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

So.. Ursaluna is coming up as a Big Fish in Trick room and also great natural bulk makes it hard to penetrate through without losses and we need a good Worm(Lure) to catch it Up...

Here I'd Say a good Lure is:

KINGAMBIT

Kingambit @ Choice Band/Life Orb
Ability: Supreme Overlord
Tera Type: Fighting (Given: Terastallized)
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Tera Blast
- Iron Head

Reasons:-
So Y'all Already know this beast who is coming up to be one of the best Mons in the meta.. It sNatural bulk and great Offensive and Defensive Typing makes it a beast. Th ereason why I out this as a lure for Ursaluna is that:
  • Allows it To Withstand a Facade On Switch-In
  • Does Long Term work (It means that it not only just lures ursalna and makes it faint, but also Works as a good mon especially with life orb, It can still function as a great mon onto your team if Ursaluna faints, It can still take down mons...)
  • Lures Ursaluna to Headlong each and every time.
  • Iron head flinch chances are gud...
CALCS:-
252+ Atk Life Orb Supreme Overlord 2 allies fainted Tera Fighting Kingambit Tera Blast vs. 252 HP / 0 Def Tera Normal Ursaluna: 439-523 (94.6 - 112.7%) -- guaranteed OHKO after Stealth Rock

252+ Atk Choice Band Supreme Overlord 2 allies fainted Tera Fighting Kingambit Tera Blast vs. 252 HP / 0 Def Tera Normal Ursaluna: 510-600 (109.9 - 129.3%) -- guaranteed OHKO

252+ Atk Choice Band Supreme Overlord 2 allies fainted Tera Fighting Kingambit Iron Head vs. 252 HP / 0 Def Tera Normal Ursaluna: 255-300 (54.9 - 64.6%) -- guaranteed 2HKO after Stealth Rock and burn damage (252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 164 HP / 4 Def Kingambit: 226-266 (59.1 - 69.6%) -- guaranteed 2HKO)

This calcs have around 70-80% Chance to OHKO without Rocks(Tera Blast fighting)
 


Sableye @ Heavy-Duty Boots
Ability: Prankster
EVs: 252 HP/252 Def/4 SpD
Bold Nature
Tera-Type: Flying
- Foul Play
- Encore
- Mean Look
- Recover

Sableye is not a strong mon. In fact, it's the exact opposite of strong. That is to say... it's weak :/

It does have one thing going for it, however; the ability to quickly spread status and cripple opposing mons with Prankster Will-o-Wisp or Thunder Wave, as well as heal itself before it actually has to take a hit with Prankster Recover. Unfortunately, that just makes Ursaluna the perfect switch-in to Sable. Luna's Ground-typing stops it from being affected by Thunder Wave, and Guts makes Will-o-Wisp a bad idea even if its Flame Orb had gotten Knocked Off prior. To top it all off, a Guts-boosted EQ from Luna OHKOes the standard Sable from full.

252+ Atk Guts Ursaluna Earthquake vs. 252 HP / 0 Def Sableye: 360-424 (118.4 - 139.4%) -- guaranteed OHKO

However, if we swap its Special Defense investment for Defense investment, slap on some Boots to stop hazards from interfering with our survival rate, and swap Knock Off and Will-o-Wisp for Foul Play and Mean Look respectively, Sable can actually garner a fighting chance here. Recover is kept for... well, recovery, and Encore is kept so Sable can lock Luna into the first move it clicks. If it's SD, that's great; we have the perfect move to punish it in Foul Play. If it EQ's right off the bat, however, good play on its part, but our shifted defenses allow Sable to always take one.

252+ Atk Guts Ursaluna Earthquake vs. 252 HP / 252+ Def Sableye: 246-291 (80.9 - 95.7%) -- guaranteed 2HKO

Tera-Flying stops any further EQs from hurting us, so Sable can Recover once before Foul Playing again, and it can always Encore again after the first one runs out to stop Luna from trying to go for Facades.

252+ Atk Sableye Foul Play vs. 96 HP / 4 Def Ursaluna: 172-204 (40.4 - 48%) -- 4.7% chance to 2HKO after burn damage
+2 252+ Atk Sableye Foul Play vs. 96 HP / 4 Def Ursaluna: 343-405 (80.7 - 95.2%) -- guaranteed 2HKO after burn damage
+4 252+ Atk Sableye Foul Play vs. 96 HP / 4 Def Ursaluna: 516-607 (121.4 - 142.8%) -- guaranteed OHKO
 
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Stealth Rock
- Earth Power
- Taunt
If Ursaluna switches into magma storm and doesn't tera after it died because Heatran is faster and it can't switch out. You aren't expected to stay in against a mon that can easily kill you, so they'll likely try and read the switch-in in which case magma storm plus burn damage will leave it in earth power range, and even if the second magma storms misses a third still kos. If ursa tries to read the switch and teras then you earth power to finish the job next turn, and if it sds you're faster.
252+ SpA Heatran Magma Storm vs. 252 HP / 252 SpD Ursaluna: 163-193 (35.1 - 41.5%) -- 33.2% chance to 2HKO after burn damage and trapping damage
 
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The submission phase is now over!
:Sv/Ursaluna:
It's now time for the voting phase to commence!

SUBMISSIONS:
:Goodra-hisui: Choice Specs by Jank City
:Dondozo: Curse Protect by memedose46
:Dondozo:Rest Talk by HydreigonTheChild
:Iron hands: Iron ball by The2009Zapdos
:Skeledirge: Specs Overheat by Lobby Eeveee
:Landorus therian: Imprison Swords Dance by InfiniteT
:Iron treads: Choice Band by Eeveeto
:Kingambit: Tera Blast Fighting by Illusion master 2365
:Sableye: Foul Play Trapper by Admiral_Stalfos19
:Heatran: Tera Grass offensive by EntryHazardous

Thank you for all the epic submissions and make sure to vote no more than two of them!
The deadline for the voting phase would be June 15!​
 
Week 21
:Sv/slowking galar:

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 120 SpA / 120 SpD
Calm Nature
- Future Sight
- Sludge Bomb
- Flamethrower
- Ice Beam
Galarian slowking has been as dominant as ever. The special investment combined with assault vest has been an iconic pair that we have witnessed throughout the ss ou metagame, and our hero has managed to remain a hero despite the changes the overused metagame has gone through ever since. The ability to switch-in into almost any specially offensive moves and sometimes even physically offensive moves, is merely an introduction. It has been on our teams as our favourite tank and 'Eat anything and hit back hard' slot for over the course of years. The versatility of move choices, from future sight and sludge bomb in stabs to great coverage options such as flamethrower and ice beam in itself screams about a hard time switching into it. The regenerator as an ability on it has only made our time worse, patting off any sort of damage done like it never even happened in the first place. Aand ahem! It's our turn to do something to stop it's rampage. Submit your greatest lures folks!

The final Deadline for submissions is June 20!
 
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I am mad at you for putting Galarian king instead of glowking

BLOCK GALARIAN SLOWBRO


Slowbro-Galar @ Leftovers / Heavy-Duty Boots / Quick Claw
Ability: Regenerator / Quick Draw
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Calm Mind
- Sludge Bomb / Flamethrower
- Psychic / Slack Off
- Block

Slowbro would love to switch in to slowbro Galar, as it can tank 2 hits and set up FS. Then you block it. From there you CM 6 times. You can use its STABs but you can also use flamethrower + slack off. Then, you can use regenerator or even better, QDQC to potentially sweep. Tera dark is used if ur scared of FS.
 

agslash23

Banned deucer.
:sv/Iron Valiant: :Choice Band:

Iron Valiant @ Choice Band
Jolly Nature
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
- Close Combat
- Spirit Break
- Knock Off
- Zen Headbutt

While Iron Valiant has used more special sets particularly while using Choiced Items, Choice Band Valiant is a pretty underrated set, especially in current meta, as Volcarona is banned and more Specially Defensive checks to it like Heatran have dropped.

The one in contention for this round, Slowking-Galar, is another Special Wall who abuses Special Valiant but gets abused by Knock off from Physical Valiant, having a very strong chance of fainting upon switch in.

252 Atk Choice Band Iron Valiant Knock Off (97.5 BP) vs. 252 HP / 16 Def Slowking-Galar: 374-442 (94.9 - 112.1%) -- 68.8% chance to OHKO
 
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Using :Muk-Alola:

Muk-Alola @ Leftovers
Ability: Poison Touch
Tera Type: Dark
EVs: 192 HP / 100 Atk / 216 SpD
Adamant Nature
- Knock Off
- Thunder Punch
- Rest
- Sleep Talk

With its massive spdef this thing can freely switch in to future sight, can easily knock off as well and none of slowkimg moves do well enough, rest is to get rid of the scald burn
Thunder punch if the slowking decides to tera water, and knock off for stab super effective damage and removing the assault vest
I'm afraid I wouldn't really consider this a lure, since it outright beats Slowking 1v1 in most normal situations. Slowking would never swap into an Alolan Muk, so it can't be a lure.
 

1LDK

Vengeance
is a Top Team Rater
:sv/iron valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunderbolt
- Tera Blast

Hey lads, 1LDK here, I know a guy reserved knock off valiant, but I think my version is different enough that it feels unique, normally, the standard CM Valiant gets fucked over by glowking

248 SpA Iron Valiant Shadow Ball vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 84-100 (21.3 - 25.3%) -- 0.2% chance to 4HKO
248 SpA Iron Valiant Moonblast vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 37-44 (9.3 - 11.1%) -- possible 9HKO
248 SpA Iron Valiant Thunderbolt vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 47-56 (11.9 - 14.2%) -- possible 8HKO

Absolutly PATHETHIC

+2 248 SpA Iron Valiant Shadow Ball vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 166-196 (42.1 - 49.7%) -- guaranteed 3HKO
Look at this shit, lmao

120 SpA Slowking-Galar Sludge Bomb vs. 4 HP / 8 SpD Iron Valiant: 350-414 (120.6 - 142.7%) -- guaranteed OHKO
120 SpA Slowking-Galar Future Sight vs. 4 HP / 8 SpD Iron Valiant: 468-552 (161.3 - 190.3%) -- guaranteed OHKO

And he just decimates you

But tera blast tera ground changes the game

1) You get in on a weak ass bitch
2) You CM as the Glowking switches in
3) TERA GROUND + CM
4) Fuck him up

+2 248 SpA Tera Ground Iron Valiant Tera Blast vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 248-294 (62.9 - 74.6%) -- guaranteed 2HKO

vs

120 SpA Slowking-Galar Ice Beam vs. +2 4 HP / 8 SpD Tera Ground Iron Valiant: 118-140 (40.6 - 48.2%) -- guaranteed 3HKO

This also has the luxury of luring heatran, which also normally walls valiant, look at that
 
Going to suggest 3 mons today because I had 3 ideas, but only the last one is my actual submission. Hope I'm not stealing anyone's ideas.

Ex-Lure 1:

Dudunsparce-Three-Segment @ Assault Vest
Ability: Serene Grace
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Wild Charge
- Body Slam
- Ice Spinner

The idea behind this set was that Dudunsparce generally run special sets with STAB Boomburst alongside Calm Mind, which Glowking naturally tanks. But the surprise physical Dudunsparce can outspeed and 2HKO with Earthquake or WIld Charge, depending on if it Teras or not.

252+ Atk Dudunsparce Earthquake vs. 252 HP / 16 Def Slowking-Galar: 236-278 (59.8 - 70.5%) -- guaranteed 2HKO
252+ Atk Tera Ground Dudunsparce Earthquake vs. 252 HP / 16 Def Slowking-Galar: 354-416 (89.8 - 105.5%) -- 37.5% chance to OHKO
252+ Atk Dudunsparce Wild Charge vs. 252 HP / 16 Def Tera Water Slowking-Galar: 212-250 (53.8 - 63.4%) -- guaranteed 2HKO
120 SpA Slowking-Galar Future Sight vs. 252 HP / 4 SpD Assault Vest Dudunsparce: 132-156 (29 - 34.3%) -- 2.6% chance to 3HKO
120 SpA Slowking-Galar Ice Beam vs. 252 HP / 4 SpD Assault Vest Tera Ground Dudunsparce: 134-158 (29.5 - 34.8%) -- 9.7% chance to 3HKO

I ultimately elected not to go for this as my submission, since Tera Ground Earth Power isn't uncommon on Dudunsparce, and that can dent Glowking. Furthermore, physical Dudunsparces aren't as sparce (laugh) as they may seem.

Ex-Lure 2:

Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Fang
- Crunch
- Tera Blast
- Dragon Dance

Similar story to above. Special Hydreigon is far more common than physical, so I figured a Dragon Dance variant could catch opponents off guard. Electric and Dark attacks cover base and Terastalised Glowking. Tera Blast Steel is for neutral physical coverage against threats that these two moves cannot hit, notable ones being Great Tusk, Ting-Lu and Roaring Moon. It also provides basic defensive utility. Dragon Dance can also easily help Hydreigon sweep in the mid-late game.

252 Atk Hydreigon Crunch vs. 252 HP / 16 Def Slowking-Galar: 266-314 (67.5 - 79.6%) -- guaranteed 2HKO
+1 252 Atk Hydreigon Thunder Fang vs. 252 HP / 16 Def Tera Water Slowking-Galar: 216-256 (54.8 - 64.9%) -- guaranteed 2HKO
120 SpA Slowking-Galar Ice Beam vs. 0 HP / 4 SpD Hydreigon: 170-202 (52.3 - 62.1%) -- 97.7% chance to 2HKO after Leftovers recovery
120 SpA Slowking-Galar Flamethrower vs. 0 HP / 4 SpD Tera Steel Hydreigon: 170-202 (52.3 - 62.1%) -- 97.7% chance to 2HKO after Leftovers recovery

As the calcs probably make evident, this isn't as good a lure as it seems on paper. Hydreigon has to be at +1 to 2HKO Tera Water Glowking, and it can always be 2HKOd by one of Glowking's coverage moves. Some EVs and tera typings could be swapped around to make this safer, but regardless, this isn't my submission.

To make clear, just to be safe, THIS NEXT ONE IS MY SUBMISSION!


Volcanion @ Expert Belt
Ability: Water Absorb
Tera Type: Ground
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Earthquake
- Thunder Fang
- Liquidation
- Flame Charge

A pokemon almost never ran physically still has a base attack of 110. Earthquake cleanly 2HKOs and, with Expert Belt, Thunder Fang can after Glowking Terastalises. Flame Charge and Liquidation are there for STAB, and Flame Charge's speed boost, along with 100 speed EVs, outspeeds Great Tusk and Baxcalibur at +1. This coverage hits almost 70% of all pokemon for Super Effective damage, and so the Expert Belt will come into play every game. Meanwhile, Volcanion still had the bulk to be tanky when it needs to be. Expert Belt can definitely be swapped out for HDB or even an Assault Vest, since Glowking probably won't Tera Water. Even if it does, Tera Ground is there to give Earthquake a good chance to still get the 2HKO.

252+ Atk Expert Belt Volcanion Earthquake vs. 252 HP / 16 Def Slowking-Galar: 302-358 (76.6 - 90.8%) -- guaranteed 2HKO
252+ Atk Expert Belt Tera Ground Volcanion Earthquake vs. 252 HP / 16 Def Slowking-Galar: 454-535 (115.2 - 135.7%) -- guaranteed OHKO
252+ Atk Tera Ground Volcanion Earthquake vs. 252 HP / 16 Def Tera Water Slowking-Galar: 189-223 (47.9 - 56.5%) -- 89.1% chance to 2HKO
252+ Atk Expert Belt Volcanion Thunder Fang vs. 252 HP / 16 Def Tera Water Slowking-Galar: 197-233 (50 - 59.1%) -- guaranteed 2HKO
120 SpA Slowking-Galar Future Sight vs. 156 HP / 0 SpD Volcanion: 171-202 (50.2 - 59.4%) -- guaranteed 2HKO
120 SpA Slowking-Galar Ice Beam vs. 156 HP / 0 SpD Tera Ground Volcanion: 172-204 (50.5 - 60%) -- guaranteed 2HKO

Slowking can never KO Volcanion before it gets KOd. It will never do significantly more than half of Volcanion's health, and if Volcanion doesn't Tera, it has to wait 2 turns for that damage to land.

TLDR:

Volcanion is my submission. It's a physical set for the surprise factor, and can secure an OHKO with Tera Ground if the Glowking doesn't see it coming. It still has the tools to adapt if Glowking does choose to Tera.
 
:sv/iron moth:
Iron Moth @ Leftovers
Ability: Quark Drive
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fire Spin
- Tera Blast
- Toxic Spikes

Iron Moth switches into something it threatens, let's say it's a corviknight. Glowking will switch in and eat the hit and moth will be at risk to a future sight, forcing it out. BUT with sub and fire spin, you can trap glowking AND not have to take any future sights. Toxic spikes is a nice utility move and removing glowking (which is hopefully your opponent's only grounded poison type) will enable spreading poison to your opponent's team. Fire spin traps av glowking, which can't pivot with chilly reception or heal with slack off and it can't even switch to make use of regenerator. Tera dark Tera blast will do a good chunk of damage and with fire spin chip it will kill after rocks.

252 SpA Tera Dark Iron Moth Tera Blast vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 140-168 (35.5 - 42.6%) -- guaranteed 3HKO
252 SpA Tera Dark Iron Moth Tera Blast vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 140-168 (35.5 - 42.6%) -- 84.8% chance to 2HKO after Stealth Rock and Salt Cure (salt cure does the same damage as fire spin)
ALSO fire spin's 1/8 chip!!
120 SpA Slowking-Galar Sludge Bomb vs. 0 HP / 0 SpD Iron Moth: 54-64 (17.9 - 21.2%) -- possible 7HKO after Leftovers recovery
120 SpA Slowking-Galar Flamethrower vs. 0 HP / 0 SpD Iron Moth: 36-43 (11.9 - 14.2%) -- possibly the worst move ever
120 SpA Slowking-Galar Ice Beam vs. 0 HP / 0 SpD Iron Moth: 36-43 (11.9 - 14.2%) -- possibly the worst move ever
120 SpA Slowking-Galar Future Sight vs. 0 HP / 0 SpD Iron Moth: 288-342 (95.6 - 113.6%) -- 75% chance to OHKO
 

Grafaiai @ Choice Band
Ability: Prankster
EVs: 252 Atk/4 SpD/252 Spe
Jolly Nature
Tera-Type: Poison
- Gunk Shot
- Knock Off
- U-Turn/Parting Shot
- Switcheroo

So, originally this was gonna be a Banded Scream Tail with a Brave Nature and 16 IVs in Special Defense. Unfortunately, I had to do it that way so that I could force Protosynthesis to boost Scream Tail's garbage-ass 65 Attack stat. Even then it'd still need the Band to 2HKO Glowking with Crunch, although it could OHKO instead with Tera-Dark if the Sun was up at the time... and it still had its Band. The real problem I had with Scream Tail was this; sure, it could lure Glowking in, but it was sacrificing its ability to do literally anything else to the meta. And that was just sad :/

...

In the end, I made the executive decision to switch to Grafaiai instead. It can't really hurt Glowking with its standard loadout and it gets absolutely destroyed by Future Sight, so it's just as effective a Glowking lure if anything. Furthermore, it does an even better job at crippling Glowking through transferring a Band to it like I wanted to do with Scream Tail. True, Grafaiai can't support the rest of the team quite as well as it's normally capable of (this is true with the Band it starts off with as well as with the Assault Vest it'd get in return), but in my mind, that is absolutely worth laughing at the face of a Glowking that has to choose what one attack to lock itself into. And, since it can't use the Band due to its attacks being special attacks, Glowking gets locked in quite literally for free.

Grafaiai could also just use the Band itself if you want it to. Knock Off 2HKOs Glowking from full regardless of whether or not it had an item the first time, and Tera-Poison Gunk Shot has a strong chance for a 2HKO as well, despite it hitting against a resistance.

252 Atk Choice Band Tera Poison Grafaiai Knock Off vs. 252 HP / 16 Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
252 Atk Choice Band Tera Poison Grafaiai Gunk Shot vs. 252 HP / 16 Def Slowking-Galar: 187-220 (47.4 - 55.8%) -- 78.5% chance to 2HKO

You could run Adamant to guarantee the 2HKO, but there are a lot of mons out there that Grafaiai would not appreciate outspeeding it. Adamant Meowscarada is just one example, but there's also Jolly Urshifu, Modest Greninja, Timid Enamorus and many more.

U-Turn and Parting Shot both allow Grafaiai to get another wall in to take a hit for it, keeping it alive for later. Parting Shot is slashed to the side however as, unlike U-Turn, it gets completely shut down as an option once Grafaiai trades its Band off for the Assault Vest. What you could do is pair this Banded Grafaiai with a Magic Room user. This would disable all items' effects for 5 turns starting from the one Magic Room is clicked, giving you time to get Grafaiai back in to trade the Assault Vest off, and hopefully cripple another support mon when Magic Room wears off.
 
All the cool ideas are taken and I want to lure glowking with glowbro so here it is.
Slowbro-Galar @ Choice Band
Ability: Regenerator
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Earthquake
- Zen Headbutt
- Shell Side Arm
- Drain Punch
252+ Atk Choice Band Slowbro-Galar Earthquake vs. 252 HP / 16 Def Slowking-Galar: 352-416 (89.3 - 105.5%) -- 37.5% chance to OHKO
Most glowbro sets are special and can't do much to glowking so it seems like a good switchin but this set allows you to ohko with tera ground or with rocks/spikes up. Glowbro supremacy!
 
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Sylveon (F) @ Choice Specs
Ability: Pixilate
Tera Type: Psychic
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Shadow Ball
- Psychic / Hyper Beam

Being either a wall or a Special attacker, Sylveon looks like an easy prey for Slowking. However, Tera Psychic + Psyshock easily 2HKOs:

252+ SpA Choice Specs Tera Psychic Sylveon Psyshock vs. 252 HP / 16 Def Slowking-Galar: 226-267 (57.3 - 67.7%) -- guaranteed 2HKO
 

Grafaiai @ Choice Band
Ability: Prankster
EVs: 252 Atk/4 SpD/252 Spe
Jolly Nature
Tera-Type: Poison
- Gunk Shot
- Knock Off
- U-Turn/Parting Shot
- Switcheroo

So, originally this was gonna be a Banded Scream Tail with a Brave Nature and 16 IVs in Special Defense. Unfortunately, I had to do it that way so that I could force Protosynthesis to boost Scream Tail's garbage-ass 65 Attack stat. Even then it'd still need the Band to 2HKO Glowking with Crunch, although it could OHKO instead with Tera-Dark if the Sun was up at the time... and it still had its Band. The real problem I had with Scream Tail was this; sure, it could lure Glowking in, but it was sacrificing its ability to do literally anything else to the meta. And that was just sad :/

...

In the end, I made the executive decision to switch to Grafaiai instead. It can't really hurt Glowking with its standard loadout and it gets absolutely destroyed by Future Sight, so it's just as effective a Glowking lure if anything. Furthermore, it does an even better job at crippling Glowking through transferring a Band to it like I wanted to do with Scream Tail. True, Grafaiai can't support the rest of the team quite as well as it's normally capable of (this is true with the Band it starts off with as well as with the Assault Vest it'd get in return), but in my mind, that is absolutely worth laughing at the face of a Glowking that has to choose what one attack to lock itself into. And, since it can't use the Band due to its attacks being special attacks, Glowking gets locked in quite literally for free.

Grafaiai could also just use the Band itself if you want it to. Knock Off 2HKOs Glowking from full regardless of whether or not it had an item the first time, and Tera-Poison Gunk Shot has a strong chance for a 2HKO as well, despite it hitting against a resistance.

252 Atk Choice Band Tera Poison Grafaiai Knock Off vs. 252 HP / 16 Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
252 Atk Choice Band Tera Poison Grafaiai Gunk Shot vs. 252 HP / 16 Def Slowking-Galar: 187-220 (47.4 - 55.8%) -- 78.5% chance to 2HKO

You could run Adamant to guarantee the 2HKO, but there are a lot of mons out there that Grafaiai would not appreciate outspeeding it. Adamant Meowscarada is just one example, but there's also Jolly Urshifu, Modest Greninja, Timid Enamorus and many more.

U-Turn and Parting Shot both allow Grafaiai to get another wall in to take a hit for it, keeping it alive for later. Parting Shot is slashed to the side however as, unlike U-Turn, it gets completely shut down as an option once Grafaiai trades its Band off for the Assault Vest. What you could do is pair this Banded Grafaiai with a Magic Room user. This would disable all items' effects for 5 turns starting from the one Magic Room is clicked, giving you time to get Grafaiai back in to trade the Assault Vest off, and hopefully cripple another support mon when Magic Room wears off.
hey, thanks for posting but i think we dont allow mons that are not in the viability rankings. sorry but i wont be counting this for voting.
 

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