Project SS OU Lure That Threat!

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Reserving Bulldoze Ferrothorn

Bulldoze Ferrothorn

:ss/ferrothorn:

:ferrothorn:Ferrothorn @ Leftovers:leftovers:
Ability: Iron Barbs
EVs: 252 HP / 228 Atk / 28 Def
Impish Nature
- Knock Off
- Bulldoze
- Leech Seed
- Spikes

This set speaks for itself. Magnezone eats Ferrothorn for breakfast. You switch into something it can wall, then on the turn they switch to Magnezone you can either use leech seed to be safe, or go for a hard bulldoze on the switch. Either way, you can make Magnezone users cry while still functioning as a spikes setter. The ev investment shown gives you a guaranteed 2HKO on leftovers Magnezone while staying as close as possible to the standard Ferrothorn set.

:ferrothorn:->:magnezone:228 Atk Ferrothorn Bulldoze vs. 4 HP / 252 Def Magnezone: 152-180 (53.9 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
:magnezone:->:ferrothorn:252 Def Magnezone Body Press vs. 252 HP / 28+ Def Ferrothorn: 112-134 (31.8 - 38%) -- 0.6% chance to 3HKO after Leftovers recovery
:magnezone:->:ferrothorn:252 Def Magnezone Body Press vs. 252 HP / 28+ Def Ferrothorn: 112-134 (31.8 - 38%) -- 0.5% chance to 4HKO after Leftovers recovery and Leech Seed recovery
 
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reserving specs pelipper
I finally get to use this mon holy shit

As we all know rain is a playstyle for cowards who want to cheese out wins with some random ass fish that somehow breaks the fucking sound barrier but what if we reigned back in on the cheese and started blowing shit up off of a base 95 spA.

I bring you a blast from the past [or just, gen 7]:

:choice specs:Choice specs Pelipper:choice specs:
:ss/pelipper:

Pelipper @ Choice Specs

Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Timid/Modest Nature
- Hurricane
- Weather Ball/Hydro Pump
- Ice Beam/Scald

- U-turn

I think it is quite needless to say why pelipper ordinarily loses to magnezone: something something, 4x electric weakness.
Now the specs set alone is already much more fortified against mag, a higher base speed combined with the ability to ohko with water stab means it isn't forced out unless mag comes in to rk: which many can't due to specs mag sets often running modest over the speed boosting timid - a luxury we don't get against this set in particular, so we can run timid instead: still picking up the ohko with weather ball, but putting ourselves at a much more menial risk when we do so. Another massive upside is that we don't have to fear the middle ground of toxic: we can just come out swinging against mag and just completely fuck up its day.


Defensive calcs:
0 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Pelipper: 652-772 (249.8 - 295.7%) -- guaranteed OHKO
Offensive calcs:
252+ SpA Choice Specs Pelipper Weather Ball (100 BP Water) vs. 4 HP / 0 SpD Magnezone in Rain: 355-418 (125.8 - 148.2%) -- guaranteed OHKO
252+ SpA Choice Specs Pelipper Scald vs. 4 HP / 0 SpD Magnezone in Rain: 283-334 (100.3 - 118.4%) -- guaranteed OHKO
252 SpA Choice Specs Pelipper Weather Ball (100 BP Water) vs. 4 HP / 0 SpD Magnezone in Rain: 324-382 (114.8 - 135.4%) -- guaranteed OHKO
 
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Speedy Skarmory
:ss/Skarmory:
Skarmory @ Leftovers :leftovers:
Ability: Sturdy
EVs: 80 HP / 252 Def / 176 Spe
Jolly Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Spikes
- Roost

Favorite Skarmory set of mine, and a great lure for Magnezone. You unexpectedly outspeed Magnezone and subsequentially threaten it with +2 Body Press for a 62% to OHKO without hazards, and a near guaranteed or guaranteed OHKO with hazards. This set is also inclined to better check Bisharp , Tyranitar, and defensive Heatran that assume they outspeed it.

+2 252 Def Skarmory Body Press vs. 4 HP / 252 Def Magnezone: 264-312 (93.6 - 110.6%) -- 62.5% chance to OHKO

+2 252 Def Skarmory Body Press vs. 4 HP / 252 Def Magnezone: 264-312 (93.6 - 110.6%) -- 93.8% chance to OHKO after Stealth Rock
+2 252 Def Skarmory Body Press vs. 4 HP / 252 Def Magnezone: 264-312 (93.6 - 110.6%) -- guaranteed OHKO after 1 layer of Spikes
 

Milo

I'm Your Man
is a Community Contributor
Voting is up! Ends tomorrow!
Reserving Bulldoze Ferrothorn

Bulldoze Ferrothorn

:ss/ferrothorn:

:ferrothorn:Ferrothorn @ Leftovers:leftovers:
Ability: Iron Barbs
EVs: 252 HP / 228 Atk / 28 Def
Impish Nature
- Knock Off
- Bulldoze
- Leech Seed
- Spikes

This set speaks for itself. Magnezone eats Ferrothorn for breakfast. You switch into something it can wall, then on the turn they switch to Magnezone you can either use leech seed to be safe, or go for a hard bulldoze on the switch. Either way, you can make Magnezone users cry while still functioning as a spikes setter. The ev investment shown gives you a guaranteed 2HKO on leftovers Magnezone while staying as close as possible to the standard Ferrothorn set.

:ferrothorn:->:magnezone:228 Atk Ferrothorn Bulldoze vs. 4 HP / 252 Def Magnezone: 152-180 (53.9 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
:magnezone:->:ferrothorn:252 Def Magnezone Body Press vs. 252 HP / 28+ Def Ferrothorn: 112-134 (31.8 - 38%) -- 0.6% chance to 3HKO after Leftovers recovery
:magnezone:->:ferrothorn:252 Def Magnezone Body Press vs. 252 HP / 28+ Def Ferrothorn: 112-134 (31.8 - 38%) -- 0.5% chance to 4HKO after Leftovers recovery and Leech Seed recovery
reserving specs pelipper
I finally get to use this mon holy shit

As we all know rain is a playstyle for cowards who want to cheese out wins with some random ass fish that somehow breaks the fucking sound barrier but what if we reigned back in on the cheese and started blowing shit up off of a base 95 spA.

I bring you a blast from the past [or just, gen 7]:

:choice specs:Choice specs Pelipper:choice specs:
:ss/pelipper:

Pelipper @ Choice Specs

Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Timid/Modest Nature
- Hurricane
- Weather Ball/Hydro Pump
- Ice Beam/Scald

- U-turn

I think it is quite needless to say why pelipper ordinarily loses to magnezone: something something, 4x electric weakness.
Now the specs set alone is already much more fortified against mag, a higher base speed combined with the ability to ohko with water stab means it isn't forced out unless mag comes in to rk: which many can't due to specs mag sets often running modest over the speed boosting timid - a luxury we don't get against this set in particular, so we can run timid instead: still picking up the ohko with weather ball, but putting ourselves at a much more menial risk when we do so. Another massive upside is that we don't have to fear the middle ground of toxic: we can just come out swinging against mag and just completely fuck up its day.


Defensive calcs:
0 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Pelipper: 652-772 (249.8 - 295.7%) -- guaranteed OHKO
Offensive calcs:
252+ SpA Choice Specs Pelipper Weather Ball (100 BP Water) vs. 4 HP / 0 SpD Magnezone in Rain: 355-418 (125.8 - 148.2%) -- guaranteed OHKO
252+ SpA Choice Specs Pelipper Scald vs. 4 HP / 0 SpD Magnezone in Rain: 283-334 (100.3 - 118.4%) -- guaranteed OHKO
252 SpA Choice Specs Pelipper Weather Ball (100 BP Water) vs. 4 HP / 0 SpD Magnezone in Rain: 324-382 (114.8 - 135.4%) -- guaranteed OHKO
Iron Defense Ferrothorn

:ss/ferrothorn:

:ferrothorn:Ferrothorn @ Leftovers:leftovers:
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpDef
Impish/Relaxed Nature
- Iron Defense
- Body Press
- Leech Seed/Gyro Ball
- Spikes
Speedy Skarmory
:ss/Skarmory:
Skarmory @ Leftovers :leftovers:
Ability: Sturdy
EVs: 80 HP / 252 Def / 176 Spe
Jolly Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Spikes
- Roost

Favorite Skarmory set of mine, and a great lure for Magnezone. You unexpectedly outspeed Magnezone and subsequentially threaten it with +2 Body Press for a 62% to OHKO without hazards, and a near guaranteed or guaranteed OHKO with hazards. This set is also inclined to better check Bisharp , Tyranitar, and defensive Heatran that assume they outspeed it.

+2 252 Def Skarmory Body Press vs. 4 HP / 252 Def Magnezone: 264-312 (93.6 - 110.6%) -- 62.5% chance to OHKO

+2 252 Def Skarmory Body Press vs. 4 HP / 252 Def Magnezone: 264-312 (93.6 - 110.6%) -- 93.8% chance to OHKO after Stealth Rock
+2 252 Def Skarmory Body Press vs. 4 HP / 252 Def Magnezone: 264-312 (93.6 - 110.6%) -- guaranteed OHKO after 1 layer of Spikes
 

Milo

I'm Your Man
is a Community Contributor
Congratulations to Smashburn for winning this week of lure that threat!

Our new threat will be...
:ss/mew:
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Cosmic Power
- Stored Power
- Body Press
- Roost

How will YOU lure that threat? Voting ends Friday!​
 
reserving toxic ferro
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Leech Seed
- Protect
- Spikes

Lure mew in with the prospect of free setup on ferro that can't really touch it.
If mew runs taunt it can barely touch ferro anyway so you can toxic on the switch or leech on the switch.
Toxic it to put it on a timer and severely limit anything that it can do. Even at +6 defense and SpD it cant OHKO you.
0 SpA Mew Stored Power (260 BP) vs. 252 HP / 0 SpD Ferrothorn: 123-145 (34.9 - 41.1%)
+6 4 Def Mew Body Press vs. 252 HP / 252+ Def Ferrothorn: 274-324 (77.8 - 92%)
Then you can Leech Seed, and then alternate between protect and spikes to both get up your hazards and also rack up tons of damage and healing.
 
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Reserving power trip Corviknight

The Mewtilator
the name sounded a lot cooler in my head tbh
:ss/corviknight:
:corviknight:Corviknight @ Leftovers:leftovers:
Ability: Mirror Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Power Trip
- Bulk Up
- Agility
- Roost

Ah yes, Corviknight, one of the many OU mons passive enough for Mew to set up on. That is, until you set up on them in return. When they switch in preparing to set up a cosmic power, you surprise them with an agility and start spamming bulk up so once you shut down Mew's sweep, you can start a sweep of your very own.

Note: Corviknight's offensive calcs are assuming that Corviknight uses agility on turn 1 before spamming bulk up while Mew starts spamming cosmic power immediately.
:corviknight:->:mew:+1 0 Atk Corviknight Power Trip (100 BP) vs. +2 252 HP / 4 Def Mew: 96-114 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery
:corviknight:->:mew:+2 0 Atk Corviknight Power Trip (140 BP) vs. +3 252 HP / 4 Def Mew: 144-170 (35.6 - 42%) -- 87.1% chance to 3HKO after Leftovers recovery
:corviknight:->:mew:+3 0 Atk Corviknight Power Trip (180 BP) vs. +4 252 HP / 4 Def Mew: 192-226 (47.5 - 55.9%) -- 20.7% chance to 2HKO after Leftovers recovery
:corviknight:->:mew:+4 0 Atk Corviknight Power Trip (220 BP) vs. +5 252 HP / 4 Def Mew: 240-284 (59.4 - 70.2%) -- guaranteed 2HKO after Leftovers recovery
:corviknight:->:mew:+5 0 Atk Corviknight Power Trip (260 BP) vs. +6 252 HP / 4 Def Mew: 290-342 (71.7 - 84.6%) -- guaranteed 2HKO after Leftovers recovery
:corviknight:->:mew:+6 0 Atk Corviknight Power Trip (300 BP) vs. +6 252 HP / 4 Def Mew: 382-450 (94.5 - 111.3%) -- 68.8% chance to OHKO
:mew:->:corviknight:+6 4 Def Mew Body Press vs. 252 HP / 4 Def Corviknight: 220-259 (55 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
:mew:->:corviknight:+6 4 Def Mew Body Press vs. +1 252 HP / 4 Def Corviknight: 147-174 (36.7 - 43.5%) -- 99.1% chance to 3HKO after Leftovers recovery
:mew:->:corviknight:+6 4 Def Mew Body Press vs. +2 252 HP / 4 Def Corviknight: 110-130 (27.5 - 32.5%) -- 64.8% chance to 4HKO after Leftovers recovery
:mew:->:corviknight:0 SpA Mew Stored Power (260 BP) vs. 252 HP / 252+ SpD Corviknight: 111-132 (27.7 - 33%) -- 80.4% chance to 4HKO after Leftovers recovery
 
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After much more deliberation than my other noms here, I have come to a decision

Why doesn't slowbro get this move
:ss/slowking:

:slowking:Slowking @ Heavy-Duty Boots :heavy-duty boots:
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Future Sight
- Dragon Tail
- Teleport
I'm just gonna not colour code it this time if that's ok
Ah slowking, a mon which, though not passive, is setup fodder for mew due to psychic stab as well as a move which has a high chance of burning mew, which has the side-effect of also burning slowking.
Now, mew can also potentially taunt it before it gets to teleport out to weavile and simply set up on it if it attempts to attack. The solution? Stack up on hazards and dragon tail away.
Slowking does lose slack off but it doesn't need the recovery if it's just going to switch out anyway and dragon tail gives it the ability to phaze mew while not being vulnerable to taunt.
I know taunt isn't listed in the set but it is a large reason as to cp mew being hard to deal with because it stops mons from boosting up alongside it, statusing it, or just phazing it, so dragon tail does have utility which other ways of dealing with setup don't.

While slowking's typing is bad offensively for mew, it is a double edged sword here:
+6 4 Def Mew Body Press vs. 252 HP / 4 Def Slowking: 138-162 (35 - 41.1%) -- guaranteed 3HKO
Mew can't touch slowking, which may be a reason for switching out or not switching in, however:
0 SpA Slowking Scald vs. 252 HP / 0 SpD Mew: 87-103 (21.5 - 25.4%) -- possible 5HKO after Leftovers recovery
Like I said, slowking is set-up fodder itself, it doesn't touch mew in a best case scenario let alone a worst case one, which is why dragon tail gives it utility as a lure for its fellow psychic type.
 

Giyu

formerly GiyuForPresident
:Slowking-Galar:
Slowking-Galar @ Black Sludge :Black Sludge:
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Yawn
- Slack Off

Mew uses the basic Assualt Vest Slowking-G as setup fodder due to it not being able to force Mew out or deal enough damage. Yawn changes that completely, not only does it force Mew to either switch or fall asleep; it enables dangerous sweepers and potentially eliminates Mew as a threat entirely.
 
Slowking-Galar @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Psychic
- Nasty Plot
- Trick

You can NP on it and out dps it and trick it a detrimental blacksludge which will force it to burn SO MUCH more roost pp than it should and it will be unlikely at all that it will be able to beat slowking-g since with poison + black sludge damage it has to spend A LOT of time roosting and u can spend that time boosting up as mew has more stuff to worry about
 
Can you add a slash with taunt next to body press? Cosmic power mew, and mew in general, isn’t a mon you’re supposed to lure anyways. Different lures have various effects on different mew sets. For cosmic power mew, the issue of letting it in is minimal compared to most mons, as it has low initial damage and little utility. Either you have counterplay and take minimal damage or you don’t. Try to toxic or phaze it, and if it’s taunt, go to a dark type. None of these except toxic are lures though.
 
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Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly / Adamant Nature
- Horn Leech
- Close Combat
- Darkest Lariat
- Swords Dance

Slightly surprised this one wasn't taken, as it's been seeing usage for exactly this reason: Although Stone Edge is usually the better third move on SD Bulu, Darkest Lariat's found a niche on teams weak to Demon Mew, reliably hitting luring it in with the promise of free terrain healing only to KO it straight through its Defense boosts.

+2 252 Atk Life Orb Tapu Bulu Darkest Lariat vs. 252 HP / 4 Def Mew: 481-567 (119 - 140.3%) -- guaranteed OHKO
252 Atk Life Orb Tapu Bulu Darkest Lariat vs. 252 HP / 4 Def Mew: 242-286 (59.9 - 70.7%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
 
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Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- V-create
- U-turn
- Final Gambit
- Trick

Victini can trick his choice scarf or one shot mew with final gambit (if at full health)
Victini usualy need to bank on a crit to beat mew with v create if the mew has some boost. Victini also doesn't seem like a sweep roadblock for mew.
 
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