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Project SV OU - Lure That Threat - Week 41

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and
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Week 25! silver jubilee
:sv/zapdos:
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 HP / 104 Def / 152 Spe
IVs: 0 Atk
Tera Type: Steel
Timid Nature
- Roost
- Volt Switch
- Hurricane
- Heat Wave

For our 25th edition we bring you the returning ou titan, zapdos. Coming from the very first generation of pokemon, it very likely has the most showings in an ou metagame, ie a total of 8 generations in ou with the exception of just black and white bw sucks for breaking this streak. And understandably so; Zapdos's unique defensive typing and ability in Static lets it check and punish common offensive threats. Not only that, it has access to reliable recovery in roost, great stats across the board, ability to preserve momentum with volt switch and hit the ground types trying to switch into Volt hard with hurricane.
How do u plan on luring and eliminating this threat.

The deadline for submissions is 19th july
 
orthworm.png

Orthworm @ Chesto Berry/Sitrus Berry
Ability: Earth Eater
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Rest/Stealth Rocks
- Body Press
- Iron Defense
- Metal Burst

It's been almost a day and we've had 0 submissions for this Zapdos lure. The reason, I'd say, is pretty clear. This is an extremely hard pokemon to lure. It's only got two weaknesses, and generally a pokemon that has rock or ice coverage will be well known for having those moves (Kinda hard to surprise someone with an ice beam when there isn't a single pokemon that people wouldn't expect to know the move). Meanwhile, it has the bulk to eat pretty much every neutral hit, and even physical super effective ones. Zapdos is just super tricky to take down, so I'm going to kick us off with the cheesy Metal Burst mon.

Orthworm has no real place in OU after losing Shed Tail, but it did have a pretty nasty Iron Defence Body Press set. That's the set we have here, and that's the set Zapdos will be expecting, especially when it sees us use Iron Defence. Zapdos eats even a +6 Body Press and easily two shots in return with Heat Wave.

+6 252+ Def Orthworm Body Press vs. 252 HP / 104 Def Zapdos: 210-248 (54.6 - 64.5%) -- guaranteed 2HKO

Orthworm can be a threatening pokemon in the late game, so Zapdos has every incentive to try and get good damage on it as soon as possible. Heat Wave is a safe move to press, so we can always assume that Zapdos will click it. Then we Metal Burst.

The Pokemon Damage Calculator doesn't really have a way to show the damage that moves such as Counter, Mirror Coat and Metal Burst do. So we have to work that out ourselves with a bit of a roundabout method.

0 SpA Zapdos Heat Wave vs. 252 HP / 4 SpD Orthworm: 266-314 (77.3 - 91.2%) -- guaranteed 2HKO

This calc establishes that Orthworm will always tank a hit from Zapdos, which is obviously important, but more importantly it shows the minimum HP Value that Zapdos will deal. In this case, it will deal at least 266HP of damage.
Metal Burst delivers 1.5x the HP value that the pokemon in question has taken back at the target, if I understand it correctly. 266 x 1.5 is 399. The HP value of a Max HP Zapdos, as shown here, is 384. In other words, Zapdos will always go down to this Metal Burst.

This isn't a perfect lure, and the biggest flaw with it is probably that it dies to an offensive Zapdos, so the type of Zapdos needs to be determined before you attempt to lure it. This wouldn't be too tricky in a long game, but if this ends up only luring the Zapdos in the mid/late game, it's hard to believe that Orthworm will have enough HP to beat Zapdos by then. Earth Eater helps with this, and this is also the reason I've made Orthworm a Chesto Resto set. If need be, it can use Rest on the turn that Zapdos swaps in, setting it up for the KO.

If you aren't afraid of this, however, you can always run rocks to maximise Orthworm's utility. In this case, a Sitrus Berry is probably best because it can help Orthworm Metal Burst other threats. Speaking of, Metal Burst does have a place in the tier in my opinion. It's an uncommon move that can demolish sweepers that think they can easily take any one hit from Orthworm. For example, Iron Valiant or Enamorus may think themselves safe when they determine Orthworm isn't carrying Iron Head. And then they drop. Furthermore, Iron Defence Orthworm matches up pretty well against the top threats in the meta, such as Kingambit and Great Tusk.

TLDR:
Haha funny metal burst go brrrrr
 
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:swsh/zapdos_galar:
It’s time to show which Zapdos form is superior!

Zapdos-Galar @ Weakness Policy
Ability: Defiant
Tera Type: Fighting
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Reversal
- Agility
- Endure
- Bulk Up

Normally, Galarian Zapdos would be hard walled by its cousin Kantonian Zapdos. Both of its stabs are resisted, and even choice band can’t break through the electric bird.
However, Gapdos has to have some cool super effective move or even a good neutral hitting move for Zapdos, right?
right…?
(spoiler: it really doesn’t)
So, how goes Galarian Zapdos lure in Kantonian Zapdos?

You reverse the tides.
+3 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 104 Def Zapdos: 442-521 (115.1 - 135.6%) -- guaranteed OHKO
Switching Zapdos in provides a free turn for Gapdos to go for either Bulk Up or Agility (either can work). The next turn, as Zapdos (presumably) goes for Thunderbolt or Hurricane…

0 SpA Zapdos Thunderbolt vs. 212 HP / 0 SpD Zapdos-Galar: 258-306 (68.9 - 81.8%) -- guaranteed 2HKO
0 SpA Zapdos Hurricane vs. 212 HP / 0 SpD Zapdos-Galar: 314-372 (83.9 - 99.4%) -- guaranteed 2HKO
252 SpA Zapdos Thunderbolt vs. 212 HP / 0 SpD Zapdos-Galar: 314-372 (83.9 - 99.4%) -- guaranteed 2HKO

With the HP investment, Gapdos can live any hit that Zapdos throws at it (besides max special attack hurricane, where it would prefer to use the 100% accurate Thunderbolt anyways). This gives you the opportunity to set up Bulk Up or Agility (whichever one you didn’t use on the Zapdos switchin). If the Zapdos didn’t manage to get you to 1 HP the previous turn, you can Endure and ensure you have a maximum power Reversal.

Even max defense Zapdos has a chance to die to it.
+3 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 252+ Def Zapdos: 348-410 (90.6 - 106.7%) -- 43.8% chance to OHKO


But what happens if you can’t get to +3 attack? What happens if you can’t set up a Bulk Up for some reason?

+2 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 104 Def Zapdos: 354-417 (92.1 - 108.5%) -- 50% chance to OHKO

You still have a good chance to KO the Zapdos from full!

Tera-wise, you aren’t required to terestallize to beat Zapdos with this lure, which is helpful for teams that would prefer to commit their tera to some other Pokémon. However, Tera-Fighting Reversal turns all the previous rolls into guaranteed kos.

+2 252+ Atk Tera Fighting Zapdos-Galar Reversal (200 BP) vs. 252 HP / 104 Def Zapdos: 472-556 (122.9 - 144.7%) -- guaranteed OHKO
+3 252+ Atk Tera Fighting Zapdos-Galar Reversal (200 BP) vs. 252 HP / 252+ Def Zapdos: 464-547 (120.8 - 142.4%) -- guaranteed OHKO

In summary, Galarian Zapdos lures in Kantonian Zapdos, takes advantage of its weakness, and kos Zapdos in return with a +3 Reversal.

(calcs that were used as examples also put here for convenience plus some extras)
+3 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 104 Def Zapdos: 442-521 (115.1 - 135.6%) -- guaranteed OHKO

+3 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 252+ Def Zapdos: 348-410 (90.6 - 106.7%) -- 43.8% chance to OHKO

+2 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 104 Def Zapdos: 354-417 (92.1 - 108.5%) -- 50% chance to OHKO

+2 252+ Atk Tera Fighting Zapdos-Galar Reversal (200 BP) vs. 252 HP / 104 Def Zapdos: 472-556 (122.9 - 144.7%) -- guaranteed OHKO

+3 252+ Atk Zapdos-Galar Reversal (200 BP) vs. 252 HP / 252+ Def Zapdos: 464-547 (120.8 - 142.4%) -- guaranteed OHKO
0 SpA Zapdos Thunderbolt vs. 212 HP / 0 SpD Zapdos-Galar: 258-306 (68.9 - 81.8%) -- guaranteed 2HKO after Stealth Rock

0 SpA Zapdos Volt Switch vs. 212 HP / 0 SpD Zapdos-Galar: 200-236 (53.4 - 63.1%) -- guaranteed 2HKO

0 SpA Zapdos Heat Wave vs. 212 HP / 0 SpD Zapdos-Galar: 90-107 (24 - 28.6%) -- guaranteed 4HKO after Stealth Rock

0 SpA Zapdos Hurricane vs. 212 HP / 0 SpD Zapdos-Galar: 314-372 (83.9 - 99.4%) -- guaranteed 2HKO

252 SpA Zapdos Thunderbolt vs. 212 HP / 0 SpD Zapdos-Galar: 314-372 (83.9 - 99.4%) -- guaranteed 2HKO

252 SpA Zapdos Volt Switch vs. 212 HP / 0 SpD Zapdos-Galar: 246-290 (65.7 - 77.5%) -- guaranteed 2HKO after Stealth Rock

252 SpA Zapdos Heat Wave vs. 212 HP / 0 SpD Zapdos-Galar: 110-130 (29.4 - 34.7%) -- guaranteed 3HKO after Stealth Rock
 
Tera rock Great tusk

:Sv/great tusk:

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Rock
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Close Combat
- Tera Blast

Tuskothy here HATES zap none of it's moves touch it, it hates static, and hurricane ohkos!

0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Great Tusk: 476-564 (109.6 - 129.9%) -- guaranteed OHKO

But that's where the rock type comes in...

You see, with tera rock, you resist both hurricane and heat wave making you a monster.

Turn one: :zapdos: switches in, :great tusk: clicks bu

Turn two: :zapdos: clicks hurricane, :great tusk: tera rocks and BUs again.

Turn three: total annihilation!

+2 4 Atk Tera Rock Great Tusk Tera Blast vs. 252 HP / 104 Def Zapdos: 444-524 (115.6 - 136.4%) -- guaranteed OHKO

Also hurricane does nothing to tera rock tusk

0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Tera Rock Great Tusk: 119-141 (27.4 - 32.4%) -- guaranteed 4HKO
 
Mirror Coat Alomomola

:sv/alomomola:


Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Whirlpool
- Mirror Coat


Mola is a water type with base 40 special defense and is a passive wall. Since Zapdos has roost and decent bulk it can switch into mola and fire a free electric attack while keep healthy with roost. Or at least thats what they assume would happen.

When Zapdos tries to switch into Specially Defensive Mola and attack at it, mola can take a single hit (including offensive thunder movesets but not specs, and nobody ran specs in this metagame anyway), and mirror coat destroys the switchin if volt switch or zapdos itself if thunder/bolt.

Electric Moves
252 SpA Zapdos Thunder vs. 252 HP / 252+ SpD Alomomola: 398-470 (74.5 - 88%) -- guaranteed 2HKO
252 SpA Zapdos Thunderbolt vs. 252 HP / 252+ SpD Alomomola: 326-386 (61 - 72.2%) -- guaranteed 2HKO
252 SpA Zapdos Volt Switch vs. 252 HP / 252+ SpD Alomomola: 254-302 (47.5 - 56.5%) -- 84% chance to 2HKO

Even if The opponents use hurricane instead to predict a switch, mirror coat still OHKO Zapdos at 321 HP.
252 SpA Zapdos Hurricane vs. 252 HP / 252+ SpD Alomomola: 199-235 (37.2 - 44%) -- guaranteed 3HKO
Electric Moves
0 SpA Zapdos Thunderbolt vs. 252 HP / 252+ SpD Alomomola: 270-318 (50.5 - 59.5%) -- guaranteed 2HKO
0 SpA Zapdos Volt Switch vs. 252 HP / 252+ SpD Alomomola: 210-248 (39.3 - 46.4%) -- guaranteed 3HKO

If it is hurricane it would not kill, but catching it with whirlpool do the job.
0 SpA Zapdos Hurricane vs. 252 HP / 252+ SpD Alomomola: 163-193 (30.5 - 36.1%) -- 50.3% chance to 3HKO

The goal of the lure is not to kill zapdos in every situation, but to kill its teamates too if the opponent desires to volt switch. Generally they are not too likely to switch into Kingambit or really most dark types into mola with volt switch because they either loses to mola or want to preserve their health. You still need to be aware but it is a legitimate trick you can use to gain an advantage in the process while not losing out most of the functionality of alomomola. You only really lost out chilling water but you can instead just use unaware from teamates. This set do mostly only fit on full stall due to the nature of Mola but it can be a nice way to gain early advantage as a stall team to remove stall breakers. Mola remains useful outside of this, performing its usual duties. Mirror coat can also be used in other situations such as against scarf gholdengo or other special attackers, and has a high PP to help PP stalling. I could legitimately see this to be useful, especially when chilling water is just mostly filler.
 
Angry-Breloom.jpg


Breloom @ Punching Glove
Ability: Technician
EVs: 252 Atk/4 SpD/252 Spe
Jolly Nature
Tera-Type: Ground
- Bullet Seed
- Mach Punch
- Rock Tomb
- Spore

Introducing the shroom that could. Although the only stat it had that had any value was its Attack stat, Breloom has clawed its way to OU viability throughout the generations. Part of that was thanks to Spore, a potent move with 100% accuracy that would always put opposing mons to sleep, rendering them helpless for a set number of turns. It could even put fast mons to sleep with the help of a Choice Scarf. Breloom also has access to Mach Punch, a move designed to alleviate its lack of speed through priority, which gets boosted through Technician to hit harder than normal. Still, Flying-types answer Breloom way too easily, especially if an ally had already taken a Spore for them due to the Sleep Clause. Zapdos is the most annoying of the bunch, with Static being able to paralyze anything that makes contact with it.

Thankfully, Breloom has one more move up its sleeve that it doesn't often use: Rock Tomb. It's the most accurate of all the Rock moves Breloom has access to, and with Technician strengthening it from a frankly pathetic 60 BP to a much more workable 90 BP, it's now capable of cleanly 2HKO'ing Zapdos without it being able to do absolutely anything in return. The reason for that is because Rock Tomb also drops Zapdos' speed upon connecting, which in turn means it no longer outspeeds Breloom after switching into it.

252 Atk Technician Breloom Rock Tomb vs. 252 HP / 104 Def Zapdos: 200-236 (52 - 61.4%) -- guaranteed 2HKO

Spore allows you to scout for Terastallization safely, and Mach Punch lets Breloom switch gears against Tera Steel Zapdos, claiming the 2HKO in Rock Tomb's stead.

252 Atk Technician Breloom Rock Tomb vs. 252 HP / 104 Def Tera Steel Zapdos: 50-59 (13 - 15.3%) -- possible 7HKO
252 Atk Punching Glove Technician Breloom Mach Punch vs. 252 HP / 104 Def Tera Steel Zapdos: 218-260 (56.7 - 67.7%) -- guaranteed 2HKO

Of course, you might be asking why I'm running a Punching Glove and only one move that gets boosted by it. That's because Mach Punch is also the only move that actually makes contact with the opposing Pokemon, and thus would otherwise risk a proc on Zapdos' Static, among other nasty abilities like Flame Body and Rough Skin, and even the odd Rocky Helmet on a mon.

Tera-Ground is the emergency Tera-Type of choice, on the off-chance that Rock Tomb misses; it not only blocks Volt Switch, but also allows a healthy Breloom to actually survive a Hurricane from Zapdos. Just make sure that no hazards are up at the time. Even the chip damage from Rocks (despite Breloom's resistance to them) is enough to interfere with the chances of Breloom making it out alive.

0 SpA Zapdos Hurricane vs. 0 HP / 4 SpD Tera Ground Breloom: 216-255 (82.7 - 97.7%) -- guaranteed 2HKO/25% chance to OHKO after Stealth Rock
 
Week 26!
:sv/samurott-hisui:

Samurott-Hisui @ Choice Scarf
Ability: Sharpness
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Water
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Sacred Sword

Hisuian samu is one of the most dominating mons of this generation, being a top 5 in usage on ladder and having great win rates in several tours. This is owed to its great STAB combination, of which both types are resisted by only a scant few Pokemon in the metagame, higher power than what is initially apparent due to Sharpness bolstering its slicing moves, a good Speed tier that allows it to outspeed and revenge kill key threats like dragapult.Ceaseless Edge is Hisuian Samurott’s most important move, allowing it not only to threaten and KO foes with the raw power of a Sharpness-boosted Dark-type STAB move but also set up a layer of Spikes with each use, putting pressure on opposing teams and potentially opening up holes in defensive cores for its teammates to exploit. It is important to note that Spikes laid by Ceaseless Edge cannot be reflected by Magic Bounce, meaning Hisuian Samurott can safely click Ceaseless Edge against hatterene and still get Spikes up.

what's the best way to lure this threat!
apologies for the delay, we both have been a bit busy irl
the deadline will be 2nd august​
 
Tera ghost :kingambit:

Kingambit @ Air Balloon
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Low Kick
- Swords Dance
- Kowtow Cleave

Kingambit is perfect bait for samurott. Not only does samurott resists both of its stab options, but it can also revenge kill back with sacred sword. Tera ghost stop this. With good positioning, you can get up 2 swords dances on a scarf samurott locking into sacred sword, and then with enough allies fallen, you will usually be able to clean up the game at +4 attack. The rest of the set is standard tera ghost gambit set. Air balloon enables to to both use dragonite as setup fodder, but can also blank out great tusks stabs, further helping it sweep. People can of course try to predict the tera ghost if they know what the balloon set is, but the majority of the time, most people would go for the safe sacred sword. Low kick also hits samurott for super effective damage as an extra bonus, compared to iron head.
 
mew.gif

Mew @ Leftovers/Big Root
Ability: Synchronize
Tera Type: Fighting
EVs: 240 HP / 16 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Drain Punch
- Phantom Force/Shadow Claw
- Taunt

Time for the ancestor of all pokemon to put down one of it's many great great grandsons.

From very trusted sources (The Showdown OU chat) I've gathered that the majority of Scarfed H-Samurott users will stay in against a Mew. They'd expect it to set up hazards, perhaps, or go for a Will-o-Wisp. Neither would be great, but they don't stop Samurott from doing its job. Especially since, if it turns out be the common Dual Screens set, it outright loses.

Why would someone use Mew, of all things, as a setup sweeper? Baxcalibur, Roaring Moon and hell, even Haxorus are all more threatening Dragon Dancers. That's precisely why we're using Mew. With so many things it can do, the Dragon Dance set is far more obscure than it once was. And that'll be what costs Samurott.

252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 240 HP / 0 Def Mew: 278-330 (69.3 - 82.2%) -- guaranteed 2HKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 240 HP / 0 Def Tera Fighting Mew: 69-82 (17.2 - 20.4%) -- possible 5HKO
252 Atk Sharpness Samurott-Hisui Razor Shell vs. 240 HP / 0 Def Tera Fighting Mew: 160-190 (39.9 - 47.3%) -- guaranteed 3HKO
+2 16+ Atk Mew Drain Punch vs. 0 HP / 4 Def Samurott-Hisui: 288-340 (89.7 - 105.9%) -- 37.5% chance to OHKO (Recovers around 37%)
+1 16+ Atk Tera Fighting Mew Drain Punch vs. 0 HP / 4 Def Samurott-Hisui: 324-384 (100.9 - 119.6%) -- guaranteed OHKO (Recovers 40%)


The idea is to Tera Fighting and Dragon Dance on turn 1, taking minimal damage from Ceaseless Edge. From there, max speed Adamant Mew naturally outspeeds Jolly H-Samurott, so at +1 it barely outspeeds a scarfed one, taking it down. If Samurott predicted some kind of Tera, and pressed Razor Shell instead, even better. You get a second Dragon Dance up, and can restore half your health in one Drain Punch.

Leftovers is the standard held item, but Big Root is a great choice considering Drain Punch will be your main STAB option on Mew, as well as its only recovery. Taunt is for utility, and can stop opponents from Thunder Waving, Will-o-Wisping or phasing out Mew with Whirlwind or Roar. As for the coverage move, I figured you can't go wrong with Ghost. Shadow Claw is probably the better STAB option, but you can run Phantom Force if you so please. After all, what are they gonna switch into it? A Dark type? A Normal type? If they do, that works in your favour. You get more health back.

It won't be as easy in practice as it is on paper, but I think that this would be a rather difficult pokemon to bring down once it gets going. It may rely on the element of surprise, but of all pokemon to surprise you, I think Mew does it pretty well.

TLDR: Tera Fighting Dragon Dance
 
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:sv/arcanine hisui:
Arcanine-Hisui @ Choice Scarf
Ability: Rock Head
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Close Combat
- Flare Blitz
- Head Smash

Arcanine pretty much ALWAYS runs banded, and samu can catch it off guard with scarf and get an easy KO, right?

( I'm pretty sure that a literal quad effective stab sharpness boosted move will KO, so I won't bother showing it.)

252 Atk Arcanine-Hisui Close Combat vs. 0 HP / 4 Def Samurott-Hisui: 288-340 (89.7 - 105.9%) -- 37.5% chance to OHKO

And that's without tera. So any chip, rocks damage, or tera will give you a guaranteed ohko Vs it, and it'll see arcanine as a free KO.
 
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