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Project SV OU - Lure That Threat - Week 41

The HELL WALL's time has come.
So What could we possibly do to stop the behemoth wall?
Life Orb Electro Ball :sv/cinderace:
Cinderace @ Life Orb
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Electro Ball
- Pyro Ball
- U-turn
- Sucker Punch / Court Change

The idea was come from gen 8 BSS where some rare cinderace ran Special movesets to lure its normal checks. Alongside Dynamax it was suprisingly good. In this case, dozo had a stat spread whose we can use a special attacking super effective move, that despite cinderace having low spa, still works well.

The Lure: 252 SpA Life Orb Libero Cinderace Electro Ball (120 BP) vs. 252 HP / 4 SpD Dondozo: 463-546 (91.8 - 108.3%) -- 50% chance to OHKO
The Bait: 0 Atk Life Orb Cinderace Pyro Ball vs. 252 HP / 252+ Def Dondozo: 62-74 (12.3 - 14.6%) -- possible 7HKO

As you can see, it's actually not a guaranteed OHKO from full HP, but 10% chip damage can be easily accumulated on dondozo. Alternatively you can pyro ball the dozo switchin, and knock it into electroball range without activating libero first. Dozo is not gonna tera against a cinderace so it works well. Generally an already tera dozo is easier to handle so its not as big a issue.

Do note that you don't have boots, as electro ball needs the extra power from life orb in order to do enough damage. Hazard Removal As a result is needed to prevent rocks to be up. Doable but need to be cautioned.
 
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samurott.gif

Samurott @ Leftovers
Ability: Shell Armor
Tera Type: Grass
EVs: 252 HP / 8 Atk / 100 Def / 36 SpA / 16 SpD / 96 Spe
Bold Nature
- Surf
- Sacred Sword
- Grass Knot
- Substitute

A perfectly normal Samurott (I may have had excessive fun making this as ridiculous as possible)

The lure:

Pretty simple. Samurott generally runs physical sets, which fail to scratch Dondozo, because of the utility of knock off and aqua jet. Special samurott is known for Surf and Ice Beam, not Grass Knot. So we come in and 2HKO, even through leftovers. Tera Grass is for security, in case we need the extra power for some reason. Dozo will never Tera Grass against us, for fear of being 2HKOd by Ice Beam instead (and being an overall worse mon for the remainder of the game)

36 SpA Samurott Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 270-318 (53.5 - 63%) -- guaranteed 2HKO

The rest of the set:


I have no idea why I decided to do this, but here we are. The HP and Defence investment allow Samurott to always get 5HKO'd by Dondozo's body press (Shell Armour prevents crits), so Dozo can never break the sub in one hit. This can help the team be in a good defensive position, as Dozo is KOd while Samurott is safely behind a sub.

252+ Def Dondozo Body Press vs. 252 HP / 100+ Def Samurott: 82-97 (20.8 - 24.6%) -- guaranteed 5HKO

The speed investment is to outspeed max speed Adamant Kingambit, which hits 199 speed while Samurott hits 200. Being a defensive Samurott, it can always beat Gambit 1v1
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 100+ Def Samurott: 145-172 (36.8 - 43.6%) -- guaranteed 3HKO
8- Atk Samurott Sacred Sword vs. 236 HP / 0 Def Kingambit: 204-240 (51 - 60%) -- guaranteed 2HKO


The special defence investment is to survive a single Nasty Plot boosted Dark Pulse from Substitute Hydreigon, which can allow it to serve as a check if the hydreigon has already taken damage.
+2 252 SpA Hydreigon Dark Pulse vs. 252 HP / 16 SpD Samurott: 333-393 (84.5 - 99.7%) -- guaranteed 2HKO

The special attack investment allows us to 3HKO boots Clodsire, even if it's specially defensive.
36 SpA Samurott Surf vs. 248 HP / 252+ SpD Clodsire: 156-186 (33.6 - 40.1%) -- guaranteed 3HKO

And the remainders go into attack to help against pokemon like Roaring Moon (which we also always live 2 hits from, assuming it's not banded/booster attack)

Is this a good set? No. I got carried away. But I think it's stupid and fun so I'm still submitting it.
 
I present to you... :choice_specs::slowbro:!

:ss/slowbro:
Slowbro @ Choice Specs
Ability:
Regenerator
Tera Type: Fire
EVs: 4 HP /252 Def / 252 SpA
Modest Nature
- Hydro Pump
- Psychic
- Fire Blast
- Grass Knot


Whether you Tera or not, Grass Knot always OHKOs Dondozo. Fire Blast is an OHKO if Dondozo and Slowbro Tera, and Psychic 2HKOs whether the fish Teras or not.
Bonus points if you Tera beforehand, because Tera Fire baits Liquidation, but it's a 3HKO. However. Tera is optional and can be changed.

:dondozo: -> :slowbro:
0 Atk Tera Grass Dondozo Liquidation vs. 4 HP / 252 Def Tera Fire Slowbro: 134-162 (40.3 - 48.7%) -- guaranteed 3HKO

:slowbro: -> :dondozo:
252+ SpA Choice Specs Slowbro Psychic vs. 252 HP / 4 SpD Dondozo: 285-336 (56.5 - 66.6%) -- guaranteed 2HKO
252+ SpA Choice Specs Slowbro Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 506-596 (100.3 - 118.2%) -- guaranteed OHKO
252+ SpA Choice Specs Tera Fire Slowbro Fire Blast vs. 252 HP / 4 SpD Tera Grass Dondozo: 696-822 (138 - 163%) -- guaranteed OHKO
252+ SpA Choice Specs Slowbro Fire Blast vs. 252 HP / 4 SpD Tera Grass Dondozo: 464-548 (92 - 108.7%) -- 56.3% chance to OHKO

 
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Roaring Moon @ Leftovers/Booster Energy
Ability: Protosynthesis
Tera Type: Water/Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jaw Lock
- Taunt
- Roost
- Dragon Dance


Most Dozos see a moon and will be the blanket check towards it, it'll stop its sweep or take a heat and then the game can carry on as normal.

But then the Dondozo gets Jaw Locked.

With Taunt+Roost and the natural resist of dozo's stab Roaring Moon is able to simply win the 1v1 vs Dozo, if the Dondozo has body press (in this example it does) Roaring moon can use a defensive terra like Water/Fairy. Alongside this it is also very easy for the Moon to abuse the dondozo to get to +6 and at that point most of the time the game is simply secured, a full hp roaring moon at +6 will eat most balance/stall teams where this dondozo would be present on alive.

Booster energy can be used over leftovers to bait the acrobatics set in order to further bait Dondozos. Alongside locking Dondozo this also locks all non-uturn walls making it actually usable outside of a cheese lure as a real stallbreaker.
 
Dondozo is a premier physical wall in the OU tier due to its amazing HP and defensive stat, along with Unaware to prevent anybody from setting up on it. It’s weakness however is its weight, low special defense, and weakness to Grass. With Dondozo gone, this gives physical attackers a chance to better break through a team.

Introducing…

LIFE ORB GRASS KNOT KINGAMBIT

983.png

Kingambit (M) @ Life Orb
Ability: Supreme Overlord
Tera Type: Grass
EVs: 128 HP / 252 Atk / 128 SpA
Brave Nature
- Kowtow Cleave
- Iron Head
- Sucker Punch
- Grass Knot

Kingambit is a fantastic physical attacker, dealing great damage with its fantastic STAB combination along with a great ability in Supreme Overlord, which boosts its power each time someone on its team faints. However, did you know that Grass Knot is also boosted by Supreme Overlord? With this in mind, Grass Knot is actually a good choice to deal with mons that could wall Kingambit, such as Dondozo or even Great Tusk.

128 SpA Life Orb Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 252-299 (50 - 59.3%) -- guaranteed 2HKO

128 SpA Life Orb Supreme Overlord 5 allies fainted Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 380-447 (75.3 - 88.6%) -- guaranteed 2HKO

128 SpA Life Orb Supreme Overlord 4 allies fainted Tera Grass Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Dondozo: 530-624 (105.1 - 123.8%) -- guaranteed OHKO

-


128 SpA Life Orb Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Great Tusk: 294-348 (67.7 - 80.1%) -- guaranteed 2HKO after Leftovers recovery

128 SpA Life Orb Supreme Overlord 5 allies fainted Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Great Tusk: 442-520 (101.8 - 119.8%) -- guaranteed OHKO

128 SpA Life Orb Tera Grass Kingambit Grass Knot (120 BP) vs. 252 HP / 4 SpD Great Tusk: 439-523 (101.1 - 120.5%) -- guaranteed OHKO

-


128 EVs in Special Attack allow Kingambit to both 2HKO Dondozo and Great Tusk with no modifiers other than Life Orb, allowing Kingambit to make sure either one if the two mons are more careful of switching into Kingambit fearing Grass Knot on the switch. Late game however, Kingambit is powered up by Supreme Overload, allowing Grass Knot to do more than 50%, securing KOs faster. Tera Grass is chose due to it powering up Grass Knot, but also turning its Fighting weakness to something neutral, and turning its Ground weakness to something resistant.

In conclusion, Life Orb Grass Knot Kingambit is a great lure for Dondozo and also Great Tusk, opening up more physical attackers on the team to deal more damage with Dondozo and Great Tusk gone or weakened.
 
Voting is over! and
the winner is fly :roaring moon: by Weirdhamster
Roaring Moon @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 152 Def / 4 SpD / 100 Spe
Adamant Nature
- Roost
- Dragon Dance
- Crunch
- Fly
Also gonna drop a team i think did good with the set, u can use it if u wanna give this guy a try.

Next mon will be up on 12th May

 
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This week we have offensive cindy

:ss/cinderace:
Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Fire
Jolly Nature
- Pyro Ball
- U-turn
- Sucker Punch
- Court Change

Cinderace functions as a great offensive pivot thanks to its high speed, good attacking stat and a wide array of movepool complimented by its ability Libero. But the thing which makes cinderace especially good is its access to court change which lets it turn the tables on the very common gholdengo hazard stack. The turn that cinderace stays in to click court change makes it luring a possible task. What are some good ideas to do so?

submissions end on 16th May
 
:sv/chesnaught:
Chesnaught @ Rocky Helmet
Ability: Bulletproof
Tera Type: Ground
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature
- Drain Punch
- Spikes
- Synthesis
- Earthquake

As a fire type, Cinderace naturally threatens grass types like Chesnaught. However, Chesnaught has bulletproof which means it isn't affected by pyro ball. Ches also has excellent defence so it can tank u-turns for days. With spikes, ches forces cindy to come in and court change, lest its entire team take 25% on switch in. Ches can eat sucker punches and rocky helmet chips cindy if it u-turns. Synthesis keeps ches healthy and Earthquake ohko's cinderace after tera. Chesnaught can also be useful in other situations such as a 1v1 with kingambit because it can drain punch kingambit to kill it. Unless kingambit has tb, it gets stifled by chesnaught. Chesnaught's spikes support and ability to dominate cinderace can be helpful when paired with gholdengo hazard stack teams.

40 Atk Tera Ground Chesnaught Earthquake vs. 0 HP / 0 Def Cinderace: 302-356 (100.3 - 118.2%) -- guaranteed OHKO
40 Atk Chesnaught Earthquake vs. 0 HP / 0 Def Cinderace: 202-238 (67.1 - 79%) -- guaranteed 2HKO
40 Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Cinderace: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
Cinderace Pyro Ball vs. Bulletproof Chesnaught: 0-0 (0 - 0%) -- possibly the worst move ever
252 Atk Libero Cinderace U-turn vs. 252 HP / 252+ Def Chesnaught: 67-79 (17.6 - 20.7%) -- possible 5HKO*
252 Atk Libero Cinderace Sucker Punch vs. 252 HP / 252+ Def Chesnaught: 33-39 (8.6 - 10.2%) -- possibly the worst move ever*
252 Atk Libero Cinderace Sucker Punch vs. 252 HP / 252+ Def Tera Ground Chesnaught: 67-79 (17.6 - 20.7%) -- possible 5HKO*
*All these calcs are done with libero.
 
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p06_01.jpg


Meowscarada @ Heavy-Duty Boots
Ability: Protean
EVs: 4 Def/252 SpA/252 Spe
Timid Nature
Tera-Type: Water
- Energy Ball
- Dark Pulse
- Power Gem
- Nasty Plot

Meowscarada is almost exclusively ran as a physical revenge killer. You would too if you had a higher Attack stat than Special Attack. And you had STAB Knock Off. And your signature move that always critted everything was physical. Play Rough, Sucker Punch and U-Turn are the cherries on top that round off the standard Scarada sets. Unfortunately, literally all of those (save for the Dark attacks) are resisted by Cinderace. And although Scarada outspeeds and is strong enough to 2HKO it with either of its Tera Dark attacks (or Knock on its own unless it low-rolls both times), Cindy OHKOes first, as you can see below.

252 Atk Meowscarada Knock Off (97.5 BP) vs. 0 HP / 0 Def Cinderace: 178-211 (59.1 - 70%) -- guaranteed 2HKO
252 Atk Meowscarada Knock Off vs. 0 HP / 0 Def Cinderace: 120-142 (39.8 - 47.1%) -- guaranteed 3HKO
252 Atk Tera Dark Meowscarada Knock Off (97.5 BP) vs. 0 HP / 0 Def Cinderace: 238-282 (79 - 93.6%) -- guaranteed 2HKO
252 Atk Tera Dark Meowscarada Knock Off vs. 0 HP / 0 Def Cinderace: 160-190 (53.1 - 63.1%) -- guaranteed 2HKO
252 Atk Tera Dark Meowscarada Sucker Punch vs. 0 HP / 0 Def Cinderace: 172-204 (57.1 - 67.7%) -- guaranteed 2HKO
252 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Meowscarada: 486-572 (165.8 - 195.2%) -- guaranteed OHKO
252 Atk Libero Cinderace U-turn vs. 0 HP / 0 Def Meowscarada: 568-672 (193.8 - 229.3%) -- guaranteed OHKO

And for the record, Cindy isn't the type of mon that would switch directly into anything... well, not anything that actually does damage anyway.

Thankfully, Scarada has three more tools that it can flip the script with:

1.) A workable Special Attack stat. True, 81's nothing to write home about, but Chomp only has 80 and that never stopped it from running the occasional Fire Blast for those pesky Skarms back in the day.

2.) Nasty Plot; to make it even more useful

3.) Power Gem. Y'know, the thing that actually kills Cindy

So yeah. Nasty Plot up, then just stick with the STABs until Cindy actually comes in thinking it can take one and you have nothing else. Simple. You don't even need the Protean boost on Power Gem specifically, as +2 still kills it.

+2 252 SpA Meowscarada Power Gem vs. 0 HP / 4 SpD Cinderace: 320-378 (106.3 - 125.5%) -- guaranteed OHKO

Tera-Water is there in case Cindy tries to get wise and run a Scarf instead. Rock might look interesting ordinarily, but Protean clashes with the Terastallization into any typing that isn't the user's original one(s), and Water is infinitely better as a defensive typing. On top of that, Dark still leaves you with a weakness to U-Turn, which Cindy always has the potential to kill with (not to mention that you otherwise still take a lot from Pyro Ball).

252 Atk Cinderace Pyro Ball vs. 0 HP / 4 Def Tera Water Meowscarada: 120-142 (40.9 - 48.4%) -- guaranteed 3HKO
252 Atk Libero Cinderace U-turn vs. 0 HP / 4 Def Tera Water Meowscarada: 141-166 (48.1 - 56.6%) -- 87.5% chance to 2HKO
252 Atk Cinderace Pyro Ball vs. 0 HP / 4 Def Tera Dark Meowscarada: 241-285 (82.2 - 97.2%) -- guaranteed 2HKO
252 Atk Libero Cinderace U-turn vs. 0 HP / 4 Def Tera Dark Meowscarada: 282-332 (96.2 - 113.3%) -- 75% chance to OHKO
 
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Psychic :hatterene:
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Psychic
- Calm Mind
- Draining Kiss
- Nuzzle

Calm mind hatterene is one of cinderaces prime targets. Resisting draining kiss and having enough bulk to be able to take psyshock, it is a prime check for most calm mind hatterene sets. But if you’d replace psyshock on hatterene for psychic, the turns suddenly table. With standard hatt EVs it is guaranteed to live 2 pyro balls from an offensive cinderace after leftovers recovery.
252 Atk Cinderace Pyro Ball vs. 252 HP / 204+ Def Hatterene: 141-166 (44.3 - 52.2%) -- guaranteed 3HKO after Leftovers recovery
This means that by changing psyshock to psychic you will easily be able to 2hko offensive cinderaces who lack hp investment, even if you don’t invest in spa.
0 SpA Hatterene Psychic vs. 0 HP / 4 SpD Cinderace: 160-189 (53.1 - 62.7%) -- guaranteed 2HKO
The rest of hatterene is standard mostly. You can use your tera water on hatterene in case you got chipped down before the battle or if cinderace decides to get aggressive and use tera fire to try and 2hko it, but in a normal 1v1 scenario, it isn’t necessary.
 
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ground
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Earthquake
- Stealth Rock
- Dragon Tail
Cinderace wants to remove the hazards from Chomp and since it's faster it can come in, court change, and take an eq with enough health left to U-turn out, but not when chomp is tera ground. Tera ground eq puts cinderace at to low an hp to U-turn, forcing it to either switch out without U-turn meaning chomp sets up the rocks it tried to remove for free. With chomp not getting chipped it's bulk and speed would likely allow it to get up 1 or 2 layers of spikes after conderace switches out, with the opponent being stuck with rocks. This set would work especially well on a team that isn't worried about hazards so any hazards received from court change aren't that worrisome to you.

Calcs after Court change
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Cinderace: 171-202 (56.8 - 67.1%) -- guaranteed 2HKO
0 Atk Tera Ground Garchomp Earthquake vs. 0 HP / 0 Def Cinderace: 228-270 (75.7 - 89.7%) -- guaranteed 2HKO
 
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