Dirge's STABs, making it quite good at luring the Dirge. Without Tera, Shadow Ball is a garunteed 2HKO, with a minimum of 80%, with it OHKOing Dirge under Ghost Tera. That 80% (at least) on Dirge also applies to Power Gem under Rock Tera. You may wonder why I'm suggesting the possibility of Rock Tera. The thing is, Dirge has a garunteed 2HKO with Torch Song under normal circumstances. But with Rock Tera, it's only a possible 7HKO (before SpA boosts). And Hex (65 BP due to Good as Gold not allowing for Will-o-Wisp to happen) only has a 6.8% chance to 4HKO, becoming a near-guaranteed (99.5% chance) 3HKO with +1 SpA. You might be wondering how Dirge's Slack Off affects the Shadow Ball 2HKO. Short answer is since 160.4% (2 bottom rolls in a row) is greater than 150%, making their Dirge's Slack Off completely useless...

And finally...

:sv/Skeledirge:

No terrains, Dirge only, OU clauses

Skeledirge @ Expert Belt
Ability: Unaware
Tera Type: Ground / Ghost
EVs: 224 HP / 252 SpA / 8 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Earth Power / Slack Off
- Torch Song
- Hex
- Yawn / Sing

I'm not gonna lie, I moreso made this one to see if I could make Dirge counter Dirge. This set forgoes burns to, well, lull the enemy Dirge to sleep so that Hex will OHKO (What am I doing with my life?).
 
Scizor @ Life Orb
scizor.gif

Ability: Technician
Tera Type: Dark
EVs: 6 HP / 252 Atk / 252 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Close Combat
- Thief
Skeledirge usually think they can switch into a scizor with no real problem as it resists its stabs but this set takes you to another level of baiting it [and gholdengo.]

CALCS
252+ Atk Life Orb Technician Tera Dark Scizor Thief vs. 248 HP / 0 Def Skeledirge: 421-499 (102.4 - 121.4%) -- guaranteed OHKO
252+ Atk Life Orb Technician Tera Dark Scizor Bullet Punch vs. 248 HP / 0 Def Tera Fairy Skeledirge: 283-335 (68.8 - 81.5%) -- guaranteed 2HKO
252+ Atk Life Orb Tera Dark Scizor Close Combat vs. 248 HP / 0 Def Tera Dark Skeledirge: 374-442 (90.9 - 107.5%) -- 50% chance to OHKO
252+ Atk Life Orb Technician Tera Dark Scizor Thief vs. 248 HP / 0 Def Tera Water Skeledirge: 211-250 (51.3 - 60.8%) -- guaranteed 2HKO​
 
sylveon.gif

Sylveon @ Leftovers
Ability: Cute Charm
Tera Type: Fire/Ghost
EVs: 184 HP / 252 SpA / 72 Spe
Calm Nature
IVs: 0 Atk
- Skill Swap
- Calm Mind/Wish
- Moonblast
- Shadow Ball

Sylveon rarely carries moves aside from its STAB Pixilate Hyper Voice, which Skeledirge can eat all day long. It does sometimes run Shadow Ball. but even when it does, it tends to be, at best, a 3HKO.

252 SpA Sylveon Shadow Ball vs. 248 HP / 240+ SpD Skeledirge: 136-162 (33 - 39.4%) -- 99.9% chance to 3HKO

So either way, Dirge can pretty safely come in on a Sylveon. It doesn't care about Calm Mind, and it can Slack Off any damage while boosting itself with Torch Song.
This is where Skill Swap comes in. By taking Unaware from Skeledirge, Sylveon can safely spam Calm Mind while ignoring Torch Song boosts.

+6 0 SpA Skeledirge Torch Song vs. 184 HP / 0+ SpD Unaware Sylveon: 67-81 (17.7 - 21.4%) -- possible 7HKO after Leftovers recovery
+6 0 SpA Skeledirge Hex (130 BP) vs. 184 HP / 0+ SpD Unaware Sylveon: 111-132 (29.4 - 35%) -- 12.2% chance to 3HKO after Leftovers recovery and burn damage


Hex does decent damage, but Dirge needs to waste a turn burning Sylveon, and by the time it can use Hex, Sylveon will be at +2 Special Defence thanks to Calm Mind.

+1 252 SpA Sylveon Shadow Ball vs. 248 HP / 240+ SpD Skeledirge: 204-240 (49.6 - 58.3%) -- 98.8% chance to 2HKO
At +1, Sylveon 2 shots Dirge.

We could stop there, with a Sylveon that can beat Dirge without using it's terastalisation, but since we can experiment, Fire and Ghost are the way to go. With Tera Fire, Dirge can't burn Sylveon, and Torch Song is weakened. This means that Sylveon's leftovers will be gaining health rather than just negating the burn.
+6 0 SpA Skeledirge Torch Song vs. 184 HP / 0+ SpD Unaware Tera Fire Sylveon: 33-40 (8.7 - 10.6%) -- possibly the worst move ever
+6 0 SpA Skeledirge Hex (65 BP) vs. 184 HP / 0+ SpD Unaware Tera Fire Sylveon: 57-67 (15.1 - 17.7%) -- possible 9HKO after Leftovers recovery


As for Tera Ghost, this means Shadow Ball can two shot Dirge, removing the need to Calm Mind (and meaning that Sylveon can potentially run Wish for support). This also serves as a failsafe in case Dirge swaps out and comes back in to get Unaware back.

252 SpA Tera Ghost Sylveon Shadow Ball vs. 248 HP / 240+ SpD Skeledirge: 204-242 (49.6 - 58.8%) -- 98.8% chance to 2HKO

My main concern is that the above calc will make Sylveon not be considered a lure, but I believe Shadow Ball (And Sylveon for that matter) is uncommon enough for most Skeledirge users to come in on it.
As for what happens after Sylveon KOs Skeledirge, you now have a boosted Unaware Sylveon ready to take down another pokemon or two. I think this makes the Sylveon set more useful than just a one-stop niche (Especially since Skill Swap can help against other pokemon that like their abilities, such as Garganacl, Dondozo and Ting-Lu)

(And if anyone wants to run both Calm Mind and Wish for a more traditional Sylveon set, Moonblast KOs Dirge at +5 without Tera Fairy and +3 with.
+5 252 SpA Sylveon Moonblast vs. 248 HP / 240+ SpD Skeledirge: 210-248 (51 - 60.3%) -- guaranteed 2HKO
+3 252 SpA Tera Fairy Sylveon Moonblast vs. 248 HP / 240+ SpD Skeledirge: 201-237 (48.9 - 57.6%) -- 96.1% chance to 2HKO)

TLDR:

Skill Swap Sylveon tanks Torch Song and freely sets up on Dirge with Calm Mind. Tera Fire reduces damage taken to an irrelevant amount and Tera Ghost lets Sylveon run Wish for support/recovery over Calm Mind. Tera Fairy lets you run both and 2HKO Dirge after 3 Calm Minds
 
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1676403852057.png

Iron Valiant @ Expert Belt
Ability: Quark Drive
Tera Type: Dark
EVs: 156 Atk / 100 SpA / 252 Spe
Naive / Hasty Nature
- Moonblast
- Close Combat
- Knock Off
- Zen Headbutt / Poison Jab

Standard Specs Valiant with Moonblast is a nightmare to switch into except for couple mons. Skeledirge is one of the few mon's (along with Gholdengo/Clodsire) that can switch in with relative ease. Here's where this Iron Valiant comes in.

Play this bluffing a Choice item. Many people automatically assume it is choice locked if you fire a Moonblast and switch out of their resist.
Once in range, you slam them hard with Expert Belt boosted super effective coverage.

SpDef Skeledirge (248, 0, 240) who is an automatic switch in for most Valiants get's slammed 100% of the time from full health by a Moonblast followed by a Tera Dark Knock Off.
Calcs:
100 SpA Iron Valiant Moonblast vs. 248 HP / 240+ SpD Skeledirge: 57-67 (13.8 - 16.3%) -- possible 7HKO
156 Atk Expert Belt Tera Dark Iron Valiant Knock Off (97.5 BP) vs. 248 HP / 0 Def Skeledirge: 355-420 (86.3 - 102.1%) -- 12.5% chance to OHKO

Also Terastallizing Valiant is not mandatory. Knock off on the switch followed by an itemless Knock off is an 91.4% chance to kill. It can however tera into its common Fairy to survive the second hit after which you hit hard with a boosted Poison Jab. Switching out means it takes Stealth rock damage with its Boots knocked off, effectively removing it from the field for any faster mon.
Calcs:
156 Atk Expert Belt Iron Valiant Knock Off (97.5 BP) vs. 248 HP / 0 Def Skeledirge: 238-281 (57.9 - 68.3%) -- guaranteed 2HKO
156 Atk Expert Belt Iron Valiant Knock Off vs. 248 HP / 0 Def Skeledirge: 161-190 (39.1 - 46.2%) -- guaranteed 3HKO

Note: This Iron Valiant was EV'd to allows KO offensive Garchomp with Moonblast. However further attack all the way to 200 Atk can be used to always kill with two back to back Knock Off's.
Zen Headbutt was used on the set to slam Clodsire and Iron Moth, two other common switch-ins to Valiant.
However for the sole purpose of luring Skeledirge Poison Jab can be used to kill a Tera Fairy Skeledirge from full health 87.5% of the time though it hits nothing else other than Azumarill, Hatterene (maybe Grimmsnarl) and Tera Fairy Mon's harder than Moonblast (the 30% poison chance is nice though).
156 Atk Expert Belt Iron Valiant Poison Jab vs. 248 HP / 0 Def Tera Fairy Skeledirge: 197-233 (47.9 - 56.6%) -- 87.5% chance to 2HKO

Note2: While not the subject this also lures and beats Gholdengo, Iron Moth and Clodsire which only improves the situation for several team mates in the tier.
 
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Just a reminder that submissions for this cycle end today. Sorry if this was a long one but its almost over now. You may also want to check Victim of the Week in which we are featuring Curse Garganacl.

Lastly a reminder that we only allow 1 submission per person each cycle, meaning that posts like this are not valid as it limits other participant's choices. Please choose your submission before the deadline.

Finally, some help in my worst gen 9 matchup.

I've devised some stuff myself, though.

The first...

:sv/Slither Wing:

Volcarona-Hisui!

Slither Wing @ Life Orb / Booster Energy / Lum Berry
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- First Impression
- Facade
- Stomping Tantrum / Acrobatics (Booster Energy or Lum Berry)

Bug/Fighting is a type that kinda...dies instantly to the concept of a Fire/Ghost type such as Dirge. So why wouldn't they switch into it? (Unless they currently have a different Fire (or Flying) mon out but shh.) "But what happens when a Tera Ground Slither Wing uses Earthquake on a Dirge", you might ask? Uh, murder. Just straight-up murder. And if they decide to tera their Dirge, well, they should be hoping for the 0.4% chance for Facade to not 2HKO...

Next...

:sv/Gholdengo:

Melmetal-Paldea!
Gholdengo @ Life Orb
Ability: Good as Gold
Tera Type: Ghost / Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Make It Rain
- Power Gem
- Shadow Ball
- Nasty Plot

Steel/Ghost is a type combination weak to both of Dirge's STABs, making it quite good at luring the Dirge. Without Tera, Shadow Ball is a garunteed 2HKO, with a minimum of 80%, with it OHKOing Dirge under Ghost Tera. That 80% (at least) on Dirge also applies to Power Gem under Rock Tera. You may wonder why I'm suggesting the possibility of Rock Tera. The thing is, Dirge has a garunteed 2HKO with Torch Song under normal circumstances. But with Rock Tera, it's only a possible 7HKO (before SpA boosts). And Hex (65 BP due to Good as Gold not allowing for Will-o-Wisp to happen) only has a 6.8% chance to 4HKO, becoming a near-guaranteed (99.5% chance) 3HKO with +1 SpA. You might be wondering how Dirge's Slack Off affects the Shadow Ball 2HKO. Short answer is since 160.4% (2 bottom rolls in a row) is greater than 150%, making their Dirge's Slack Off completely useless...

And finally...

:sv/Skeledirge:

No terrains, Dirge only, OU clauses

Skeledirge @ Expert Belt
Ability: Unaware
Tera Type: Ground / Ghost
EVs: 224 HP / 252 SpA / 8 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Earth Power / Slack Off
- Torch Song
- Hex
- Yawn / Sing

I'm not gonna lie, I moreso made this one to see if I could make Dirge counter Dirge. This set forgoes burns to, well, lull the enemy Dirge to sleep so that Hex will OHKO (What am I doing with my life?).
 
Just a reminder that submissions for this cycle end today. Sorry if this was a long one but its almost over now. You may also want to check Victim of the Week in which we are featuring Curse Garganacl.

Lastly a reminder that we only allow 1 submission per person each cycle, meaning that posts like this are not valid as it limits other participant's choices. Please choose your submission before the deadline.

Oh. I did not realize that somehow.
 
:sv/Tinkaton:
Tinkaton @ Lum Berry
Ability: Mold Breaker
Tera Type: Fire
EVs: 252 Atk / 84 SpD / 172 Spe
Jolly Nature
- Encore
- Swords Dance
- Gigaton Hammer
- Knock Off

This is a certified Mold Breaker moment.

Dirge still resists both stabs, plus can neutralize most Tink sets with wisp. You can SD as Dirge switches in to get to +2; Dirge still takes <50 from Gigaton at +2, so their natural response should be to wisp you. Feel free to Encore as they do so, as your Lum will save you. After this point, you Tera Fire and SD again for +4. At this point, knock off kills unless they Tera to Dark or Fairy, meaning they either switch (and you get a +4 knock) or they stay in and are forced to Wisp you as a fire type, aka do nothing. Knocking kills if they don't Tera; if they do, they still have one more turn of Encore, and you get another Knock or a Gigaton.

TL;DR: If they bring Skeledirge in to Wisp on you, you get minimum 2 attacks at +4 to do with as you please. On a mon with a stab 160bp move.
 
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Thank you to everyone who participated this week. You can vote for up to 2 of the following submissions

Toxic + Bulldoze :Breloom: by Turtlek
Assault Vest Tera Fire Iron Head :Great Tusk: by 1LDK
Tera Fire :Gholdengo: by Bice
Tera Ground Tera Blast :Iron Moth: by zyzzyva
Lum Berry Tera Ground Earthquake :Abomasnow: by Chlora
Tera Psychic Life Orb :Volcarona: by Admiral_Stalfos19
Metal Burst :Orthworm: by Contrary Servine
Fire Spin Tera Fire :Dragonite: by pratik2007
Choice Band Earthquake :Tauros-Paldea-Blaze: by Eeveeto
Tera Dark Life Orb Thief :Scizor: by Supersam10001
Skill Swap Shadow Ball :Sylveon: by InfiniteT
Expert Belt Tera Dark Knock Off :Iron Valiant: by Jaxhawk
Lum Berry Tera Fire :Tinkaton: by SunCooled
Life Orb Tera Ground Stomping Tantrum :Slither WIng: by ImaginaryNeon

Voting ends on Sunday February 19th at 23:59 EST
 
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Congratulations to SunCooled and :Tinkaton: for winning Week 9, the set is now in the Hall of Fame.

For Week 10 of Lure That Threat we have... Tera Fire Swords Dance Kingambit!
:SV/kingambit:
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire
EVs: 80 HP / 252 Atk / 8 SpD / 168 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Sucker Punch

Kingambit is one of the most reliable setup sweepers in OU thanks to its natural bulk, Swords Dance, priority Sucker Punch, and of course its ability Supreme Overlord. The type it chooses to tera into is also rather important, with Tera Fire allowing it become immune to burns and notably doing well against Skeledirge and defensive Giga Drain/Will-O-Wisp Volcarona. Which Pokemon can lure Kingambit?

Submissions end on Friday February 24th at 23:59 EST
Please remember to explain how your submission lures Kingambit

Remember to only submit 1 Pokemon, which it itself should be in the viability rankings. If you are interested in hosting this project please shoot me a message on my wall or on PS as SetsuStsna
 
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Reserve a Dragon
:sv/dragonite:
Stallabilities (Dragonite) @ Rocky Helmet
Ability: Multiscale
Tera Type: Dragon
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
IVs: 0 Atk
- Encore
- Fire Spin
- Roost
- Substitute
Dragonite switched in.
'WT it's no boots?Since it cant kill with one Equake,I'll hit an kowtow cleave instead.'
'Fire spin'
'Geez what?How do u think a stall dragon kills me?'
'Sub-Swords dance-Encore'
A swords dance/sucker punch being encored represents doom,as it shall being trapped,encored and die to continuous chip damage.
(Besides it also works with some other stall)
 
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:sv/Skeledirge:
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Ground
EVs: 252 HP / 72 Def / 140 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Shadow Ball
- Slack Off
- Earth Power

Once Kingambit Tera Fire's, it normally wants to switch in on the Ladder Wisp + Hex Dirge sets and set up an SD (and often just sweep then and there). So it's pretty typical to see it Tera early on and switch out to have a guaranteed setup target lategame. This set is a little role reversal that takes advantage of Gambit wanting to set up on it.
8 SpA Skeledirge Torch Song vs. 80 HP / 8 SpD Tera Fire Kingambit: 54-63 (15.8 - 18.4%) -- possible 6HKO
8 SpA Skeledirge Hex (65 BP) vs. 80 HP / 8 SpD Tera Fire Kingambit: 87-103 (25.5 - 30.2%) -- guaranteed 4HKO
Tera Ground + Earth Power is a fantastic midground, but prediction isn't necessary. This EV spread outspeeds Kingambit (as well as Bisharp & Breloom) to either grab the surprise KO or force a sucker.
140+ SpA Tera Ground Skeledirge Earth Power vs. 80 HP / 8 SpD Tera Fire Kingambit: 300-354 (83.1 - 98%) -- guaranteed 2HKO after Leftovers recovery
Modest 140SpA does enough damage to secure KO's with minimal chip while the rest is dumped into HP and Def to make sure Dirge is still a bulky enough mon on its own that doesn't fear getting destroyed by Sucker; you aways outspeed, so as long as you are above 50% HP with Slack Off, you still beat Gambit, even if it has max overlord boost.
252+ Atk Tera Fire Kingambit Kowtow Cleave vs. 252 HP / 72 Def Tera Ground Skeledirge: 145-172 (35.1 - 41.7%) -- guaranteed 3HKO
252+ Atk Supreme Overlord 5 allies fainted Tera Fire Kingambit Sucker Punch vs. 252 HP / 72 Def Tera Ground Skeledirge: 180-213 (43.6 - 51.6%) -- 9.8% chance to 2HKO

TL;DR: Speedcrept Skeledirge remains fat, while Tera Ground + EP smokes Gambit for >=80%, regardless of whether they Tera or not.
 
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slowking.gif

Slowking @ Wise Glasses
Level: 100
Tera type: Water
Modest Nature
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpA
- Surf
- Future Sight
- Focus Blast
- Chilly Reception

Slowking is generally used as a support pokemon, rarely carrying moves outside it's dual-stab apart from, sometimes, Fire Blast, which Kingambit can take even from an offensive variant.

252+ SpA Slowking Fire Blast vs. 80 HP / 8 SpD Kingambit: 248-294 (68.6 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Kingambit Kowtow Cleave vs. 0 HP / 252 Def Slowking: 288-338 (87 - 102.1%) -- 12.5% chance to OHKO


For added security, any Kingambit would Tera Fire if they were really afraid of being taken out by an astray Fire Blast (an uncommon move as is). Generally, this means that Kingambit is free to swap in on a Slowking, set up a Swords Dance, and KO in return.

However, Focus Blast is a move almost never seen on Slowking. And it cleanly OHKOs, even with no investment.
24+ SpA Wise Glasses Slowking Focus Blast vs. 80 HP / 8 SpD Kingambit: 484-572 (134 - 158.4%) -- guaranteed OHKO

In an ideal world, this is the all this post would need. An uncommon move on a pokemon that can pick up a surprise KO. If Kingambit swaps in, and the Slowking user predicts this, we've eliminated Kingambit immediately. Even in a 1v1, Slowking survives a Kowtow Cleave and KOs.
252+ Atk Kingambit Kowtow Cleave vs. 232 HP / 252 Def Slowking: 288-338 (74 - 86.8%) -- guaranteed 2HKO

Unfortunately, there will be situations where this is not so easy. Starting with terastalisation. Normally, a Kingambit would never Tera Fire against a Slowking, but if it does (maybe it dodges a focus blast upon switching in). Slowking needs the tools to adapt to that situation.
24+ SpA Wise Glasses Slowking Focus Blast vs. 80 HP / 8 SpD Tera Fire Kingambit: 121-143 (33.5 - 39.6%) -- 22.4% chance to 3HKO after Leftovers recovery

Luckily, Tera Water Wise Glasses Surf can OHKO Tera Fire Kingambit from full with this special attack investment.
24+ SpA Wise Glasses Tera Water Slowking Surf vs. 80 HP / 8 SpD Tera Fire Kingambit: 364-432 (100.8 - 119.6%) -- guaranteed OHKO

Furthermore, this sheds the psychic typing and allows Slowking to tank hits better.
252+ Atk Kingambit Kowtow Cleave vs. 232 HP / 252 Def Tera Water Slowking: 144-169 (37 - 43.4%) -- guaranteed 3HKO

Terastalising will not always be necessary against a Kingambit, but going Tera Water adds a layer of a security to make sure Slowking will not die to a critical hit. It will also save it from a +2 Swords Dance.
Unfortunately, Slowking does have to be very wary of Kingambit's ability, Supreme Overlord. Once two to four of Kingambit's team have fainted, Slowking will be forced to terastalise in order to survive a hit.
252+ Atk Supreme Overlord 2 allies fainted Kingambit Kowtow Cleave vs. 232 HP / 252 Def Slowking: 342-404 (87.9 - 103.8%) -- 25% chance to OHKO
252+ Atk Supreme Overlord 3 allies fainted Kingambit Kowtow Cleave vs. 232 HP / 252 Def Slowking: 372-440 (95.6 - 113.1%) -- 75% chance to OHKO
252+ Atk Supreme Overlord 4 allies fainted Kingambit Kowtow Cleave vs. 232 HP / 252 Def Slowking: 402-474 (103.3 - 121.8%) -- guaranteed OHKO


Terastalisation will save Slowking from these KOs, meaning it will be able to safely defeat Kingambit if it ever reaches this point. Ideally, you would lure Kingambit in the early game instead of risking this sort of late game.
The only situation where Slowking will fail its team is if Kingambit has lost 4 allies and already has a swords dance up, but I don't believe this scenario changes the fact that Slowking is a valid lure. After all, a lure and a counter are completely different.

TLDR:
If Kingambit does not terastalise, Focus Blast cleanly OHKOs. If Kingambit does terastalise, Tera Water Surf cleanly OHKOs.
In a realistic situation for a lure, Slowking will always be able to survive a hit and one shot in return, while still serving a role on the team as a physically defensive pivot.
 
iron-valiant.png

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunderbolt
- Tera Blast

With access to STAB super-effective Iron Head, Terastalization to get rid of its Fighting weakness, and immense tanking capabilities, Kingambit is a safe bet in cutting Iron Valiant's sweeping capabilities short. That's where Tera Blast with the Ground Tera Typing comes in.

The set up is simple: Get Iron Valiant in on a mon it can set up on and click Calm Mind. Once Kingambit comes in, Iron Valiant can Terastalize and click Tera Blast, OHKOing Kingambit regardless of if the Kingambit itself Terastalizes.

+1 252 SpA Quark Drive Tera Ground Iron Valiant Tera Blast vs. 112 HP / 0 SpD Tera Fire Kingambit: 552-650 (149.5 - 176.1%) -- guaranteed OHKO
 
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