Project Lure That Threat! [SS RU Edition] [Current Threat: Charizard]

Approved by phantom
Based on and OP / Intro adapted from the SM RU thread of the same name.
OP taken from previous thread

Lure That Threat!
SS RU Edition

banner by Datsplashtho
Welcome to the Sword and shield RU edition of Lure That Threat! The purpose of this thread is to provide a good lure against a prominent in the metagame that will be chosen every week.​

What is a lure?
A lure is a usually unexpected move intended to hit a specific target that it’s weak against.

Example

:silvally: ->

Ability: RKS System
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
Swords Dance
Multi-Attack

Surf
U-turn


This is an example of a good lure. Surf Silvally Fairy is able to lure in 2 extremely prominent threats in Salazzle and Steelix.

4 SpA :silvally:-Fairy Surf vs. 0 HP / 4 SpD :Salazzle:: 188-222 (67.8 - 80.1%) -- guaranteed 2HKO after Black Sludge recovery

4 SpA :silvally:-Fairy Surf vs. 252 HP / 252+ SpD :Steelix:: 118-140 (33.3 - 39.5%) -- 17.1% chance to 3HKO after Leftovers recovery




:passimian: ->

Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Close Combat
Knock Off
Toxic
U-turn


This is an example of a bad lure. Toxic Passimian has no other purpose besides toxicing Mantine, a common switch-in to it. It also gives up Earthquake which it uses to muscle through Salazzle.


Process
  • Every week, A threat in the RU metagame will be posted, alongside a sample set and a brief description of it.
  • The community will then have four days to nominate Pokemon that work as effective lures to that threat, with calculations and a description. Each person may nominate one lure per week.
  • There will then be a three day voting period in which users can vote on the lures that they consider the best or more useful. Each user is allowed up to one vote.
  • Once the voting period has concluded, the two lures with the highest number of votes will be added to the archive. A new set will then be posted.
Follow basic forum etiquette, one liners and other off topic posts are not encouraged.

CURRENT THREAT


thank u LegendarySerperior
Charizard
Charizard has proven itself to be a dominant force in the RU metagame by becoming #1 in usage. This is due to its fantastic defensive typing and access to defog alongside the new Heavy-Duty Boots letting it not fear Stealth Rock Damage lets Charizard function as the most splashable hazard remover in the metagame.
Charizard @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Defog
- Roost
- Toxic

Voting Stage starts 6/9/20

Have fun! :)

Week 1: :vileplume: Winner: :rillaboom:
Week 2: :Virizion: Winner::rhydon:
Week 3: :Indeedee: Winner: :raichu-alola:
Week 4: :copperajah: Winner::sneasel:
Week 5: :rillaboom: Winner::rhydon:
Week 6: :braviary: Winner: :Dhelmise:
Week 7: :charizard: Winner: NONE
 
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Mavis

Banned deucer.
reserving rillaboom

:ss/rillaboom:

Rillaboom
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer / Drum Beating
- Acrobatics
- Earthquake
- Swords Dance

Scarf Rilla being the norm is what allows this unorthodox Swords Dance set to pose a sweeping threat. Normally Plume loves to switch into Rilla, what with it's 4x resistance to it's STAB and not caring for any coverage moves and all. However, here's where that turns the tables- a Swords Dance-boosted itemless Acrobatics will always OHKO Vileplume, and the rest of the movesets is used to provide as much coverage as possible while breaking open holes or sweeping.

Strange but deadly, this unique take on normal Rillaboom can easily lure in Vileplume that think they're safe taking a hit from the Scarf set and fishing for Effect Spore procs.

+2 252 Atk Rillaboom Acrobatics (110 BP) vs. 252 HP / 252+ Def Vileplume: 374-440 (105.6 - 124.2%)
 
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daunt vs

Of Course You Won't
is a Tiering Contributor


Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Shadow Ball
- Trick
- Hydro Pump
This set helps jelli beat a lot of the usual checks/counters of the standard taunt set while being less passive and hitting hard thanks to specs boosted Water Spouts . Against plume Jelli can Ice Beam plume which 2hko's if Plume it's a full health, if Plume has switched once in rocks and Jelli it's at full health Water Spout has a decent roll to 2hko plume and you can always trick plume to make it useless .
Calcs:
252 SpA Choice Specs Jellicent Ice Beam vs. 252 HP / 4 SpD Vileplume: 240-284 (67.7 - 80.2%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

252 SpA Choice Specs Jellicent Water Spout (150 BP) vs. 252 HP / 4 SpD Vileplume: 150-177 (42.3 - 50%) -- 89.1% chance to 2HKO after Stealth Rock and Black Sludge recovery (This calc it's done with a 94% health plume which its the health it has after switching once in rocks and one round of Black Sludge)
 
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Katy

Banned deucer.
gastrodon

:ss/gastrodon:
Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Earth Power
- Ice Beam
- Recover


vileplume resists scald and is only neutral towards earth power coming from gastrodon, but with ice beam it can really lure vileplume in
and damage it decently hard and has a safe chance to 2hko vileplume.
252+ SpA Gastrodon Ice Beam vs. 252 HP / 4 SpD Vileplume: 186-220 (52.5 - 62.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
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Oathkeeper

"Wait!" he says, do I look like a waiter?
is a Tutoris a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Social Media Contributor Alumnus

Bewear @ Leftovers
Ability: Fluffy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Double-Edge
- Close Combat
- Darkest Lariat

If you were using Plume, you might expect a Banded Drain Punch or CC coming and would switch it into Bewear. However, SD is a nice set for the big teddy bear. It can use SD as Plume switches in. Use it on the next turn and get sapped to put it at +3 and then OHKO with Edge on the following turn:

+3 252 Atk Bewear Double-Edge vs. 252 HP / 252+ Def Vileplume: 381-448 (107.6 - 126.5%) -- guaranteed OHKO
 
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slurpuff.gif


Slurpuff @ Weakness Policy
Ability: Unburden
EVs: 228 HP / 148 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Dazzling Gleam / Draining Kiss
- Surf / Thunderbolt / Energy Ball / Cotton Guard

Most people would likely anticipate Belly Drum Slurpuff, and most Vileplume runs Phys Def which can counter Slurpuff easily as +6 Adamant Facade does 64% max to Phys Def Vileplume then they can Strength Sap all their health back and KO Slurpuff with Sludge Bomb. This spread allows you to Calm Mind on Vileplume, live sludge bomb even after Stealth Rocks + Poison, and KO back with +3 Weakness Policy boosted Flamethrower.

+2 Flamethrower after Stealth Rock KO's Vileplume 100% of the time, and Slurpuff can live sludge bomb at full hp 100% of the time when Stealth Rocks are up on your side of the field. The speed evs allow you to outspeed Choice Scarf Passimian and Jolly Baraskewda after unburden. Last move can be used to hit defensive pokemon commonly paired with Vileplume such as Mantine, Gastrodon/Quagsire, whatever your team needs tbh. Slurpuff coverage is super good so a Calm Mind set can hit way more than Belly Drum ever could. You can also use Cotton Guard combined with Calm Mind to set up on physical attackers as well and prock Weakness Policy easier, but you give up coverage in the process.


0 SpA Vileplume Sludge Bomb vs. 228 HP / 4 SpD Slurpuff: 266-314 (73.4 - 86.7%) -- guaranteed 2HKO after Stealth Rock
0 SpA Vileplume Sludge Bomb vs. +1 228 HP / 4 SpD Slurpuff: 180-212 (49.7 - 58.5%) -- 99.6% chance to 2HKO
+3 180+ SpA Slurpuff Flamethrower vs. 252 HP / 4 SpD Vileplume: 410-484 (115.8 - 136.7%) -- guaranteed OHKO
 

Natan

...
is a Smogon Media Contributor Alumnus

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge / Rock Blast
- Heat Crash

Because of Rhydon's high attack and great STAB coverage, few Pokémon would want to come into it, Vileplume is one of those as it can take any of Rhydon's STABs barring more than 8 hits from Rhydon and is naturally faster than Rhydons anyway, so they could normally just switch in and safely Sap/Giga Drain. Since Heat Crash just got redistributed and Rhydon typically only runs STABs as coverage, your opponent probably won't expect it. With max Speed, Rhydon is able to outspeed Vileplume and Earthquake/Stone Edge (or 4+ hits Rock Blast) into Heat Crash is a KO. 172 HP / 252 Atk / 84 Spe is the minimum spread you need to outspeed uninvested Vileplume, but 252 is safer if you don't want to risk EV wars and it also outspeeds totally uninvested Mantine as a bonus, if Vileplume runs enough EVs to outspeed it it loses too many defensive EVs making it way harder to check stuff (non-Life Orb +2 Bewear's Double Edge and Knock Off into Blaze Kick from Life Orb Hitmonlee are a 100% KO, for instance). Heat Crash is also useful for KOing Escavalier, although generally Stone Edge/Earthquake are better vs other Fire-weak targets.

252+ Atk Rhydon Heat Crash (120 BP) vs. 252 HP / 252+ Def Vileplume: 230-272 (64.9 - 76.8%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Rhydon Earthquake vs. 252 HP / 252+ Def Vileplume: 144-171 (40.6 - 48.3%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Rhydon Stone Edge vs. 252 HP / 252+ Def Vileplume: 144-171 (40.6 - 48.3%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Rhydon Rock Blast (4 hits) vs. 252 HP / 252+ Def Vileplume: 148-180 (41.8 - 50.8%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Rhydon Rock Blast (3 hits) vs. 252 HP / 252+ Def Vileplume: 111-135 (31.3 - 38.1%) -- approx. 0.1% chance to 3HKO after Black Sludge recovery (3 hits are enough if you already have Rocks)
 
Voting Stage

Thanks for participating in the first submission stage of SS RU’s Lure That Threat! Please vote for what lure you think is the best out of the 6 below.

:rillaboom:
Bkdrew’s Swords Dance Acrobatics Rillaboom
Rillaboom
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer / Drum Beating
- Acrobatics
- Earthquake
- Swords Dance


:jellicent:
daunt vs’ Choice Specs Jellicent
Jellicent @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Shadow Ball
- Trick
- Hydro Pump


:bewear:
Oathkeepre’s SD Bewear
Bewear @ Leftovers
Ability: Fluffy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Double-Edge
- Close Combat
- Darkest Lariat


:gastrodon:
Katy’s offensive Gastrodon
Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Earth Power
- Ice Beam
- Recover


:slurpuff:
esdeflex’s Calm Mind Slurpuff
Slurpuff @ Weakness Policy
Ability: Unburden
EVs: 228 HP / 148 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Dazzling Gleam / Draining Kiss
- Surf / Thunderbolt / Energy Ball / Cotton Guard


:rhydon:
RandomNick’s Heat Crash Rhydon
Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge / Rock Blast
- Heat Crash


Voting deadline is 3 PM Monday (3/30/20)!
 

Expulso

Morse code, if I'm talking I'm clicking
is a Community Contributoris a Contributor to Smogonis a Social Media Contributor Alumnus
voting for Randomnick's Heat Crash Rhydon because it's super fun to use and I've used it on teams that want Plume gone (e.g. if you run BD Slurpuff).

However, if I were using it I would run it with:
- SD so you can lure it in and OHKO rather than just doing 60% and letting it switch out
- a Jolly nature to outspeed Plume creeping Adamant Don (not necessary for this challenge if you know Plume isn't speed creeping)


(also, if we are discussing other lures, I'd run Ada Silk Scarf on SD Bewear so you can OHKO from +2 with Double Edge)
 

Mavis

Banned deucer.
it's called the ACRODANCER and if I were to vote for one besides myself, I'd go for heat crash rhydon.
 

Natan

...
is a Smogon Media Contributor Alumnus
Acrobatics Rillaboom
Also, fwiw Expulso, the problem with SD on that set is you really need every other move on it, you really shouldn't drop them just to be better vs Plume imo (whereas just using Heat Crash is fine)
 
The winner of this round is bkdrew with his Swords Dance Acrobatics Rillaboom set!

This weeks threat will be

Mantine

Mantine has solidified itself as the best bulky water type in the RU meta right now. Forming most defensive cores and being able to check common mons like Steelix, Mudsdale, and Passimian are extremely good virtues making Mantine a very strong defensive threat.
Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Defog
- Roost


DEADLINE IS FRIDAY (4/3/20)
 

daunt vs

Of Course You Won't
is a Tiering Contributor
Toxic Zard:

Charizard @ Leftovers/Heavy-Duty Boots
Ability: Blaze
EVs: 8 HP / 248 SpA / 252 Spe (Leftovers) () 4 Def / 252 SpA / 252 Spe (Heavy-Duty Boots )
Timid Nature
IVs: 0 Atk
- Toxic
- Substitute/Defog/Hurricane
- Roost
- Flamethrower
Mantine it's one of the only safe switch-ins against zard thanks to avoiding the 2hko of any of Zard moves while being able to recover, but if it runs toxic Charizard can toxic mantine on the switch make a lot harder for mantine to stay healthy , also if you run Substitute against a Mantine already intoxicated you can switch on the switch and thanks to Mantine not using leftovers this gen if you sub on the switch you win the 1v1 you only have to roost the first turn and the next ones spam sub ( or roost when the mantine roosts ) (1/16+2/16+3/16+4/16+5/16+6/16=1,3125 health ). You can run a more defensive spread if you want , if you run leftovers (even if Boots it's usually better) you can sub 5 times compared to the 4 subs you only can do if you run boots (but usually leftovers it's better)
pd: Charizard can also lure Mantine with Tpunch if you still want to run a more offensive set
 
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gorex

penguin council
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
LCPL Champion

Silvally-Steel @ Steel Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Thunder Fang
- Flame Charge

SD Steelvally often carries Psychic Fangs (for Salazzle) or U-turn for momentum when it can't sweep. Therefore, Thunder Fang is an interesting coverage option on Silvally-Steel that allows it to bait in Mantine on a Swords Dance, then OHKO it next turn.

+2 252 Atk Silvally-Steel Thunder Fang vs. 252 HP / 252+ Def Mantine: 412-488 (110.1 - 130.4%) -- guaranteed OHKO
 

Katy

Banned deucer.
reserving silvally ground

:ss/Silvally-Ground:
Silvally-Ground @ Ground Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Multi-Attack
- Swords Dance
- Thunder Wave
- Psychic Fangs


offensive silvally-ground can lure in virizion in that way that it can use thunder wave upon the switchin on the virizion to slow it down and
after it silvally-ground can safely use psychic fangs as thunder wave makes virizion slower and thunder wave also has a nice effect
that it not only cripples down virizion, it can also proceed to cripple virizions teammates as well. this set can also handle other faster threats
such as choice scarf-indeedee, barraskewda and rillaboom. therefore silvally-ground does not only para-cripple virizion but also other faster
pkmn in the metagame and also the tammates of virizion which gives a lot of advantages here.
 
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Mavis

Banned deucer.
:ss/passimian:

Passimian @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Rock Slide

A common fourth slot from the SM days, banded Rock Slide Passimian used to be amazing to lure in traditional Passimian answers like Golisopod and Noivern. However, nowadays the focus has shifted to Scarf Passimian due to it's amazing speed and movepool. The standard set of the aforementioned three moves plus Earthquake is completely walled by Mantine, who switches in for days with impunity.

Enter Choice Band Passimian, still capable of punching holes the same way it did last generation, but now packing Rock Slide to get around Mantine.

252 Atk Choice Band Passimian Rock Slide vs. 252 HP / 240+ Def Mantine: 212-250 (56.6 - 66.8%)

While not posing an immediate killing threat, the lack of Leftovers recovery will often put Mantine into a very risky spot with just a single predict, rendering it unable to come in again to check a threat later on in the game unless it's given a free turn to Roost. If Mantine comes in and takes the Rock Slide, suddenly it's within range of your Scarf Indeedee's Psychic or your Salazzle's Sludge Wave. Even better still, CB Passimian still retains it's use as an incredible wallbreaker without needing to use what would otherwise be a less viable Pokemon simply for the purposes of luring Mantine.
 
In an unfortunate turn of events, Mantine has shifted to UU meaning that we will have to choose a new threat to assess. bkdrew Katy gorex daunt vs please edit your posts according to the new mon in question, sorry for the inconvenience.

CURRENT THREAT

Virizion

Virizion is a new addition to the tier that seems to be capable of being a very massive threat with its blistering speed for the tier’s standards and its extremely potent Swords Dance set.
Virizion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Synthesis / Stone Edge


Deadline is now Sunday (4/5/20)
 

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