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

Lead lycan

:Sv/lycanroc dusk:

Lycanroc-Dusk @ Focus Sash
Ability: Tough Claws
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Close Combat

The ting Lu fully expects to be able to set up hazards or take it out with EQ, but taunt denies hazards and endeavour leaves it at one, then you can take it out with cc while having you're own hazards up.

It's good in general as a good hazards lead, and tera ghost means you don't get spun. CC still hits quite hard after tough claws too.
 
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Clodsire @ Life Orb
Ability: Unaware
Tera Type: Bug
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Megahorn
- Earthquake
- Recover
- Toxic Spikes

Typically, Ting-Lu doesn't really fear Clodsire. The worst it can do is Toxic it, which Tera Poison completely negates. Even then, in order to avoid being vulnerable to Earthquake (and taking like 30% from it), Ting-Lu would rather just 2HKO with Earthquake. Even if Clodsire tried to Tera Flying, this still doesn't help it actually take down Ting-Lu. It'll either be setup fodder as Ting-Lu spams hazards or it'll get whirlwinded out.

But not this set.

0 Atk Ting-Lu Earthquake vs. 252 HP / 4 Def Tera Bug Clodsire: 87-103 (18.7 - 22.1%) -- possible 5HKO
252+ Atk Life Orb Tera Bug Clodsire Megahorn vs. 252 HP / 4 Def Ting-Lu: 320-377 (62.2 - 73.3%) -- guaranteed 2HKO after Leftovers recovery


So the idea is that Ting-Lu will press either Earthquake or hazards immediately, depending on how much they want to get rid of Clodsire. It'll proceed to do no damage, and then lose most of its health to megahorn. From there, it's far too late to try and Whirlwind Clodsire out, since it's a negative priority move.

If Ting-Lu decides to Terastalise, we need to remember that Clodsire is still a ground type with Earthquake. With Life Orb, it can almost always 2HKO Tera Poison Ting-Lu from full, even through leftovers.
252+ Atk Life Orb Clodsire Earthquake vs. 252 HP / 4 Def Tera Poison Ting-Lu: 265-315 (51.5 - 61.2%) -- 95.3% chance to 2HKO after Leftovers recovery

Recover is a must-have, especially to help with Life Orb chip. Toxic Spikes is there as a passive move, which can help hide the fact that Clodsire is Life Orb until Ting-Lu actually swaps in. It also means that Clodsire can still somewhat function as a supportive member of the team. It still has great special bulk, and while the Life Orb recoil is a pain, it can still help Clodsire hit certain targets for surprisingly high damage.
 
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:sv/iron-valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Moonblast
- Calm Mind

When people see Speed booster energy Iron Valiant they sometimes want to phase it when they see it's a Calm Mind set as it lacks immediate power to threaten Ting-Lu (especially if it Tera). That's where the combination of Tera Flying + Taunt comes into play. It totally prevents the standard Ting-Lu sets from attacking it. It does the same thing against most Clodsire and if that's the only answer from the opponent's team it's often too late for them to make a comeback.
 
Trick Tera-flying Gholdengo
__gholdengo_pokemon_drawn_by_kimii_f07_harmony__8f3c7ac35a643c0bd5d2e321cc2b74cc.jpg
Ting-Lu is a common Gholdengo switch.
The strat is tricking a choice scarf locking Lu into a non-damaging move and use it as a nasty plot to set up.
Fly Tera prevents Earthquake damage and Good as gold prevents to be whirlwind off.

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Trick
- Nasty Plot
 
Submission phase is now over!
:sv/Ting-lu:
As the voting phase commences we have some epic lures to vote on! Be sure to vote upto only 2 of them!!​
:roaring moon: Jaw Lock by Just A Shroom God
:Hydreigon:
Taunt Fire Spin by 1LDK
:Volcarona: Whirlwind by Weirdhamster
:Iron treads: Choice Band Megahorn by Eeveeto
:Iron moth:
Tera Grass by EntryHazardous
:Gengar: Perish Song trapper by Admiral_Stalfos19
:Lycanroc: Lead by Poke nerd
:Clodsire: Life Orb by InfiniteT
:Iron valiant:
Tera Flying Taunt by RKOtaku
:Gholdengo:
Trick Tera Flying by Wooloomax

Thank you for all the submissions, the deadline for the voting phase will be May 27!
 
Its been a while but lets start post home with a bear bang!

:sv/ursaluna:
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Water
EVs: 96 HP / 252 Atk / 4 Def / 156 Spe
Adamant Nature
- Earthquake
- Facade
- Fire Punch
- Swords Dance

With staggering power and natural bulk, Ursaluna easily established itself as a standout threat among the newest additions to the metagame. STAB and guts boosted facade off of 140 base attack, often boosted by normal type Tera, is capable of obliterating midground defensive answers in a single hit. Similarly boosted earthquake or headlong rush provide great coverage, and swords dance allows Ursaluna to wallbreak against even the bulkiest normal/ground resists such as corviknight. Although base 50 speed is unimpressive, with investment it is more than enough to pose an immediate threat to most defensive cores with guts and flame orb providing immunity to any would-be crippling status. On the flipside, it makes ursaluna the most potent trick room abuser this gen.

submissions end on 12th may
 
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Goodra-Hisui @ Choice Specs
Ability: Shell Armor
Tera Type: Flying
EVs: 76 HP / 252 SpA / 180 Spe
Mild Nature
- Hydro Pump
- Draco Meteor
- Ice Beam
- Earthquake

absolute creature.
> 252+ SpA Choice Specs Goodra-Hisui Hydro Pump vs. 96 HP / 0 SpD Ursaluna: 422-498 (99.2 - 117.1%) -- 93.8% chance to OHKO
if there's any burn chip it's guaranteed. if you feel like you can get away with a lot of burn chip and hate hydro pump inaccuracy, ice beam does 81.4 - 96%.
hisuian goodra can come in on a facade even if it's kinda shaky.
> 252+ Atk Guts Ursaluna Facade (140 BP) vs. 76 HP / 0 Def Goodra-Hisui: 198-234 (61.8 - 73.1%) -- guaranteed 2HKO
tera flying lets it dodge eq and drain punch if you're scared, i guess. tera water is also an option if you're running like surf and you need that kill.
outside of luna this set donks anything that comes in on the wrong move. pex takes 72% minimum from draco and gets 2hko'd by it. similar fate with dozo.
 
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Dondozo @ Leftovers
Ability: Unaware
Tera Type: Ghost
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Curse
- Wave Crash
- Rest
- Sleep Talk

On this day you are a bear, you are about to click facade onto a catfish but then it tera's ghost and hits you with a BIG WAVE CRASH! Dam that must hurt, that weakened ursaluna now will struggle to find a way into the battle once that hit landed on them. Who could ever seen it coming! Why wouldn't you click facade onto dondozo to 2hko it easily. But what if it tera water? well then if you predict that then you can ghost curse it aka making it dead weight to its team since it loses 50%+12% from burn and a 38% bear that has to switch out is dead weight to any team
 
:sv/iron hands:
Iron Hands @ Iron Ball
Ability: Quark Drive
Tera Type: Ghost
EVs: 224 HP / 252 Atk / 32 SpD
Brave Nature
- Wild Charge
- Ice Punch
- Close Combat
- Swords Dance

Ok, ok, ok. Now you might be saying: How the HELL does this even beat anything? Well, It actually 1v1's a lot of the tier. It can flat out beat the likes of Great Tusk, Heatran and Dragonite. Tera Ghost gets rid of its Earthquake weakness and gives it a Normal immunity - making it able to wall Ursaluna. Because it's also slower, you could Swords Dance before it does anything and just smack it with Close Combat (if it has TR support).

252+ Atk Iron Hands Close Combat vs. 248 HP / 8 Def Ursaluna: 434-512 (93.7 - 110.5%) -- 62.5% chance to OHKO
252+ Atk Iron Hands Wild Charge vs. 248 HP / 8 Def Tera Water Ursaluna: 324-384 (69.9 - 82.9%) -- guaranteed 2HKO after burn damage
+2 252+ Atk Iron Hands Wild Charge vs. 248 HP / 8 Def Tera Water Ursaluna: 648-764 (139.9 - 165%) -- guaranteed OHKO
+2 252+ Atk Iron Hands Close Combat vs. 248 HP / 8 Def Tera Water Ursaluna: 433-510 (93.5 - 110.1%) -- 62.5% chance to OHKO


252+ Atk Guts Ursaluna Earthquake vs. 224 HP / 0 Def Tera Ghost Iron Hands: 267-315 (52.8 - 62.3%) -- guaranteed 2HKO
252+ Atk Guts Ursaluna Facade (140 BP) vs. 224 HP / 0 Def Iron Hands: 373-439 (73.8 - 86.9%) -- guaranteed 2HKO


As for the others, it can live 3 Heatran Earth Powers if it's no investment, and it can just beat Dragonite and Landorus-Therian easily with Ice Punch. Honestly a cool set. You should consider it
 
Skeledirge @ Choice Specs
Ability: Unaware
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shadow Ball
- Torch Song
- Earth Power
- Overheat

Warning: This lure is extremely brutal. Use it at your opponent’s own risk.

Ursaluna would always switch to dirge. It takes torch song quite well, and it is immune to ghost moves and is not affected that much by wisp. Unless of course, skeledirge has specs overheat. Skeledirge would fire a huge flame, more than it can regenerate and powered by its choice specs. Ursaluna would feel the horrid heat of the flames and would take brutal damage in the explosion, suffering lots of pain and losing lots of HP. It’s HP will be so low if it is 248 HP that it can be finished off by hazards or it’s own burn.
 

Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 60 HP / 88 Atk / 32 Def / 104 SpD / 224 Spe
Jolly Nature
- Imprison
- Swords Dance
- Earthquake
- Facade

(I would have loved to submit a Primarina Sparkling Aria set here, constantly healing Luna's burn, but alas, no can do)

It's pretty common knowledge by now that Landorus-Therian, the ex-King of OU, has fallen off. And this is made evident by the below calc:
-1 252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Landorus-Therian: 204-241 (53.4 - 63%) -- guaranteed 2HKO

So, the Ursaluna user will for sure swap in, expecting to establish its dominance as the stronger ground type. If Luna swaps into Landorus, it gets to fire off a full-power Facade without worrying about Intimidate. The best Landorus can do is try to swap in on an Earthquake. Predict wrong, and it gets 2 shot. What can the Landorus do?

Well, it can just casually block out every relevant move that Ursaluna can use. Facade? Earthquake? As long as Landorus is on the field, that'll be child's play. No Swords Dance either to boost the already pathetic damage that Fire Punch is doing.
-1 252+ Atk Guts Ursaluna Fire Punch vs. 60 HP / 32 Def Landorus-Therian: 100-118 (29.9 - 35.3%) -- guaranteed 4HKO after Leftovers recovery

If it really bothers you, Tera Water halves the damage that Luna can do, as well as increases the offensive capabilities of Landorus. From there, 224 speed with a Jolly nature is there to outrun max speed Baxcalibur and Great Tusk. With Swords Dance, Landorus can very easily become a potent breaker, especially since it turns Ursaluna into setup fodder. 145 base attack alongside SD means that we can afford to invest EVs into Landorus' ability to survive. The HP and Defence investment allows it to survive a +1 Protosynthesis Attack Roaring Moon Crunch, which can be helpful with finishing it off if it gets dangerous. Similarly, 60HP and 104SpD are to survive a Choice Specs Dragapult Draco Meteor.

TLDR: We turn Ursaluna into setup fodder, and a +2 Landorus-Therian is extremely scary, even when limited to just Ground and Normal coverage.
 
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He is back:



Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Whatever you want.
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- Knock Off
-Iron Head
-Whatever you want (many options)

After dealing with Miraidon and Flutter Mane in Ubers, Iron Treads learned how hard it is, and doesn,t want Ubers to populate his home Tier, OU. So, he once again uses a Band set to 2HKO Ursaluna:

252 Atk Choice Band Iron Treads Earthquake vs. 96 HP / 4 Def Ursaluna: 211-249 (49.6 - 58.5%) -- 98.8% chance to 2HKO

Even if Ursaluna gets the 1,2 % chance to survive and kills Treads, it will die from burn damage anyway.
This works as a lure, since most Iron Treads are defensive, AV or just suicide leads, which means Ursaluna usually can switch into it, but not if it has Band.
 

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