• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Project SV OU - Lure That Threat - Week 41

Anything you can do I can do betterr~
:sv/Vaporeon: @ Leftovers
Ability: Water Absorb
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- SpA absuing move, depends on PP
- Flip Turn
- Wish
- Copycat

Tera Dark + Water Absorb walls the posted set completely.
On the one hand, you can utilize the double immunity + slow flip-turn to heal your entire team as they waste valuable PP. On the other, you can set up alongside them if you time copy-cat right. This is a war-of-attrition approach, and as they run out of PP for moves, they are forced to go into moves which get Copy-Catted. With Copy Cat as the last move, this is effectively a 6-7 move set, as we're happy to copy any of their moves save an early stored power.

Realistically, when manaphy comes in and goes for a boost and sees Vaporeon, it won't go for scald, it'll be too early to stored power, so it will go for boost. Using Copy Cat mirrors what they do, including boosting SpD to somewhat neutralize stored power. Depending on how risky you want to play, you can Tera on low-hp as they think they're about to kill Vaporeon, and go for the Copy-Cat on their attacking move.

The first slot is vague because it logically could be scald, or scald can be called from CopyCat. This is an attrition strategy, so high-pp/low-damage moves are very good there as well. Mainly, the existence of this Vaporeon turns Manaphy into a liability, because it becomes a free Wish-Turn, for as long as manaphy remains in. The free wish-turn also helps the PP war, because the sequence has a net -1 PP for the opponent as they go for a move on your switch into vaporeon.

This is hard to justify as a lure, but Manaphy has nothing to fear from the average Vaporeon, making it seem like an ideal set-up target. This is the way Manaphy is lured, though it is not obvious, and there is no damage threat from vaporeon, rather, a utility threat that is a Super-Revival-Blessing as long as it sits on Manaphy.

dog move 1 should be haze, boost is removed + 64 pp
 
Trick :Black_Sludge: Slowking-Galar

:sv/Slowking_Galar:

Gesley Slo (Slowking-Galar) @ Black Sludge
Ability: Regenerator
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Psyshock
- Trick
- Slack Off / Chilly Reception

As someone who has used Double Dance Manaphy a lot recently, Slowking-Galar is one of the prime targets that it can typically get opportunities to set up on, unafraid of Sludge Bomb poisons and able to get a stat boost before Gking is able to attack or Chilly Reception out to a mon that can threaten it. With Trick and Black Sludge, this set not only removes Manaphy's only source of recovery but inverts it, putting it on a permanent timer that it cannot clear with Take Heart like it commonly does with other forms of status. This is a one move process, and so is not an easy scout for the Manaphy player, although they'll have to think you're pretty greedy for using a non-Heavy-Duty Boots Glowking in this economy.

Tera Dark lets you be immune to a boosted Stored Power (though even without it +5 is needed for a roll to kill), while even a +6 Scald fails to OHKO due to Slowking-Galar's massive special bulk. This lets it use Slack Off to sit on Manaphy as it gets worn down, and a combination of Sludge Bomb and Psyshock help to slowly chip it through its boosting moves by hitting it on either side of its defences. Alternatively, Slack Off can be dropped in favour of Chilly Reception, letting Slowking-G get a slow pivot out into an ally that can threaten Manaphy or into a fast U-turner like Dragapult or Cinderace that can bring it back in with healing through Regenerator.

Be aware that this mon is not going to swiftly eliminate Manaphy if it elects to stay in and keep setting up, as while Sludge Bomb is a 3HKO and Psyshock is a 4HKO after they have been tricked the Black Sludge they'll likely boost the appropriate defence to take less from your attacks. However, it should be able to 1v1 Manaphy from full, and even if it's coming in on an already boosted Mana and would therefore lose the 1v1 it can live any hit from a Mana at +4 or below and permanently remove its only method of longevity. Slowking-Galar is an effective lure to Manaphy as a result, so long as this is the Tera Fairy Manaphy specified in this thread or the Tera Dragon one people use a lot on ladder cus if it's Tera Poison then uhhhh gg I guess you at least forced them to tera lmao
0 SpA Slowking-Galar Sludge Bomb vs. 252 HP / 0 SpD Manaphy: 106-126 (26.2 - 31.1%) -- guaranteed 3HKO after Black Sludge damage
0 SpA Slowking-Galar Psyshock vs. 252 HP / 160+ Def Manaphy: 73-87 (18 - 21.5%) -- guaranteed 4HKO after Black Sludge damage

After tricking Manaphy its Black Sludge, Slowking-Galar can pick which side of its defences Manaphy has not yet boosted and attack it on that side; Manaphy can react to this by switching to boosting that stat, but Black Sludge will chip them down over the course of this process and let Slowking-G win the 1v1.
Pre Slowking-G Tera:
0 SpA Manaphy Scald vs. 252 HP / 252+ SpD Slowking-Galar: 58-70 (14.7 - 17.7%) -- possible 9HKO after Leftovers recovery
+4 0 SpA Manaphy Stored Power (220 BP) vs. 252 HP / 252+ SpD Slowking-Galar: 318-375 (80.7 - 95.1%) -- guaranteed 2HKO after Leftovers recovery
+6 0 SpA Manaphy Scald vs. 252 HP / 252+ SpD Tera Dark Slowking-Galar: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO after Leftovers recovery

Without significant boosting, Manaphy cannot touch Slowking-Galar; even after 4 Take Hearts and an Acid Armor, Stored Power will not kill from full. If Slowking-G opts to Tera, it will live even a +6 Scald after max Spikes and chip down Manaphy further, pivot out with Chilly Reception or Slack Off to stall it out more.
 
Endeavor :sv/great tusk:

Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Water
EVs: 24 HP / 216 Def / 232 SpD / 36 Spe
Impish Nature
- Substitute
- Endeavor
- Rapid Spin
- Knock Off

Great Tusk is an easy lure in for Manaphy as it can survive anything from it no matter the set and situation, and since manaphy often pairs with webs / screens, using manaphy is an natural pick. However, this set is specificly made for that mu to ruin it entirely.

First, If they ever enter against great tusk, thanks to EVing myself special defense and HP, Great Tusk is guaranteed to survive an unboosted surf or scald (Never seen anyone use hydro) and use rapid spin to increase it's speed.

252+ SpA Manaphy Surf vs. 24 HP / 232 SpD Great Tusk: 318-374 (84.3 - 99.2%) -- guaranteed 2HKO

If it boosts, sub up, knock off and wait till your opponent break your sub and repeat the process. Once you reach 1 HP, endeavor to take it down to 1 HP and your faster teamates can now easily eliminate it. If they hit you, simply sub if you could and endeavor once you can't. It don't usually even matter if they get a scald burn as endeavor doesn't care it anyway.

Tera Water is here against rain teams or the occasional hydro pump if anticipated. You don't need to tera it most of the time.

Since it always survive surf, it works well as a lure to tail glow manaphy as well, using the exact same method to brought it down to 1 HP. This set really works against 99% of manaphy and it wasn't just useful against manaphy.

It also helps against other physical and neutral special attackers, basically knocking them out of commission by endeavor and left them easy pickings, while still providing knock off and rapid spin support. Rocky Helmet was mostly filler (don't need the item slot here) but it also synergies well with endeavor, knocking out physical attackers with contact moves after endeavor.
 
Last edited:
giga manaphy wall


Volcanion @ Leftovers
Ability: Water Absorb
Tera Type: Dark
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Haze
- Wild Charge
- Sludge Bomb
- Flash Cannon

tera dark + water absorb giga wall no options for manaphy.
immune to all of their moves.


252+ SpA Tera Dark Volcanion Sludge Bomb vs. 252 HP / 0 SpD Manaphy: 108-128 (26.7 - 31.6%) -- 29.2% chance to 4HKO after Leftovers recovery

252+ SpA Tera Dark Volcanion Sludge Bomb vs. 252 HP / 0 SpD Tera Fairy Manaphy: 216-256 (53.4 - 63.3%) -- guaranteed 2HKO after Leftovers recovery
 
Heart Swap Energy Ball Manaphy

Manaphy @ Leftovers
Ability: Hydration
Tera Type: Dark
EVs: 252 HP / 12 SpA / 144 SpD / 100 Spe
Modest Nature
IVs: 0 Atk
- Heart Swap
- Energy Ball
- Scald
- Haze

Basically, you energy ball the manaphy, and let it set up a litte. Then, you can haze or heart swap to steal those boosts. I made sure that you outspeed by one point, so you can always get off the heart swap. It really takes opposing manaphy by surprise. You can change haze if you want. Tera dark is for stored power, but I think that maybe tera grass may be better. I hope this is good!
 
Last edited:
So I think we've all assumed that Lure that Threat will resume once DLC2 drops (in a week now). Since there will likely be exciting new threats to cover, like the new Paradox legendaries and evolutions to Duraludon/Dipplin, we will most likely see them as prime candidates to lure in the near future.

Anyway, my point is that, in order to prepare for this DLC to drop, I think getting onto the voting phase of the Manaphy lure sooner rather than later would be preferable. And I think I speak for most of the people on the thread when I say this, especially the ones who are waiting for their clever submissions to be judged.

Of course, I have no intent to insult the moderators, nor imply that their real lives shouldn't take priority over this silly forum. That being said, I hope a reminder isn't unwelcome that I, and many others, very much enjoy the idea of this thread. We all hope to see it continue. I very much don't think I'm alone in that.
 
So I think we've all assumed that Lure that Threat will resume once DLC2 drops (in a week now). Since there will likely be exciting new threats to cover, like the new Paradox legendaries and evolutions to Duraludon/Dipplin, we will most likely see them as prime candidates to lure in the near future.

Anyway, my point is that, in order to prepare for this DLC to drop, I think getting onto the voting phase of the Manaphy lure sooner rather than later would be preferable. And I think I speak for most of the people on the thread when I say this, especially the ones who are waiting for their clever submissions to be judged.

Of course, I have no intent to insult the moderators, nor imply that their real lives shouldn't take priority over this silly forum. That being said, I hope a reminder isn't unwelcome that I, and many others, very much enjoy the idea of this thread. We all hope to see it continue. I very much don't think I'm alone in that.
First, I didn't have the courage to say this, so yeah big thanks for saying it for me.
Second, I think (correct me if I'm wrong) the hosts will be changing on this project, so those will probably be doing it. Just cause I saw this in the OU chatroom.
Screenshot 2023-12-07 204620.png
 
Voting Time!

:sv/manaphy:

Imprison Psych Up :Slowking: by SirinC&Kokomi
Tera Dark :Vaporeon: by Hyjack
Trick Black Sludge :Slowking galar: by kd458
Endeavor :Great Tusk: by Bruh Wobuffet
Tera Dark :Volcanion: by tunafish
Heart Swap :manaphy: by PenguGuy1

Thank you for all the epic submissions and make sure to vote no more than two of them!
The deadline for the voting phase will be December 19th.


Both I and my co-host are excited to host this project! I hope that ya'll enjoy DLC 2! The new cycle will include DLC now, we are just finishing this cycle.​
 
Congrats to kd458 and Slowking-Galar for winning week 29! The set will be added to the Hall of Fame.

Week 30!
:sv/darkrai:

Darkrai @ Life Orb
Ability: Bad Dreams
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Focus Blast
- Sludge Bomb


Since it's unbanning from ubers for the first time since Black and White, Darkrai has been a good OU pokemon. Nasty Plot and Life Orb maximize Darkrai's wallbreaking potential, as otherwise Darkrai can fail to hit KO ranges due to not having a powerful STAB move. Tera Fighting allows Darkrai to pick up OHKOs on fighting weak special walls like Blissey and Ting Lu at +2, while Sludge Bomb hits fairies that otherwise wall Darkrai. How can Darkrai be lured and eliminated?

The deadline for submissions will be December 24th at 2:59 AM EST!
 
*I wish the fish is not a wish fish with the wish fish's wish,then I wish the fish which is not the wish fish not to carry the wish fish's wish.*
:sv/alomomola:
Wish the fish no wish (Alomomola) @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 152 HP / 104 Atk / 252 SpD
Sassy Nature
- Play Rough
- Whirlpool

- Scald
- Flip Turn
:Amoonguss:Reminding me? But this fish doesn't have such damage output...
:alomomola:At least Ive get flip turn and can still pivot though
...*Battle begins*...
:darkrai:A physical shield with no toxic...Time for some stackin up ~
:Alomomola:*Whirlpool*At least Ive got 75 base Atk!!!
:darkrai:*Dark Pulse*
+2 252 SpA Life Orb Darkrai Dark Pulse vs. 152 HP / 252+ SpD Assault Vest Alomomola: 265-313 (52 - 61.4%) -- guaranteed 2HKO
:alomomola:Opts to Tera
104 Atk Alomomola Play Rough vs. 0 HP / 0 Def Darkrai: 128-152 (45.5 - 54%) -- 43.4% chance to 2HKO...?
:Darkrai:?Wait why alomomola gets this heck without Koraidons in the tier??
:alomomola:with Life orb recoil, it's a guaranteed KO...
:darkrai:fainted
:Darkrai:Time to sweeeeep
:Alomomola:Tera and Play Rough
104 Atk Tera Fairy Alomomola Play Rough vs. 0 HP / 0 Def Darkrai: 192-228 (68.3 - 81.1%) -- guaranteed 2HKO
:alomomola:With life orb,KILL ME AND DIE!
:Darkrai:rip.
:celebi:All in all, with regenerator and its bulk, use hazard and Flip turn slightly wear down Darkrai, and use a Tera Play rough to shut it down.
:amoonguss:Just as Heatrans being wrecked by Stomping tantrum...
 
Last edited:
Screw it, :assault vest: :goodra-hisui: isn't really a lure. Presenting:
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
Tera Type: Fairy
EVs: 236 HP / 20 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Calm Mind
- Hyper Voice
Yes, :sylveon: has miraculous base 130 SpD, but the average :darkrai: player won't know all of the stats of lower tier pokemon, so you can hopefully surprise them when their super effective Sludge Bomb does...

252 SpA Life Orb Darkrai Sludge Bomb vs. 236 HP / 252+ SpD Sylveon: 159-187 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery.

Meanwhile, I decided to pluck out just enough HP EVs to shove into SpA so Hyper Voice always kills.

20 SpA Pixilate Sylveon Hyper Voice vs. 0 HP / 4 SpD Darkrai: 282-332 (100.3 - 118.1%) -- guaranteed OHKO
 
Last edited:
Not to be a downer, but 3 of the 4 submissions/reserves so far aren't what I'd consider a lure. A lure is a pokemon that the victim would switch into, believing it can 1v1 it, only to be surprised by an abnormality in its set that can turn the tables. Kommo-o is a fighting type that is immune to sludge bomb and Focus Miss, and can OHKO Darkrai. Hisuian Goodra is an infamously good special wall that commonly runs Assault Vest, and so no Darkrai user would believe they could break past it without dying to Body Press first. As for Iron Valiant, I shouldn't really need to explain why Darkrai would never swap into it.

Again, no hate to the users who submitted the aforementioned sets. Just a little reminder that these sets are more suitable for the "Victims of the Week" forum.
Anyways, here's my submission:

necrozma.gif

Necrozma @ Weakness Policy
Ability: Prism Armor
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- X-Scissor
- Photon Geyser
- Earthquake

Necrozma is one of the returning legendaries in the Indigo Disc DLC. Whilst Ubers is likely going to love the return of Dusk-Mane-Necrozma, and UUbers may appreciate Dawn-Wings-Necrozma, base Necrozma has always been overlooked as a lower tier mon that is simply outclassed as a psychic type attacker by pokemon such as Iron Boulder or Metagross.

That said, Necrozma has got a pretty mean special attack stat of 127. So any opponent, upon seeing it in team preview, would be wise to fear a possible Calm Mind set. Upon inspecting their own team, they would recognise Darkrai as a very effective swap in, due to a lack of Focus Blast in Necrozma's movepool.

252+ SpA Necrozma Heat Wave vs. 0 HP / 4 SpD Darkrai: 122-144 (43.4 - 51.2%) -- 5.9% chance to 2HKO

^This is the most damage that a Necrozma could do if they somehow managed to predict the Darkrai switch-in, which is nowhere near sufficient considering the slightest bit of chip damage would guarantee Darkrai to KO in response.

252 SpA Life Orb Darkrai Dark Pulse vs. 0 HP / 4 SpD Prism Armor Necrozma: 289-341 (86.2 - 101.7%) -- 12.5% chance to OHKO

Adding on the 30% chance that Dark Pulse has to flinch, alongside the likelihood that Necrozma will simply Calm Mind or Photon Geyser, Darkrai is a very nice Necrozma swap in. So that's why we're going to take advantage of Necrozma's base 107 physical attack to surprise the former Uber.

+1 252+ Atk Necrozma X-Scissor vs. 0 HP / 0 Def Darkrai: 274-324 (97.5 - 115.3%) -- 81.3% chance to OHKO

The idea is simple. We can Dragon Dance as the Necrozma swaps in. Thanks to Necrozma's Prism Armour, this is unlikely to be a risky move, especially if we scare out whatever's in front of us. At +1, a max speed Necrozma barely outspeeds a max speed Darkrai (by only 2 points). Even after seeing the Dragon Dance, Darkrai is likely to just Dark Pulse for the damage instead of letting Necrozma set up further. After all, who would expect the X-Scissor? Even if we miss out on the KO (which is very unlikely) and Darkrai gets the OHKO (also unlikely), the Life Orb recoil will take out Darkrai, completing the lure.

So that's the basic plan for killing Darkrai, but it gets better. Another common Darkrai set is Choice Scarf, and this Necrozma beats those too. Even if it gets surprised by the Darkrai outspeeding it after a Dragon Dance, the lack of a Life Orb means Necrozma is guaranteed to survive the incoming Dark Pulse, which would activate its weakness policy and guarantee the following KO. Now we have a +3 Necrozma staring down the enemy team, with Tera Ground to boost Earthquakes against Steel types.

TLDR:

Necrozma baits in Darkrai, who is expecting a special set, only to Dragon Dance up, ready to outspeed and KO it. This would ideally end with a full health, boosted Necrozma facing down the enemy team, but in the worst case we can still bring down Darkrai.
 
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Aura Sphere
- Calm Mind
- Psyshock

I will be rejecting this submission, it is an offensive check rather than a lure. You can make another submission, but make sure it's something Darkrai would want to willingly come in on. InfiniteT's post just above this one is a perfect example of a lure.

What a lure actually is is self-explanatory: specific Pokemon that run an unexpected move or moveset in order to weaken or directly OHKO a specific threat and pave the way for another sweeper.
 
:SV/Gholdengo:
Gholdengo @ Colbur Berry
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 120 Def / 136 SpD
Serious Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain / Dazzling Gleam
- Recover

You Nasty Plot as Darkrai comes in, eat a super effective LO Dark Pulse comfortably, and KO back with Boosted Make It Rain / Dazzling Gleam. The biggest hurdle of this interaction will be not getting flinched. Even if Gholdengo does not get the oppurtunity to setup, it will roughly deal 60+% with Make it Rain or Dazzling Gleam and force Darkrai to take 2+ Rounds of LO recoil, which is more than enough to put it in the range of priority or outright faint with additional chip damage.
252 SpA Life Orb Darkrai Dark Pulse vs. 252 HP / 136+ SpD Colbur Berry Gholdengo: 149-177 (39.4 - 46.8%) -- guaranteed 3HKO

0 SpA Gholdengo Dazzling Gleam vs. 0 HP / 4 SpD Darkrai: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO
0 SpA Gholdengo Dazzling Gleam vs. 0 HP / 4 SpD Darkrai: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO
+2 0 SpA Gholdengo Make It Rain vs. 0 HP / 4 SpD Darkrai: 358-423 (127.4 - 150.5%) -- guaranteed OHKO
+2 0 SpA Gholdengo Dazzling Gleam vs. 0 HP / 4 SpD Darkrai: 320-378 (113.8 - 134.5%) -- guaranteed OHKO
Even with massive hazard pressure, Gholdengo will not be in any danger of dying in one hit. Colbur Berry is also useful in more MUs than Darkrai, as it helps Dengo with other Pokemon like Roaring Moon and Meowscarada.
 
Colbur Focus Miss Blast :slowking-galar:

Darkrai is bad!!! (Slowking-Galar) @ Colbur Berry
Ability: Regenerator
Tera Type: Fighting
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Focus Blast
- Future Sight
- Chilly Reception
- Slack Off / Sludge Bomb

If they dare setup against this dude, they risk losing their darkrai like instantly, while colbur and SpD investment guaranteed a survive from +2 LO Dark Pulse. Hazards are suggested to make the roll more consistent, though life orb recoil also knock itself out.
Tera fighting is more used as a safety net than anything else, it is not required.

252+ SpA Slowking-Galar Focus Blast vs. 0 HP / 4 SpD Darkrai: 278-328 (98.9 - 116.7%) -- 93.8% chance to OHKO
+2 252 SpA Life Orb Darkrai Dark Pulse vs. 4 HP / 252 SpD Colbur Berry Slowking-Galar: 259-305 (78 - 91.8%) -- guaranteed 2HKO

Edit: apperently someone else think on a different pokemon but same idea lol
 
Yes, :sylveon: has miraculous base 130 SpD, but the average :darkrai: player won't know all of the stats of lower tier pokemon, so you can hopefully surprise them when their super effective Sludge Bomb does...

This wouldn't count as a lure, Sylveon lives a sludge bomb even without any investment and has SE stab that has a roll to kill without investment, the lures should assume an opponent who do damage calculations.
 
Back
Top