Project Lure that Threat V2

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Sun

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Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

252 SpA Life Orb Thundurus Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 377-445 (89.7 - 105.9%) -- 75% chance to OHKO after Stealth Rock

just a god ^^
 
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Reposting this set from earlier in the thread


Lopunny-mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Toxic
- Encore / Substitute

Hippowdon is usually a GSI to M-Lopunny, taking a maximum of 43% from HJK (ice punch does less), so he is able to easily heal off the damage, set rocks, chip away with earthquake, phase with whirlwind, or cripple with toxic. With toxic, however, Lop can instead cripple Hippo for the rest of the match, and encore can lock it into a recovery move or rocks, while substitute can prevent a toxic in return if Hippo is running it. Toxic also cripples other Lopunny counters such as M-Bro.
Fake out, quick attack, power up punch and baton pass are all other options in th last slot but encore or sub generally fit with toxic better.
 
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(Reposted from earlier in the thread to show the versatily of this lure)

Toxic Landorus-T


Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Toxic
- Stone Edge
- Stealth Rock/Swords Dance

This is almost a standard defensive Landorus-T but with an unusual "coverage move" in the form of Toxic (very underrated and unespected from this monster) which cripples many traditional guaranteed switch-ins such as bulky grounds and waters which can stop this thing on its track. A badly poisoned Mega Slowbro is a wasted Mega Slowbro because can't remain on the field as a sitting duck.
The 4° slot is used or for SR if you don't have a Stealth Rock setter in your team or -way better- for Swords Dance to turn this thing into a fearsome physical attacker.

Voting is over, and our winner through voting is Smack Down Lando-T by Shuple and our other winners are Choice Banded Tyranitar and Fire Blast Garchomp!
Honorable Mentions include Fire Blast Mega Altaria, Fire Blast Togekiss and Taunt Bisharp!
It is not Fire Blast Togekiss, but it is Flamethrower Togekiss (the user who posted this submission preferred accuracy to power and that set has Nasty Plot to add power to the latter move). Look at the first post on page 27.
 
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Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch / Thunderbolt
- Flamethrower / Overheat
- Hidden Power Ice
- Toxic

In normal circumstances, MegaMan would be completely helpless against Hippowdon, only able to 3HKO it after SR with HP Ice while being while being OHKOed in return (since Hippowdon switches into MegaMan, Intimidate isn't accounted for). However, when running Toxic instead of Volt Switch/Thunderbolt, MegaMan can easily lure in Hippowdon and cripple it for the rest of the game with Toxic (unless there is/are cleric(s) on the opposing team).
252 SpA Mega Manectric Overheat vs. 252 HP / 112 SpD Hippowdon: 165-195 (39.2 - 46.4%) -- possible 7HKO after Stealth Rock and Leftovers recovery
252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 112 SpD Hippowdon: 154-182 (36.6 - 43.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Mega Manectric: 288-338 (102.4 - 120.2%) -- guaranteed OHKO (like I said, since Hippowdon will be switching into MegaMan (not the other way around), MegaMan's Intimidate isn't accounted for).

Toxic also helps MegaMan cripple other would-be checks like ZardX, Lati@s, TankChomp and others.
 
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Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Grass Knot
- U-turn
- Knock Off

On most teams Hippowdon usually is the first Tornadus-T switch-in. Exploit that with Grass Knot and you can open up a path for something like ZardX or MegaGross or MLopunny to break through :D
 
Hoopa-u

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Grass Knot
- Hyperspace Fury
- Fire Punch
- Gunk Shot

Just, DIE

96 SpA Life Orb Hoopa Unbound Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 429-507 (102.1 - 120.7%) -- guaranteed OHKO
 
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Infernal

Banned deucer.

Jirachi
@ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 216 Spe
Mild Nature
- Iron Head
- Icy Wind
- Hidden Power Fire
- Grass Knot

Mixed Jirachi is uncommon and often overlooked in favor of other sets like Scarf. Because of this, many common switch ins to Jirachi are easy to surprise with the given coverage moves. Hippowdon is one of these. Should Hippo come in on an anticipated Iron Head or U-turn, you can take advantage of Scarf's popularity by feigning being choice locked and proceeding to do 71.4 - 84.5% with GK. That's a good amount and will leave Hippo severely weakened, softening it up for another Pokemon on your team to take advantage of. Thunderbolt being used more often than GK on mixed attacking sets helps with luring too. It's worth mentioning that the majority of Hippo will likely take the chance to SR against a Jirachi they think is choice locked, helping you avoid potential EQ damage. Outside of luring Hippo, mixed Jirachi still has utility and surprise value. Icy Wind can lure other things like Lando-T, while HP Fire can catch Pokemon like Ferro by surprise if they think you are locked into Iron Head. Overall, a fun option to mess around with if you're looking to catch some people off guard.
 
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Not gonna lie, this one was kinda hard and not just because Mixed Wall Hippo is hard to break open, but because most every mon that would normally be checked or countered by it and have access to a move that can beat the Hippo, it's on the set. Picking a mon that already has a set to beat Hippowdon just isn't fun enough to me so it took some hunting to find this beast and looking back, it's pretty obvious. How do you get past a wall? With a goddamn mortar turret!


Mega-Camerupt @ Cameruptite
Ability: Sheer Force
EVs: 36 HP / 252 SpA / 220 Spe
-Fire Blast
-Earth Power
-Ancient Power
-Will-O-Wisp

This beast can tear through a switch in Hippowdon and wreak havoc on the enemy team.

252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 252 HP / 112 SpD Hippowdon: 315-372 (75 - 88.5%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Sheer Force Mega Camerupt Earth Power vs. 252 HP / 112 SpD Hippowdon: 258-304 (61.4 - 72.3%) -- guaranteed 2HKO after Leftovers recovery

And don't worry, Camerupt can take a hit almost as well as he dishes 'em out.

0 Atk Hippowdon Earthquake vs. 36 HP / 0 Def Mega Camerupt: 236-282 (81.3 - 97.2%) -- guaranteed 2HKO

Now, the problem with the smogon set, is that chances are, people aren't going to switch into a Mega Rupt attack because most non Special Walls won't survive. And if the enemy is anything like me, then more often than not, Hippowdon will be lead since most pokemon that can OHKO him are known to OHKO him allowing him to safely set up or switch out leaving a sandstorm in his wake. So what happens when Mega-Camerupt and Hippowdon, with a speed of 130, land fresh on the same turn? Camerupt wins! Because those 220 Speed EVs give The Rupt a speed of 131! Suck it you land-sea-cow thing!
 
Hoopa-u

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Grass Knot
- Hyperspace Fury
- Fire Punch
- Gunk Shot

Just, DIE

96 SpA Life Orb Hoopa Unbound Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 429-507 (102.1 - 120.7%) -- guaranteed OHKO
I'm not sure if this should be counted as a Hippowdon lure since Dark Pulse and Psychic already 2HKOes mixed wall Hippowdon (the spread you're using runs Dark Pulse most of the time and Psychic is the main slash in the last moveslot).

96 SpA Life Orb Hoopa-Unbound Dark Pulse vs. 252 HP / 112 SpD Hippowdon: 216-255 (51.4 - 60.7%) -- 91% chance to 2HKO after Leftovers recovery (guaranteed 2HKO after SR)

96 SpA Life Orb Hoopa-Unbound Psychic vs. 252 HP / 112 SpD Hippowdon: 242-286 (57.6 - 68%) -- guaranteed 2HKO after Leftovers recovery
 
Magnet Rise Mega Ampharos


Ampharos @ Ampharosite
Ability: Static
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Magnet Rise
- Thunderbolt
- Dragon Pulse
- Focus Blast

Ampharos is usually countered by Hippowdon. However, Magnet Rise lets it avoid Earthquake, and proceed to 3HKO Hippowdon:

0 SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 112 SpD Hippowdon: 160-190 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery

Stone edge does pitiful damage:

0 Atk Hippowdon Stone Edge vs. 236 HP / 252+ Def Mega Ampharos: 56-66 (14.7 - 17.3%) -- possible 5HKO after sandstorm damage

And 20 Speed EV's allows it to outspeed Hippowdon.
 
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Magnet Rise Mega Ampharos


Ampharos @ Ampharosite
Ability: Static
EVs: 236 HP / 252 Def / 20 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Thunderbolt
- Dragon Pulse
- Focus Blast

Ampharos is usually countered by Hippowdon. However, Magnet Rise lets it avoid Earthquake, and proceed to 3HKO Hippowdon:

0 SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 112 SpD Hippowdon: 160-190 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery

Stone edge does pitiful damage:

0 Atk Hippowdon Stone Edge vs. 236 HP / 252+ Def Mega Ampharos: 56-66 (14.7 - 17.3%) -- possible 5HKO after sandstorm damage

And 20 Speed EV's allows it to outspeed Hippowdon.
Max hp and Max defense with modest mature?
 

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
- Overheat
- Flash Cannon
- Earth Power
- Stone Edge

Modest Choice Specs simply destroys Hippowdon, not much to say.

252+ SpA Choice Specs Heatran Overheat vs. 252 HP / 112 SpD Hippowdon: 397-468 (94.5 - 111.4%) -- 68.8% chance to OHKO
252+ SpA Choice Specs Heatran Overheat vs. 252 HP / 112 SpD Hippowdon: 397-468 (94.5 - 111.4%) -- guaranteed OHKO after Stealth Rock
 
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Well you're right KidMagic, no one would switch a Hippowdon into MCame but truth is, there are no mons save Chansey/Blissey that can really, safely, switch into an MCame attack. That's why I made an EV set based on a free switch into MCame. Hippowdon normally out speeds MCame which is why I changed my EVs.

TBH it's hard to really lure a Mixed Wall Hippowdon because, like I said, every mon that can bait and KO a Hippowdon has a smogon set for that with the exception of Grass Knot Jirachi (as you pointed out). And even your "lure" is hardly a lure because no one would send anything that isn't a fairy (or maybe Skarmory) into a free hit from Garchomp unless they thought it was TankChomp which they would only think if he lead the team and had SR.

Don't get me wrong though, I do like your Garchomp set but I at least would never send a Hippowdon in on a Chomp hit unless I just really wanted Sandstorm up.
 
oh yeah. I had it max spattack, then realized it could 3hko w/o investment. Should be bold lol, fixed
The thing is, since Hippowdon has access to reliable recovery (Slack Off), your M-Ampharos won't have the time to KO it before it gains half of its health back. Simply put, Hippowdon survives the switch-in and the following attack before it gains more HP than it lost from each attack of your M-Ampharos set.

Maybe it could work if you used a more offensive spread (say 4 HP / 252+ SpA / 252 Spe). However, multiple problems arise from doing so: it would be difficult to find room for Magnet Rise (replacing Agility would be ok I guess, but it comes at the cost of great utility), even with all of the offensive investment, M-Ampharos still needs SR to maximize its chance for 2HKOing Hippowdon and now that it can actually 2HKO Hippowdon with one of its standard moves, it can't be considered as a Hippowdon lure anymore.

On the other hand, I'll give it to you that it's difficult to find a proper Hippowdon lure since most coverage moves that are used to deal with it (*puts on glasses*) are either common (Grass Knot MegeGross) due to Hippowdon being an omnipresent fat mon, not powerful enough (for the same reason) or comes at a great loss of utility (Toxic MegaMan, my own nomination).

Anyway, that'll be all from me. I hope to see even more creative lures for Hippowdon and for the next threats to come.
 


Garchomp @ Garchompite
Ability: Sand Veil/Rough Skin ----> Sand Force
EV's: 84 HP / 252 Atk / 172 Spd (Outspeeds Max Speed base 70's)
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Outrage / Fire Blast

Normally Hippo loves switching into Garchomp, especially the omnipresent Tankchomp. However, at +2 with a Sand Force boost, MegaChomp obliterates the mixed defense version.

+2 252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 144+ Def Hippowdon in Sand: 399-469 (95 - 111.6%) -- 68.8% chance to OHKO

It even does only slightly less to full physically defensive variants, doing 88% minimum to those.

The other moves help Chomp take down other threats that might try to take it on. At +2 with Sand, Stone Edge OHKO's Rotom after rocks, while dealing with most flyers as well. Outrage is if you want to lure Lando-T, while also providing a Sand-free way to take out Rotom. Fire Blast is mainly for Skarm, as a +2 EQ does more to Ferro even without sand.

This thing makes a great partner for Excadrill, as it can lure in and KO, or ar least severely weaken, most of what walls the mole.
 

DennisEG

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Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Sword Dance / Rock Slide
- Magnet Rise

Being Hippo a common switch to exca dispite of taking a ton from EQ, Exca can lure it with Magnet Rise, SDing on the Hippo switch and then Magnet up which Hippo cannot do nothing in return other than Slack off, but +2 EQ does more damage that it can recover.
 

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Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Hippowdon usually walls the shit out of landorus-t, especially since the defensive set is gaining popularity for its ability to check zardx well. If Lando runs SD with some soft sand and max attack, hippo is caught off guard and is left on an extremely low amount of HP. Also, Hippo is kinda setup fodder for Lando since it can't do jack shit back, especially since it is running stone edge in the fourth slot.

+2 252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 144+ Def Hippowdon: 325-384 (77.3 - 91.4%) -- guaranteed 2HKO after Leftovers recovery
 
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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

Hippowdon can easily switch-in to Metagross' Meteor Mash or even Ice punch and then proceed to Slack Off the damage. However, Mega Metagross with Grass Knot can catch Hippowdon on the switch-in and threaten to 2HKO. It's a little standard but this is one of the main reasons you would run Grass Knot on Mega Metagross.

0- SpA Tough Claws Mega Metagross Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 238-282 (56.6 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
 

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Grass Knot Thundurus
Choice Specs Magnezone
Swords Dance Mega Charizard X
Toxic Mega Lopunny
Toxic Landorus-Therian
Toxic Mega Manectric
Grass Knot Tornadus-Therian
Grass Knot Hoopa-Unbound
Grass Knot Jirachi
Offensive Mega Camerupt
Magnet Rise Mega Ampharos
Swords Dance Garchomp
Choice Specs Heatran
Swords Dance Mega Garchomp
Magnet Rise Excadrill
Double Dance Landorus-Therian
Grass Knot Mega Metagross
 
Grass Knot Tornadus-Therian
(it is a good pokemon with a huge movepool available, so it is unpredictable but Grass Knot on it is rarely used. It makes sense even dropping its STAB to use 4 coverage moves at once)
 
Toxic Mega Lopunny because unlike most other lures in that list, lopunny's 4th slot being replaced with a new move doesn't take too much away from lop, whereas manectric losing volt switch or thunderbolt, or excadrill losing swords dance or rock slide, force those pokemon to be played slightly differently. Toxic on lop on the other hand is almost purely beneficial, with the only conceivable downsides being loss of ice coverage and having a slightly more difficult time getting off the mega without fake out. The ability to beat its counters outweigh those few downsides.
 
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