Project SS OU Lure That Threat!

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Milo

I'm Your Man
is a Community Contributor Alumnus
approved by TPP and ausma | Op stolen from UU | hosted by TylerTheMilotic
swsh-ou-lure-that-threat-jpg.357846
Beautiful art by DreamPrince


One year ago, Lure that Threat was founded, giving players a cool competition to help come up with cool new sets to lure and remove in top UU metagame threats. After a few months of hiatus, this project has returned and is as strong as ever. Welcome to SS OU's edition of Lure That Threat! For those who forgot, in this project I will give a Pokemon to lure and your job as the participants is to find a way to lure that threat. 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. This allows the other Pokemon on a team to have an easier time carrying out their roles to win a game. Having said that, a good deal of lures used by battlers aren't really that optimal, so this project forms a competition to see what creative and effective ideas people can come up with.

Process:
  • Every week, I will post a threat in the SS OU metagame alongside a set and a brief description of how it works.
  • The community will then have five days to nominate Pokemon (with sets) that they feel are effective lures to that specific threat. Each person may nominate one lure per week.
  • Remember to include a short description of the lure and how it works.
  • There will then be a three day voting period in which users can vote on the lure that they believe is the best. Each user is allowed one vote.
  • Once the voting period has concluded, the lure with the highest number of votes will be added to the archive. A new set will then be posted.
Rules:

  • You must post a set and an explanation of why your chosen Pokemon is a good lure alongside your nomination. Damage calculations are appreciated and will help better illustrate your point but are not required.
  • Please focus on only posting viable Pokemon as lures. As a general rule of thumb, only nominating Pokemon found in the OU Viability Rankings is a good idea. Nominations can be rejected on the basis of the Pokemon being unviable.
  • You are welcome to reserve a lure, but only if you plan to complete the write-up within 12 hours. Other users may nominate the Pokemon themselves if you fail to meet this time requirement.
  • Do NOT ask anyone for votes, offer votes, exchange votes, or try to manipulate the voting in any way under any circumstances. You should vote for the lure that is the most effective for each round.
  • Most importantly, have fun! or else....

Things to ask yourself before posting a lure:

  • Does this Pokemon have to sacrifice anything important? If you're losing a key part of a set just for an uncommon threat that isn't even lured in, that is what we call a "bad lure;" always consider what you give up in order to lure something, that is very important.
  • Does this Pokemon gain anything important when using this moveset? Does this Pokemon or the team benefit from the lure?
  • Could this method be better aided through teammates? Does your lure need team support to carry out its role effectively?
  • Is this set uncommon enough to be really considered a lure? Would your opponent, under normal battle conditions, expect to be able to safely switch the Pokemon into your lure?

-

June 20's threat is... Heatran!!!
:ss/heatran:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
This lava frog has been a cornerstone of OU since it got released in Crown Tundra, and its ability to force progress in a game and beat its checks is unmatched, which is why its this weaks threat. How exactly do YOU think you can defeat this cockroach?

You have 5 days to post a lure for Heatran,
Make sure to read the rules and have fun!!
 
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HALL OF FAME
Week​
Pokémon​
Winning Lure​
Winner​
1​
Heatran_icon.png
2​
Corviknight_icon.png
3​
Tapu_Fini_icon.png
4​
Slowking_de_Galar_icon.png
126
5​
Melmetal_icon.png
6​
Weavile_icon.png
7​
Ferrothorn_icon.png
Katy
8​
Tornadus_t%C3%B3tem_icon.png
Katy
9​
Tapu_Koko_icon.png
10​
Toxapex_icon.png
11​
Dragapult_icon.png
SLDR
12​
Landorus_t%C3%B3tem_icon.png
SLDR
13​
slowbro.png
14​
Buzzwole_icon.png
15​
:dragonite:
16​
:victini:
17​
:clefable:
18​
:magnezone:
N/A​
N/A​
19​
:mew:
20​
:tapu-lele:
21​
:garchomp:
22​
:kartana:
23​
:Urshifu-rapid-strike:
24​
:zapdos:
25​
:zapdos-galar:
26​
:regieleki:
27​
:rillaboom:
28​
:volcarona:
29​
:barraskewda:
30​
:scizor:
31​
:terrakion:
M24
32​
:blacephalon:
33​
:tyranitar:
34​
:latios:
35​
:bisharp:
36​
:volcanion:
37​
:zeraora:
 
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:ss/dragapult:
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Hydro Pump

Usually Heatran can at least short-term switch into Dragapult, as a Choice Specs-boosted Shadow Ball only 3HKOes and Draco Meteor does very little. However, Hydro Pump will 2HKO any Heatran, even full SpD ones (which are bad don't use them), and it also allows Dragapult to beat a rising option to check it in specially defensive Hippowdon.
 
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:bw/amoonguss:
Amoonguss @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 140 Def / 120 SpD
Relaxed Nature
- Spore
- Sludge Bomb
- Giga Drain
- Stomping Tantrum

You spore ( when something is already asleep ) , or sludge bomb the obvious incoming tran ( or stay in predicting the rocks/toxic) and ohko it with stomping tantrum the next turn. Evs allow you to take 1 magma from full. Also a good pick rn considering the amount of shifu/buzz/zera being used
credits to Skypenguin for the set.
 
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:ss/slowking-galar:
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 80 SpA / 176 SpD
Sassy Nature
- Ice Beam
- Earthquake
- Future Sight
- Sludge Bomb

This thing's earthquake is a guaranteed two shot kill. I'm just gonna use smogon's sample set but it really doesn't change anything. Galarian Slowking does not give a damn about toxic or taunt and shrugs off earth powers all day. In fact, it shrugs off everything except for the trapping damage from magma storm. This set is walled by Ferrothorn but you don't want this to fight Ferrothorn in the first place or you'll lose the vest. Best part is it has a lot of good matchups against many ou mons

0 SpA Heatran Earth Power vs. 252 HP / 176+ SpD Assault Vest Slowking-Galar: 78-94 (19.7 - 23.8%) -- possible 5HKO
0 SpA Heatran Magma Storm vs. 252 HP / 176+ SpD Assault Vest Slowking-Galar: 66-78 (16.7 - 19.7%) -- guaranteed 4HKO after trapping damage
 
Phire phrog bout to be bamboozled
1624091289642.png

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 16 HP / 156 SpA / 252 SpD / 84 Spe
Modest Nature
IVs: 0 Atk
- Mirror Coat
- - Discharge
- Flash Cannon
- - Volt Switch


Heatran would think it's free to kill this when it sees no balloon or lefties and assumes no id press, which I'm not, but it will never expect av mirror coat. The working of this set is obvious, just click mirror coat as it clicks ep. The spread allows it to 2HKO cm clef after a calm mind, speed is for skarm, and rest in spdef and health. Some calcs


156+ SpA Magnezone Flash Cannon vs. +1 252 HP / 4 SpD Clefable: 198-234 (50.2 - 59.3%) -- guaranteed 2HKO


252 SpA Heatran Earth Power vs. 16 HP / 252 SpD Assault Vest Magnezone: 224-264 (78.5 - 92.6%) -- guaranteed 2HKO after Stealth Rock


Goat zone Mirror Coat to dumb Heatran : Ded phrog

(PS - Full credit to the goat Abhi for the set, he gave it to me a few days ago)
 
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:ss/grimmsnarl:

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Stomping Tantrum

Often Heatran likes to come in on Screens Grimmsnarl, since it can take it out of the game with Magma Storm while stalling a few turns of screens and laughing in the face of quad-resisted Spirit Breaks. Simply replacing Spirit Break with Stomping Tantrum allows Grimmsnarl to OHKO Heatran after rocks, clearing the way for common HO partners such as Volcarona. Spikes Mew is a good partner as it can set up the necessary hazards to bring Heatran into OHKO range. You lose out slightly in taking on threats like Dragapult, but Stomping Tantrum is still a 3HKO.
 
scizor.gif


Scizor @ Heavy-Duty Boots
Ability: Technician
EVs: 252 HP / 108 Atk / 8 SpD / 140 Spe
Jolly Nature
- Swords Dance
- Sand Tomb
- Bullet Punch
- Roost

Credit to ausma for this set

Heatran loves to switch into Scizor because it doesn't get bothered taking any of Scizor's STABs like Bullet Punch and U-Turn. However, Sand Tomb hurts Heatran a lot on the switch, and this Scizor has enough speed investment to outspeed given Specially Defensive Heatran set, meaning it traps and eliminates Heatran.

While Life Orb Offensive Scizor can OKHO Heatran with Sand Tomb, what makes the given set unique is that Scizor can still take 3 Ice Beams from Kyurem and continues to check Rillaboom and Melmetal better. This ensures that Scizor has defensive utility outside luring Heatran. Further, lack of Life Orb recoil damage on this set could deceive opponents into thinking that this Scizor is Specially Defensive and lacks Sand Tomb. This makes it likelier that they bring in Heatran on Scizor.

108 Atk Technician Scizor Sand Tomb vs. 252 HP / 0 Def Heatran: 196-232 (50.7 - 60.1%) -- guaranteed 2HKO after Leftovers recovery and trapping damage
 
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:ss/clefable:
Clefable @ Mental Herb
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Thunder Wave
- Aromatherapy

Heatran loves switching into Clefable's Moonblast most of the time, or can't expect a Clefable to switch directly into its Magma Storm and it will try to kill it using Taunt and stuff after trapping it.

Using the Mental Herb, Clefable can ignore Taunt for the crucial time it faces Heatran, allowing it to get a free and unexpected Thunder Wave on it.
What's great about Clefable is, even if you don't run Leftovers, Magic Guard protects it well enough from Magma Storm's 12% damages at the end of the turn, Toxic and also hazard damages.

Once Heatran Paralyzed, your Clefable will be at 69% HP (at worst) as shown in here :
0 SpA Heatran Magma Storm vs. 252 HP / 252+ SpD Clefable: 105-124 (26.6 - 31.4%) -- 24.6% chance to 4HKO after Leftovers recovery
This assuming you directly switched into Magma Storm.

Then, because Clefable will be faster, it will get a free Soft-Boiled turn, and then, once Clefable is Taunted, you'll be able to spam Moonblast.
Given the spa drop chances, the lowered risk of Heatran hitting its Magma Storm, and the fact you'll be freed from the trapping effect in 4-5 turns, Heatran is really unlikely to kill you.

Here is the stall process turn by turn to clarify the situation (Assuming luck doesn't interfere) :

T1 : Heatran used Magma Storm on switch in (Clefable is now at 69% HP)
T2 : Heatran used Taunt. Clefable used Thunder Wave (Clefable is at 69% HP)
T3 : Heatran used Taunt. Clefable used Soft-Boiled (Clefable is now at 100% HP)
T4 : Heatran used Magma Storm. Clefable used Moonblast (Clefable is now at 69% HP) Note : You have 50% chance to be freed from MS's trap.
T5 : Heatran used Magma Storm. Clefable used Moonblast (Clefable is now at 38% HP) Note : You will be freed from MS's trap.

Now, let's calculate the probability Heatran doesn't get paralyzed, nor misses Magma Storm over 3 Turns :

T3 : 3/4 chance of NOT being paralyzed (75%)
T4 : 3/4 x 3/4 chance of NOT being paralyzed + hitting MS (56,25 %)
T5 : 3/4 x 3/4 chance of NOT being paralyzed + hitting MS (56,25%)

Which gives us 0,75 x 0,5625 x 0,5625 = 0,2373... About :

- 24% risk of Heatran hitting everything over 3 Turns.
- or 76% chance of Heatran missing or being paralyzed at least 1 time over 3 Turns.

Now, you can also add the 30% chance to get a Spa Drop on T4 and T5 with Clefable's Moonblast and the fact Heatran only has 8 MS PPs to convince yourself Heatran will struggle doing anything to this Clefable.

Even in an unlikely scenario where you have to switch out your Clefable at the end of MS's trap effect, you still made a huge progress by Paralyzing Heatran, as other teammates such as Speed Invested AV Melmetal, Blissey, Spe Def invested Hippowdon, Shed Shell Toxapex and so one can take over Heatran and threaten it with a Seismic Toss spam, Knock Off, or Earthquake.

Given that you switched out your 38% HP Clefable, it can even switch into Heatran one more time as it lives another MS, use Soft-Boiled first (57% HP at worst) and attempt to fish Paralysis / misses rates and Moonblast's Spa drop rate once again.

Finally, back to the item choice, Clefable doesn't lose much utility : it still switches into Specs Dragapult, Tornadus-T, Clefable, Kyurem, Toxapex, Corviknight and pivot Tapu Koko thanks to its Spe Def investments.

While revealing Aromatherapy, Heatran's belonger is likely to think Clefable can't cause any kind of trouble to its Heatran that popular Knock Off or Trick set could do, and is even more likely to switch directly into it.
I hope you'll have fun while experiencing this set !
 
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Here's mine:



pee.gif

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 144 Def / 112 SpA
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Soft Boiled
- Calm Mind

Usually Heatran would love to just switch in on Calm Mind Clefable and just profit while Clefable buffers to find an escape from the magma around it but to no avail. 4x resisting it's stab, it's coverage falling shorting of 5HKoing it, you cannot sweep with this thing, if the evil frog-bean thing is still alive.

but,

This is no standard Calm Mind Clefable set. while it seems like that on the surface, looks are skin deep. The 112 SpA Evs let it insure a 2HKO with Focus Blast when unboosted, and while it doesn't change when boosted(at +1 at least) it deals A LOT of damage

+1 112+ SpA Life Orb Clefable Focus Blast vs. 252 HP / 128+ SpD Heatran: 304-359 (78.7 - 93%) -- guaranteed 2HKO after Leftovers recovery

The rest of the Evs are just for optimal life of living hits.

I am ManooPanoo and this was: 1 minute of your life wasted reading this.
 
:ss/victini:
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Final Gambit
- V-create
- U-turn
- Bolt Strike

Normally Victini invites Heatran and it cannot do much besides chip it down with Bolt Strike and is immune to V-create, with Final Gambit Heatran just dies, Victini Final Gambit vs. 252 HP Heatran: 404-404 (104.6 - 104.6%) -- guaranteed OHKO, switching into Victini into an expected V-create only to be be instantly removed by Final Gambit.
 
reserving bulldoze ferrothorn

:ss/Ferrothorn:

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Knock Off
- Leech Seed
- Bulldoze

Pretty standard Ferrothorn probably, Heatran can switch-in multiple times and since it normally runs Power Whip, all it can do is Knock Off their lefties or Leech Seed them. UNLESS you bring goated Bulldoze and do a decent amount of damage that doesn't really 2HKO, but thanks to the options Ferrothorn has to chip Heatran in Hazards, Knock Off and Leech Seed it can be damaged severely. Bulldoze can also help against those weirdos that go zone and straight up Body Press you LOL

0 Atk Ferrothorn Bulldoze vs. 252 HP / 0 Def Heatran: 156-188 (40.4 - 48.7%) -- guaranteed 3HKO after Leftovers recovery

If one layer of Spikes set up and Lefties were knocked off:

0 Atk Ferrothorn Bulldoze vs. 252 HP / 0 Def Heatran: 156-188 (40.4 - 48.7%) -- 66.8% chance to 2HKO after 1 layer of Spikes

not to mention the damage that Knock Off does to Heatran prior to that which isn't much but clearly puts it into range of the next time they switch-in or if you are a risky player and think they aren't going to Magma Storm you
 
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:bw/latios:

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Psychic
- Roost
- Earthquake

extremely simple concept- while latios hasnt been fantastic in this generation heatran loves switching into its offensive coverage. eq promptly alleviates that issue, especially with rocks up.

4 Atk Life Orb Latios Earthquake vs. 252 HP / 0 Def Heatran: 328-390 (84.9 - 101%) -- 6.3% chance to OHKO
4 Atk Life Orb Latios Earthquake vs. 252 HP / 0 Def Heatran: 328-390 (84.9 - 101%) -- 87.5% chance to OHKO after Stealth Rock
 
F7F51036-6E62-4A25-BA4E-7C5BB10ED7C4.png


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 162 Def / 94 SpD
Careful Nature
- Earthquake/High Horsepower
- Defog
- Will-O-Wisp
- Soft-Boiled

This is a set I wanted to experiment with as it lures in tran amazingly as it can be a free trap as mew is usually very passive and can’t do much to heatran and this set is designed to take advantage of that using earthquake/high horse power depending on ur team to beat heatran 1v1 and it using defog is a great option as tran might want to set up rocks on a mew after trapping and it’s generally useful for teams which don’t like heatran and rocks.

Calcs
0 Atk Mew Earthquake vs. 252 HP / 0 Def Heatran: 272-324 (70.4 - 83.9%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Mew High Horsepower vs. 252 HP / 0 Def Heatran: 260-308 (67.3 - 79.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tapu Lele Moonblast vs. 252 HP / 94+ SpD Mew: 195-229 (48.2 - 56.6%) -- 34.4% chance to 2HKO after Leftovers recovery
 
Corviknight @ Leichi Berry
Ability: Pressure
EVs: 252 HP / 212 Atk / 44 SpD
Adamant Nature
- Brave Bird
- Roost
- Reversal
- Defog

Corviknight will 100% go into 150 BP min reversal range and absolutely nuke heatran with leichi berry while heatran cannot ohko corviknight with even a max role of magma storm even with stealth rocks. It is made even better than heatran will want to switch into corviknight to take advantage of defog, or a potential roost

+1 216+ Atk Corviknight Reversal (150 BP) vs. 252 HP / 0 Def Heatran: 378-446 (97.9 - 115.5%) -- guaranteed OHKO after Stealth Rock
0 SpA Heatran Magma Storm vs. 252 HP / 44 SpD Corviknight: 294-348 (73.5 - 87%) -- guaranteed 2HKO after trapping damage
 
:bw/heatran:
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Taunt
with air balloon equipped, heatran completely and utterly walls opposing heatran being immune to every thing it throws at it except for the rare heavy slam, its pretty simple to use as long as you are careful with your balloon, since otherwise it plays like a regular heatran
 
Dig Bisharp
1624130749312.jpeg

Bisharp @ Power Herb
Ability: Defiant
EV’s: 130 HP/ 122 Atk/ 252 SpD
Careful Nature
-Swords Dance
-Dig
-Knock Off/Sucker Punch
-Iron Head​

Most heatran would switch in on a bisharp, as it’s faster and ohko’s not specially defensive bisharp with magma storm. This set aims to swords dance on the switch in, has enough defensive ev’s to survive one magma storm, then ohko back with a power
herb dig.

0 SpA Heatran Magma Storm vs. 130 HP / 252+ SpD Bisharp: 242-288 (79.8 - 95%) -- guaranteed 2HKO after trapping damage

+2 122 Atk Bisharp Dig vs. 252 HP / 0 Def Heatran: 588-692 (152.3 - 179.2%) -- guaranteed OHKO
(please note; while you do a lot of damage without the swords dance, it only ohko’s if you swords dance, while heatran switches in. if you attack with a +0 dig, you should attack with sucker punch after)
122 Atk Bisharp Dig vs. 252 HP / 0 Def Heatran: 292-348 (75.6 - 90.1%) -- guaranteed 2HKO after Leftovers recovery
 
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:ss/tangrowth:
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Earthquake
- Sleep Powder
Here's the thing, Tangrowth often runs Focus Blast or Sludge Bomb, so Heatran often switches into Sleep Powder given that Focus Blast is unreliable af and Sludge Bomb doesnt hit it, however, with Earthquake + Sleep Powder, it can just switch into Sleep Powder and then u Earthquake it, so then you can kill it on two hits.
 
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:bw/heatran:
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Taunt
with air balloon equipped, heatran completely and utterly walls opposing heatran being immune to every thing it throws at it except for the rare heavy slam, its pretty simple to use as long as you are careful with your balloon, since otherwise it plays like a regular heatran

Hi, first of all, thanks for posting! :)

Sadly, we cannot admit this as a lure for Heatran; its actually the other way around: Air Balloon Heatran checks opposing Heatran, forcing it out. A lure is supposed to run an unexpected move or item that can take the Pokemon by surprise (In this case, the Pokemon that has to be lured can defeat the submission usually, but by running different moves or items the submission can beat it 1v1). You can use the Focus Blast Clefable as an example. However, you still have 2 days to change your submission!!! If you have any questions lmk on discord! :heart:
 
:ss/skarmory:

Skarmory @ Rocky Helmet
Bold Nature
Ability: Sturdy
EVs: 76 HP / 252 Def / 180 Spe
IVs: 0 Atk
- Spikes
- Body Press
- Iron Defense
- Roost

this is a pretty standard skarmory set, but the real difference here is the heavy speed investment, which lets it outspeed the heatran and double tap it with body press while it's switching in(and another one because you outspeed), or click iron defense and then OHKO on the next turn. Rocks are nice here for guaranteeing the KO. calcs for both going for double body press and iron defense into body press:

+2 252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 384-454 (99.4 - 117.6%) -- 93.8% chance to OHKO
252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 192-228 (49.7 - 59%) -- 75.8% chance to 2HKO after Leftovers recovery

252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 192-228 (49.7 - 59%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 384-454 (99.4 - 117.6%) -- guaranteed OHKO after Stealth Rock(I know it gets a lefty turn, but it's still guaranteed OHKO). The only thing that is iffy is SD kart, but that is kinda iffy even with full defense investment

As for what you are sacrificing, it's actually not that much. You still wall non mixed chomp, every lando in existence, choiced kartana, every rilla ever... And this spread actually is also faster than fully invested neutral nature magnezone, letting you get a two-for-one lure deal (non iron defense ones just go down, against iron defense you might have to use your sturdy, but probably not since its still a high percent chance to KO it with body press before it gets you).

A great thing to notice is that if everything goes well, skarm will take a grand total of 0 damage from heatran, which means it can just continue playing basically as normal
 
:ss/skarmory:

Skarmory @ Rocky Helmet
Bold Nature
Ability: Sturdy
EVs: 76 HP / 252 Def / 180 Spe
IVs: 0 Atk
- Spikes
- Body Press
- Iron Defense
- Roost

this is a pretty standard skarmory set, but the real difference here is the heavy speed investment, which lets it outspeed the heatran and double tap it with body press while it's switching in(and another one because you outspeed), or click iron defense and then OHKO on the next turn. Rocks are nice here for guaranteeing the KO. calcs for both going for double body press and iron defense into body press:

+2 252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 384-454 (99.4 - 117.6%) -- 93.8% chance to OHKO
252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 192-228 (49.7 - 59%) -- 75.8% chance to 2HKO after Leftovers recovery

252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 192-228 (49.7 - 59%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Def Skarmory Body Press vs. 252 HP / 0 Def Heatran: 384-454 (99.4 - 117.6%) -- guaranteed OHKO after Stealth Rock(I know it gets a lefty turn, but it's still guaranteed OHKO). The only thing that is iffy is SD kart, but that is kinda iffy even with full defense investment

As for what you are sacrificing, it's actually not that much. You still wall non mixed chomp, every lando in existence, choiced kartana, every rilla ever... And this spread actually is also faster than fully invested neutral nature magnezone, letting you get a two-for-one lure deal (non iron defense ones just go down, against iron defense you might have to use your sturdy, but probably not since its still a high percent chance to KO it with body press before it gets you).

A great thing to notice is that if everything goes well, skarm will take a grand total of 0 damage from heatran, which means it can just continue playing basically as normal

Isn't this just standard skarm?
 
:ss/victini:
Victini @ Heavy Duty Boots
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scorching Sands
- U-turn
- Blue Flare
- Glaciate / Energy Ball / Psychic

Heatran really loves switching into Victini, as V-create is absorbed by Flash Fire and Bolt Strike does pitiful amounts of damage. But, this is no physical Victini, it's specially oriented Victini! Scorching Sands has a high chance to 2HKO Heatran after Leftovers, forcing it out or removing it from the game. On top of that, Victini has a solid special movepool and coverage in Glaciate, Blue Flare, Psychic, and Energy Ball.

252 SpA Victini Scorching Sands vs. 252 HP / 136+ SpD Heatran: 196-232 (50.7 - 60.1%) -- 82.4% chance to 2HKO after Leftovers recovery

252 SpA Victini Scorching Sands vs. 252 HP / 128+ SpD Heatran: 200-236 (51.8 - 61.1%) -- 92.2% chance to 2HKO after Leftovers recovery

252 SpA Victini Glaciate vs. 252 HP / 0 SpD Landorus-Therian: 288-340 (75.3 - 89%) -- guaranteed 2HKO

252 SpA Victini Glaciate vs. 0 HP / 0 SpD Landorus-Therian: 288-340 (90.2 - 106.5%) -- 37.5% chance to OHKO

252 SpA Victini Glaciate vs. 252 HP / 0 SpD Garchomp: 272-324 (64.7 - 77.1%) -- guaranteed 2HKO

252 SpA Victini Glaciate vs. 0 HP / 0 SpD Garchomp: 272-324 (76.1 - 90.7%) -- guaranteed 2HKO
 
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Isn't this just standard skarm?
kinda, the moves are the same, but the vast majority of skarm don't run this much speed investment since it tends to make it a bit more vulnerable to getting KOd after some chip and worse at taking FS and some resisted special hits, and it really changes the way it plays in two of its worst MUs in heatran and zone. So while I would say the differences between standard skarm and this aren't that large in the numbers department, they change your playstyle by quite a lot, and from firsthand experience I can say that tran switches into skarmory a lot
 
kinda, the moves are the same, but the vast majority of skarm don't run this much speed investment since it tends to make it a bit more vulnerable to getting KOd after some chip and worse at taking FS and some resisted special hits, and it really changes the way it plays in two of its worst MUs in heatran and zone. So while I would say the differences between standard skarm and this aren't that large in the numbers department, they change your playstyle by quite a lot, and from firsthand experience I can say that tran switches into skarmory a lot
ok
 
So I see that there was already a galarian slowking shown in here but I wanted to show a different set that completely laughs at heatran due to several reasons.


:ss/slowking-galar:
King Crimson (Slowking-Galar) @ Shuca Berry
Ability: Regenerator
EVs: 252 HP / 48 Atk / 128 SpA / 80 SpD
Sassy Nature
- Block
- Earthquake
- Psyshock
- Ice Beam

Now the reasoning for this set is simple as it plans to lure heatran due to one simple reason, the fact that heatrans common partner-in-crime Landorus-Therian is also a good switchin to slowking and many players switch into that before their heatrans. This set manages to kill landos while they either get up rocks or try to do damage as it survives every hit from non choiced or LO sets and OHKOs even defensive landorus sets.
Calcs:-
252 Atk Landorus-Therian Knock Off (97.5 BP) vs. 252 HP / 0 Def Slowking-Galar: 276-326 (70 - 82.7%) -- guaranteed 2HKO

252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Shuca Berry Slowking-Galar: 213-252 (54 - 63.9%) -- guaranteed 2HKO

128 SpA Slowking-Galar Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 396-468 (100.5 - 118.3%) -- guaranteed OHKO

This gives the opposing player confidence to make heatran their premier switchin to galarking as they saw Ice Beam and no assault vest(if they attacked), which leads to them getting blocked and then 1v1d by the king.Blocking removes the option of pivoting which leads to heatrans garaunteed death if slowking is above 80% health(regenerator helps with this)

Calcs for heatran-
0 SpA Heatran Earth Power vs. 252 HP / 80+ SpD Slowking-Galar: 126-150 (31.9 - 38%) -- 95.6% chance to 3HKO

0 SpA Heatran Magma Storm vs. 252 HP / 80+ SpD Slowking-Galar: 106-126 (26.9 - 31.9%) -- guaranteed 3HKO after trapping damage

48 Atk Slowking-Galar Earthquake vs. 252 HP / 0 Def Heatran: 208-248 (53.8 - 64.2%) -- guaranteed 2HKO after Leftovers recovery

Now for the question, why this set, considering this sets main reasoning being to lure and remove heatran. The main thing it needs to accomplish is not allowing any chance for heatran to survive which might happen if they pivot a lot with landorus and other threats. Block removing the possibility and letting slowking just obliterate heatran makes it very good as a lure. Also the fact that it can lure other things such as common partners of heatran, Landorus and Garchomp, while being able to also deal with fairies(one of the purposes of the AV set) this set in my opinion is a good lure for heatran being able to do its job almost all of the time.
Edit: After some more thinking I've decided to change sludge into psyshock as it allows king to trap toxapex and deal heavy damage to specially bulky pokes and not miss out on much things considering sludge only hits fairy and grass, which can be hit by teammates like Volc and CM clef which abuse the trapping of heatran.
 
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