Project SV OU - Lure That Threat Week 39 - Gliscor - Voting!

Not to be a downer, but 3 of the 4 submissions/reserves so far aren't what I'd consider a lure. A lure is a pokemon that the victim would switch into, believing it can 1v1 it, only to be surprised by an abnormality in its set that can turn the tables. Kommo-o is a fighting type that is immune to sludge bomb and Focus Miss, and can OHKO Darkrai. Hisuian Goodra is an infamously good special wall that commonly runs Assault Vest, and so no Darkrai user would believe they could break past it without dying to Body Press first. As for Iron Valiant, I shouldn't really need to explain why Darkrai would never swap into it.

Again, no hate to the users who submitted the aforementioned sets. Just a little reminder that these sets are more suitable for the "Victims of the Week" forum.
Anyways, here's my submission:


Necrozma @ Weakness Policy
Ability: Prism Armor
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- X-Scissor
- Photon Geyser
- Earthquake

Necrozma is one of the returning legendaries in the Indigo Disc DLC. Whilst Ubers is likely going to love the return of Dusk-Mane-Necrozma, and UUbers may appreciate Dawn-Wings-Necrozma, base Necrozma has always been overlooked as a lower tier mon that is simply outclassed as a psychic type attacker by pokemon such as Iron Boulder or Metagross.

That said, Necrozma has got a pretty mean special attack stat of 127. So any opponent, upon seeing it in team preview, would be wise to fear a possible Calm Mind set. Upon inspecting their own team, they would recognise Darkrai as a very effective swap in, due to a lack of Focus Blast in Necrozma's movepool.

252+ SpA Necrozma Heat Wave vs. 0 HP / 4 SpD Darkrai: 122-144 (43.4 - 51.2%) -- 5.9% chance to 2HKO

^This is the most damage that a Necrozma could do if they somehow managed to predict the Darkrai switch-in, which is nowhere near sufficient considering the slightest bit of chip damage would guarantee Darkrai to KO in response.

252 SpA Life Orb Darkrai Dark Pulse vs. 0 HP / 4 SpD Prism Armor Necrozma: 289-341 (86.2 - 101.7%) -- 12.5% chance to OHKO

Adding on the 30% chance that Dark Pulse has to flinch, alongside the likelihood that Necrozma will simply Calm Mind or Photon Geyser, Darkrai is a very nice Necrozma swap in. So that's why we're going to take advantage of Necrozma's base 107 physical attack to surprise the former Uber.

+1 252+ Atk Necrozma X-Scissor vs. 0 HP / 0 Def Darkrai: 274-324 (97.5 - 115.3%) -- 81.3% chance to OHKO

The idea is simple. We can Dragon Dance as the Necrozma swaps in. Thanks to Necrozma's Prism Armour, this is unlikely to be a risky move, especially if we scare out whatever's in front of us. At +1, a max speed Necrozma barely outspeeds a max speed Darkrai (by only 2 points). Even after seeing the Dragon Dance, Darkrai is likely to just Dark Pulse for the damage instead of letting Necrozma set up further. After all, who would expect the X-Scissor? Even if we miss out on the KO (which is very unlikely) and Darkrai gets the OHKO (also unlikely), the Life Orb recoil will take out Darkrai, completing the lure.

So that's the basic plan for killing Darkrai, but it gets better. Another common Darkrai set is Choice Scarf, and this Necrozma beats those too. Even if it gets surprised by the Darkrai outspeeding it after a Dragon Dance, the lack of a Life Orb means Necrozma is guaranteed to survive the incoming Dark Pulse, which would activate its weakness policy and guarantee the following KO. Now we have a +3 Necrozma staring down the enemy team, with Tera Ground to boost Earthquakes against Steel types.

TLDR:

Necrozma baits in Darkrai, who is expecting a special set, only to Dragon Dance up, ready to outspeed and KO it. This would ideally end with a full health, boosted Necrozma facing down the enemy team, but in the worst case we can still bring down Darkrai.
 

veti

Supreme Overlord
is a Contributor to Smogon
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Aura Sphere
- Calm Mind
- Psyshock
I will be rejecting this submission, it is an offensive check rather than a lure. You can make another submission, but make sure it's something Darkrai would want to willingly come in on. InfiniteT's post just above this one is a perfect example of a lure.

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.
 
:SV/Gholdengo:
Gholdengo @ Colbur Berry
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 120 Def / 136 SpD
Serious Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain / Dazzling Gleam
- Recover

You Nasty Plot as Darkrai comes in, eat a super effective LO Dark Pulse comfortably, and KO back with Boosted Make It Rain / Dazzling Gleam. The biggest hurdle of this interaction will be not getting flinched. Even if Gholdengo does not get the oppurtunity to setup, it will roughly deal 60+% with Make it Rain or Dazzling Gleam and force Darkrai to take 2+ Rounds of LO recoil, which is more than enough to put it in the range of priority or outright faint with additional chip damage.
252 SpA Life Orb Darkrai Dark Pulse vs. 252 HP / 136+ SpD Colbur Berry Gholdengo: 149-177 (39.4 - 46.8%) -- guaranteed 3HKO

0 SpA Gholdengo Dazzling Gleam vs. 0 HP / 4 SpD Darkrai: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO
0 SpA Gholdengo Dazzling Gleam vs. 0 HP / 4 SpD Darkrai: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO
+2 0 SpA Gholdengo Make It Rain vs. 0 HP / 4 SpD Darkrai: 358-423 (127.4 - 150.5%) -- guaranteed OHKO
+2 0 SpA Gholdengo Dazzling Gleam vs. 0 HP / 4 SpD Darkrai: 320-378 (113.8 - 134.5%) -- guaranteed OHKO
Even with massive hazard pressure, Gholdengo will not be in any danger of dying in one hit. Colbur Berry is also useful in more MUs than Darkrai, as it helps Dengo with other Pokemon like Roaring Moon and Meowscarada.
 
Colbur Focus Miss Blast :slowking-galar:

Darkrai is bad!!! (Slowking-Galar) @ Colbur Berry
Ability: Regenerator
Tera Type: Fighting
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Focus Blast
- Future Sight
- Chilly Reception
- Slack Off / Sludge Bomb

If they dare setup against this dude, they risk losing their darkrai like instantly, while colbur and SpD investment guaranteed a survive from +2 LO Dark Pulse. Hazards are suggested to make the roll more consistent, though life orb recoil also knock itself out.
Tera fighting is more used as a safety net than anything else, it is not required.

252+ SpA Slowking-Galar Focus Blast vs. 0 HP / 4 SpD Darkrai: 278-328 (98.9 - 116.7%) -- 93.8% chance to OHKO
+2 252 SpA Life Orb Darkrai Dark Pulse vs. 4 HP / 252 SpD Colbur Berry Slowking-Galar: 259-305 (78 - 91.8%) -- guaranteed 2HKO

Edit: apperently someone else think on a different pokemon but same idea lol
 

veti

Supreme Overlord
is a Contributor to Smogon
Yes, :sylveon: has miraculous base 130 SpD, but the average :darkrai: player won't know all of the stats of lower tier pokemon, so you can hopefully surprise them when their super effective Sludge Bomb does...
This wouldn't count as a lure, Sylveon lives a sludge bomb even without any investment and has SE stab that has a roll to kill without investment, the lures should assume an opponent who do damage calculations.
 
This took too long to make. Had to do a lot of Christmas prep (happy holidays to all) and kinda forgot about this thread. Better late than never ig.

Kommo-o @ Leftovers
Ability: Bulletproof
Tera Type: Steel
EVs: 8 HP / 252 Atk / 80 SpD / 108 Spe
Jolly Nature
- Drain Punch
- Dragon Claw
- Iron Head
- Dragon Dance

Ok so. Kommo-o in OU is... well, kinda bad actually. It only really had the niche of beating all 4 Ogerpon forms via Fighting and Dragon resisting Grass, Fire, Water, AND Rock. With the release of Darkrai into OU, we now have something that can answer it. Suppose we were playing a standard OU game. We face down a +2 Darkrai and we switched in Kommo-o on the Nasty Plot.

+2 252 SpA Life Orb Darkrai Dark Pulse vs. 8 HP / 80 SpD Kommo-o: 155-183 (52.9 - 62.4%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes
+2 252 SpA Life Orb Darkrai Dark Pulse vs. 8 HP / 80 SpD Kommo-o on a critical hit: 233-274 (79.5 - 93.5%) -- 81.3% chance to OHKO after Stealth Rock and 1 layer of Spikes

In the face of a CRIT Dark Pulse, we won't live the hit with Spikes, but we can live it without Spikes even with Stealth Rock set up. But here's the issue: Kommo-o is in danger of any coverage move Darkrai has.

+2 252 SpA Life Orb Darkrai Ice Beam vs. 8 HP / 140 SpD Kommo-o: 442-520 (150.8 - 177.4%) -- guaranteed OHKO
Even if you invest your remaining EVs into SpDef, you still get OHKOd by +2 Ice Beam or Psychic or Dazzling Gleam. And if you terastallize to a Steel type, then you get OHKOd by Dark Pulse instead, and a Darkrai player could very easily anticipate said terastallization given Kommo-o's tera reliant nature overall. Fortunately, there is a solution! If you have a Light Screen or Aurora Veil set up, Kommo-o can live the hit.

+2 252 SpA Life Orb Darkrai Ice Beam vs. 8 HP / 80 SpD Kommo-o with an ally's Aurora Veil: 233-274 (79.5 - 93.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
"But that's supporting Kommo-o itself", you may be telling yourself. To which I say: yes. I admit it -- Kommo-o in most situations cannot actually beat a +2 Darkrai on its own. It most likely needs to terastallize into a Steel type to have a hope of winning, but even then it can still lose to a tera call and click Dark Pulse instead (or worse, flinch). But at least I can try.
 

veti

Supreme Overlord
is a Contributor to Smogon
Kommo-o @ Leftovers
Ability: Bulletproof
Tera Type: Steel
EVs: 8 HP / 252 Atk / 80 SpD / 108 Spe
Jolly Nature
- Drain Punch
- Dragon Claw
- Iron Head
- Dragon Dance
This isn't a lure, Kommo-O beats Darkrai normally. This submission is fit for a different project like victim of the week.
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.
 


Skeledirge @ Heavy-Duty Boots
Ability: Unaware
EVs: 248 HP/132 SpA/128 SpD
Modest Nature
Tera-Type: Fairy
- Torch Song
- Shadow Ball
- Alluring Voice
- Slack Off

First off, Merry Xmas everyone! It's good to be back. Now onto the show.

For the first time since its debut, Skeledirge managed to finally claw its way back up to OU right at the beginning of this month. And what better way to celebrate that fact than feature it as this week's lure? Dirge almost has the right tools for the job to take Darkrai on. Unaware completely negates any Nasty Plot boosts that Rai has up it's sleeve already, and Dirge already mains Tera-Fairy as its Tera-Type of choice. On top of that, Rai's bulk is not the best, least of all when any investment into it is forgone completely, which in turn means it'd prefer to get in safely so it can spare the HP for a clean 2HKO. The biggest problem is that the standard Dirge loadout has neither the invest in Special Attack nor any actual coverage to hit Rai with. And it has to call correctly whether to Tera or not as well as get high rolls on Torch Song; preferably on both the ones it has to go for, and most definitely on the boosted one. One thing goes wrong here and it costs Dirge the 1v1 straight up.

252 SpA Life Orb Darkrai Dark Pulse vs. 248 HP / 252+ SpD Skeledirge: 304-359 (73.9 - 87.3%) -- guaranteed 2HKO
252 SpA Life Orb Darkrai Sludge Bomb vs. 248 HP / 252+ SpD Skeledirge: 57-68 (13.8 - 16.5%) -- possible 7HKO
252 SpA Life Orb Darkrai Dark Pulse vs. 248 HP / 252+ SpD Tera Fairy Skeledirge: 75-90 (18.2 - 21.8%) -- possible 5HKO
252 SpA Life Orb Darkrai Sludge Bomb vs. 248 HP / 252+ SpD Tera Fairy Skeledirge: 229-270 (55.7 - 65.6%) -- guaranteed 2HKO
8 SpA Skeledirge Torch Song vs. 0 HP / 4 SpD Darkrai: 102-121 (36.2 - 43%) -- guaranteed 3HKO
+1 8 SpA Skeledirge Torch Song vs. 0 HP / 4 SpD Darkrai: 153-181 (54.4 - 64.4%) -- guaranteed 2HKO

With that in mind, here's my official proposal; a 3 attack tank Dirge that uses the brand new Fairy move that it got from the recent Indigo Disk DLC in Alluring Voice. Some EVs had to be cut from the Special Defense in order to supply the necessary Special Attack, and a shift to a Modest nature so I wouldn't be left with so little invest that the Calm nature wouldn't be worth it. But the important thing here is that Dirge can still take the hit that it needs to from Rai, and OHKO it back with the help of its own Life Orb and the boost in power from Tera Fairy.

252 SpA Life Orb Darkrai Dark Pulse vs. 248 HP / 128 SpD Tera Fairy Skeledirge: 94-112 (22.8 - 27.2%) -- 49.7% chance to 4HKO
132+ SpA Tera Fairy Skeledirge Alluring Voice vs. 0 HP / 4 SpD Darkrai: 254-300 (90.3 - 106.7%) -- 43.8% chance to OHKO

Of course, Rai can predict the Tera and Sludge Bomb in response, but even then...

252 SpA Life Orb Darkrai Sludge Bomb vs. 248 HP / 128 SpD Tera Fairy Skeledirge: 283-335 (68.8 - 81.5%) -- guaranteed 2HKO

Alluring Voice even covers for a possible Sub play from Rai, due to the beauty of it being a sound move. That in turn makes it the real reason you'd run it over Tera Blast, or Dazzling Gleam for the mons that get both.
 

veti

Supreme Overlord
is a Contributor to Smogon
Congrats to InfiniteT and Necrozma for winning week 30! The set will be added to the Hall of Fame.

Week 31 - Nasty Plot Deoxys!
:sv/Deoxys-Speed:

Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost
- Focus Blast
- Shadow Ball
- Nasty Plot


Deoxys Speed has established itself as a top tier offensive threat, with base 180 speed outspeeding all other unboosted pokemon, while it's mediocre 95 special attack stat gets amplified with high base power STAB, good coverage and life orb. With Tera Fighting, Deoxys Speed can power up it's focus blast to cleave through even the bulkiest dark- and steel- type pokemon, while Shadow Ball deals with Gholdengo and opposing psychic- type pokemon. This poses a question, what can lure in Deoxys Speed?

The deadline for submissions will be January 2 at 2:59 AM EST!
 
Uxie.png

Uxie @ Kasib Berry
Ability: Levitate
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 SpD
Gentle Nature
- Knock Off
- Thunder Wave
- U-turn
- Future Sight

Remember this guy, Uxie? Neither did I. It actually has a decent SpD stat. Its Mono-Psychic type actually helps it a lot with the Deoxys' moveset, resisting 2 out of 3 of Its attacking moves. Kasib berry halves shadow ball damage, which basically makes Uxie at least neutral to all of Deoxys' moves. You may be wondering why I didn't choose the other legal Deoxys form, and the reason is quite simple. Uxie has a better Hp stat and and attacking stats, allowing it to take on Deoxys easier.

If Deoxys has no boosts up and Uxie switches in, there are two good outcomes for the Deoxys player: 1. Deoxys sets up a nasty plot, 2. Deoxys correctly predicts and shadow balls.

1. In the first scenario, Deoxys sets up a nasty plot. With +2 SpA: +2 252 SpA Life Orb Deoxys-Speed Shadow Ball vs. 252 HP / 252+ SpD Kasib Berry Uxie: 110-130 (31 - 36.7%) -- 74% chance to 3HKO
And after consuming Kasib Berry: +2 252 SpA Deoxys-Speed Shadow Ball vs. 252 HP / 252+ SpD Uxie: 170-200 (48 - 56.4%) -- 89.1% chance to 2HKO. You may be wondering why there is no life orb here and I'll explain soon.
This gives Uxie 2 turns: The first time Deoxys shadow balls and the second time. The third time, Uxie faints. The first time, Uxie Knocks off the Life Orb (I told you I'd explain soon). 4 Atk Uxie Knock Off (97.5 BP) vs. 0 HP / 0 Def Deoxys-Speed: 122-144 (50.6 - 59.7%) -- guaranteed 2HKO. After the second shadow ball, you either uturn: 4 Atk Uxie U-turn vs. 0 HP / 0 Def Deoxys-Speed: 88-104 (36.5 - 43.1%) -- guaranteed 3HKO, or you knock again: 4 Atk Uxie Knock Off vs. 0 HP / 0 Def Deoxys-Speed: 82-98 (34 - 40.6%) -- guaranteed 3HKO. Deoxys dies from life orb recoil so long as you don't get a low roll, but if you do, you can go into the many other priority users in the tier to finish it off

2. Let's say that they predict Uxie and click shadow ball, 252 SpA Life Orb Deoxys-Speed Shadow Ball vs. 252 HP / 252+ SpD Kasib Berry Uxie: 56-66 (15.8 - 18.6%) -- possible 6HKO, that does very little damage, but they do break your berry. They use shadow ball again and you always knock here, 4 Atk Uxie Knock Off (97.5 BP) vs. 0 HP / 0 Def Deoxys-Speed: 122-144 (50.6 - 59.7%) -- guaranteed 2HKO. Then you can either choose to switch out into a priority user that resists ghost (like Kingambit) and kill Deoxys that way, or you can choose to take more damage and uturn, 4 Atk Uxie U-turn vs. 0 HP / 0 Def Deoxys-Speed: 88-104 (36.5 - 43.1%) -- guaranteed 3HKO, or you knock again: 4 Atk Uxie Knock Off vs. 0 HP / 0 Def Deoxys-Speed: 82-98 (34 - 40.6%) -- guaranteed 3HKO.

As for the other choices, Thunder Wave is good utility and Future Sight + uturn pair well together. Tera Dark has it resist ghost type attacks even more (if you want). I know that they can just Psycho boost instead, but 252 SpA Deoxys-Speed Psycho Boost over 3 turns vs. 252 HP / 252+ SpD Uxie: 100-121 (28.2 - 34.1%) -- not a KO

TLDR: Knock and uturn makes for one very dead Deoxys
 
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Zamazenta @ Assault Vest
Ability: Dauntless Shield
EVs: 248 HP/108 Atk/152 SpD
Careful Nature
Tera-Type: Dark
- Body Press
- Crunch
- Stone Edge
- Heavy Slam

Zamazenta is bulky for an offensive mon, but it doesn't usually invest in special bulk at all. As such, you'd expect that Deoxys would be able to switch in and swiftly OHKO with Psycho Boost. Even full HP investment doesn't stop Zama from falling over without the Special Defense investment to back it up.

252 SpA Life Orb Deoxys-Speed Psycho Boost vs. 0 HP / 4 SpD Zamazenta: 424-502 (130.4 - 154.4%) -- guaranteed OHKO
252 SpA Life Orb Deoxys-Speed Psycho Boost vs. 252 HP / 0 SpD Zamazenta: 424-502 (109.2 - 129.3%) -- guaranteed OHKO

True, it won't want to switch a Crunch while hazards are up. Or in the case of Banded Zama, literally any attack at all. But Deoxys can always take a non-Banded Stone Edge, as an example, regardless on what exactly's on its side of the floor as far as hazards go

252 Atk Zamazenta Stone Edge vs. 0 HP / 0 Def Deoxys-Speed: 113-133 (46.8 - 55.1%) -- guaranteed 2HKO after Stealth Rock and 3 layers of Spikes

And it's not usually a mon that needs a lot of HP to work with in order to put in work for its team. As longs as hazards aren't completely stacked, it can always switch out after claiming its kill, and then come back another time and claim another.

Slap on the Assault Vest and throw in some investment, however, and that changes things. Now, instead of a guaranteed OHKO, you get this...

252 SpA Life Orb Deoxys-Speed Psycho Boost vs. 248 HP / 152+ SpD Assault Vest Zamazenta: 226-268 (58.3 - 69.2%) -- guaranteed 2HKO after Stealth Rock and 2 layers of Spikes/6.3% chance to OHKO after Stealth Rock and 3 layers of Spikes

Zama can even has a strong likelihood of taking a second if it didn't switch into hazards at the time, although even Rocks (despite the resistance), turns that into slight odds against. The 108 EVs in Attack are just enough for Crunch into literally any other attack (besides Body Press in the event Dauntless Shield doesn't trigger)

252 SpA Life Orb Deoxys-Speed Psycho Boost over 2 turns vs. 248 HP / 152+ SpD Assault Vest Zamazenta: 338-403 (87.3 - 104.1%) -- 18.8% chance to 2HKO/56.3% chance to 2HKO after Stealth Rock
108 Atk Zamazenta Crunch vs. 0 HP / 0 Def Deoxys-Speed: 162-192 (67.2 - 79.6%) -- guaranteed 2HKO
+1 0 Def Zamazenta Body Press vs. 0 HP / 0 Def Deoxys-Speed: 80-94 (33.1 - 39%) -- 100% chance to 3HKO
0 Def Zamazenta Body Press vs. 0 HP / 0 Def Deoxys-Speed: 53-63 (21.9 - 26.1%) -- 4.6% chance to 4HKO
108 Atk Zamazenta Heavy Slam (80 BP) vs. 0 HP / 0 Def Deoxys-Speed: 81-96 (33.6 - 39.8%) -- guaranteed 3HKO

Tera-Dark is the failsafe Tera of choice, as it allows Crunch to OHKO instead, but it's best left as the failsafe. You might not need it on this set in particular, but you might wanna Tera something else.

108 Atk Tera Dark Zamazenta Crunch vs. 0 HP / 0 Def Deoxys-Speed: 242-288 (100.4 - 119.5%) -- guaranteed OHKO
 
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Specially Bulky Tera Dark
:sv/weezing-galar:
Weezing-Galar @ Life Orb
Ability: Neutralizing Gas
Tera Type: Dark
EVs: 160 HP / 252 Def / 96 SpA
Bold Nature
IVs: 0 Atk
- Strange Steam
- Dark Pulse
- Defog/Will-O-Wisp/Taunt
- Defog/Will-O-Wisp/Taunt
So, your classic passive Geezing, right? 'winks'
Deoxys-Speed switches in and realises that 252 SpA Life Orb Deoxys-Speed Psycho Boost vs. 160 HP / 252+ SpD Weezing-Galar: 432-510 (138.9 - 163.9%) -- guaranteed OHKO, so they come in and use Psycho Boost.
Weezing-Galar terastalized into the Dark type!
252 SpA Life Orb Deoxys-Speed Psycho Boost vs. Tera Dark Weezing-Galar: 0-0 (0 - 0%) -- possibly the worst move ever
96 Special Attack EV's are to make this calc happen!
96 SpA Life Orb Tera Dark Weezing-Galar Dark Pulse vs. 0 HP / 4 SpD Deoxys-Speed: 242-283 (100.4 - 117.4%) -- guaranteed OHKO
Boop! Deoxys-Speed is dead.

The good thing is, since you won't take any hits from Deoxys, you can keep it as a physical wall as well!
 
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Emboar @ Leftovers
Ability: Blaze
Tera Type: Dark
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Temper Flare
- Sucker Punch

It's hard finding a lure for a pokemon as frail as Deoxys, since realistically almost any pokemon can OHKO it on the switch with sheer power. Something I struggled with when finding a candidate for a lure was trying to figure out which pokemon was passive enough to lure Deoxys in, and still had the offences to take it out. It wasn't easy, so instead I selected Emboar as my lure.

As a fighting type that recently gained access to Close Combat, it isn't unreasonable for a Deoxys to swap into you, especially if they have a pokemon in that gives Emboar an incentive to use that move, such as Ting-Lu. Furthermore, if you've already revealed that this is a Bulk Up Emboar rather than a Banded Emboar, this works out in your favour since it makes the switch even safer. There's a chance Deoxys comes in for free if you Bulk Up. It takes a CC quite well, and even Flare Blitz is only a roll to KO (Though if they assume you to be Reckless, this is no longer a roll). In a tough situation, Deoxys isn't even close to the worst switch in to Emboar. And it should go without saying that Psycho Boost kills Emboar twice over.

252 SpA Life Orb Deoxys-Speed Psycho Boost vs. 0 HP / 0 SpD Emboar: 681-803 (188.6 - 222.4%) -- guaranteed OHKO
252+ Atk Emboar Close Combat vs. 0 HP / 0 Def Deoxys-Speed: 113-133 (46.8 - 55.1%) -- 69.1% chance to 2HKO
252+ Atk Emboar Flare Blitz vs. 0 HP / 0 Def Deoxys-Speed: 226-267 (93.7 - 110.7%) -- 62.5% chance to OHKO


This is the closest I could find to a pokemon that hadn't already been reserved that could bait in Deoxys, and hopefully I've convinced you that a fighting type pokemon would generally lose to a psychic type pokemon.

Now then, the observant of you will have noticed that this isn't a standard Emboar set in the slightest. Sucker Punch is far from the most common move run on Emboar, and after some chip damage on the switch or after a Bulk Up, Emboar can cleanly OHKO Deoxys.

+1 252+ Atk Emboar Sucker Punch vs. 0 HP / 0 Def Deoxys-Speed: 264-312 (109.5 - 129.4%) -- guaranteed OHKO

The Tera Dark is there for security, and can help Emboar defensively against the rest of the tier. I've mainly built it to be a strong Kingambit counter, or at least the closest we have to one. Between Bulk Up and Drain Punch, it can certainly be a solid wincon against a weakened team. The max speed is for both Kingambit and uninvested Gliscor. I was originally going to use Fire Punch or Flare Blitz as my Fire STAB of choice, but then realised how well Temper Flare synergises with Sucker Punch (and Drain Punch for that matter). Want to use a status move to avoid my sucker punch? Congratulations, you just doubled my Temper Flare. Want to swap a ghost type into my Drain Punch to limit my healing? Congratulations, you just doubled my Temper Flare. I'm generally not the biggest fan of moves such as Stomping Tantrum, because having to fail an attack in order to land a stronger one has never seemed worth it (The 150BP of boosted Stomping Tantrum is considerably weaker than just pressing Earthquake twice). However, on this set, it just works because it punishes the opponent for playing around your strategy.

TLDR

I chose Emboar as my lure because it's newly spammable Close Combats give Deoxys an opportunity to swap in once, which is more than it can do against most of the metagame. It can then surprise it with a Sucker Punch. I understand if you don't think this is the greatest example of a Deoxys victim, however it was the best I could come up with (except for Zamazenta. Not pointing fingers at anyone, but dammit I was going to use Zamazenta)
 
:sv/okidogi:
Okidogi @ Leftovers
Ability: Toxic Chain
Tera Type: Dark
EVs: 248 HP / 192 Atk / 52 SpD / 16 Spe
Adamant Nature
- Substitute
- Gunk Shot
- Close Combat
- Knock Off

You can use Substitute and entice Deoxys to break it, knocking it out with Knock Off, or if it switches in right after you've knocked something out, say a Clefable, you can terastallize and knock it out the same way. :blobthumbsup:
 

How about Tera Dark Bullet proof Kommo-o
Changing to Dark makes you immune to Psysho boost. And because Shadow Ball and Focus Blast are bullet moves, you're immune to them as well.

Kommo-o @ Throat Spray
Ability: Bulletproof
Tera Type: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Clanging Scales
- Close Combat
- Earthquake
- Clangorous Soul

Alternatively
can work as well because Kommoo-o can be a tough switch in.

Chesnaught @ Rocky Helmet
Ability: Bulletproof
Tera Type: Dark
EVs: 252 HP / 248 Def / 4 SpA
Bold Nature
- Body Press
- Leaf Storm
- Spikes
- Knock Off
 
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