Project SS OU Lure That Threat!

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reserving mold breaker excadrill

TankDrill (Double Dance)
:Metal Coat: :Hard Stone: :Leftovers: :ss/Excadrill: :Leftovers: :Hard Stone: :Metal Coat:
^ (aww, look at his little collection!) ^
Excadrill @ Leftovers / Hard Stone / Soft Sand / Metal Coat
Ability: Mold Breaker
EVs: 4 Atk / 252 Def / 252 Spe
Jolly Nature
- Iron Defense
- Swords Dance
- Rock Blast / Iron Head
- Rest / Substitute / Earthquake / Iron Head

Best Variation for Lando (Iron Head)

:Leftovers: :ss/Excadrill: :Leftovers:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 Def / 252 Spe
Jolly Nature
- Iron Defense
- Swords Dance
- Iron Head
- Rest

Overview:
Yeah, I had fun making this one. This set revolves around boosting your defenses with Iron Defense to inhumane levels, then absolutely wrecking opponents after boosting yourself up with Swords Dance. It's a really fun off-meta set that does well in luring and countering OU's Flying-types like Lando and Corv. This set counters Substitutes well with Rock Blast. For some defensive options, Rest offers Excadrill longevity, and Substitute is, well, Substitute. You can also run more offensive options, because choosing to run options like Rest does mean Excadrill loses STAB options like Earthquake (shh, don't tell Magnezone!)

As for Lando specifically, Iron Head with either Leftovers or Metal CoatMetal Coat would probably be best.

Calcs:
Attacking - Leftovers/Other:
4 Atk Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Landorus-Therian: 123-145 (32.1 - 37.9%) -- 1.4% chance to 3HKO after Leftovers recovery
+2 4 Atk Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Landorus-Therian: 246-289 (64.3 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
+4 4 Atk Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Landorus-Therian: 366-432 (95.8 - 113%) -- 75% chance to OHKO

Attacking - Metal Coat:
4 Atk Metal Coat Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Landorus-Therian: 147-174 (38.4 - 45.5%) -- guaranteed 3HKO after Leftovers recovery
+2 4 Atk Metal Coat Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Landorus-Therian: 294-346 (76.9 - 90.5%) -- guaranteed 2HKO after Leftovers recovery
+4 4 Atk Metal Coat Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Landorus-Therian: 439-517 (114.9 - 135.3%) -- guaranteed OHKO

Receiving - Leftovers:
0 Atk Landorus-Therian Earthquake vs. 0 HP / 252 Def Excadrill: 320-380 (88.6 - 105.2%) -- 31.3% chance to OHKO
0 Atk Landorus-Therian Earthquake vs. +2 0 HP / 252 Def Excadrill: 162-192 (44.8 - 53.1%) -- 0.4% chance to 2HKO after Leftovers recovery
0 Atk Landorus-Therian Earthquake vs. +4 0 HP / 252 Def Excadrill: 108-128 (29.9 - 35.4%) -- guaranteed 4HKO after Leftovers recovery

Receiving - Metal Coat/Other:
0 Atk Landorus-Therian Earthquake vs. 0 HP / 252 Def Excadrill: 320-380 (88.6 - 105.2%) -- 31.3% chance to OHKO
0 Atk Landorus-Therian Earthquake vs. +2 0 HP / 252 Def Excadrill: 162-192 (44.8 - 53.1%) -- 24.6% chance to 2HKO
0 Atk Landorus-Therian Earthquake vs. +4 0 HP / 252 Def Excadrill: 108-128 (29.9 - 35.4%) -- 21.1% chance to 3HKO

Notes:
The set is extremely flexible, with the main focus being on acquring Double Dance boosts and dealing damage while tanking hits. That, or I'm just really indecisive when it comes to my moves.
 
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Zeno420

Banned deucer.
Welcome back to another week of Lure that Threat!

Congrats to SLDR for winning. The voters have spoken and Aqua Tail Garchomp has won by a land slide. Your submission will be added to the Hall of Fame soon!


This week’s threat is …Slowbro!

:ss/slowbro:

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature

IVs: 0 Atk / 30 Spe
- Scald

- Future Sight
- Teleport

- Slack Off

Without a doubt the premier fsight supporter in the tier right now with its twin slowking dipping in usage for good reason. Slowbro’s massive physical bulk allows it to sponge hits it really shouldn’t be able to such as non-band kart leaf blade and weavile knock. It can easily set up fsight on many targets will providing a slow teleport. Not to mention it also blanket check urshifu who has been very popular recently. How would you lure this fat lard?

You have until Thursday 23:50 PM GMT-5 to post a Slowbro lure, enjoy posting!​
 
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Our resident sand-setter, Tyranitar!

:ss/tyranitar:
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 HP / 204 SpA / 52 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Dark Pulse
- Stealth Rock
- Toxic
Spatk T-Tar has one goal in mind, and it's to taunt the Slowbro!
Most Slowbros will stay in on a cocky T-Tar because, well, most popular T-Tar sets don't run dark moves (except for the Band set.)
They'll know you're not band since well, you just taunted them. Lum Berry is to cure any burns (even though we're not physical.) Since the chip on T-tar is devestating because it has no reliable recovery.
Play it well bc Slowbro aint' swell!

204 SpA Tyranitar Dark Pulse vs. 252 HP / 0 SpD Slowbro: 242-288 (61.4 - 73%) -- guaranteed 2HKO after sandstorm damage
2hkos, and they can't teleport bc of taunt.
4 SpA Slowbro Scald vs. 252 HP / 52+ SpD Tyranitar in Sand: 102-120 (25.2 - 29.7%) -- guaranteed 4HKO
Safe to say we're outdamaging, and even with no recovery we can still win the 1v1.
Slowbro Future Sight vs. Tyranitar: 0-0 (0 - 0%) -- possibly the worst move ever
Wow. Tyranitar is so bulky. Who would've thought!
Hope ya enjoy!
 
It's late. I'm bored.
1643515267202.png

Sub Bulk Up Thunder Punch Urshifu-Rapid Strike

Urshifu-Rapid-Strike @ Leftovers
Ability: Unseen Fist
EVs: 252 HP / 24 Atk / 232 SpD
Careful Nature
- Substitute
- Bulk Up
- Thunder Punch
- Surging Strikes

The objective is this spread is to allow Urshifu's Sub to survive 2 Slowbro Scalds. This is not a guarantee even with max special bulk, however this set gives shifu good odds to have it's sub up after 2 scalds, and even if the sub breaks, the bear can tank the Bro's Sight. This allows it to set up Bulk Ups, at 2+ Attack threatens a 2HKO, 3+ is a 100% 2HKO, and 6+ threatens an OHKO.


4 SpA Slowbro Scald vs. 252 HP / 232+ SpD Urshifu-Rapid-Strike: 43-51 (10.6 - 12.6%) -- possible 8HKO(2 Scalds does not break sub unless both Scalds are high-roll/one Scald is a Crit, This means sub will take the FS)
4 SpA Slowbro Future Sight vs. 252 HP / 232+ SpD Urshifu-Rapid-Strike: 260-308 (64.3 - 76.2%) -- guaranteed 2HKO(if it takes a FS, it will left after subbing once)
+6 24 Atk Urshifu-Rapid-Strike Thunder Punch vs. 252 HP / 252+ Def Slowbro: 372-438 (94.4 - 111.1%) -- 68.8% chance to OHKO
+3 24 Atk Urshifu-Rapid-Strike Thunder Punch vs. 252 HP / 252+ Def Slowbro: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO
+2 24 Atk Urshifu-Rapid-Strike Thunder Punch vs. 252 HP / 252+ Def Slowbro: 186-220 (47.2 - 55.8%) -- 78.5% chance to 2HKO

First time in this thread so sorry if misunderstood something.​
 
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:ss/heatran:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
- Magma Storm
- Dark Pulse
- Taunt
- Toxic

Heatran learns Dark Pulse and honestly that's all you really need to take down a Slowbro 1-on-1. I'm using the default EV spread and Nature from the Damage Calculator, but you can really slap this move onto whatever set you want and replace whatever move you want to suit your team. Even with no investment, Dark Pulse secures a 2HKO after rocks:

0 SpA Heatran Dark Pulse vs. 252 HP / 0 SpD Slowbro: 174-206 (44.1 - 52.2%) -- guaranteed 2HKO after Stealth Rock

If you want to be able to 2HKO Slowbro without any hazards, you'll need to run a minimum of 160 SpA EVs to guarantee it, which can be too much. If you're willing to settle for 90%+ odds, you'll only need 112.

160 SpA Heatran Dark Pulse vs. 252 HP / 0 SpD Slowbro: 198-234 (50.2 - 59.3%) -- guaranteed 2HKO
112 SpA Heatran Dark Pulse vs. 252 HP / 0 SpD Slowbro: 192-226 (48.7 - 57.3%) -- 94.1% chance to 2HKO

The main problem with this set is that Slowbro can simply switch after getting hit by the first Dark Pulse and heal most of it off. Using Magma Storm on the switch can stop this, but you'll have to run the risk of Slowbro clicking Teleport on the next turn predicting a switch. Even if Slowbro doesn't Teleport, you'll likely be eating a Scald instead. To remedy this, you can run enough SpA EVs to make Magma Storm on the switch + Dark Pulse a KO on Slowbro, provided you have rocks. However, you'll need to run a minimum of 188 EVs with no boosting nature to ensure this, or 68 if you do run Modest. This probably won't be worth it, especially considering Magma Storm's 25% miss chance, but it's still possible.
 
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:ss/victini:
Victini @ Expert Belt
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Fire Spin
- Expanding Force
- Blue Flare/V-Create/Glaciate

Special Victini lures in slowbro but the opponent will most likely not switch in slowbro if he knows it's special. V create into thunder kills or if they just want to pivot on the fire stab just fire spin and thunder.
 
:SS/Terrakion:
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Megahorn
- Swords Dance / Earthquake


F me I had no cooler ideas for this one.

You can say whatever you want about Terrakion in SS OU, but not that it's weak. Life Orb-boosted Stone Edge and Mega Horn deal stupid amount of damage unboosted even to Slowbro:

:Life orb::terrakion: vs :rocky helmet::slowbro:
Stone Edge 36 - 42.8% + Megahorn 58.1 - 68.5%
= 94.1 - 111.3%


As you can see, it takes very minimal chip to ensure a 2HKO with Stone Edge into Megahorn. It becomes also pretty apparent how Megahorn destroys Slowbro after a Swords Dance, which is why it isn't mandatory in the last slot. After all, it's used specifically for Slowbro as it hits no other relevant target, with the only exceptions being Cresselia and the rare Tangrowth.​
 
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Red Raven

I COULD BE BANNED!
:sm/garchomp:
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Stealth Rock
- Earthquake
- Fire Blast

Just the typical mix Chomp that has been around since forever. Earthquake and draco does thirty and sixty percent damage minimum to Slowbro respectively which adds up to ninety, so with a little chip, such as from stealth rock, Garchomp can pretty much eq Slowbro before dracoing it into oblivion
 
Counter Weavile
:ss/weavile:
Weavile @ Focus Sash :focus sash:
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Counter
- Knock Off
- Ice Shard / (Etc.)
- Swords Dance / Taunt / (Etc.)

Some specific variants of Slowbro like Colbur Berry are designed to lure Weavile, which prompts Weavile to be a lot more careful around Slowbro. This set specifically counter-lures that counter, like a trap card on top of a trap card. Sets that don't have Body Press often rely on faster revenge killers to remove Weavile, which grants this set the perfect opportunity to remove them as well. It can also set up on these with Swords Dance, but if you prefer another attacking slot such as Triple Axel, Icicle Crash, Low Kick, or Poison Jab, (which can also replace Ice Shard) these are useful as well. If you are truly dedicated to the niche, then Taunt is another option to keep Slowbro from recovering on a free turn or gaining momentum and exposing the lure. Although, Taunt might already be a dead giveaway that this is a lure.
 
Special Dragonite
dragonite.png

Dragonite @ Expert Belt
Ability: Multiscale
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Draco Meteor
- Flamethrower
- Roost

Dnite lures in Slowbro and Thunder destroys it doing 79-94% and has a 50% to ohko with rocks up or Draco Meteor which is guaranteed 2hko
252+ SpA Expert Belt Dragonite Thunder vs. 252 HP / 4 SpD Slowbro: 314-372 (79.6 - 94.4%) -- 50% chance to OHKO after Stealth Rock
252+ SpA Dragonite Draco Meteor vs. 252 HP / 4 SpD Slowbro: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Dragonite Draco Meteor over 2 turns vs. 252 HP / 4 SpD Slowbro: 349-412 (88.5 - 104.5%) -- guaranteed KO in 2 turns after Stealth Rock
 
:ss/heatran:
Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt / Stealth Rock
- Solar Beam

Power Herb + Solar Beam allows Heatran to eliminate bulky waters that would otherwise be able to check it, and Slowbro is no exception to that. If Slowbro switches in on Magma Storm or Earth Power, the resulting chip damage will be enough to put it in KO range.

252 SpA Heatran Solar Beam vs. 252 HP / 0 SpD Slowbro: 316-372 (80.2 - 94.4%) -- guaranteed 2HKO
 
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:bw/blaziken:
Blaziken @ Iron Ball
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Fling

Safe Manual Handling:
1. Come in on Oscar (:ferrothorn:) or some trash.
2. Press Swords Dance as Slowbro takes the bait.
3. Fling your one-hundred percent accurate Iron Ball.
4. OHKO Slowbro, guaranteed, without taking any damage from Rocky Helmet.
 
sp def toxapex w/ light screen + block + toxic + recover/rest
Light Screen Toxapex
:Black Sludge: :ss/Toxapex: :Black Sludge:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Block
- Toxic
- Recover / Rest

Overview:
Slowbro was built for getting past walls like Pex. With its combination of Future Sight and Teleport, Slowbro is one of the most common answers to Pex, pivoting in to set off a Future Sight, then TPing out, either forcing Pex out completely or bringing Pex extremely low.

Tired of Bro taking the fun out of your anti-fun 'mon? Not anymore! Block Slowbro when it comes in so it can't TP out. Set up some deadly poison and a Light Screen, and the rest is history.

Notable Calcs:
0 SpA Slowbro Future Sight vs. 252 HP / 252+ SpD Toxapex through Light Screen: 73-87 (24 - 28.6%) -- possible 5HKO after Black Sludge recovery
0 SpA Slowbro Scald vs. 252 HP / 252+ SpD Toxapex through Light Screen: 12-14 (3.9 - 4.6%) -- possibly the worst move ever

Notes:
  • Running Rest over Recover means you can heal off any burn Slowbro gives, and it also allows you to reserve more PP for future PP stalling, but ultimately which recovery move is better on a set like this is debatable.
Sorry to spoil your idea, but i'm pretty sure that Block doesn't affect teleport, as switch moves are unaffected by most if not all trapping techniques, including block. Good idea but sadly doesn't work.
EDIT: proof https://replay.pokemonshowdown.com/gen8ou-1504022200
 
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