Project Lure that Threat SM OU Edition - Week 9: Clefable

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(Shoutouts to Ktutverde's oras normal spam team for inspiring this nuclear weapon)

Z-Hyper Beam Porygon-Z



Digimon (Porygon-Z) @ Normalium Z
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt / Shadow Ball / Dark Pulse / coverage
- Tri Attack
- Hyper Beam


Hate chansey? Wanna make hyper beam look like a gen 1 chansey slayer again? Wanna ohko steels with a normal type move? Or do you just want to break necks? Regardless of why you're here, look no further... the strongest neck breaker in OU (and possibly all of pokemon?) is here.

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 568-670 (80.7 - 95.3%) -- guaranteed 2HKO

The idea is to nasty plot as the spdef mon on their team comes in, then blow through it with the right move. If you're up against chansey, you can just nasty plot a second time and blow through it with one go (they always go for utility while pz is in), though I prefer to tri attack once to make the opponent think I'm bad and put them into hyper beam range, or just in case they go into unaware clefable (a 2hko with tri attack) for whatever reason.

Everyone is paranoid of the z-conversion set, so this set plays on that fear and opens the way for a teammate to clean (without chansey, koko can beat stall on its own).

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 0 HP / 4 SpD Heatran: 424-499 (131.2 - 154.4%) -- guaranteed OHKO

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 252 HP / 168 SpD Ferrothorn: 340-401 (96.5 - 113.9%) -- 81.3% chance to OHKO

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 252 HP / 252+ SpD Celesteela: 319-376 (80.1 - 94.4%) -- 50% chance to OHKO after Stealth Rock

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 248 HP / 204+ SpD Jirachi: 335-395 (83.1 - 98%) -- 68.8% chance to OHKO after 1 layer of Spikes

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 4 HP / 0 SpD Tyranitar in Sand: 299-352 (87.4 - 102.9%) -- 93.8% chance to OHKO after Stealth Rock

+2 252 SpA Adaptability Porygon-Z Breakneck Blitz (200 BP) vs. 252 HP / 64 SpD Toxapex: 630-742 (207.2 - 244%) -- guaranteed OHKO


 
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Golduck @ Waterium Z / Life Orb
Ability: Swift Swim
EVs: 252 SpA / 28 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Wonder Room
- Psychic
- Calm Mind / Ice Beam / Focus Blast


Using Golduck in OU might sound a bit odd at first but hear me out. This set is designed to function on rain teams and can actually lure in and take out common threats such as Chansey, Toxapex, Mega Venusaur, and Ferrothorn to pave the way for a Specs Kingdra sweep. As a Swift Swimmer with base 95 special attack, base 85 speed (both the same as Kingdra's) and rather good coverage, Golduck isn't actually bad in OU; it is just typically outclassed by the likes of Kingdra and Ludicolo. The niche Golduck finds in this set is it's ability to take out Chansey through its access to the unique move Wonder Room (which switches the Defense and Special Defense stats of all pokemon for 5 turns) while still maintaining the ability to hit hard and fast and take care of other common checks to rain. Wonder Room allows Golduck to drill Chansey on its defensive stat with a rain-boosted Hydro Vortex after Wonder Rooming on the switch (or even in its face as Golduck wins the 1v1). Psychic is for Toxapex and Mega Venusaur although it is a little bit weak without Life Orb. To remedy this, Calm Mind allows Golduck to set up on both Mega Venu and Toxapex and win the 1v1 with proper prediction as both pokemon attack from the special side and CM boosts Golduck's special defense in addition to it's special attack. Hazards also help Golduck get the 2HKO on Venu and Pex without Life Orb so it appreciates teammates such as Spikes Ferrothorn. 228 Speed Evs outspeed Jolly max base 70 outside of Rain and 110 base scarfers in rain. 24 Evs in Sp Def to aid in beating Mega Venusaur with Calm Mind and to help with setting up on special attackers in general.

Life Orb can be used over Waterium Z to more reliably beat Mega Venusaur and Toxapex as well as free up a moveslot for either Ice Beam (helps mainting momentum against offense) or Focus Blast (helps against Ferrothorn). Chansey also usually loses to Life Orb Hydro Pump with Wonder Room as well but you need to predict more accurately and not miss your Hydro Pumps.

Waterium Z

252+ SpA Golduck Hydro Vortex (185 BP) vs. 248 HP / 252+ SpD Eviolite Chansey in Rain: 531-625 (75.5 - 88.9%) -- 12.5% chance to OHKO after Stealth Rock in Wonder Room

252+ SpA Golduck Hydro Vortex (185 BP) vs. 248 HP / 156+ SpD Venusaur-Mega in Rain: 137-162 (37.7 - 44.6%) -- guaranteed 3HKO

+1 252+ SpA Golduck Hydro Vortex (185 BP) vs. 248 HP / 156+ SpD Venusaur-Mega in Rain: 204-241 (56.1 - 66.3%) -- guaranteed 2HKO

252+ SpA Golduck Psychic vs. 248 HP / 156+ SpD Venusaur-Mega: 120-142 (33 - 39.1%) -- 99.8% chance to 3HKO

+1 252+ SpA Golduck Psychic vs. 248 HP / 156+ SpD Venusaur-Mega: 178-210 (49 - 57.8%) -- 96.1% chance to 2HKO

0 SpA Venusaur-Mega Giga Drain vs. 0 HP / 28 SpD Golduck: 222-264 (73.7 - 87.7%) -- guaranteed 2HKO

0 SpA Venusaur-Mega Giga Drain vs. +1 0 HP / 28 SpD Golduck: 152-180 (50.4 - 59.8%) -- guaranteed 2HKO

252+ SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 64 SpD Toxapex in Rain: 141-166 (46.3 - 54.6%) -- 59.8% chance to 2HKO

+1 252+ SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 64 SpD Toxapex in Rain: 210-248 (69 - 81.5%) -- guaranteed 2HKO


252+ SpA Golduck Psychic vs. 252 HP / 64 SpD Toxapex: 124-146 (40.7 - 48%) -- guaranteed 3HKO

+1 252+ SpA Golduck Psychic vs. 252 HP / 64 SpD Toxapex: 182-216 (59.8 - 71%) -- guaranteed 2HKO

252+ SpA Golduck Hydro Vortex (185 BP) vs. 252 HP / 0 SpD Mew in Rain: 400-472 (99 - 116.8%) -- guaranteed OHKO after Stealth Rock

252+ SpA Choice Specs Kingdra Hydro Pump vs. 252 HP / 0 SpD Mew in Rain: 357-420 (88.3 - 103.9%) -- 25% chance to OHKO

Life Orb

252+ SpA Life Orb Golduck Hydro Pump vs. 248 HP / 252+ SpD Eviolite Chansey in Rain: 411-485 (58.4 - 68.9%) -- guaranteed 2HKO in Wonder Room

252+ SpA Life Orb Golduck Psychic vs. 248 HP / 156+ SpD Venusaur-Mega: 156-185 (42.9 - 50.9%) -- 97.3% chance to 2HKO after Stealth Rock

252+ SpA Life Orb Golduck Psychic vs. 252 HP / 64 SpD Toxapex: 161-190 (52.9 - 62.5%) -- guaranteed 2HKO



http://replay.pokemonshowdown.com/gen7ou-624921677
 
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why not just omastar
+2 252+ SpA Omastar Hydro Vortex (185 BP) vs. 248 HP / 8 SpD Eviolite Chansey in Rain: 577-681 (82 - 96.8%) -- 62.5% chance to OHKO after Stealth Rock
+2 252+ SpA Omastar Earth Power vs. 252 HP / 64 SpD Toxapex: 278-328 (91.4 - 107.8%) -- guaranteed OHKO after Stealth Rock
both require a single turn of setup but omastar is actually viable

Clefable @ Psychium Z
Ability: Magic Guard
EVs: 252 HP / 48 Def / 140 SpA / 52 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Stored Power

stealing this set from blunder but basically you can get all your cms up vs chansey and blow it back with stored power
+6 140+ SpA Clefable Stored Power (260 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 573-675 (81.5 - 96%) -- 56.3% chance to OHKO after Stealth Rock
you could also run standard clef with knock off as a lure but this set is more fun
 
Substitute + Endeavor Diancie and Fightinium Z Greninja are the winners.

Week 9: Clefable


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Knock Off / Flamethrower / Thunder Wave / Calm Mind
- Stealth Rock
- Moonblast
- Soft-Boiled

No memes.
 
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Cheryl.

Celesteela is Life

Latios @ Psychium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Draco Meteor
- Psyshock
- Roost / Surf

CM Z-move Latios is a really cool set that should be used more (Unless it is and I just haven't seen it), and Z-Psyshock makes for a pretty good lure to Clefable, who is a nice check to Latios otherwise. +1 Shattered Psyche blows Clefable away, easily OHKOing it before Clef can do anything back. While Shattered Psyche is mainly for Clef, it can also act as a somewhat weaker but still strong nuking alternative to Dragonium Z, dealing a lot of damage to common switch-ins such as Celesteela.

+1 252 SpA Latios Shattered Psyche (160 BP) vs. 252 HP / 4 SpD Clefable: 426-502 (108.1 - 127.4%) -- guaranteed OHKO

+1 252 SpA Latios Shattered Psyche (160 BP) vs. 252 HP / 124 SpD Celesteela: 171-202 (42.9 - 50.9%) -- 51.6% chance to 2HKO after Stealth Rock and Leftovers recovery
 

Martin

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Garchomp @ Groundium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Outrage / Dragon Claw
- Swords Dance

Normally Clefable is able to check Garchomp on a reasonably consistent basis, being able to take two hits from the standard Dragonium Z set provided it is reasonably healthy. However, Groundium Z allows Garchomp to bluff Dragonium and the 2HKO it as it switches in (EQ followed by Tectonic Rage) without the need to use Swords Dance or weakening it or anything like that. It also goes withut saying that Tectonic Rage OHKOs at +2, meaning that any healthy Clefs who think they can tank a +2 hit to pick off a boosted, 60% Garchomp in a pinch have another thing coming. Life Orb also achieves the goal of 2HKOing Clef as it switches in and OHKOing at +2, but keep in mind that it can't bluff Dragonium and that it's a roll vs Clef if it is at full health. It's also useful vs stuff like Ferrothorn and whatever else, so it isn't like it's exclusively for Clef.
 
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Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Poison Jab

Poison Jab Medicham-M sorta just destroys Clefable on the switch in, easily 2HKOing it and OHKOing it with just a bit of prior damage. If I'm not wrong, regular Medicham can never 2HKO Clefable with HJK/Fake Out/Ice Punch/Thunder Punch, making it an ok check to Medicham. Poison Jab deals ~70% to Clefable, but also takes care of the majority of the fairies in the tier, OHKOing three out of the four Tapus (albeit Lele and Koko outspeed it and can easily KO it back) and dealing massive damage to Tapu Fini, which opens the door for teammates like Ash-Greninja to sweep or something.

252 Atk Pure Power Medicham-Mega Poison Jab vs. 252 HP / 252+ Def Clefable: 256-302 (64.9 - 76.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 252+ Def Clefable: 155-183 (39.3 - 46.4%) -- guaranteed 3HKO after Leftovers recovery
HJK on the Clef switch + Poison Jab always KOs.

252 Atk Pure Power Medicham-Mega Poison Jab vs. 248 HP / 8 Def Tapu Fini: 256-302 (74.6 - 88%) -- guaranteed 2HKO after Leftovers recovery
 

Mew @ Mewinium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Rock Polish
- Psychic
- Earth Power / Fire Blast / Aura Sphere / it doesn't matter for this scenario

Standard defensive Mew sets can do absolutely nothing to Clefable (unless they have Taunt fsr), while Clefable can harass Mew with Knock Off or Toxic, or even set up with Calm Mind. So it's a pretty good switch-in. Offensive Mew sets are a different story.
  • 252+ SpA Mew Psychic vs. 252 HP / 4 SpD Clefable: 147-174 (37.3 - 44.1%) -- 100% chance to 3HKO after Leftovers recovery
  • 252+ SpA Mew Genesis Supernova vs. 252 HP / 4 SpD Clefable: 300-354 (76.1 - 89.8%) -- guaranteed 2HKO after Leftovers recovery
If it gets a Calm Mind up on you...
  • +2 252+ SpA Mew Psychic vs. +1 252 HP / 4 SpD Clefable: 195-231 (49.4 - 58.6%) -- 69.5% chance to 2HKO after Leftovers recovery
  • +2 252+ SpA Mew Genesis Supernova vs. +1 252 HP / 4 SpD Clefable: 400-472 (101.5 - 119.7%) -- guaranteed OHKO
And if you feel like setting up on Clefable, Mew will eat a Moonblast easily, and will obviously not care about Knock Off (or really any move except Toxic or T-Wave). Maybe consider scouting for those before you set up in its face.
  • 0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Mew: 99-117 (29 - 34.3%) -- 2.5% chance to 3HKO
 

Felixx

I'm back.

Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Power-Up Punch
- Return
- High Jump Kick

Return on the switch to clef forces it to softboil, which you can take advantage of by locking it in using encore. After using encore you can use it as set up fodder with power up punch.

252 Atk Lopunny-Mega Return vs. 252 HP / 252+ Def Clefable: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Leftovers recovery

+1 252 Atk Lopunny-Mega Return vs. 252 HP / 252+ Def Clefable: 228-268 (57.8 - 68%) -- guaranteed 2HKO after Leftovers recovery
 
"No memes please"
"The winner is fightinium z greninja, which doesn't even beat chansey reliably because once low kick is revealed, everything else on stall walls this set"
Whatever you say, Vertex. This is why voting should be a thing.

Reserving Iron Tail CB Zygarde



Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Iron Tail

Nothing too new here, really. Adamant CB zygarde does its usual thing where it's the semi prediction-reliant wallbreaker it is, but this time it ensures that Clefable or Bulu are not safe switch-ins if that's the opponent's only healthy answer.

252+ Atk Choice Band Zygarde Iron Tail vs. 248 HP / 252+ Def Clefable: 262-310 (66.6 - 78.8%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Zygarde Iron Tail vs. 0 HP / 4 Def Tapu Bulu: 264-312 (93.9 - 111%) -- 62.5% chance to OHKO

While some of the proposed sets in this thread are rather outclassed (wonder room golduck was cool :], but omastar does it better. Pain split magearna gives up amazing coverage that it has for sweeping offense), some of them were actually cool and effective (knock off zam/gengar, NP PZ) or had a ton of calcs/replays showing usefulness outside of their job. A "lure that threat" thread will inherently bring up unfamiliar sets. I don't feel that we should write off all unfamiliar sets right away, or we'll just end up with regurgitated sets that everyone knows about already, like Iron Tail CB Zygarde.
 
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Gary

Can be abrasive at times (no joke)
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"No memes please"
"The winner is fightinium z greninja, which doesn't even beat chansey reliably because once low kick is revealed, everything else on stall walls this set"
Whatever you say, Vertex. This is why voting should be a thing.
Yeah except no one smart would actually reveal Low Kick before Chansey comes in, and considering Chansey is one of the most reliable Greninja switch-ins on stall, I'm pretty sure this lure would work out just fine in practice. Who cares if everything else on stalls walls you when you lure the Chansey, aka, the point of this thread lol.
 
"No memes please"
"The winner is fightinium z greninja, which doesn't even beat chansey reliably because once low kick is revealed, everything else on stall walls this set"
Whatever you say, Vertex. This is why voting should be a thing.
The set I provided also had Gunk Shot which is for Clefable, and you still have two more slots for phys-def mons like Skarm, such as Dark Pulse which also beats Mew and Slowbro, or Ice Beam for Zapdos, Zygarde, and Lando-T on balance. Gunk Shot does the same amount of damage to Chansey as Low Kick does, which puts it in range of Z-Low Kick, and Gunk Shot is commonly seen as a move on Scarf Gren for Tapu Koko and Scarf Tapu Lele, which Chansey could just comfortably PP stall, especially against a Stone Edge-accurate move like Gunk Shot.
 
Reserving Iron Tail Mega Lopunny

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Iron Tail
- Ice Punch/Fake Out
.


Iron Tail Mega Lop is a nice clef lurebarring you hit it's kinda prediction related because return into iron tail doesn't kill. But this set ensures that clef isn't a switchin with proper prediction.
252 Atk Lopunny-Mega Iron Tail vs. 252 HP / 252+ Def Clefable: 198-234 (50.2 - 59.3%) -- 79.3% chance to 2HKO after Leftovers recovery
252 Atk Lopunny-Mega Return vs. 252 HP / 252+ Def Clefable: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Leftovers recovery
.

 
read hide if you can accept criticism
Tbh you cannot really lure Clefable with an attack. Its weaknesses (Steel, Poison) are only found on mons that have Stab on them which means Clefable just switches out. Iron Tail lures are very predictionreliant and it has a terrible accuracy, considering you have to hit two (Zygarde, Lopunny etc.) so that it will cut too much into the mons viability. If you reveal CM, SD or any sort of setup-move, Clefable will switch out and thus you failed at luring.

Latios for example is not a mon Clefable can just switch in safely at all. Scarf Sets have Trick, Specs Sets 2HKO and Z-Move Sets beat Clefable. Clefable is not a Latios counter and thus not a lure per definition. A good lure is a mon that is countered by Clefable but can use an underrated move that helps either killing or making Clefable less useful without being completely trash if you do not face Clefable.




Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 108 Def / 48 SpD / 112 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Defog
- Soft-Boiled
- Ice Beam

Mew is a mon that naturally loses to Clefable because of Clefable running Toxic, CM, Knock Off or because Clefable wins the PPstall game. With Mew as a common Defogger and Clefable as a Stealth Rocker while being one of the best Wispabsorber, Mew can just safely Defog as Clefable switches in and proceed to Twave Clefable. Now your Band Zygarde, Mega Lopunny or BoltBeam Magerna can break through Clefable much easier.

The EVspread makes sure that you eat Specs Greninjas Darkpulse after Stealth Rock and one Leftovers recovery so you can Twave him, too (If they Spike on your Twave that is a 100% forfeit as well). The physical bulk ensures you eat two Jolly Earthquakes from Landorus-T after Rocks and you outspeed Adamant variants anyway. Investing more Speed is viable but you risk being 2HKOed by Mega Lopunny Frustration after Rocks. Less Speed is ok but I really recommend that you at least outspeed Timid Heatran to Twave him before he can click Substitute. Twave is also useful for mons that are used to absorb Wisps, can punish a Defog or otherwise use Mew as setupfodder like Specs Lele, Zard Y, Specs Gengar, Reuniclus.
 
Bulky Discharge Electrium Z Zapdos


Zapdos @ Electrium Z
Ability: Pressure / Static
EVs: 232 HP / 4 Def / 88 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave / Defog
- Hidden Power [Ice]
- Roost

Clefable, especially CM variants, like to switch in on bulky Zapdos considering it normally doesn't do much damage to it with Discharge as it's a 4HKO, meaning a healthy Clef has a lot of leg room to get up a CM or set rocks and then Softboiled back to near-full. However, normal Discharge in to Z-Discharge heavily dents Clefable, making it susceptible to one more Discharge even after it uses Calm Mind on the turn your Z move went off. You don't want to use Thunderbolt on this set because that move is commonly associated with Agility Electrium Z Zapdos, which is why 88 SpA is used to make sure that after the first Discharge in to Z-Discharge play, the second normal Discharge is guaranteed to kill +1 Clefable after two leftovers turns if you happen to get min rolls. Otherwise, you have a decent shot at knocking out Clefable with a combination of Discharge + Z-Discharge on their own.

88 SpA Zapdos Discharge vs. 252 HP / 4 SpD Clefable: 123-145 (31.2 - 36.8%) -- guaranteed 4HKO after Leftovers recovery

88 SpA Zapdos Gigavolt Havoc (160 BP) vs. 252 HP / 4 SpD Clefable: 244-288 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery

88 SpA Zapdos Discharge vs. +1 252 HP / 4 SpD Clefable: 82-97 (20.8 - 24.6%) -- possible 6HKO after Leftovers recovery

184 Speed is to outpace Jolly Lando-T so you're still able to invest in HP to deal with Mega Pinsir more easily. Discharge also has the benefit of spreading paralysis much more easily than Thunderbolt does, which can sometimes work in your favor when going up against Clef. You can run either Pressure or Static as both of them have their merits. However, if you opt to not run Defog, Static is nice as Zapdos benefits from taking less Knock Off damage due to holding a Z crystal, and those that rely on it for dishing out damage such as Bisharp have the chance to be para'd.
 
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Yoshi

IT'S FINK DUMBASS
Do you like using niche Pokemon? Are you tired of your team losing to any form of Clefable? Then, I have the solution for you!

@ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Earth Power
- Sludge Wave
- Hidden Power [Ice]

This set is nothing new, it's been around for a bit, but no one has found a use for it. Now, I was able to find that it's a Clefable lure! But, why exactly is it a lure? Clefable soaks up z-moves Landorus wants to go for, like z-Fly and z-Stone Edge. It also eats up Earthquakes from defensive Landorus as well.

252+ SpA Landorus-Therian Sludge Wave vs. 252 HP / 4 SpD Clefable: 214-252 (54.3 - 63.9%) -- guaranteed 2HKO after Leftovers recovery

Looking at this calc, it clearly shows that Clefable is no longer a switch in. This means Clefable can't set up on you, and it also weakens the Pokemon for Pokemon that get checked by Clefable, like Zygarde, Specs Greninja, and a few others. This Landorus-T set also does other things, but we're only here to talk about the lure, so enjoy :D.
 

Martin

A monoid in the category of endofunctors
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I said I'd update this for Vertex a while ago but I forgot to do it a few days ago, which is why this is so late. I'll let him announce winners when he gets a chance 'cause I'd rather not impose on his decision wrt that, but I've got the next round for you.

Round 10: Roost+3 Attacks Zapdos

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Discharge
- Hidden Power Ice
- Heat Wave
- Roost
 
reserving Stone Edge M-Pinsir


Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Stone Edge
- Quick Attack

Zapdos is usually a pretty good check to M-Pinsir, being able to take any hit at +1 if at full while also dealing big damage with Discharge, either killing it after some chip damage or leaving it more easily revenge killed and thus preventing its potential sweep. However, with Stone Edge, Pinsir can comfortably OHKO Zapdos at +2 and can then potentially sweep the opposing team.

+2 252 Atk Pinsir-Mega Stone Edge vs. 248 HP / 8 Def Zapdos: 564-664 (147.2 - 173.3%) -- guaranteed OHKO
 
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Leo

after hours
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MPL Champion

Kartana @ Steelium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Smart Strike
- Sacred Sword

This is a nice alternative to the usual SD AoP Kartana with a couple of important draws, mainly being able to nuke Mega Venusaur and Tangrowth after a boost as well as beating weakened Celesteelas and also hitting other mons like Lando for good damage. Scarf Kartana is all over the place rn so getting a free SD on a Zapdos switch shouldn't be too hard. With rocks up, corkscrew crash is a guaranteed KO on fast zap and even if the opp expects the zmove and switches out, +2 Smart Strike does enough to break Zapdos at 50%. It's a very nice wallbreaker atm despite Celesteela being everywhere, especially when paired with something like Mega Pinsir that takes advantage of mons like zap and celesteela being weakened to clean late game
 
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Kartana @ Darkinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Night Slash
- Swords Dance

Zapdos is usually a pretty safe switch-in to Kartana and this set exploits that. I'm pretty sure it floated around a bit during one of the tournaments we had, but anyway +2 Black Hole Eclipse mutilates Zapdos as well as Celesteela and Heatran (since no SS), while taking upwards 70% off of Skarmory so you 2HKO it. That's pretty much what Darkinium has over other Z Stones.

+2 252 Atk Kartana Black Hole Eclipse (140 BP) vs. 252 HP / 132+ Def Celesteela: 306-361 (76.8 - 90.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Kartana Black Hole Eclipse (140 BP) vs. 248 HP / 8 Def Zapdos: 444-523 (115.9 - 136.5%) -- guaranteed OHKO
+2 252 Atk Kartana Black Hole Eclipse (140 BP) vs. 248 HP / 252+ Def Skarmory: 222-262 (66.6 - 78.6%) -- guaranteed 2HKO
+2 252 Atk Kartana Black Hole Eclipse (140 BP) vs. 212 HP / 44 Def Heatran: 357-420 (94.9 - 111.7%) -- 68.8% chance to OHKO
 
Not sure if it's still relevent in the current meta, but here goes:


Celesteela @ Rockium Z
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Autotomize
- Heavy Slam
- Earthquake
- Stone Edge

While Zapdos can be annoyed by a Celesteela's Leech Seed on the switch, Zapdos' Discharge can greatly dent it with Discharge. If Celesteela were the regular special autotomize variant, Zadpos then completely walls it. However, a physical variant of such set can surprise a few KOs with the appropriate move after an Autotomize boost, including the OHKO against M-ZardY, Koko and Heatran (after some prior damage), and, of course, Zapdos, all targets Celesteela couldn't touch (Leech Seed aside) with more regular sets. This offensive variant works much better once its checks are (greatly) weakened/gone, as Celesteela's initial firepower can be quite dissappointing (especially if Earthquake is your strongest option (Ferrothorn, Toxapex, etc.)), since most of the time, you'll either rely on a weakened target or a super-effective hit to get your first boost(s).
252+ Atk Celesteela Continental Crush (180 BP) vs. 248 HP / 8 Def Zapdos: 410-484 (107 - 126.3%) -- guaranteed OHKO

If the Z crystal has already been used,
+1 252+ Atk Celesteela Stone Edge vs. 248 HP / 8 Def Zapdos: 342-404 (89.2 - 105.4%) -- 31.3% chance to OHKO (guaranteed OHKO after SR)
 
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Martin

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Talonflame @ Flyinium Z
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Taunt

Talonflame is technically on the VR, so it's fair game as far as I'm concerned.

Talonflame is very capable of baiting out Zapdos early-game if it isn't paired with something like Tyranitar to act as a better stop to Talon (and even then if CB Tar has switched into Talon even once and SR is on the field it dies to +2 Skystrike if Talon is able to get back out onto the field later). When facing teams which use Zapdos as their sole Flying-type resist Talonflame is able to leave teams severely pressured right off the bat due to them being put under pressure to switch into Zapdos to take it on very capable of one-shotting max Speed Zapdos with either Skystrike or Flare Blitz if SR is safely on the field, and this in turn paves the way for Pokemon like Mega Pinsir to go to town on the opposing team. Note: PhysDef Lando-T drops to +2 Skystrike after SR+the equivalent of one Hail hit of prior damage, so I really do mean it when I say "sole Flying-type resist."

+2 252+ Atk Gale Wings Talonflame Supersonic Skystrike (190 BP) vs. 248 HP / 8 Def Zapdos: 281-331 (73.3 - 86.4%) -- 87.5% chance to OHKO after Stealth Rock
+2 252+ Atk Talonflame Flare Blitz vs. 248 HP / 8 Def Zapdos: 357-420 (93.2 - 109.6%) -- guaranteed OHKO after Stealth Rock
 
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King Sceptile

Banned deucer.
Shoutouts to Sam for the great net :]

Gyarados @ Waterium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Dragon Dance
- Aqua Tail
- Bounce

Normally, Zapdos is a pretty solid switch into regular Gyarados, as the main set runs Flyinium Z for the Z move and does ~60% max at +1 with Waterfall. However, this set uses Aqua Tail in conjunction with Waterium Z to OHKO Zapdos. This set uses Aqua Tail because its Z move has 15 more base power and does a significant amount more vs defensive sets.

Calcs:
+1 252 Atk Gyarados Hydro Vortex (175 BP) vs. 248 HP / 0 Def Zapdos: 477-562 (124.5 - 146.7%) -- guaranteed OHKO
 
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