Project "Lure that Threat!" ORAS OU Version (Week 8 Standard Mega Latias)

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Miridy

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is a Tiering Contributor Alumnus
Approved by AM
Original idea from unfixable

A thanks to Celticpride
Thanks to AD impish john for the picture


Feel free to help this poor soul having an Artwork for the competition.





Welcome Smogonites! We all know what are Lures and what they do, 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, having said that though, there isn't that much of a focus on lures in the OU Forum, and a good deal of lures used by battlers aren't really that optimal, this project tries from a competition to see what the ingenuity of people can come up with, and, hopefully; improve the Teambuilding aspect we have at the moment, without further adeu, here are the rules:





1. Each week I'll nominate a threat (with their moveset) during the following week the community will nominate their lures in order to handle said threat or wall, of course Damage Calcs (under an Hide Tag) are appreciated

2. After the week has passed, I will pick a winner for best lure for the named threat or wall, and possibly a runner up and third place depending on the interest the project creates.

3. The winner and their lure will be saved and recorded.

HOWEVER, keep this in mind; when you post a lure:

1. Does this Pokemon have to sacrifice anything important? If you're losing a key part of a set just for an uncommon threat that isn't even lured in that is what we call a "bad lure", always consider what you give up in order to lure something, that is very important.

2. Does this Pokemon gain anything important when using this moveset? The contrary to point number one, does this pokemon or the team benefit from the lure.

4. Could this method be better aided through teammates? Does your lure need team support to carry out it's role effectively.

Important:

Example of a bad lure:



Gengar @ Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt

This set wants to act as Bisharp and Scarf Tyranitar, too bad that its KOed by Sucker Punch anyway, and Crunch from Scarf Tyranitar has a good damage roll after Stealth Rocks, even if Colbur Berry halves the power of these move. You can't rely on it, and the power loss from Life Orb is too much from Gengar's usefulness and really Focus Blast will always miss



Example of a good lure:



Keldeo @ Roseli Berry
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Secret Sword
- Scald
- Icy Wind

This set can act as a lure against Mega Diancie, without giving up too much from Calm Mind Keldeo, thanks to roseli berry keldeo can take a Moonblast and kill it with Scald, even at +0, paving the way for something like DD Roost Zard X, Mega Pinsir etc.
 
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Miridy

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Week 1 results
(Mixed Defensive Hippowdon)​

Top 4 Lures:
Expert Belt Jirachi |
Magma Storm Heatran |
SD Mega Garchomp |
Ice Punch Orb Conkeldurr
Honorable Mentions:
PUPunny | Grass Knot Thundurus
Additional Info: It would be best pairing mega Garchomp with another "mega" pokemon like Scizor, Tyranitar, Gyarados, Latias etc in order to better lure your opponent​

Week 2 Results
(WishTectMind Clefable)



Week 3 Results
( Standard AVest Tornadus Therian )

Top 3 Lures:

Coba Berry Serperior with Knock Off + HP Rock |
Life Orb 4 atks Gengar |
TWave Alakazam

Honorable Mention:
TWave Latios

Additional Infos: Concerning on the Alakazam's set, i really would like to give you my personal opinion about the set. However, i don't wanna look overbearing or anything like that but i think that Thunder Wave is still a better pick than Knock Off since a Tornadus without an item can still be dangerous due to the excellent speed tier, access to Hurricane, Heat Wave and U-turn, however a paralyzed Tornadus is very slow and isn't able to replicate the same pressure he does normally.

Week 4 Results
( Defensive Mega Venusaur )


Week 5 Results
( Special Defensive Mega Scizor )


Week 6 Result
( Special Defensive Skarmory )
 
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Miridy

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is a Tiering Contributor Alumnus
So, for Round 1, we have Hippowdon (OU Mixed Wall)!


Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Slack Off
- Stone Edge
- Stealth Rock


Since the start of the Smogon Premier League 6, Hippowdon quickly became a top choice, easy to fit on most balanced, stall, and sometimes even bulky offense teams, a reliable Stealth Rocks users, with a solid recovery while also able to fend off majority of threats in ORAS OU, many sweepers would like this thing gone, so we'll start with it.


Happy posting!
 

Talonflame@Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Taunt
- Will-O-Wisp

SDef Talonflame can do a lot of things that the 'standard' offensive variants can't. One of them is cripple and break past Hippowdon-one of the few pokemon considered a Talonflame check. Basically it works like this. Hippowdon switches into Talonflame and gets burned, meaning that Hippowdon is getting worn down every turn to the point where it is under so much pressure it gets broken past. If necessary Talonflame can even, in some situations stall Hippowdon out.

0 Atk burned Hippowdon Stone Edge vs. 248 HP / 0 Def Talonflame: 210-248 (58.4 - 69%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

Talonflame can repeatedly roost until Stone Edge misses before taunting Hippowdon and stopping its recovery but this should only be done if the Talonflame user is desperate to beat Hippowdon as it is quite unreliable.
 
[url=http://www.hostingpics.net/viewer.php?id=830874metagrossmega.gif][/URL]

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Earthquake / Hammer Arm
- Grass Knot


Well, Metagross-Mega with Grass Knot is pretty commun for check Slowbro-Mega, but it could be usefull for Hippowdon who wants to switch againt Metagross. First of all, Hippowdon is just 2HKO with Grass Knot, but Meteor Mash does 39% of Hippowdon's life in general, and Grass Knot does 70.4%. So, Metagross-Mega with Grass Knot is a good move to lure Hippowdon.

As I said, Grass Knot is usefull for Slowbro-Mega, so you don't lose an important move on Metagross, except a priority (Bullet Punch).
 

WhiteQueen

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Heatran @ Air Balloon
Timid Nature
252Sp.Attk/252Spe
---
Magma Storm
Toxic
Earth Power
Taunt

After trapping Hippowdon with Magma Storm, Heatran easily kills off Hippo after a burn damage and another Magma Storm. Or Toxic Hippo and put it on a timer. Pray to the hax gods Magma Storm doesn't miss though, as its 75% accuracy is the only downside for using this set.

252 SpA Heatran Magma Storm vs. 252 HP / 112 SpD Hippowdon: 186-219 (44.2 - 52.1%) -- guaranteed 3HKO after Leftovers recovery

This Heatran is also excellent at eliminating Chansey, Clefable, etc., without sacrificing any key moves.
 
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Heatran @ Air Balloon
Timid Nature
252Sp.Attk/252Spe
---
Magma Storm
Toxic
Earth Power
Taunt

After trapping Hippowdon with Magma Storm, Heatran easily kills off Hippo after a burn damage and another Magma Storm. Or Toxic Hippo and put it on a timer. Pray to the hax gods Magma Storm doesn't miss though, as its 75% accuracy is the only downside for using this set. Equipping a Power Herb and replacing Toxic with Solar Beam is also a good alternative to eliminate Hippowdon (and pesky Water-type), but Toxic and Air Balloon is overall more useful.

252 SpA Heatran Magma Storm vs. 252 HP / 112 SpD Hippowdon: 186-219 (44.2 - 52.1%) -- guaranteed 3HKO after Leftovers recovery

This Heatran is also excellent at eliminating Chansey, Clefable, etc., without sacrificing any key moves.
Powerherb Solarbeam Tran is a horrible idea vs Hippo. In the sand Solarbeam becomes a base 60 move and does the same damage as a flamethrower (60x2=90x1.5)

252 SpA Heatran Solar Beam (60 BP) vs. 252 HP / 112 SpD Hippowdon in Sand: 148-176 (35.2 - 41.9%) -- 83.5% chance to 3HKO after Leftovers recovery
 

Patolegend!

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Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 HP / 252 Spe
Adamant Nature
- Superpower
- Ice Punch
- Thunder Punch
- Mach Punch

With Sheer Force and LO, Conkeldurr easily 2HKOs Hippowdown expecting standard AV Conk:

252+ Atk Conkeldurr Ice Punch vs. 252 HP / 144+ Def Hippowdon: 134-158 (31.9 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 144+ Def Hippowdon: 226-268 (53.8 - 63.8%) -- guaranteed 2HKO after Leftovers recovery

With max speed, it is a fantastic lure that also takes out Azu, Skarm, Scizor and Slowbro.
 

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Earthquake
- Dragon Claw
- Will-O-Wisp
- Roost

Normally, hippowdon would be able to check / counter zard X. But with the bulky set, hippowdon just gets burned and it can't do much to charizard if it's not carrying toxic. It doesn't give up too much, many teams appreciate its ability to check lots of powerful physical attackers with will-o-wisp. It can't be a sweeper anymore, but the bulky wisp set is still a great set so it is still very effective. Stacking this charizard set with something that wants hippo gone such as gengar is a great idea, as charizard can lure in hippo which is a decent answer to gengar, burn it, and slowly wear it down to the point that gengar can break past it.

0 Atk burned Hippowdon Earthquake vs. 248 HP / 0 Def Mega Charizard X: 109-129 (30.3 - 35.9%) -- guaranteed 3HKO after sandstorm damage

 
Stealing Dr. Ciel's CB Chomp from the Next Best Thing thread

Garchomp @ Choice Band
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw

Hippowdon normally has nothing to fear from non-SD Garchomp and can switch in and spam Slack Off while Garchomp struggle to damage it through the Slack Off + Leftovers recovery. However, CB Garchomp packs enough Attack to just power through it with Outrage, or if Hippo has a bit of prior damage, straight up 2HKO with Earthquake. For bonus points, Garchomp only trades the ability to switch moves and set up Rocks to be able to function as a powerful wallbreaker that powers through some of the bulkiest Pokemon in the tier such as Hippowdon, Ferrothorn, Slowbro and Mega Scizor.

252 Atk Choice Band Garchomp Outrage vs. 252 HP / 144+ Def Hippowdon: 205-243 (48.8 - 57.8%) -- 96.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Garchomp Earthquake vs. 252 HP / 144+ Def Hippowdon: 171-202 (40.7 - 48%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery


Note: Adamant provides much more raw power (such as EQ being able to 2HKO Hippo even without Rocks ) but trades the ability to outspeed non-boosted Charizard-X and Volcarona. This also leaves it slower than Timid Mega Gardevoir.
 
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Clone

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Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Outrage / Dragon Claw
- Fire Fang

+2 252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Hippowdon in Sand: 366-432 (87.1 - 102.8%) -- 93.8% chance to OHKO after 1 layer of Spikes

need I say more?

Edit: Here's a replay of me vs. PDC for the skeptics out there:
http://replay.pokemonshowdown.com/battletower-ou-328270
 
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Cobalion @ Leftovers
Ability: Justified
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Taunt
- Iron Head
- Magnet Rise

Magnet Rise Cobalion is a really cool thing that's been seeing some usage in lower tiers as of late, and for good reason. This set baits in Hippowdon, and after a Magnet Rise, immune to EQ, x4 resistant to Stone Edge, and can shut down its recovery with Taunt. From there, Coba can basically Iron Head Hippowdon to death. sweet.
 
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Trick

This doesn't K.O. or do significant damage to it but it can come in, survive an earthquake and cripple Hippo for the rest of the match. It also helps in dealing with fairies, has a fast u-turn and has great utility in healing wish. Usually, I think, as scarfrachi has declined in usage and people generally use a bulkier variant, your opponent won't hesitate in switching hippo in. It doesn't really need team support rather it supports the team. Also, it isn't really sacrificing much. You could run a specially offensive Sarfrachi with grass knot as that 2hkoes it a use U-turn just as a utility move.
 
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Victini @ Expert Belt
EVs: 4 Def / 252 SpA / 252 Spe
Ability: Victory Star
Modest Nature
- Blue Flare
- Grass Knot / Energy Ball
- Glaciate
- Focus Blast

Probably this set exist from BW. Is an all around lure, in this case both grass knot and energy ball 2kho hippo, so use what u like; energy ball can hit hard rotom, the slowbros, keldeo and manaphy, gknot hits harder suicune and tyranitar. This set also 2kho with focus blast special defensive heatran after stealth rocks, with glaciate u can hit latwins (can 2okho latios), gliscor and landot. Blue flare is the only stab move.

252+ SpA Expert Belt Victini Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 326-384 (77.6 - 91.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ SpA Expert Belt Victini Energy Ball vs. 252 HP / 112 SpD Hippowdon: 245-290 (58.3 - 69%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Instead of

252+ Atk Victini V-create vs. 252 HP / 144+ Def Hippowdon: 187-222 (44.5 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
 

Albacore

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Lopunny @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-Up Punch
- Fake Out / Substitute / whatever

Even though this is pretty standard, it technically qualifies as a lure because Hippo likes swicthing into Lopunny and, with the given spread, actually can't. Lopunny just has to PuP on the switch and it can then 2HKO this specific Hippowdon set, while Hippo can only 2HKO back. And of course it passes the "effective other than luring one Pokemon" criteria, even if it's not a great lure since you do kinda have to predict and Lop needs to be pretty healthy and a bit lucky to pull it off. You can even run Adamant which enables PuP+HJK+Return to KO from full.

Calcs if you don't believe me :

252 Atk Mega Lopunny Power-Up Punch vs. 252 HP / 144+ Def Hippowdon: 48-57 (11.4 - 13.5%) -- possibly the worst move ever
+1 252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 144+ Def Hippowdon: 229-271 (54.5 - 64.5%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Mega Lopunny Power-Up Punch vs. 252 HP / 144+ Def Hippowdon: 52-63 (12.3 - 15%) -- possibly the worst move ever
+1 252+ Atk Mega Lopunny High Jump Kick vs. 252 HP / 144+ Def Hippowdon: 253-298 (60.2 - 70.9%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Mega Lopunny Return vs. 252 HP / 144+ Def Hippowdon: 199-235 (47.3 - 55.9%) -- 23.4% chance to 2HKO after Leftovers recovery

(12.3+47.3+60.2-3*6.25=101.5>100)

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Mega Lopunny: 126-148 (46.4 - 54.6%) -- 98.4% chance to 2HKO after sandstorm damage
 
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Taunt bait (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes/Play Rough/Foul Play
- Thunder Wave/Play Rough/ Foul Play
- Magnet Rise
- Toxic

Hippo and other ground types are one of klefki's main switch ins. A set with magnet rise and toxic allows klekfi to avoid EQ and hurt those pesky ground types like hippo.

0 Atk Hippowdon Stone Edge vs. 252 HP / 4 Def Klefki: 42-50 (13.2 - 15.7%)
You can toxic hippo then set up spikes freely.
Your first 2 move choices are up in the air. You don't necessarily need an attack move, but they are quite helpful, but spikes and t-wave utility are also quite good.
You won't win right away but a few layers of spikes and toxic'd hippo is easier to handle.

btw fun project.
Also do you want us to go through answering the questions actually or just post a small blurb like i did?
 
Magnet Rise Bisharp

Bisharp @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Magnet Rise
- Knock Off
- Sucker Punch/Taunt
- Iron Head

Hippo can't do anything to this Bisharp set, it can't recover and the best damage it can do is Stone Edge. Leftovers pretty much makes this damage negligent and you can Taunt to stop recovery and whittle Hippo to death. Obviously this loses out on some of Bisharp's better traits (misses Sucker Punch if you want to Taunt, misses Swords Dance) but it does do a hell of a job at luring Hippo.
 
Magnet Rise Bisharp

Bisharp @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Magnet Rise
- Knock Off
- Sucker Punch/Taunt
- Iron Head

Hippo can't do anything to this Bisharp set, it can't recover and the best damage it can do is Stone Edge. Leftovers pretty much makes this damage negligent and you can Taunt to stop recovery and whittle Hippo to death. Obviously this loses out on some of Bisharp's better traits (misses Sucker Punch if you want to Taunt, misses Swords Dance) but it does do a hell of a job at luring Hippo.
Err, I wouldn't exactly call this a lure because like you mentioned, it's not going to do anything to Hippowdon other than whittle it away. Once you've revealed Taunt and Magnet Rise, it pretty much means that it's not going to stay in and get whittled away.

I'm speaking in general when I say this, just remember that a lure shouldn't deviate from the role that it's meant to do. A great example was given in the OP and I'll give another:

Mamoswine @ Life Orb
EVs: 252 Spe / 16 SpA / 240 Atk
Ability: Thick Fat
Naive Nature
- Stealth Rock
- Freeze Dry
- Icicle Crash
- Earthquake

So, this set acts as a really good lure to Rotom-W. Freeze Dry 2HKOs Rotom-W, a common switch in to this, while Rocks are up. Not a lot of EVs have to be invested into SpA and this allows it to still function in the role that it was meant to do.

16 SpA Life Orb Mamoswine Freeze-Dry vs. 248 HP / 0 SpD Rotom-W: 143-172 (47.1 - 56.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

P.S: Thread looks really nice Miridy , good luck
 

Gimmick

Electric potential
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Trick

This doesn't K.O. or do significant damage to it but it can come in, survive an earthquake and cripple Hippo for the rest of the match. It also helps in dealing with fairies, has a fast u-turn and has great utility in healing wish. Usually, I think, as scarfrachi has declined in usage and people generally use a bulkier variant, your opponent won't hesitate in switching hippo in. It doesn't really need team support rather it supports the team. Also, it isn't really sacrificing much. You could run a specially offensive Sarfrachi with grass knot as that 2hkoes it a use U-turn just as a utility move.
I'd actually like to build on your idea, but I don't think I'd use a Scarf Jirachi with Grass Knot like you hinted at because then you'd be forced to predict Hippo to switch in, and if it doesn't go your way, you've already revealed the move. And sending Jirachi in on Hippo is just really suspicious. Instead, I'd suggest this:


Jirachi @ Expert Belt
Trait: Serene Grace
EVs: 132 Atk / 252 SAtk / 124 Spd
Mild Nature (+SAtk, -Def)
- Grass Knot
- Icy Wind
- Iron Head
- Healing Wish

Expert Belt Jirachi with Iron Head fakes the Choice Scarf and allows you to safely Iron Head something like Clefable without worrying about predicting a switch into Hippo. If they see Iron Head and no item, they may assume that you're a Scarf variant, only to have a good chance to die to the combination of Iron Head and Expert Belt Mild Grass Knot

132 Atk Jirachi Iron Head vs. 252 HP / 144+ Def Hippowdon: 69-82 (16.4 - 19.5%) -- possible 7HKO after Stealth Rock and Leftovers recovery
252+ SpA Expert Belt Jirachi Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 326-384 (77.6 - 91.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Absolute max damage, excluding Stealth Rock, including Leftovers is 107.35%, so there's a bit of wiggle room. That's assuming worst care scenario where Hippo hasn't taken any prior damage and Rocks aren't up, too. Keep in mind that you can also go for a single Iron Head flinch since the probability is in your favor.

This set also acts as a Tank Chomp lure, which is really nice. The speed allows it to outspeed the Tank Chomp set from here because I wasn't sure what the speed benchmark was. Iron Head + Icy Wind + SR also has a good chance to knock out Tank Chomp. Going for a single Iron Head flinch here is a bit risky since you take Helmet and Rough Skin damage twice if you Iron Headed it the first time. That's where Healing Wish is really cool here since Jirachi can be worn down by that combination pretty easily.

Also, I decided it'd be worth it to invest in Atk (as opposed to more Speed) and give it a Mild nature so that you can switch into Special Dragons like Lati@s as well as fairies like M-Gard and Specs Sylveon. Since it's a Hippo and Garchomp lure, I figured the extra speed wouldn't be extremely necessary.
 
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Miridy you might want to add a caveat to the OP because there are a lot of people missing the point of a lure. A lure is not just something which can beat one of its common switch-ins (see: Magnet Rise Cobalion, Bisharp, and the Klefki mentioned). A lure will typically cripple its switch-in on the initial "reveal", so the threat can't just switch out into an actual counter and still be healthy later on. The only exception is if you're using some sort of boosting sweeper which the opponent can't safely switch out of.

Anyway, I was thinking SD Zard-X, but decided on something which is a bit less restrictive for teambuilding:
-----------------------------------------------------------------------------

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 168 Def / 88 Spe
Impish Nature
- Toxic
- Earthquake
- U-turn
- Knock Off
-----------------------------------------------------------------------------
Toxic actually has some huge utility on Lando-T, hurting stuff like Keldeo, Rotom-W, and most relevantly, Hippowdon, more than any of its other options. Hippowdon is often not paired with a cleric, being more suited for balanced teams than full stall, so Toxic can be very effective (especially since Hippowdon is so passive even against most of the things it beats). There actually aren't many physical threats which don't partner fantastically with Toxic Lan-T, so it's simple to fit onto teams.

Oh yeah and obviously Stealth Rock / Stone Edge can be slashed in as the team requires. 88 Spe EV's because outpacing Adamant Loom / Sharp is useful sometimes.
 
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I'd actually like to build on your idea, but I don't think I'd use a Scarf Jirachi with Grass Knot like you hinted at because then you'd be forced to predict Hippo to switch in, and if it doesn't go your way, you've already revealed the move. And sending Jirachi in on Hippo is just really suspicious. Instead, I'd suggest this:


Jirachi @ Expert Belt
Trait: Serene Grace
EVs: 132 Atk / 252 SAtk / 124 Spd
Mild Nature (+SAtk, -Def)
- Grass Knot
- Icy Wind
- Iron Head
- Healing Wish

Expert Belt Jirachi with Iron Head fakes the Choice Scarf and allows you to safely Iron Head something like Clefable without worrying about predicting a switch into Hippo. If they see Iron Head and no item, they may assume that you're a Scarf variant, only to have a good chance to die to the combination of Iron Head and Expert Belt Mild Grass Knot

132 Atk Jirachi Iron Head vs. 252 HP / 144+ Def Hippowdon: 69-82 (16.4 - 19.5%) -- possible 7HKO after Stealth Rock and Leftovers recovery
252+ SpA Expert Belt Jirachi Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 326-384 (77.6 - 91.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Absolute max damage, excluding Stealth Rock, including Leftovers is 107.35%, so there's a bit of wiggle room. That's assuming worst care scenario where Hippo hasn't taken any prior damage and Rocks aren't up, too. Keep in mind that you can also go for a single Iron Head flinch since the probability is in your favor.

This set also acts as a Tank Chomp lure, which is really nice. The speed allows it to outspeed the Tank Chomp set from here because I wasn't sure what the speed benchmark was. Iron Head + Icy Wind + SR also has a good chance to knock out Tank Chomp. Going for a single Iron Head flinch here is a bit risky since you take Helmet and Rough Skin damage twice if you Iron Headed it the first time. That's where Healing Wish is really cool here since Jirachi can be worn down by that combination pretty easily.

Also, I decided it'd be worth it to invest in Atk (as opposed to more Speed) and give it a Mild nature so that you can switch into Special Dragons like Lati@s as well as fairies like M-Gard and Specs Sylveon. Since it's a Hippo and Garchomp lure, I figured the extra speed wouldn't be extremely necessary.
Yeah, that's actually a safer option.
 
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Ok first up we have sub toxic jirachi to lure hippowdon! Set is pretty obvious it just toxics and sub stalls with iron head flinched thrown in.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 144 Atk / 112 Spe
Jolly Nature
- Substitute
- Iron Head
- Fire Punch
- Toxic



Next is life orb grass knot landorus-t!

0- SpA Life Orb Landorus-T Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 239-283 (56.9 - 67.3%) -- guaranteed 2HKO after Leftovers recovery

Landorus-Therian (M) @ Life Orb
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Earthquake
- Grass Knot
- U-turn
- Stealth Rock

I'll update this when I think of some more, can't hurt to come up with a few more lures for the fat shit.
 

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Magnet Rise
- Swords Dance
- Sucker Punch
- Iron Head

bisharp lures in bulky grounds like hippo and uses magnet rise to become immune to its stab moves and makes it become setup bait.

+2 252 Atk Life Orb Bisharp Iron Head vs. 252 HP / 144+ Def Hippowdon: 231-273 (55 - 65%) -- guaranteed 2HKO after Leftovers recovery
 

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Magnet Rise
- Swords Dance
- Sucker Punch
- Iron Head

bisharp lures in bulky grounds like hippo and uses magnet rise to become immune to its stab moves and makes it become setup bait.

+2 252 Atk Life Orb Bisharp Iron Head vs. 252 HP / 144+ Def Hippowdon: 231-273 (55 - 65%) -- guaranteed 2HKO after Leftovers recovery
Hippo can just whirlwind.
 
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