Approved by A Cake Wearing A Hat
Based on and OP adapted from the SM UU thread of the same name.
Hosted by martha and Lilburr
Welcome to SWSH UU's edition of Lure That Threat! What a lure actually is is self-explanatory: specific Pokemon that run an unexpected move or moveset in order to weaken or directly OHKO a specific threat and pave the way for another sweeper. This allows the other Pokemon on a team to have an easier time carrying out their roles to win a game. Having said that, a good deal of lures used by battlers aren't really that optimal, so this project forms a competition to see what creative and effective ideas people can come up with.
Process:
Rules:
Things to ask yourself before posting a lure:
Archive:
Based on and OP adapted from the SM UU thread of the same name.
Hosted by martha and Lilburr
Welcome to SWSH UU's edition of Lure That Threat! What a lure actually is is self-explanatory: specific Pokemon that run an unexpected move or moveset in order to weaken or directly OHKO a specific threat and pave the way for another sweeper. This allows the other Pokemon on a team to have an easier time carrying out their roles to win a game. Having said that, a good deal of lures used by battlers aren't really that optimal, so this project forms a competition to see what creative and effective ideas people can come up with.
Process:
Every week, I will post a threat in the SWSH UU metagame alongside a set and a brief description of how it works.
The community will then have our days to nominate Pokemon (with sets) that they feel are effective lures to that specific threat. Each person may nominate one lure per week.
Remember to include a short description of the lure and how it works.
There will then be a three day voting period in which users can vote on the lure that they believe is the best. Each user is allowed one vote.
Once the voting period has concluded, the lure with the highest number of votes will be added to the archive. A new set will then be posted.
Rules:
You must post a set and an explanation of why your chosen Pokemon is a good lure alongside your nomination. Damage calculations are appreciated and will help better illustrate your point but are not required.
Please focus on only posting viable Pokemon as lures. As a general rule of thumb, only nominating Pokemon found in the UU Viability Rankings is a good idea. Nominations can be rejected on the basis of the Pokemon being unviable.
You are welcome to reserve a lure, but only if you plan to complete the write-up within 12 hours. Other users may nominate the Pokemon themselves if you fail to meet this time requirement.
Do NOT ask anyone for votes, offer votes, exchange votes, or try to manipulate the voting in any way under any circumstances. You should vote for the lure that is the most effective for each round.
Things to ask yourself before posting a lure:
Does this Pokemon have to sacrifice anything important? If you're losing a key part of a set just for an uncommon threat that isn't even lured in, that is what we call a "bad lure;" always consider what you give up in order to lure something, that is very important.
Does this Pokemon gain anything important when using this moveset? Does this Pokemon or the team benefit from the lure?
Could this method be better aided through teammates? Does your lure need team support to carry out its role effectively?
Is this set uncommon enough to be really considered a lure? Would your opponent, under normal battle conditions, expect to be able to safely switch the Pokemon into your lure?
Archive:
by Eve
Ribombee @ Choice Specs
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Bug Buzz
- Switcheroo
- Sticky Web / U-Turn
Ribombee is something Gigalith loves to be in against, and the rock heap probably isn't expecting to be handed a strange pair of glasses that prevent it from functioning anywhere near as effectively for the rest of the game. Specs Ribombee has utility outside of this in being quite a strong revenge killer for annoyances like Noivern with a solid enough dual STAB, one of which bypasses Substitutes. U-Turn lets you keep momentum better, but Sticky Web lets you more effectively bluff a lead set if played correctly (which makes Gigalith a more likely switchin) and also gives Ribombee much more utility once it's given away its means of dealing significant damage, so it's really up to what you want from it- there isn't a "better choice" necessarily. I've slashed Sticky Web first as both Chandelure and Toxtricity love the effective additional Choice Scarf it can provide, meaning even in unfavourable matchups it maintains some team support functionality.
Ribombee @ Choice Specs
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Bug Buzz
- Switcheroo
- Sticky Web / U-Turn
Ribombee is something Gigalith loves to be in against, and the rock heap probably isn't expecting to be handed a strange pair of glasses that prevent it from functioning anywhere near as effectively for the rest of the game. Specs Ribombee has utility outside of this in being quite a strong revenge killer for annoyances like Noivern with a solid enough dual STAB, one of which bypasses Substitutes. U-Turn lets you keep momentum better, but Sticky Web lets you more effectively bluff a lead set if played correctly (which makes Gigalith a more likely switchin) and also gives Ribombee much more utility once it's given away its means of dealing significant damage, so it's really up to what you want from it- there isn't a "better choice" necessarily. I've slashed Sticky Web first as both Chandelure and Toxtricity love the effective additional Choice Scarf it can provide, meaning even in unfavourable matchups it maintains some team support functionality.
by Estarossa
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Thunder Wave
Thunder Wave is a neat 4th option on Swords Dance Cobalion that can heavily punish hard switches into Noivern to attempt to check it, essentially crippling it by removing its main strength in its blistering speed for the rest of the match, hugely benefitting teammates like Celebi and Roserade, and preventing Noivern from reliably checking SD Cobalion anymore in the match, due to the threat of +2 Iron Head + Paralysis putting the matchup far more in Cobalion's favour.
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Thunder Wave
Thunder Wave is a neat 4th option on Swords Dance Cobalion that can heavily punish hard switches into Noivern to attempt to check it, essentially crippling it by removing its main strength in its blistering speed for the rest of the match, hugely benefitting teammates like Celebi and Roserade, and preventing Noivern from reliably checking SD Cobalion anymore in the match, due to the threat of +2 Iron Head + Paralysis putting the matchup far more in Cobalion's favour.
by Katy
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Weather Ball
- Earth Power
usually incineroar is a good check to venusaur because incineroar has the bulk and ability to check venu, its typing also allows it to act as a good check to venusaur as weather ball and giga drain arent super effective on it and inciniroar is able to survive even at +2 a sludge bomb with this set, but earth power can act like a lure in this case and helps venusaur to bypass incineroar and has a chance to 2hko incineroar.
this set can also take down other incineroar variants and safely 2hkoes them in the process of the game. in overall earth power is able to get rid off venusaurs check in incineroar and is able to break through it in the end game.
vs. suggested variant
252+ SpA Life Orb Venusaur Earth Power vs. 252 HP / 208+ SpD Incineroar: 190-224 (48.2 - 56.8%) -- 86.7% chance to 2HKO
vs. other variants
252+ SpA Life Orb Venusaur Earth Power vs. 248 HP / 80+ SpD Incineroar: 213-252 (54.1 - 64.1%) -- guaranteed 2HKO
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Weather Ball
- Earth Power
usually incineroar is a good check to venusaur because incineroar has the bulk and ability to check venu, its typing also allows it to act as a good check to venusaur as weather ball and giga drain arent super effective on it and inciniroar is able to survive even at +2 a sludge bomb with this set, but earth power can act like a lure in this case and helps venusaur to bypass incineroar and has a chance to 2hko incineroar.
this set can also take down other incineroar variants and safely 2hkoes them in the process of the game. in overall earth power is able to get rid off venusaurs check in incineroar and is able to break through it in the end game.
vs. suggested variant
252+ SpA Life Orb Venusaur Earth Power vs. 252 HP / 208+ SpD Incineroar: 190-224 (48.2 - 56.8%) -- 86.7% chance to 2HKO
vs. other variants
252+ SpA Life Orb Venusaur Earth Power vs. 248 HP / 80+ SpD Incineroar: 213-252 (54.1 - 64.1%) -- guaranteed 2HKO
by pokeisfun
Inteleon @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Weather Ball
- Hydro Pump
- U-turn
- Ice Beam
252 SpA Choice Specs Inteleon Weather Ball (100 BP Rock) vs. 252 HP / 4 SpD Mantine in Sand: 238-280 (63.6 - 74.8%) -- guaranteed 2HKO after sandstorm damage
You'll need Sand support for this to work and unfortunately it's really hard to justify using Smooth Rock Sand Stream users (Gigalith) so it will be hard to get a Weather Ball in time. But on the bright side, Mantine is almost certain to switch into Inteleon if Inteleon is forcing something out because Mantine is such a natural counter, so once you get the opportunity it should be easy to abuse.
Even if Sand runs out after a switch in, the next weatherless Weather Ball is doing 16.0-18.9% so you have a chance to KO if you did at least 7% prior damage. And no matter what, you're at least forcing Mantine to Roost.
Inteleon @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Weather Ball
- Hydro Pump
- U-turn
- Ice Beam
252 SpA Choice Specs Inteleon Weather Ball (100 BP Rock) vs. 252 HP / 4 SpD Mantine in Sand: 238-280 (63.6 - 74.8%) -- guaranteed 2HKO after sandstorm damage
You'll need Sand support for this to work and unfortunately it's really hard to justify using Smooth Rock Sand Stream users (Gigalith) so it will be hard to get a Weather Ball in time. But on the bright side, Mantine is almost certain to switch into Inteleon if Inteleon is forcing something out because Mantine is such a natural counter, so once you get the opportunity it should be easy to abuse.
Even if Sand runs out after a switch in, the next weatherless Weather Ball is doing 16.0-18.9% so you have a chance to KO if you did at least 7% prior damage. And no matter what, you're at least forcing Mantine to Roost.
by Slowpoke92i
Pangoro @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Throat Chop
- Close Combat
- Bullet Punch
ok so here i am w heat : throat chop pangoro so sylv cant hit the panda anymore. I know that i could just run gunk shot on SD so i can hit sylveon but i lose coverage. Losing knock off can be huge but it allows u to have coverage, here bp so i have some priority which can be cool.
Pangoro @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Throat Chop
- Close Combat
- Bullet Punch
ok so here i am w heat : throat chop pangoro so sylv cant hit the panda anymore. I know that i could just run gunk shot on SD so i can hit sylveon but i lose coverage. Losing knock off can be huge but it allows u to have coverage, here bp so i have some priority which can be cool.
by DraconicLepus
Toxtricity @ Throat Spray
Ability: Punk Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Shift Gear
- Boomburst
- Overdrive
- Fire Punch
Alright let's go. I knew exactly what to do here. Having trouble with those escavalier's tanking your special moves? No worries! Boost up and hit it with a spicy fire punch and no longer will you have trouble with this meddlesome bug.
+1 0 Atk Toxtricity Fire Punch vs. 252 HP / 0 Def Escavalier: 308-364 (89.5 - 105.8%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
That is all. Enjoy your day everyone/
Toxtricity @ Throat Spray
Ability: Punk Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Shift Gear
- Boomburst
- Overdrive
- Fire Punch
Alright let's go. I knew exactly what to do here. Having trouble with those escavalier's tanking your special moves? No worries! Boost up and hit it with a spicy fire punch and no longer will you have trouble with this meddlesome bug.
+1 0 Atk Toxtricity Fire Punch vs. 252 HP / 0 Def Escavalier: 308-364 (89.5 - 105.8%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
That is all. Enjoy your day everyone/
by Slowpoke92i
Bewear @ Leftovers
Ability: Fluffy
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Facade
- Drain Punch
- Earthquake
Rotom-Wash doesnt come that easily on bewear and still takes a lot but it wants to wisp it to cripple it since this thing is a threat for most teams. You can just facade on the wisp and u gucci.
+2 252+ Atk Bewear Facade (140 BP) vs. 248 HP / 168+ Def Rotom-Wash: 358-423 (118.1 - 139.6%) -- guaranteed OHKO
Bewear @ Leftovers
Ability: Fluffy
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Facade
- Drain Punch
- Earthquake
Rotom-Wash doesnt come that easily on bewear and still takes a lot but it wants to wisp it to cripple it since this thing is a threat for most teams. You can just facade on the wisp and u gucci.
+2 252+ Atk Bewear Facade (140 BP) vs. 248 HP / 168+ Def Rotom-Wash: 358-423 (118.1 - 139.6%) -- guaranteed OHKO
by Ramolost
Flygon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Fire Blast
- Draco Meteor
- Earth Power
nm to say here weezing counters flygon since flygon can usually only hit it with uturn but thanks to specs and the poor special bulk of weezing fire blast is a 2HKO :
252 SpA Choice Specs Flygon Fire Blast vs. 252 HP / 0 SpD Weezing-Galar: 174-205 (52 - 61.3%) -- 97.7% chance to 2HKO after Black Sludge recovery
also lure some cool other threats like zong / escav / goli
Flygon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Fire Blast
- Draco Meteor
- Earth Power
nm to say here weezing counters flygon since flygon can usually only hit it with uturn but thanks to specs and the poor special bulk of weezing fire blast is a 2HKO :
252 SpA Choice Specs Flygon Fire Blast vs. 252 HP / 0 SpD Weezing-Galar: 174-205 (52 - 61.3%) -- 97.7% chance to 2HKO after Black Sludge recovery
also lure some cool other threats like zong / escav / goli
by Xylia
Roserade @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Energy Ball
- Shadow Ball
- Synthesis
252 SpA Life Orb Roserade Energy Ball vs. 212 HP / 0 SpD Eviolite Doublade: 109-129 (34.9 - 41.3%) -- guaranteed 3HKO
252 SpA Life Orb Roserade Shadow Ball vs. 212 HP / 0 SpD Eviolite Doublade: 260-307 (83.3 - 98.3%) -- guaranteed 2HKO
Doublade dies from Energy Ball into Shadow Ball, meaning it never switches-in.
Roserade @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Energy Ball
- Shadow Ball
- Synthesis
252 SpA Life Orb Roserade Energy Ball vs. 212 HP / 0 SpD Eviolite Doublade: 109-129 (34.9 - 41.3%) -- guaranteed 3HKO
252 SpA Life Orb Roserade Shadow Ball vs. 212 HP / 0 SpD Eviolite Doublade: 260-307 (83.3 - 98.3%) -- guaranteed 2HKO
Doublade dies from Energy Ball into Shadow Ball, meaning it never switches-in.
by Ramolost
Incineroar @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thunder Punch
- Flare Blitz
- Knock Off
- U-turn
Keldeo is always super free on incin unless it needs knock off to break but it resists both incin stab and threaten it with his STABs. With banded electric punch, incin will considerably chip it and keldeo will struggle to come in since it will either die to hazards or to a random attack.
Incineroar @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thunder Punch
- Flare Blitz
- Knock Off
- U-turn
Keldeo is always super free on incin unless it needs knock off to break but it resists both incin stab and threaten it with his STABs. With banded electric punch, incin will considerably chip it and keldeo will struggle to come in since it will either die to hazards or to a random attack.
by PlusC
So here's a kinda terrible set that lures Rhyperior very well.
Arcanine @ Power Herb
Timid Nature
Ability: Intimidate
EVs: 200 HP / 200 Def / 92 SpA / 16 Spe
- Solar Beam
- Toxic
- Morning Sun
- Flamethrower
Flamethrower + Solar Beam always kills with Stealth rock, you can add a little more S Atk if you want to guarantee even without SR, or less if you run Spikes/ T Spikes /Sun.
So here's a kinda terrible set that lures Rhyperior very well.
Arcanine @ Power Herb
Timid Nature
Ability: Intimidate
EVs: 200 HP / 200 Def / 92 SpA / 16 Spe
- Solar Beam
- Toxic
- Morning Sun
- Flamethrower
Flamethrower + Solar Beam always kills with Stealth rock, you can add a little more S Atk if you want to guarantee even without SR, or less if you run Spikes/ T Spikes /Sun.
by Juno
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Psychic
- Aura Sphere
- Thunderbolt
- Iron Head
Mixed Jirachi is a great lure for Skarmory, as Expert Belt boosted Thunderbolt does a ton and even has a chance to OHKO after rocks. This set can also lure Pokemon such as Tyranitar that might think its a CM set, only to be Iron Headed. Outside of Skarmory, it hits Slowking, Mantine, Starmie, Tentacruel, and can also lure things that would otherwise take physical hits such as Cobalion. This set can also shred certain stall builds if you run Energy Ball over Aura Sphere, as Skarmory is lured and Quagsire gets OHKOed by Energy Ball (and takes a ton from Psychic).
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Psychic
- Aura Sphere
- Thunderbolt
- Iron Head
Mixed Jirachi is a great lure for Skarmory, as Expert Belt boosted Thunderbolt does a ton and even has a chance to OHKO after rocks. This set can also lure Pokemon such as Tyranitar that might think its a CM set, only to be Iron Headed. Outside of Skarmory, it hits Slowking, Mantine, Starmie, Tentacruel, and can also lure things that would otherwise take physical hits such as Cobalion. This set can also shred certain stall builds if you run Energy Ball over Aura Sphere, as Skarmory is lured and Quagsire gets OHKOed by Energy Ball (and takes a ton from Psychic).
252 SpA Expert Belt Jirachi Thunderbolt vs. 252 HP / 4 SpD Skarmory: 262-310 (78.4 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock
252 SpA Expert Belt Jirachi Aura Sphere vs. 0 HP / 4 SpD Tyranitar in Sand: 235-278 (68.9 - 81.5%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Jirachi Aura Sphere vs. 0 HP / 0 SpD Cobalion: 230-271 (71.2 - 83.9%) -- guaranteed 2HKO
252 SpA Expert Belt Jirachi Thunderbolt vs. 248 HP / 0 SpD Slowking: 182-216 (46.3 - 54.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Jirachi Thunderbolt vs. 252 HP / 0 SpD Mantine: 298-350 (79.6 - 93.5%) -- guaranteed 2HKO
252 SpA Expert Belt Jirachi Aura Sphere vs. 0 HP / 4 SpD Tyranitar in Sand: 235-278 (68.9 - 81.5%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Jirachi Aura Sphere vs. 0 HP / 0 SpD Cobalion: 230-271 (71.2 - 83.9%) -- guaranteed 2HKO
252 SpA Expert Belt Jirachi Thunderbolt vs. 248 HP / 0 SpD Slowking: 182-216 (46.3 - 54.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Expert Belt Jirachi Thunderbolt vs. 252 HP / 0 SpD Mantine: 298-350 (79.6 - 93.5%) -- guaranteed 2HKO
by TMM
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Flash Cannon
- Focus Blast
- Volt Switch
special coba p much beats palo. People should use it more it's a p cool mon, the only bad thing about it is focus blast accuracy. Volt switch hits skarmory p good too which is nice.
+1 252 SpA Cobalion Flash Cannon vs. 252 HP / 4 SpD Palossand: 193-228 (51.6 - 60.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252 SpA Cobalion Volt Switch vs. 252 HP / 4 SpD Skarmory: 238-280 (71.2 - 83.8%) -- guaranteed 2HKO after Stealth Rock
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Flash Cannon
- Focus Blast
- Volt Switch
special coba p much beats palo. People should use it more it's a p cool mon, the only bad thing about it is focus blast accuracy. Volt switch hits skarmory p good too which is nice.
+1 252 SpA Cobalion Flash Cannon vs. 252 HP / 4 SpD Palossand: 193-228 (51.6 - 60.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252 SpA Cobalion Volt Switch vs. 252 HP / 4 SpD Skarmory: 238-280 (71.2 - 83.8%) -- guaranteed 2HKO after Stealth Rock
by KSt3ve
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Mirror Coat
- Rapid Spin
- Scald
- Rest
0- SpA Jirachi Thunder vs. 252 HP / 4 SpD Blastoise: 136-162 (37.5 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
So, mirror coat will do 75% - 89,5%. Feel like it's a ok lure to jirachi, not the best but mirror coat can be usefull in others situations too
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Mirror Coat
- Rapid Spin
- Scald
- Rest
0- SpA Jirachi Thunder vs. 252 HP / 4 SpD Blastoise: 136-162 (37.5 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
So, mirror coat will do 75% - 89,5%. Feel like it's a ok lure to jirachi, not the best but mirror coat can be usefull in others situations too
by A Cake Wearing A Hat
Silvally-Ghost @ Ghost Memory
Ability: RKS System
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Explosion
- U-turn
- Multi-Attack
- Swords Dance
As one of the few Pokemon that Krookodile would be tempted to actually switch into, Silvally-Ghost is capable of setting up on the switch, outspeeding, and then dealing a Big Chunk with explosion.
+1 252 Atk Silvally-Ghost Explosion vs. 0 HP / 0 Def Krookodile: 395-465 (119.3 - 140.4%) -- guaranteed OHKO
Silvally-Ghost @ Ghost Memory
Ability: RKS System
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Explosion
- U-turn
- Multi-Attack
- Swords Dance
As one of the few Pokemon that Krookodile would be tempted to actually switch into, Silvally-Ghost is capable of setting up on the switch, outspeeding, and then dealing a Big Chunk with explosion.
+1 252 Atk Silvally-Ghost Explosion vs. 0 HP / 0 Def Krookodile: 395-465 (119.3 - 140.4%) -- guaranteed OHKO
by SpookMÆN
Druddigon @ Rocky Helmet
Ability: Sheer Force
EVs: 252 HP / 148 Atk / 108 Spe
Adamant Nature
- Gunk Shot
- Glare
- Stealth Rock
- Earthquake
Seems like everyone forgot about Drudd's other ability, Sheer Force. It dosen't reveal to the oponent that it's mold breaker, which is the set that most commonly runs gunk shot, so they would most likely swith in only to be greeted with a sheer force boosted gunk shot, losing more than half hp. Even if hat has already set up it can chip it pretty well, as at +1 it deals more damage that it can heal.
Also if anyone's asking why its stabless, EQ nails dragon tail's common targets such as Dragalge for SE damage. Speed EVs reflect this, outspeeding neutral Ttar and bulky Dragalge. Plus it's better to click glare in most situations.
148+ Atk Sheer Force Druddigon Gunk Shot vs. 252 HP / 160+ Def Hatterene: 264-312 (83 - 98.1%) -- guaranteed 2HKO after Leftovers recovery
+1 0 SpA Hatterene Draining Kiss vs. 252 HP / 0 SpD Druddigon: 230-272 (64.2 - 75.9%) -- guaranteed 2HKO
Druddigon @ Rocky Helmet
Ability: Sheer Force
EVs: 252 HP / 148 Atk / 108 Spe
Adamant Nature
- Gunk Shot
- Glare
- Stealth Rock
- Earthquake
Seems like everyone forgot about Drudd's other ability, Sheer Force. It dosen't reveal to the oponent that it's mold breaker, which is the set that most commonly runs gunk shot, so they would most likely swith in only to be greeted with a sheer force boosted gunk shot, losing more than half hp. Even if hat has already set up it can chip it pretty well, as at +1 it deals more damage that it can heal.
Also if anyone's asking why its stabless, EQ nails dragon tail's common targets such as Dragalge for SE damage. Speed EVs reflect this, outspeeding neutral Ttar and bulky Dragalge. Plus it's better to click glare in most situations.
148+ Atk Sheer Force Druddigon Gunk Shot vs. 252 HP / 160+ Def Hatterene: 264-312 (83 - 98.1%) -- guaranteed 2HKO after Leftovers recovery
+1 0 SpA Hatterene Draining Kiss vs. 252 HP / 0 SpD Druddigon: 230-272 (64.2 - 75.9%) -- guaranteed 2HKO
by avarice
MUSICAL GENIUS (Toxtricity) (M) @ Life Orb
Ability: Punk Rock
EVs: 52 Atk / 252 SpA / 204 Spe
Naive Nature
- Boomburst
- Overdrive
- Drain Punch
- Shift Gear
Mixed Toxtricity is a solid Tyranitar lure with Drain Punch since Tyranitar is often the best resist to Boomburst.
MUSICAL GENIUS (Toxtricity) (M) @ Life Orb
Ability: Punk Rock
EVs: 52 Atk / 252 SpA / 204 Spe
Naive Nature
- Boomburst
- Overdrive
- Drain Punch
- Shift Gear
Mixed Toxtricity is a solid Tyranitar lure with Drain Punch since Tyranitar is often the best resist to Boomburst.
by avarice
Keldeo @ Leftovers / Heavy Duty Boots
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic
- Scald
- Secret Sword
- Flip Turn
Keldeo is normally walled by Slowbro and Toxic is able to wear down Slowbro even with boots and regen. Keldeo is able to flip turn out on it later too. Just does a good job at crippling Slowbro for other teammates.
Keldeo @ Leftovers / Heavy Duty Boots
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic
- Scald
- Secret Sword
- Flip Turn
Keldeo is normally walled by Slowbro and Toxic is able to wear down Slowbro even with boots and regen. Keldeo is able to flip turn out on it later too. Just does a good job at crippling Slowbro for other teammates.
by Estarossa
Celebi @ Leftovers
Ability: Natural Cure
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Nasty Plot
- Psychic
- Pollen Puff
- Earth Power
zarude is commonly used as a check to celebi. Pollen puff with earth power gives celebi a way to lure zarude in on switch in when it thinks it’s safe with ep instead of aura sphere, while retaining coverage for slowtwins still without grass stab and offensively checking other celebis and getting to run ep for av glowbro
Celebi @ Leftovers
Ability: Natural Cure
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Nasty Plot
- Psychic
- Pollen Puff
- Earth Power
zarude is commonly used as a check to celebi. Pollen puff with earth power gives celebi a way to lure zarude in on switch in when it thinks it’s safe with ep instead of aura sphere, while retaining coverage for slowtwins still without grass stab and offensively checking other celebis and getting to run ep for av glowbro
by pokemonisfun
Slowbro @ Flame Orb
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Slack Off
- Scald
Normally Slowbro-Galar can come into Slowbro and spam Shell Side Arm / Sludge Bomb to target Slowbro’s average SpD and poison fish but now you can just set up and quickly kill the Slowbro-Galar. Flame Orb prevents Toxic from random Pokemon like Palossand and Keldeo although Rest over Slack Off + Leftovers has a similar effect.
Slowbro @ Flame Orb
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Slack Off
- Scald
Normally Slowbro-Galar can come into Slowbro and spam Shell Side Arm / Sludge Bomb to target Slowbro’s average SpD and poison fish but now you can just set up and quickly kill the Slowbro-Galar. Flame Orb prevents Toxic from random Pokemon like Palossand and Keldeo although Rest over Slack Off + Leftovers has a similar effect.
by dunderguy
Darmanitan @ Weakness Policy
Ability: Zen Mode
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Psychic
- Grass Knot
- Flame Charge
This isn't your average Choice Scarf/Band Darmanitan with Earthquake, but is a Darmanitan that relies on defensive walls such as Tentacruel or Slowbro to 'tank' a Scald, get a Flame Charge up, and then use a super effective move to KO it.
For Tentacruel, this is a Scald calc:
0 SpA Tentacruel Scald vs. 0 HP / 4 SpD Darmanitan: 230-272 (65.5 - 77.4%) -- guaranteed 2HKO
This ensures that Zen Mode will activate, while still letting Darmanitan live. One a Flame Charge is up, you can smack that Tentacruel with a +2 Psychic.
+2 252 SpA Darmanitan-Zen Psychic vs. 252 HP / 0 SpD Tentacruel: 530-626 (145.6 - 171.9%) -- guaranteed OHKO
Darmanitan @ Weakness Policy
Ability: Zen Mode
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Psychic
- Grass Knot
- Flame Charge
This isn't your average Choice Scarf/Band Darmanitan with Earthquake, but is a Darmanitan that relies on defensive walls such as Tentacruel or Slowbro to 'tank' a Scald, get a Flame Charge up, and then use a super effective move to KO it.
For Tentacruel, this is a Scald calc:
0 SpA Tentacruel Scald vs. 0 HP / 4 SpD Darmanitan: 230-272 (65.5 - 77.4%) -- guaranteed 2HKO
This ensures that Zen Mode will activate, while still letting Darmanitan live. One a Flame Charge is up, you can smack that Tentacruel with a +2 Psychic.
+2 252 SpA Darmanitan-Zen Psychic vs. 252 HP / 0 SpD Tentacruel: 530-626 (145.6 - 171.9%) -- guaranteed OHKO
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