Project USUM UU Lure that Threat - On Hold for UUPL

Voting for Togekiss.
While Diancie is a cool funny lure, Togekiss is overall more viable and fits easily in teams. Its not just to lure Empo but does a better work overall as it can also switch into it while Diancie can't much. Losing your recovery on Diancie seems a problem to me too as you'll be easy to cheap.
Shoutout to Hydreigon i love it but i'd run a Z Superpower set cause you can also lure Blissey with it, pairs awesomely with Primarina specs.
 

Scizor @ Buginium Z
Ability: Technician
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Swords Dance
- Roost
- U-turn
- Bullet Punch

Thanks to Whirlwind, Slack Off and its really good physical Bulk, Hippowdon can come on Scizor and handle its attacks. SD Buginium Z Scizor is a really good way to lure Hippowdon since it only need a few chip damages to be able to ensure the K.O. on Hippowdon with a +2 Savage Spin-Out.

+2 252+ Atk Scizor Savage Spin-Out (140 BP) vs. 252 HP / 80+ Def Hippowdon: 369-435 (87.8 - 103.5%) -- 25% chance to OHKO after Leftovers recovery
 

avarice

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159341
159340

Nihilego @ Grassium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Knock Off
- Sludge Wave
- Thunderbolt
- Grass Knot​

This set has been something I've been trying out recently. Knock Off Nihilego does a good job of dealing with krook but it needs LO to kill. Grassium alleviates that problem and grants the ability to nuke Hippowdon.

252 SpA Nihilego Bloom Doom (160 BP) vs. 252 HP / 176 SpD Hippowdon: 362-426 (86.1 - 101.4%) -- 12.5% chance to OHKO after Leftovers recovery
252 SpA Nihilego Sludge Wave vs. 252 HP / 176 SpD Hippowdon: 80-95 (19 - 22.6%) -- possible 6HKO after Leftovers recovery

252 SpA Nihilego Bloom Doom (160 BP) vs. 252 HP / 0 SpD Hippowdon: 450-530 (107.1 - 126.1%) -- guaranteed OHKO after Leftovers recovery

252 SpA Nihilego Bloom Doom (160 BP) vs. 0 HP / 0 SpD Krookodile: 460-542 (138.9 - 163.7%) -- guaranteed OHKO
 
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Infernape @ Firium Z / Fightinium-Z
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- U-turn​

The purpose of this set is to trick your opponent into thinking you are Scarf Infernape by utilizing U-turn on the SD set. If your opponent calcs it they will realise it isn't banded and most likely presume Scarf making them be more confident switching it in. You can then set up to +2 on any future double and simply blow it back after minimal chip. I prefer Firium-Z as it hits Gligar harder as well, but Fight-Z works nicely too.

+2 252 Atk Infernape Inferno Overdrive (190 BP) vs. 252 HP / 80+ Def Hippowdon: 390-460 (92.8 - 109.5%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery

As you can see from the calc it pretty much kills, I just personally like U-turn for the bluff and it fits the aesthetic of it actually luring it in, because Hippo fears NP Ape in general.
 
One of the oldest tricks, but a consistent one (if you land it)


Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Aqua Tail
- Roost

252 Atk Tough Claws Aerodactyl-Mega Aqua Tail vs. 252 HP / 80+ Def Hippowdon: 192-228 (45.7 - 54.2%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

You will need some chip on this thing first, but after that, Aqua Tail snipes it with a 2HKO.
 

Darksafadao

best of the second options

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stone Edge
- Earthquake/Aqua Tail/Aerial Ace/Pursuit
- Aqua Tail/Aerial Ace/Pursuit

Usually on Hippo teams it serves as the sponge for M-Aero hits. Taunt shuts Hippo down completely aside from the very rare rock moves and gets precious damage on it as it prevents its healing or slowly beats it 1v1. It also has good use outside of that.
 
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159269 Infernape Z Grass 159269

Infernape @ Grassium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Fire Blast
- Vacuum Wave
- Nasty Plot

Hippo usually serves as Nape check since the regular scarf can't do anything to it. This set helps dealing with Hippo but also other regular Nape's check such as bulky water / Gligar... Nasty Plot isnt mandatory to kill Hippo as Fireblast + Z Grass is enough to kill :

252 SpA Infernape Bloom Doom (160 BP) vs. 252 HP / 176 SpD Hippowdon: 316-372 (75.2 - 88.5%) -- guaranteed 2HKO after Leftovers recovery

Focus Miss can be used to on Vacuum wave if you're willing to wallbreak things like Empo / Rotom-H, it'll mostly depend on your team and what's you're aiming to do with Nape.
 

Estarossa

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Toxic Mega-Manectric

159331


Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
- Toxic

Set designed to toxic and cripple hippowdon and other things that would typically eat its attacks throughout the match. Hippowdon as long as its hp up will always switch in in order to prevent volt switch and to threaten a return ko since it cant get 2hkoed, but this set can toxic on the swap in and cripple hippo and allow it to be able to get the opportunity to 2hko a lot easier, and generally put a lot of pressure on hippo. Had to drop thunderbolt on set however to place it.
 

A Cake Wearing A Hat

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Random Battle Lead


Krookodile @ Waterium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Aqua Tail
- Stealth Rock

Now, this one requires some chip, but that's not hard to get on Hippo, especially after you use Knock Off. Hydro Vortex does way more than anyone would expect a Krook to do to Hippo, and that can be taken advantage of by luring in a slightly weakened Hippo and KOing it.

252 Atk Krookodile Hydro Vortex (175 BP) vs. 252 HP / 80+ Def Hippowdon: 260-308 (61.9 - 73.3%)

Knock into Vortex after Stealth Rock also has a pretty sizeable chance to just KO straight up, but it's not a reliable strategy.
 

vivalospride

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Scizor @ Buginium Z
Ability: Technician
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Swords Dance
- Roost
- U-turn
- Bullet Punch

Thanks to Whirlwind, Slack Off and its really good physical Bulk, Hippowdon can come on Scizor and handle its attacks. SD Buginium Z Scizor is a really good way to lure Hippowdon since it only need a few chip damages to be able to ensure the K.O. on Hippowdon with a +2 Savage Spin-Out.

+2 252+ Atk Scizor Savage Spin-Out (140 BP) vs. 252 HP / 80+ Def Hippowdon: 369-435 (87.8 - 103.5%) -- 25% chance to OHKO after Leftovers recovery
View attachment 159341View attachment 159340
Nihilego @ Grassium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Knock Off
- Sludge Wave
- Thunderbolt
- Grass Knot​

This set has been something I've been trying out recently. Knock Off Nihilego does a good job of dealing with krook but it needs LO to kill. Grassium alleviates that problem and grants the ability to nuke Hippowdon.

252 SpA Nihilego Bloom Doom (160 BP) vs. 252 HP / 176 SpD Hippowdon: 362-426 (86.1 - 101.4%) -- 12.5% chance to OHKO after Leftovers recovery
252 SpA Nihilego Sludge Wave vs. 252 HP / 176 SpD Hippowdon: 80-95 (19 - 22.6%) -- possible 6HKO after Leftovers recovery

252 SpA Nihilego Bloom Doom (160 BP) vs. 252 HP / 0 SpD Hippowdon: 450-530 (107.1 - 126.1%) -- guaranteed OHKO after Leftovers recovery

252 SpA Nihilego Bloom Doom (160 BP) vs. 0 HP / 0 SpD Krookodile: 460-542 (138.9 - 163.7%) -- guaranteed OHKO

Infernape @ Firium Z / Fightinium-Z
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- U-turn​

The purpose of this set is to trick your opponent into thinking you are Scarf Infernape by utilizing U-turn on the SD set. If your opponent calcs it they will realise it isn't banded and most likely presume Scarf making them be more confident switching it in. You can then set up to +2 on any future double and simply blow it back after minimal chip. I prefer Firium-Z as it hits Gligar harder as well, but Fight-Z works nicely too.

+2 252 Atk Infernape Inferno Overdrive (190 BP) vs. 252 HP / 80+ Def Hippowdon: 390-460 (92.8 - 109.5%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery

As you can see from the calc it pretty much kills, I just personally like U-turn for the bluff and it fits the aesthetic of it actually luring it in, because Hippo fears NP Ape in general.
One of the oldest tricks, but a consistent one (if you land it)


Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Aqua Tail
- Roost

252 Atk Tough Claws Aerodactyl-Mega Aqua Tail vs. 252 HP / 80+ Def Hippowdon: 192-228 (45.7 - 54.2%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

You will need some chip on this thing first, but after that, Aqua Tail snipes it with a 2HKO.

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stone Edge
- Earthquake/Aqua Tail/Aerial Ace/Pursuit
- Aqua Tail/Aerial Ace/Pursuit

Usually on Hippo teams it serves as the sponge for M-Aero hits. Taunt shuts Hippo down completely aside from the very rare rock moves and gets precious damage on it as it prevents its healing or slowly beats it 1v1. It also has good use outside of that.

Infernape @ Grassium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Fire Blast
- Vacuum Wave
- Nasty Plot

Hippo usually serves as Nape check since the regular scarf can't do anything to it. This set helps dealing with Hippo but also other regular Nape's check such as bulky water / Gligar... Nasty Plot isnt mandatory to kill Hippo as Fireblast + Z Grass is enough to kill :

252 SpA Infernape Bloom Doom (160 BP) vs. 252 HP / 176 SpD Hippowdon: 316-372 (75.2 - 88.5%) -- guaranteed 2HKO after Leftovers recovery

Focus Miss can be used to on Vacuum wave if you're willing to wallbreak things like Empo / Rotom-H, it'll mostly depend on your team and what's you're aiming to do with Nape.
Toxic Mega-Manectric

View attachment 159331

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
- Toxic

Set designed to toxic and cripple hippowdon and other things that would typically eat its attacks throughout the match. Hippowdon as long as its hp up will always switch in in order to prevent volt switch and to threaten a return ko since it cant get 2hkoed, but this set can toxic on the swap in and cripple hippo and allow it to be able to get the opportunity to 2hko a lot easier, and generally put a lot of pressure on hippo. Had to drop thunderbolt on set however to place it.


Krookodile @ Waterium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Aqua Tail
- Stealth Rock

Now, this one requires some chip, but that's not hard to get on Hippo, especially after you use Knock Off. Hydro Vortex does way more than anyone would expect a Krook to do to Hippo, and that can be taken advantage of by luring in a slightly weakened Hippo and KOing it.

252 Atk Krookodile Hydro Vortex (175 BP) vs. 252 HP / 80+ Def Hippowdon: 260-308 (61.9 - 73.3%)

Knock into Vortex after Stealth Rock also has a pretty sizeable chance to just KO straight up, but it's not a reliable strategy.
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