Project SS OU Lure That Threat!

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Yahoo! Lets start the voting phase for this round!
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Dark Pulse Tyranitar by Omarinator
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Sub Bulk Up Thunder Punch Urshifu-Rapid Strike by master oden
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Dark Pulse Heatran by 126
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Expert Belt Victini by FreshJuice
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Sword Dance Life Orb Megahorn Terrakion by SLDR
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Life Orb Garchomp by Red Raven
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Counter Sash Weavile by Smashburn

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Expert Belt Dragonite by The Everylord
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Power Herb Heatran by InvisibleWater
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Iron Ball Fling Blaziken by Petele


You have until Sunday the 20th 23:50 PM GMT-5 to vote for 2 submissions, and remember that you cannot vote for yours!​
 
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Welcome back to another week of Lure that Threat!

The winner is Petele with their crazy Blaziken, congratulations! Your submission will be added to the Hall of Fame soon!

This week’s threat is … Buzzwole!

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Buzzwole @ Rocky Helmet / Heavy-Duty Boots
Ability: Beast Boost
EVs: 224 HP / 92 Atk / 192 Spe
Adamant Nature
- Close Combat

- Ice Punch
- Roost
- Earthquake / Thunder Punch /
Leech Life

Buzzwole is a Bug/Fight-type Legendary Pokémon introduced in Generation 7. It is one of the Ultra Beasts and is also known by the code name UB-02 Absorption. This pokemon has seen a lot of use lately due to its potential to wall many physical pokemon like Weavile/Landorus-Therian/Garchomp. How would you lure this bulky mon?

You have until Friday 23:50 PM GMT-5 to post a Buzzwole lure, enjoy posting!​
 
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Zeraora
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Acrobatics

Bulk up zera usually loses to buzzwole especially with earthquake chunking it heavily but with acrobatics it can lure it in and absolutely destroy it. Even early game Any form of chip damage into acro nukes buzzwole and throws it out of the game

252 Atk Zeraora Plasma Fists vs. 152 HP / 0 Def Buzzwole: 111-132 (28.2 - 33.5%) -- 0.2% chance to 3HKO after Stealth Rock and Leftovers recovery
252 Atk Zeraora Acrobatics (110 BP) vs. 152 HP / 0 Def Buzzwole: 328-388 (83.4 - 98.7%) -- 75% chance to OHKO after Stealth Rock
252 Atk Zeraora Knock Off (97.5 BP) vs. 152 HP / 0 Def Buzzwole: 36-42 (9.1 - 10.6%) -- possible 9HKO after Stealth Rock
 
sd aerial ace garchomp
:ss/garchomp:
Garchomp @ Life Orb / Roseli Berry / Whatever
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge / Aqua Tail
- Aerial Ace


+2 252 Atk Garchomp Aerial Ace vs. 224 HP / 0 Def Buzzwole: 396-468 (96.3 - 113.8%) -- 75% chance to OHKO
+2 252 Atk Life Orb Garchomp Aerial Ace vs. 224 HP / 0 Def Buzzwole: 515-608 (125.3 - 147.9%) -- guaranteed OHKO

Setup, Aerial Ace, Profit. It's as easy as that. If the opponent has a Buzzwole, it will most likely switch it into Garchomp because this set would be found on offensive teams where Fire Blast Garchomp is rare due to being bad against SpDef Landorus-T at keeping Rocks up. It should be worth noting that, as shown in the calc, +2 Aerial Ace is a guaranteed OHKO even without Life Orb with the smallest of chip damage, so you are not forced to run Life Orb.

As said before, this set is more geared towards HO / physical offenses that need their first wallbreaker to remove Buzzwole as well as punch holes in the opponent's defenses, which is why Life Orb is probably still the best item. Stone Edge gives perfect coverage alongside Earthquake and Aerial Ace, but Aqua Tail can be used to make Garchomp a lure machine by taking Landorus-T and Air Balloon Heatran down as well. Fire Fang is really not necessary as a Life Orb +2 Earthquake is still doing stupid amounts of damage to Ferrothorns and stuff.​
 
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:ss/landorus-therian:

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Earthquake
- Psychic
- U-turn
- Stealth Rock / Defog / Knock Off

Even with Impish you chunk Buzz for half with Psychic, shoutouts to the one player on the ladder who got me with this. =)
Also useful against other fighting types like Gapdos and Urshifu.
If you really do not need the SpD, you can go with Lax nature to chunk harder.

0- SpA Landorus-Therian Psychic vs. 224 HP / 0 SpD Buzzwole: 202-238 (49.1 - 57.9%) -- 96.1% chance to 2HKO
 
reserving kartana

What's wrong with 181 Atk? Do you not see my muscles?
:Life Orb: :ss/Kartana: :Life Orb:
Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aerial Ace
- Leaf Blade
- Sacred Sword


Bring :Kartana: Kartana in, SD as they bring in :Buzzwole: Buzzwole, then Ctrl + Alt + Delete.

+2 252 Atk Life Orb Kartana Aerial Ace vs. 224 HP / 0 Def Buzzwole: 655-775 (159.3 - 188.5%) -- guaranteed OHKO​
 
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Z-Fly Lando-T

landorus-therian.gif

Landorus-Therian (M) @ Power Herb <-----:smogthink:
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fly <-----:v4:
- Earthquake
- Stone Edge
- Swords Dance

I predicted this set would blow up not long after CT dropped. It never did. Does the job tho:
252 Atk Landorus-Therian Fly vs. 224 HP / 0 Def Buzzwole: 480-568 (116.7 - 138.1%) -- guaranteed OHKO
SD to OHKO phys Def Tang at +2 too. I was expecting a lot more Tang back then.
 
:sm/garchomp:
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 192 Atk / 100 SpA / 216 Spe
Naive Nature
- Fire Blast
- Aqua Tail
- Earthquake
- Stealth Rock

Buzzwall walls every physical attacker without a flying type attack. Until that physical attackers brings out a surprise special fire move that is
 
:ss/jirachi:
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 216 Spe
Rash Nature
- Iron Head
- Expanding Force
- Thunderbolt
- Aura Sphere / Fire Punch

Jirachi normally struggles to take on Buzzwole, since it can switch into Jirachi's attacks fairly comfortably and threaten a 2HKO with Close Combat or Earthquake. However, Expanding Force will always 1HKO, even if Psychic Terrain isn't up or Buzzwole hasn't used Close Combat.

160+ SpA Expert Belt Jirachi Expanding Force vs. 224 HP / 0 SpD Buzzwole: 442-521 (107.5 - 126.7%) -- guaranteed OHKO
 
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:ss/Buzzwole:
Buzzwole @ Life Orb
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dual Wingbeat
- Close Combat
- Ice Punch
- Roost
Buzzwole often lures itself as it’s often a good check to itself. But this set has Dual Wingbeat which has a 80% chance to OHKO max Hp Buzz and is a KO after CC.
252+ Atk Life Orb Buzzwole Dual Wingbeat (2 hits) vs. 252 HP / 0 Def Buzzwole: 406-478 (97.1 - 114.3%) -- approx. 81.3% chance to OHKO
 
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Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Triple Axel
- Ice Shard
- Aerial Ace

Surprisingly enough, there was no mention of this. 2HKOs with Aerial Ace. If Buzz switches out, it will be 2HKOd by Triple Axel. Even with the old Buzz spread.

252+ Atk Choice Band Weavile Aerial Ace vs. 252 HP / 144+ Def Buzzwole: 252-300 (60.2 - 71.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 252 HP / 144+ Def Buzzwole: 189-225 (45.2 - 53.8%) -- approx. 96.5% chance to 2HKO after Stealth Rock and Leftovers recovery
 
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/ Jolly Nature
- Aerial Ace
- Swords Dance
- Sucker Punch
- Iron Head/Knock off
What can I say? Buzz switches into this shit 99 times out of ten


+2 252+ Atk Life Orb Bisharp Aerial Ace vs. 252 HP / 144+ Def Buzzwole: 447-530 (106.9 - 126.7%) -- guaranteed OHKO
 
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Rillaboom @ No Item / Grassy Seed
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Grassy Glide
- Superpower / Wood Hammer

Fairly simple really, unboosted Acrobatics has a decent chance to OHKO outright (252+ Atk Rillaboom Acrobatics (110 BP) vs. 224 HP / 0 Def Buzzwole: 384-456 (93.4 - 110.9%) -- 62.5% chance to OHKO) and most definitely will after a little chip (U-turn, Hazards etc). The other moves depend on the rest of your team; if you have a Magnezone, SD + dual grass STAB is a great way to go as this makes it easier to break through other walls such as Pex or Magic Guard Clef (though Superpower is still good if you also want to lure/beat Heatran). SD also allows you to straight up beat Tangrowth with a +2 Acrobatics after chip, though Rillaboom can usually take whatever Tang dishes out and beat it 1 on 1 with this set regardless (Standard Tangrowth only really has Focus Blast to chunk Rillaboom, and Sludge Bomb isn't commonly used)

While Grassy Seed is technically better in every way to no item, running such could alert the opponent that you potentially have Acrobatics, while with no item you're able to bluff a whole slew of other sets before you attack. In some scenarios, giving away the set couldn't matter much however (they get swept regardless of the bluff, the opponent scouts the set) so running Grassy Seed is still a good option to potentially gain additional setup situations due to the defence buff (e.g being able to take Landorus U-turn, Weavile Ice Shard, Ferrothorn Body Press/Gyro Ball better than otherwise)
 
everyone running subpar coverage moves & resist berries smh

:zeraora: Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Toxic

toxic the buzzwole when it comes in. volt switch over fists aint too bad if you have a breaker in the back. this also lures and beats most opposing grounds over time, but i think the buzz MU is comfiest bc of how weak it is to chip. simple as.
 
Toxic Melmetal
:ss/melmetal:
Melmetal @ Protective Pads :protective pads:
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Toxic
- Double Iron Bash
- Thunder Punch
- Superpower

Really surprised this wasn't taken yet :wo:

Prevent Rocky Helmet damage and cripple Buzzwole long-term with Toxic. Double Iron Bash chip alongside Toxic can wear down physical walls such as Buzzwole (and/or Zapdos) over time, which partners such as Weavile benefit from.
 
:urshifu:
Urshifu-Rapid-Strike @ Leftovers
Ability: Unseen Fist
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bulk Up
- Aqua Jet/Close combat
- Surging Strikes
- Substitute​
use buzzwole as setup fodder, just belk up in its face until you can dish out huge damage and even reverse sweep if its late in the game using aqua jet, will however still get chiped down, sub can help with that but loosing CC can hurt. still think its a good option. after one bulk up sub can tank a hit and hope fully you will be able to kill it with a sub still up
 
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