Project Lure That Threat SM RU Edition - Week 24: Moltres (Voting)

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Week 7: Fast Taunt Chesnaught
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Chesnaught @ Rocky Helmet
Ability: Bulletproof
EVs: 252 HP / 84 Def / 172 Spe
Impish Nature
- Spikes
- Taunt
- Leech Seed / Synthesis
- Wood Hammer / Drain Punch
Arguably the best defensive spiker in the tier, this Chesnaught set is increasingly common due to the prevalence of the Chesnaught/Dragalge/Registeel hazard stack core. Taunt and the given speed EVs allow Chesnaught to creep common Defoggers in Gligar and Mantine, allowing Chesnaught to defend its hazards from Defog. Taunt has the added utility in allowing Chesnaught to prevent status and opposing entry hazards. Rocky Helmet is for more residual damage plus allowing Chesnaught to 1v1 physical attackers such as Doublade. Leech Seed, Synthesis, and Drain Punch are chosen for recovery while Wood Hammer is chosen to deal immediate damage to faster pokemon looking to setup on Chesnaught.
 
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Gligar @ Eviolite
Ability: Sand Veil
EVs: 252 HP / 216 Def / 40 Spe
Impish Nature
- Earthquake
- Taunt / Toxic
- Roost
- Defog

Literally, just put some speed on Gligar. You don't often miss the few points of Def, but you are able to Defog or Taunt / Toxic before Chesnaught can Taunt you, rendering the set ineffective, and you get bonus points for outspeeding Adamant Pangoro. Not much else to be said. Of course, you can run a good bit more Speed on Chesnaught to circumvent this, and Gligar can run more Speed in return, and so on, but it will miss the bulk more than you do and will quickly run out of speed to allocate.
 
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Chesnaught @ Rocky Helmet
Ability: Bulletproof
EVs: 252 HP / 32 Def / 224 Spe
Impish Nature
- Spikes
- Taunt
- Wood Hammer
- Synthesis

Make your own taunt Chester faster. This allows you to taunt it before it taunts you. You then proceed to whittle the opposing Chester down with helmet, while setting spikes for free. Creep also makes sure you always outspeed glig, as no one, barring myself, will ever think of using nascar glig for Hoopa (it was obviously shit, but kept the stall from losing to hoopa). You still check DD Gatr and physical Shark just fine, even with a bit less phydef, but with more speed you actually win creep wars vs opposing chester and glig (also outspeeds ada goro and bewear btw).
 
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Sharpedo @ Icium Z
Ability: Speed Boost
EVs: 132 Atk / 124 SpA / 252 Spe
Modest Nature
- Crunch
- Hydro Pump / Waterfall
- Ice Beam / Blizzard
- Protect

124+ SpA Sharpedo Subzero Slammer (175 BP) vs. 252 HP / 0 SpD Chesnaught: 380-448 (100 - 117.8%) -- guaranteed OHKO
124+ SpA Sharpedo Subzero Slammer (185 BP) vs. 252 HP / 0 SpD Chesnaught: 402-474 (105.7 - 124.7%) -- guaranteed OHKO

Basically, Chesnaught switches on a Crunch, finding he's safe, but you just Z-Ice Beam/Z-Blizzard and OHKO him. This set can also work on things like Dragalge, Shaymin, Virizion, Roserade, Venusaur, and Tyrantrum. Your other STABs are Crunch and Hydro Pump or Waterfall, if you either want to have a Physical attacker or a Special attacker.

124+ SpA Sharpedo Subzero Slammer (185 BP) vs. 0 HP / 0 SpD Venusaur: 316-374 (104.9 - 124.2%) -- guaranteed OHKO
124+ SpA Sharpedo Subzero Slammer (185 BP) vs. 204 HP / 0 SpD Dragalge: 266-314 (82.6 - 97.5%) -- 68.8% chance to OHKO after Stealth Rock
124+ SpA Sharpedo Subzero Slammer (185 BP) vs. 0 HP / 4 SpD Virizion: 254-300 (78.6 - 92.8%) -- guaranteed 2HKO
124+ SpA Sharpedo Subzero Slammer (185 BP) vs. 0 HP / 4 SpD Shaymin: 316-372 (92.6 - 109%) -- 56.3% chance to OHKO
124+ SpA Sharpedo Subzero Slammer (185 BP) vs. 248 HP / 0 SpD Roserade: 306-360 (94.7 - 111.4%) -- 68.8% chance to OHKO
124+ SpA Sharpedo Subzero Slammer (175 BP) vs. 0 HP / 4 SpD Tyrantrum: 456-538 (149.5 - 176.3%) -- guaranteed OHKO
 
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Donphan @ Flyinium Z
Ability: Sturdy
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Bounce
- Earthquake
- Toxic
- Rapid Spin

Chesnaught is arguably one of Donphan's best switch-ins, and Flyinium-Z in tandem with Bounce completely invalidates it's ability to come in comfortably

252 Atk Donphan Supersonic Skystrike (160 BP) vs. 252 HP / 84+ Def Chesnaught: 472-556 (124.2 - 146.3%) -- guaranteed OHKO


warning i do not advocate the use of donphan this is just for this project
 
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Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Scald
- Roost
- Defog
- Air Slash

Air Slash on Mantine lost a lot of use after Heracross was banned, but it still has the niche use of preventing Roserade and Chesnaught from getting free hazards on Mantine as well as hitting a few targets like Venusaur and Kommo-o. I had it replace Toxic and Haze because Scald is too good, but you could run it over Scald if you need Haze or Toxic on your team.
0 SpA Mantine Air Slash vs. 0 HP / 4 SpD Roserade: 128-152 (49 - 58.2%) -- 95.3% chance to 2HKO
0 SpA Mantine Air Slash vs. 252 HP / 0 SpD Chesnaught: 340-408 (89.4 - 107.3%) -- 37.5% chance to OHKO
 
Week 8: Defensive Mantine
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Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic / Haze / Air Slash
The premiere specially-defensive defogger of the RU Tier! With access to Roost, Defog, and Water Absorb Mantine has both longevity, utility, and ample opportunity to utilize it all given its bulk. Water/Flying typing gives it a handy set of resistances. Scald is chosen for STAB to make physical attackers think twice before switching in. Toxic or Haze are chosen to hinder setup sweepers, while Air Slash is primarily utilized to stop Taunt Chesnaught from using you as Spikes fodder.
 
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Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Sludge Bomb
- Hidden Power Electric
- Spikes

I love Spikes Offensive Roserade, but the main issue I have is: I can't Spike and beat Mantine at the same time (unless I lose coverage and run Sleep Powder + Spikes), Hidden Power Electric will allow you to not only set up Spikes with ease against that annoying mantaray, but you're also able to help something cleaning in the late-game. While you lose Hidden Power Fire, it's not a big loss if you have something to cover Steel-types (you should) and Chesnaught, I don't missed HP Fire when I used.

252 SpA Life Orb Technician Roserade Hidden Power Electric vs. 252 HP / 4+ SpD Mantine: 338-400 (90.3 - 106.9%) -- 43.8% chance to OHKO
It's not a great KO chance but you will just force it out while it's in Rocks range if you don't kill
 
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Kommo-o @ Dragonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Work Up
- Clanging Scales
- Focus Blast
- Flash Cannon

Kommo-o is a solid mon in this meta, being a strong breaker that also provides a lot defensively by walling rade/venu. The standard Specs Kommo-o packs a lot of power right off the bat, 2hkoing the entire meta if locked into the right move. However, using Specs means that i can be pivoted around, as it has to lock itself into one move. Thus, Work Up Kommo-o was created (iirc Aldo was the one who came up with it). Originally, Work up Kommo-o was equipped with a Life Orb, but as the LO recoil just kept piling up, I figured it would be interesting to try something else that didn't get whittled as fast.

The first thing that came to mind was giving it a z move. Steelium Z might also be interesting as a Florg lure (always kills after rocks), and Fightinium Z means you don't have to rely on FB hitting vs Regi, Umby etc. But in this case, Dragonium was the Z stone of choice, as it allows Kommo-o to blow through Tine. Tine isn't 2hkod by any of Kommo-o's moves without rocks up, and comes in on 3/4 of its moves even with rocks on the field. This also means it avoids the 2hko from +1 Clanging Scales if Kommo-o doesn't carry a boosting item. If it wants to switch out again once it finds out you're not Specs, you can take advantage of this by clicking Work Up a second time/clicking the correct coverage move. If rocks are up you don't even have to use Work Up on the Tine switchin, as Clanging Scales into Devastatng Drake kills.

calcs:
+1 252+ SpA Kommo-o Devastating Drake (185 BP) vs. 252 HP / 4+ SpD Mantine: 280-331 (74.8 - 88.5%) -- 93.8% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Kommo-o Clanging Scales vs. 252 HP / 4+ SpD Mantine: 168-198 (44.9 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Kommo-o Devastating Drake (185 BP) vs. 252 HP / 4+ SpD Mantine: 187-222 (50 - 59.3%) -- 78.5% chance to 2HKO after Leftovers recovery
252+ SpA Kommo-o Clanging Scales vs. 252 HP / 4+ SpD Mantine: 112-133 (29.9 - 35.5%) -- guaranteed 4HKO after Leftovers recovery

+1 252+ SpA Kommo-o Corkscrew Crash (160 BP) vs. 252 HP / 4 SpD Florges: 328-386 (91.1 - 107.2%) -- guaranteed OHKO after Stealth Rock
 
Araquanid (M) @ Splash Plate
Ability: Water Bubble
EVs: 96 HP / 216 Atk / 196 Spe
Adamant Nature
- Liquidation
- Spider Web
- Toxic
- Rest

Mantine comes in to wall CB araquanid, you trap with spider web, toxic it, and proceed to rest stall it until mantine is dead. EzPz
 
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VIENE EL TIBURON (Sharpedo) @ Darkinium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Crunch
- Waterfall
- Protect
- Ice Beam

Credit to KratosMana for posting this set. Not something Id generally use but it serves the purpose for this thread while still retaining the same cleaning potential. Mantine can act as a pretty decent Sharpedo check, life orb stalling it with roost and and leftovers reducing the chance of 2hkoing to a minimum (full def bold is still a good alternative, mind you) so the Z-Move removes that option for mantine. The combination of Crunch + the Z-Move will always KO without rocks, even with the lowest rolls possible.

Balanced

252+ Atk Sharpedo Crunch vs. 252 HP / 252 Def Mantine: 135-159 (36 - 42.5%) -- 93.5% chance to 3HKO after Leftovers recovery
252+ Atk Sharpedo Black Hole Eclipse (160 BP) vs. 252 HP / 252 Def Mantine: 268-316 (71.6 - 84.4%) -- guaranteed 2HKO after Leftovers recovery
 
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Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Scald
- Toxic
- Stealth Rock / Earthquake

Sub Seismitoad is invulnurable to Mantine, unaffected by Toxic behind a cute plush, absorbing Scalds, and sponging Air Slashs. Meanwhile, Mantine struggles to removes its Rocks when afflicted with Toxic. Behind a free sub, anything that Mantine switches out into to quell the overwhelming Toxic chip will most likely be Toxiced or Burned before needing to switch out, effectively spreading status and keeping its hazards on the field. Earthquake over Stealth Rock lets one deal with Dragalge and Registeel better if needed, but Rocks are overall more consistent in pressuring this mantaray and its team.

This set also wins a PP stall war with Trapper Araquanid should it try to trap it and elongate the game for some reason. Tweaking the speed a bit, you can lure in Milotic and get a free sub off on it too.

0 SpA Mantine Air Slash vs. 248 HP / 252+ SpD Seismitoad: 58-70 (14 - 16.9%) -- possible 9HKO after Leftovers recovery - nada
 
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Durant @ Choice Scarf / Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Crunch
- Thunder Fang

Durant is known to struggle with every bulky water types he's facing, so I decided to use Thunder Fang so Mantine and things like Qwilfish, Milotic and Blastoise are not a problem anymore. Be aware of misses, because if you get burned by Scald, Durant will become useless.

252 Atk Hustle Durant Thunder Fang vs. 252 HP / 252+ Def Mantine: 340-400 (90.9 - 106.9%) -- 43.8% chance to OHKO
252 Atk Choice Band Hustle Durant Thunder Fang vs. 252 HP / 252+ Def Blastoise: 204-240 (56.3 - 66.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Hustle Durant Thunder Fang vs. 252 HP / 136 Def Milotic: 292-344 (74.1 - 87.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
-1 252 Atk Choice Band Hustle Durant Thunder Fang vs. 252 HP / 200 Def Qwilfish: 174-206 (52 - 61.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
 
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Dragalge @ Electrium Z
Ability: Adaptability
EVs: 252 HP / 60 SpA / 144 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Sludge Wave
- Draco Meteor
- Toxic Spikes
- Thunder

Fairly obvious idea, setting up t spikes lures mantine in to defog trying to 1v1 with scald burns and you can drop it with ur z. Set isn't deadweight against non mantine teams because t spikes are always useful. EVs are the standard set with enough special attack to guarantee oh ko on standard mantine.
 
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