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Project SV OU - Lure That Threat - Week 41

gholdengo.png

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Recover
- Power Gem

This is a pretty standard defensive gholdengo, only with Power Gem slotted in over Nasty Plot. Cinderace can generally OHKO offensive Gholdengo, which incentivises it to come in. However, even without Tera, this Gholdengo can beat Ace in a 1v1. Tera Rock just secures the KO in case Gholdengo has taken some chip damage already. Speed investment is to help against enemy uninvested Gholdengo.

Defensive calcs:

252 Atk Cinderace Pyro Ball vs. 252 HP / 252 Def Gholdengo: 296-350 (78.3 - 92.5%) -- guaranteed 2HKO
252 Atk Cinderace Pyro Ball vs. 252 HP / 252 Def Tera Rock Gholdengo: 74-87 (19.5 - 23%) -- possible 5HKO
252 Atk Libero Cinderace U-turn vs. 252 HP / 252 Def Tera Rock Gholdengo: 87-103 (23 - 27.2%) -- 57.8% chance to 4HKO

Offensive calcs:

0+ SpA Gholdengo Power Gem vs. 0 HP / 4 SpD Cinderace: 204-242 (67.7 - 80.3%) -- guaranteed 2HKO
0+ SpA Tera Rock Gholdengo Power Gem vs. 0 HP / 4 SpD Cinderace: 306-362 (101.6 - 120.2%) -- guaranteed OHKO


This set can also help beat threats such as Iron Moth, Ceruledge, Dragonite and Torkoal, all of whom matchup well against a regular Gholdengo.
 
I do not think that luring it by killing it straight up would be a viable option truthfully.
A potential 'lure' that destroys it on stay in could easily failed if it went for u-turn instead.
So, my approach was instead to remove its boots so that it can be more prone to hazards.
Enter Pickpocket :ss/tinkaton:
Tinkaton (F) @ Air Balloon
Ability: Pickpocket
Tera Type: Dark
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Stealth Rock
- Gigaton Hammer
- Knock Off
- Encore
The idea is fairly simple.
You want to position in a situation where cinderace would use u-turn. this way when it u-turn on your tinkaton, the boots would be stolen by pickpocket and a cinderace without boots will easily crumple to hazards like stealth rock that your team can fit. This was especially notable due to cinderace's court change not being as effective as a toolkit without boots, allow hazards to have a easier time functioning. Air ballon really was just a filler so when cinderace u-turns pickpocket always works, hey at least an air ballon is better than itemless. Rest are standard moves but you can easily change it.
Also, tink were naturally threatened by cinderace, so you can try to bait him using u-turn predicting a switch too. Not as recommended but can work this way as well.

(No calcs involved due to being unnecessary)
 

Finally in week 19, we bring u Ting lu

:sv/Ting-lu:

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Tera Type: Poison
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Earthquake

Ting-lu is a mon that just doesnt die. It is an incredible entry hazard setter for bulky offense and balance teams alike thanks to its combination of gargantuan defensive stats, good utility movepool, and an amazing defensive ability in Vessel of Ruin. It also has a great typing that lets it answer threats such as gholdengo, Choice Specs dragapult, iron moth etc. While whirlwind is incredibly useful for thwarting setup pokemon like roaring moon and volcarona. How will u bait and delete this defense freak.

submissions end on 24th May

AND
I would like to introduce a freshman to the scene, from here on out, Greentea570 will be assisting me with the hosting process! (edited)
C/p this





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

Typically, Ting-Lu matches up well against the standard Roaring Moon, only taking 69% max from +1 Protosynthesis Tera Flying Acrobatics that it can just Whirlwind away. However, this set aims to punish Ting-Lu that would lay hazards while the Roaring Moon dances and then WW it away by using Jaw Lock on that turn instead, then Taunt to block Whirlwind. Then you Tera Flying, dance 'till you're at +6, and sweep. Booster Energy's main purpose is to bluff the standard Dragon Dance set, but if you opt to go for Roost over Acrobatics ,also hits the important benchmark of being able to OHKO Kingambit with Crunch. Acrobatics is for strong STAB to hit Tusk with after setup is over (+6 Proto Crunch doesn't KO), as well as being generally good if you don't run into this matchup and just want to use it as regular DD Moon.

edit: after actually trying it in-game, many Ting-Lu will try and whirlwind first turn, and switch out once they're taunted expecting Tera Flying, so it doesn't really work as well as I thought it would. Don't vote this.
 
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reserving hydreigon

:sv/hydreigon:
Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Fire Spin
- Nasty Plot
- Earth Power

Ting Lu needs to stay in on Hydreigon to whirlwind him away to keep it at bay, and 1 nasty plot is not threatening
+2 252 SpA Hydreigon Earth Power vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 119-141 (23.1 - 27.4%) -- possible 5HKO after Leftovers recovery
So lets just trap ting lu instead

step 1) You come in on the hazards or eq

Step 2) you fire spin him or taunt him first if you predict hazards or whirlwind

step 4) set up 1000000000 nasty plots

step 5) +6 252 SpA Hydreigon Earth Power vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 238-280 (46.3 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery (combined with the fire spin chip, it should be fine)
 
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Let me present to you, uno reverse card volcarona.
:Volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Whirlwind
- Bug Buzz
- Fiery Dance
Ting lu loves coming in against volcarona, being able to whirlwind it out or use it as hazard fodder, it usually isn’t scared of volcarona. Bug buzz variants might be quite scary, but it can still handle them well. Here’s where whirlwind comes in. With whirlwind and faster speed, you can basically out-whirlwind ting lus whirlwind. You can use this to try and bait out another pokémon such as ghold or valiant for a setup fodder, or try to wear down ting lu with hazards. If ting lu does not die to hazards, you don’t need to worry. Carrying stab bug buzz will make the ting lu matchup a piece of cake as long as you are able to boost yourself a bit.
 
iron-treads.gif.m.1608618298


Iron Treads is tired of you all talking shit about him and chooses the way of the VIOLENCE.

A lure for Ting Lu, to be optimal, not only has to atract Ting Lu, but preferably kill it and not have any hazards on your side after that. Iron Treads is generally a weak Mon. He puts Hazards and can spin them away, he can even Knock Off Ting-Lu and get his Rocks done while preventing Ting-Lu from doing the same. However, in the end, Iron Treads generally will die vs Ting-Lu and the Ruinous Mon will have enough health left to set his hazards later in the match. Not anymore:

Set 1 (the one I submit):

Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
- Earthquake
- Iron Head
- Knock Off
- Megahorn

252 Atk Choice Band Tera Bug Iron Treads Megahorn vs. 252 HP / 4 Def Ting-Lu: 434-512 (84.4 - 99.6%) -- guaranteed 2HKO after Leftovers recovery < Its not a OHKO, but Ting-Lu won,t be able to switch into this and set hazards anymore. With Adamant this can be a OHKO, though it misses some Mons like Chomp, who now outspeeds.

Even without Tera, the damage is quite solid:
252 Atk Choice Band Iron Treads Megahorn vs. 252 HP / 4 Def Ting-Lu: 290-342 (56.4 - 66.5%) -- guaranteed 2HKO after Leftovers recovery


Ting Lu has been HORNED.

Set 2:

Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
- Earthquake
- Iron Head
- Knock Off
- Ice Spinner

252 Atk Choice Band Tera Ice Iron Treads Ice Spinner vs. 252 HP / 4 Def Ting-Lu: 290-344 (56.4 - 66.9%) -- guaranteed 2HKO after Leftovers recovery

Ting-Lu will be able to set a hazard vs this one if it Tera's, but no more than that. The additional benefits of this variation is murdering Chomp and doing lots of damage to Great Tusk.

Set 3:

Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Ice Spinner / Megahorn / Stone Edge / Rapid Spin

Yes, it can also 2HKO with Tera Ground Band EQ:

252 Atk Choice Band Tera Ground Iron Treads Earthquake vs. 252 HP / 4 Def Ting-Lu: 242-286 (47 - 55.6%) -- 18.4% chance to 2HKO after Leftovers recovery < Incoming Ting-Lu will be able to set a layer of hazards, but no more than that.

Set 4:

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Fighting / any other viable Tera type.
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Body Press
- Rapid Spin
- Earthquake
- Iron Defense / Stealth Rock / Knock Off

Tera Fight is only needed if Iron Treads doesn,t run Iron Defense . Otherwise, it uses Iron Defense and calcs become like this:
+2 252+ Def Iron Treads Body Press vs. 252 HP / 4 Def Ting-Lu: 298-352 (57.9 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. +2 252 HP / 252+ Def Iron Treads: 74-90 (19.2 - 23.4%) -- possible 5HKO

Ting Lu won,t be able to make any progress against this set and will have to resort to the partner Gholdengo.

Tera 5:

Mecha Dumbo (Iron Treads) @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Rapid Spin
- Earthquake
- Stealth Rock

Slowly but steadily, Tera Flying Iron Treads makes Ting Lu totally useless.

Set 6.

Mecha Dumbo (Iron Treads) @ Weakness Policy
Ability: Quark Drive
Tera Type: Ground / Steel
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Electric Terrain
- Rapid Spin
- Earthquake
- Knock Off / Steel Roller

So, this one is a more dedicated and niche set. On switch-in, Iron Treads uses Electric Terrain, boosting attack with Quark Drive this way. Then it uses Earthquake, doing respectable damage:
252+ Atk Quark Drive Iron Treads Earthquake vs. 252 HP / 4 Def Ting-Lu: 174-205 (33.8 - 39.8%) -- 27.9% chance to 3HKO after Leftovers recovery

If Ting Lu uses a hazard, Treads spins it away. Eventually, Ting-Lu will attack and since Ting Lu is weak as fuck, Iron Treads will survive the hit:
0 Atk Ting-Lu Earthquake vs. 0 HP / 0 Def Iron Treads: 200-236 (62.3 - 73.5%) -- guaranteed 2HKO

This will activate the second part of the plan, Weakness Policy. With it, Iron Treads can Tera Ground:
+2 252+ Atk Quark Drive Tera Ground Iron Treads Earthquake vs. 252 HP / 4 Def Ting-Lu: 462-544 (89.8 - 105.8%) -- 37.5% chance to OHKO < The previous EQ means the OHKO is guaranted. Even if instead of EQ we used Rapid Spin, there are some odds to KO Lord Buckethead.

Alternatively, we can opt to use Tera Steel + Steel Roller, this guarantees KO without previous chip needed:
+2 252+ Atk Quark Drive Tera Steel Iron Treads Steel Roller vs. 252 HP / 4 Def Ting-Lu: 600-706 (116.7 - 137.3%) -- guaranteed OHKO

There is also the option to not going Tera at all, but for it to work, we also need Steel Roller:
+2 252+ Atk Quark Drive Iron Treads Steel Roller vs. 252 HP / 4 Def Ting-Lu: 450-529 (87.5 - 102.9%) -- 18.8% chance to OHKO < Previous EQ hit guarantees this KO.

Set 7.

Mecha Dumbo (Iron Treads) @ Terrain Extender
Ability: Quark Drive
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Electric Terrain
- Rapid Spin
- Earthquake
- Megahorn

A mix of set 1 and set 6. This Iron Treads will put the Terrain and then will smash Ting-Lu with Megahorn, while also preventing Hazards with Rapid Spin. After Ting Lu is dead, we will still have some turns of Electric Terrain left to use our Specs Iron Valiant, which now will outspeed everything in Terrain.


Send unviable Ting Lu to UU already, Iron Treads is clearly the better Ground Mon.
 
Reserving iron moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Energy Ball
- Fiery Dance
The strategy for this set is to muscle through ting or at least cripple it enough that it can't handle it the second time. Tera grass a lows you to live eq easily, as well as make energy ball a 2hko, and psychic allows you to hit it after tera.
252+ SpA Quark Drive Tera Grass Iron Moth Energy Ball vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 278-330 (54 - 64.2%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Quark Drive Tera Grass Iron Moth Psychic vs. 252 HP / 252+ SpD Vessel of Ruin Tera Poison Ting-Lu: 186-220 (36.1 - 42.8%) -- 95.7% chance to 3HKO after Leftovers recovery
 
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file.jpg


Gengar @ Air Balloon
Ability: Cursed Body
EVs: 252 HP/4 SpD/252 Spe
Timid Nature
Tera-Type: Ghost
- Toxic Spikes
- Perish Song
- Mean Look
- Taunt

Gengar can't touch Ting-Lu under normal circumstances. Even with Choice Specs Focus Blast, the odds are against it to secure the 2HKO...

252 SpA Choice Specs Gengar Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 246-290 (47.8 - 56.4%) -- 30.5% chance to 2HKO after Leftovers recovery

...and that's assuming it even hits twice. After all, people often call it Focus Miss instead for a reason :/

Meanwhile, Gengar itself instantly falls over to a STAB EQ.

0 Atk Ting-Lu Earthquake vs. 0 HP / 0 Def Gengar: 354-416 (135.6 - 159.3%) -- guaranteed OHKO

...

But there's still one thing Gengar can do; the infamous Perish Trap. Mean Look stops Ting-Lu from escaping, Taunt stops it from phazing Gengar out with Whirlwind, and Air Balloon makes it immediately regret not running Ruination to pop it.

I could've run Shadow Ball to still give Gengar an actual attack, but I figured I'd give it Toxic Spikes instead, as it makes the most of the two turns Gengar has to stay in for the Perish Trap to actually work. And I shifted the Special Attack investment into HP because Special Attack is useless if you're not running any damaging moves. True, that makes it vulnerable to fast Taunters, but this is meant to remove walls that can't hurt it. Like Blissey. And Clodsire. And the aforementioned Ting-Lu.
 
Lead lycan

:Sv/lycanroc dusk:

Lycanroc-Dusk @ Focus Sash
Ability: Tough Claws
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Close Combat

The ting Lu fully expects to be able to set up hazards or take it out with EQ, but taunt denies hazards and endeavour leaves it at one, then you can take it out with cc while having you're own hazards up.

It's good in general as a good hazards lead, and tera ghost means you don't get spun. CC still hits quite hard after tough claws too.
 
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clodsire.png

Clodsire @ Life Orb
Ability: Unaware
Tera Type: Bug
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Megahorn
- Earthquake
- Recover
- Toxic Spikes

Typically, Ting-Lu doesn't really fear Clodsire. The worst it can do is Toxic it, which Tera Poison completely negates. Even then, in order to avoid being vulnerable to Earthquake (and taking like 30% from it), Ting-Lu would rather just 2HKO with Earthquake. Even if Clodsire tried to Tera Flying, this still doesn't help it actually take down Ting-Lu. It'll either be setup fodder as Ting-Lu spams hazards or it'll get whirlwinded out.

But not this set.

0 Atk Ting-Lu Earthquake vs. 252 HP / 4 Def Tera Bug Clodsire: 87-103 (18.7 - 22.1%) -- possible 5HKO
252+ Atk Life Orb Tera Bug Clodsire Megahorn vs. 252 HP / 4 Def Ting-Lu: 320-377 (62.2 - 73.3%) -- guaranteed 2HKO after Leftovers recovery


So the idea is that Ting-Lu will press either Earthquake or hazards immediately, depending on how much they want to get rid of Clodsire. It'll proceed to do no damage, and then lose most of its health to megahorn. From there, it's far too late to try and Whirlwind Clodsire out, since it's a negative priority move.

If Ting-Lu decides to Terastalise, we need to remember that Clodsire is still a ground type with Earthquake. With Life Orb, it can almost always 2HKO Tera Poison Ting-Lu from full, even through leftovers.
252+ Atk Life Orb Clodsire Earthquake vs. 252 HP / 4 Def Tera Poison Ting-Lu: 265-315 (51.5 - 61.2%) -- 95.3% chance to 2HKO after Leftovers recovery

Recover is a must-have, especially to help with Life Orb chip. Toxic Spikes is there as a passive move, which can help hide the fact that Clodsire is Life Orb until Ting-Lu actually swaps in. It also means that Clodsire can still somewhat function as a supportive member of the team. It still has great special bulk, and while the Life Orb recoil is a pain, it can still help Clodsire hit certain targets for surprisingly high damage.
 
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:sv/iron-valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Moonblast
- Calm Mind

When people see Speed booster energy Iron Valiant they sometimes want to phase it when they see it's a Calm Mind set as it lacks immediate power to threaten Ting-Lu (especially if it Tera). That's where the combination of Tera Flying + Taunt comes into play. It totally prevents the standard Ting-Lu sets from attacking it. It does the same thing against most Clodsire and if that's the only answer from the opponent's team it's often too late for them to make a comeback.
 
Trick Tera-flying Gholdengo
__gholdengo_pokemon_drawn_by_kimii_f07_harmony__8f3c7ac35a643c0bd5d2e321cc2b74cc.jpg
Ting-Lu is a common Gholdengo switch.
The strat is tricking a choice scarf locking Lu into a non-damaging move and use it as a nasty plot to set up.
Fly Tera prevents Earthquake damage and Good as gold prevents to be whirlwind off.

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Trick
- Nasty Plot
 
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