Project Lure that threat [Week 37: SubToxic Mantine]

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Audino-Mega @ Audinite
Ability: Healer
EVs: 252 HP / 200 Def / 48 SpA / 8 Spe
Bold Nature
- Encore
- Wish
- Protect
- Dazzling Gleam

Switch-in on either cm or wish, outspeed (the set you showed has no creep) and beat it 1v1 with encore, also beats musharna and stops some set up sweepers trying to get powerful in front of you like shell smash barbaracle, sd rotter or sd rhydon creeping to 137. Bonus: It can also work as a poor men's wobbuffet by encoring stuff into stealth rock, defog, etc, giving your sweepers more set up opportunities.

s/o to allstar124 for showing this to me after getting destroyed by it.
 
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Magmortar @ Flame Plate / Life Orb
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Rash Nature
IVs: 0 Atk
- Fire Blast
- Thunderbolt
- Hidden Power [Grass] / Earthquake
- Taunt

Few things in NU are capable of switching into Magmortar, but sadly Mega Audino is one of the few which is capable. While even most resists fear its insane coverage and raw power, Mega Audino is able to through repeated Calm Minds, Wishes, and Dazzling Gleams consistently wear down / pp stall Magmortar. However, by packing Taunt + a FBlast boosting item, Magmortar is capable of preventing Mega Audino from doing much more than hitting it with weak resisted Dazzles, GKNots, and FBlasts, which is just a joke. Flame Plate is the preferred item in order to more consistently beat Audino without getting worn down, although Life Orb is more powerful and useful in general. This variant of Magmortar isn't just able to lure Mega Audino, but almost every defensive check to Magmortar that relies on passive moves to outlive it, but Mega Audino is a prime example.
 

erisia

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Liepard @ Choice Band
Ability: Prankster / Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Play Rough
- Gunk Shot
- Trick / U-turn

Liepard's utility set is usually pretty useful but it's complete deadweight if Audino comes in, as it doesn't care about Thunder Wave, is practically immune to Knock Off, and can just go for the kill with Dazzling Gleam, which has a good chance to OHKO without Rocks. CB Liepard capitalizes on this and can 2HKO this Mega Audino set 100% of the time after Stealth Rock with Gunk Shot, provided both attacks hit.

252 Atk Choice Band Liepard Gunk Shot vs. 252 HP / 208+ Def Mega Audino: 192-226 (46.8 - 55.1%) -- guaranteed 2HKO after Stealth Rock
 

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 240 SpD / 16 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Heavy Slam

Heavy slam Hariyama is a pretty cool lure for audino mega but also clefairy. It's a 2HKO most of time w/ SR or minor damages

252+ Atk Hariyama Heavy Slam (120 BP) vs. 252 HP / 208+ Def Mega Audino: 172-204 (41.9 - 49.7%) -- 85.9% chance to 2HKO after Stealth Rock
 

Shadestep

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Pyroar @ Flame Plate / Life Orb
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Taunt


Taunt makes Pyroar not only a safe switchin to most Audino's, but it's also able to shut down CM and WishTect tactics. Flame Plate is the preferred item as you are probably going to click Fire Blast anyway, and Life Orb wears yourself down a considerable amount. Flame Plate also bluffs Choice Specs, which makes Taunt an even better option as it will be really unexpected.
 
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The God (Wormadam-Trash) (F) @ Leftovers/Binding Band
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Infestation
- Toxic
- Protect

This is sort of a meme set but watching Disjunction's video the other day made me want to bring it to light.
Even though Mega Audino can't touch Wormadam the surprise factor may lure the Mega Audino into a fall sense of security and Calm Mind up or try and pass off a Wish which is when you start the countdown of Doom by clicking Infestation. Binding Band allows Infestation to deal 1/6th of the targets HP every turn. This damage racking up means after 5 turns (assuming we get 5 turns over 4 for Infestation) the Audino will lose 80% of it's health and even with Wish , Toxic damage will help negate that. Even if MEga Audino escapes it will be severely neutered/weakened allowing one of its checks to pick it off. Another plus about Wormadam Trash is that its a nice Abomasnow, Jynx and Sceptile counter especially if you Sub in Gyro Ball for a move however it is pretty passive and setup fodder for certain mons.

+6 48 SpA Mega Audino Dazzling Gleam vs. 248 HP / 252+ SpD Wormadam-S: 113-133 (34.9 - 41.1%) -- guaranteed 3HKO

Disj edit: THIS MY DUDE RIGHT HERE
 
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Thank you for all the submissions!
Winners:
TTFTW's Encore Mega Audino
Brawlfest's Taunt Magmortar
erisia's CB Gunk Shot Liepard

This week, we'll be luring...
Musharna!


Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Calm Mind
- Psychic / Stored Power
- Moonlight
- Baton Pass / Barrier

ill update archive soon i promise :3​
 

Rapture

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Altaria @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Power Swap
- Roost
Any other variant of Altaria is set up fodder for Musharna but with Power Swap, you can trade all those ugly sp atk drops from draco for however many Calm minds and Barriers Musharna has already set up. It also doesn't matter if Mushy goes for baton pass since power swap can take those boosts as well. Overall a very simple but effective way to keep most calm mind mons in check.
 

Cheryl.

Celesteela is Life

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 160 SpA / 96 Spe
Modest Nature
- Psychic
- Focus Blast
- Psych Up
- Shadow Ball / Thunder Wave

With Psych Up, Grumpig can copy Musharna's boosts and use them to his advantage, as he has the super effective Shadow Ball to hit Musharna with. After Mushy is defeated, Grumpig can become a scary sweeper with CM and potential Barrier boosts.
 

erisia

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Archeops @ Choice Band
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Knock Off
- Switcheroo / U-turn

Musharna can usually deal pretty well with Archeops, as even if it tries to Taunt, unboosted Psychic will still manage to put it into Defeatist range. As a result, it's a pretty good switch-in in general, taking only around 40% from Acrobatics and being able to boost up with Moonlight and Calm Mind if it doesn't take a critical hit. However, a Choice Banded Knock Off does a ton of damage if Musharna lacks a Colbur Berry, so if Musharna tries to switch in or Calm Mind up when Archeops is on the field, it will be 2HKO'd or forced to switch out. Alternatively, it can use Switcheroo to lock Musharna into Calm Mind or any of its other moves, making it easy to exploit with a teammate. Additionally, Stone Edge is a guaranteed 2HKO after Rocks, provided that it hits both times.

252 Atk Choice Band Archeops Knock Off (97.5 BP) vs. 240 HP / 252+ Def Musharna: 268-316 (61.8 - 72.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Archeops Stone Edge vs. 240 HP / 252+ Def Musharna: 207-244 (47.8 - 56.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 


Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 120 Atk / 128 SpD / 12 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Taunt
- Toxic

Calm Mind Passing Musharna is a way that Mega Audino can get around Steelix's Toxic widdling it down in order for another teammate to sweep instead however Taunt shuts it down completely and forcing it to rely on a +1 Psychic at best to 4HKO Lix when Toxic + Heavy Slams will wear down the Mush or force it to switch out. Most Mush dont even run Lefties like the spread suggests so it should be easy to widdle it down or force it out. The 12 speed evs allows you to outrun the spread above and also to outspeed other Lix's and potentially shut them down from laying rocks.
 

Mesprit @ Leftovers / Colbur Berry
Ability: Levitate
EVs: 204 HP / 52 SpA / 252 Spe
Timid Nature
- Psyshock / Psychic
- Calm Mind
- Signal Beam / Hidden Power Ground / Substitute
- Imprison

This set is so sick holy shit. Musharna is able to beat almost all CM Psychics due to it's insane physical bulk allowing it to take boosted Psyshock's easily, but this Mesprit has a twist in Imprison. Imprison stops Mush cold from Calm Minding and instead allows Mesprit to set up with impunity and just run though a lot of teams. The set works even better if Musharna opts for Psychic or Psyshock, as Mesprit can then allow Musharna to set up to +6 +6 alongside it, and then click Imprison so Musharna can't even attack back, and is now a sitting duck.
 

Xatu @ Colbur Berry | Magic Bounce
252 HP / 176 Def / 80 Spe | Timid
Psychic | U-Turn / Heat Wave | Roost | Haze

H A Z E X A T U B O Y S. i used this way back like over half a year ago before skunk and shiftry dropped to the tier, when barrier musharna was the biggest threat in the metagame. basically you can let it get set up all it wants since you outspeed and just haze away the boosts. would not recommend this set unless your team straight loses to mush, in which case its a great way to just not lose, even to last mon mush.
 
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Audino-Mega @ Audinite
Ability: Healer
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dazzling Gleam
- Wish
- Encore

Mega-Audino is like 95% of the time a lure for Musharna to set up on since normally only thing that audino is able to do is set up with it. With encore you able to encore them to either Calm mind or Barrier and then you just set up with them so you able to win that fight. (it costs alot of time yes) This way Musharna is also not able to Baton pass at all.
 
Thank you for all the submissions!
Winners:
Rapture.'s Power Swap Altaria
Aurosis' Imprison Mesprit
Can-Eh-Dian's Haze Xatu

This week, we'll be luring...

Weezing!

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Will-O-Wisp
- Sludge Bomb
- Taunt
- Toxic Spikes​
 




I'll go with Garbodor since we're not supposed to reserve and I had everything typed up within three minutes of you posting your reservation (on mobile with calcs and images I might add!)




Garbodor @ Life Orb
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Psychic
- Toxic Spikes
- Spikes

Assuming Garb is the standard physical set Weezing has nothing to worry about, Garbs physical coverage moves don't do much of anything, there's no poison chance and Garb can be burned by WoW. Opting for a specially based Garbodor remedies it and lures in physical walls and defoggers, giving Garb a chance to smack them with a SE coverage move. I'm opting for Tbolt/Psychic, Fblast and Giga Drains are options over Tspikes.

252+ SpA Life Orb Garbodor Psychic vs. 252 HP / 0 SpD Weezing: 231-273 (69.1 - 81.7%) -- guaranteed 2HKO after Black Sludge recovery

0 SpA Weezing Sludge Bomb vs. 0 HP / 0 SpD Garbodor: 50-59 (16.6 - 19.6%) -- possible 6HKO

vs other stuff
252+ SpA Life Orb Garbodor Thunderbolt vs. 248 HP / 16+ SpD Mantine: 234-276 (70.2 - 82.8%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Life Orb Garbodor Thunderbolt vs. 248 HP / 0 SpD Pelipper: 463-546 (143.3 - 169%) -- guaranteed OHKO
 
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Hariyama @ Assault Vest
Ability: Guts
EVs: 252 Atk / 240 SpD / 16 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Heavy Slam / Stone Edge / Ice Punch

Guts Hariyama is a pretty cool lure to Weezing as its one of the best fighting check curently. Due to the burn Hariyama hit pretty hard with Knock off and his 4th slot. And due to his amazing special bulk w/ assault vest, hariyama don't have to fear sludge bomb.

252+ Atk Guts Hariyama Knock Off (97.5 BP) vs. 248 HP / 148+ Def Weezing: 113-134 (33.9 - 40.2%) -- 41.6% chance to 3HKO after Black Sludge recovery
252+ Atk Guts Hariyama Heavy Slam (120 BP) vs. 248 HP / 148+ Def Weezing: 140-165 (42 - 49.5%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Guts Hariyama Stone Edge vs. 248 HP / 148+ Def Weezing: 117-138 (35.1 - 41.4%) -- 78.5% chance to 3HKO after Black Sludge recovery
252+ Atk Guts Hariyama Ice Punch vs. 248 HP / 148+ Def Weezing: 88-104 (26.4 - 31.2%) -- 14.4% chance to 4HKO after Black Sludge recovery (well, this one does literally 0)
 


Stainless (Steelix) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Flash Cannon
- Earth Power
- Thunder Fang
- Stealth Rock

Special Steelix is nice on offensive teams to be less passive and lure physical walls that trouble Lix such as Pelipper, Mantine, Vileplume , other Lixs and Weezing. Also Weezing has stopped running flamethrower due to the drop of Klinkklang and the need for Taunt to deal with Malamar/Mega Dino ,etc. That means Weezing can only hit you with Will-O, which Special Lix doesnt mind too much.

252+ SpA Life Orb Sheer Force Steelix Flash Cannon vs. 252 HP / 4 SpD Weezing: 188-224 (56.2 - 67%) -- guaranteed 2HKO after Black Sludge recovery

Weezing Sludge Bomb vs. Steelix: 0-0 (0 - 0%) -- aim for the horn next time
Weezing Will-O-Wisp vs. Steelix: 0-0 (0 - 0%) -- nice move

Jokes aside Weezing normally doesnt need Flamethrower vs a Crippled Lix as it can Taunt it and prevent Rocks however Special Lix doesnt care.
 

marilli

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Shiftry @ Dread Plate / Life Orb
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Leaf Storm
- Dark Pulse
- Sucker Punch
- Knock Off / Explosion

Kills weezing with 2 Dark Pulses. Because we're talking about "Lures" though, Dread Plate is a cool item on mixed Shiftree. First of all, we see that 3 of my moves are Dark-type anyways, so it literally doesn't matter 3/4 of the moves I go for.

More importantly, Dread Plate Knock Off with no attack investment does just as much damage as fully physical Sword Dance Shiftry with Lum Berry. This means that you literally can't tell the difference until you switch in Weezing / Garbodor / your physical wall of choice and you get 2HKOed by Dark Pulse. Life Orb is a generally more useful item, though, and if you're using Life Orb Explosion can lure Skuntank for the OHKO, as well as the Leaf Storm + Explosion 2HKO on Mega-Audino.
 
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garb drama oo


Sceptile @ Life Orb | Overgrow
4 Atk / 252 SpAtk / 252 Spe | Hasty
Leaf Storm | Rock Slide | Focus Blast | Hidden Power [Psychic]

252 SpA Life Orb Sceptile Hidden Power Psychic vs. 248 HP / 0 SpD Weezing: 198-234 (59.4 - 70.2%) -- guaranteed 2HKO after Black Sludge recovery

still hits plume for the same damage too, just watch out for xatu it walls you now.
 

Punchshroom

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Audino @ Audinite
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Dazzling Gleam
- Psychic
- Surf / Fire Blast

Offensive Mega Audino strikes again, except this is a faster variant with enough Speed for Jolly Rhydon and by extension Weezing here. Weezing may be able to handle bulky Mega Audino variants but is woefully ill-equipped to deal with offensive variants which easily overwhelm it. Even unevolved Audino has a great matchup against Weezing, trading the ability to OHKO Weezing to keep its Poison neutrality and more importantly Regenerator. The beauty of this lure is that Calm Mind itself won't give away Audino's set; only after Weezing takes the full brunt of the speedy, invested Psychic will it realise it's been had.

+1 252+ SpA Mega Audino Psychic vs. 252 HP / 0 SpD Weezing: 312-368 (93.4 - 110.1%) -- 62.5% chance to OHKO
0 SpA Weezing Sludge Bomb vs. +1 4 HP / 0 SpD Mega Audino: 96-114 (27.5 - 32.7%) -- guaranteed 4HKO

+1 252+ SpA Audino Psychic vs. 252 HP / 0 SpD Weezing: 262-310 (78.4 - 92.8%) -- guaranteed 2HKO after Black Sludge recovery
0 SpA Weezing Sludge Bomb vs. +1 4 HP / 0 SpD Audino: 64-76 (18.3 - 21.8%) -- possible 5HKO
 
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I'll go with Garbodor since we're not supposed to reserve and I had everything typed up within three minutes of you posting your reservation (on mobile with calcs and images I might add!)




Garbodor @ Life Orb
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Psychic
- Toxic Spikes
- Spikes

Assuming Garb is the standard physical set Weezing has nothing to worry about, Garbs physical coverage moves don't do much of anything, there's no poison chance and Garb can be burned by WoW. Opting for a specially based Garbodor remedies it and lures in physical walls and defoggers, giving Garb a chance to smack them with a SE coverage move. I'm opting for Tbolt/Psychic, Fblast and Giga Drains are options over Tspikes.

252+ SpA Life Orb Garbodor Psychic vs. 252 HP / 0 SpD Weezing: 231-273 (69.1 - 81.7%) -- guaranteed 2HKO after Black Sludge recovery

0 SpA Weezing Sludge Bomb vs. 0 HP / 0 SpD Garbodor: 50-59 (16.6 - 19.6%) -- possible 6HKO

vs other stuff
252+ SpA Life Orb Garbodor Thunderbolt vs. 248 HP / 16+ SpD Mantine: 234-276 (70.2 - 82.8%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Life Orb Garbodor Thunderbolt vs. 248 HP / 0 SpD Pelipper: 463-546 (143.3 - 169%) -- guaranteed OHKO
psychic garb is Machineae's considering the op says to not post reservations SlaySlenderDragon XD
 

shiloh

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Tiering Lead

Malamar @ Leftovers
Ability: Contrary
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Superpower
- Knock Off
- Psycho Cut
- Substitute

You dodge Wisp w/ Sub and can just keep setting up and eventually kill it with Psycho Cut

0 SpA Weezing Sludge Bomb vs. 248 HP / 188+ SpD Malamar: 78-93 (20.8 - 24.8%) -- possible 6HKO after Leftovers recovery
0 Atk Malamar Psycho Cut vs. 248 HP / 148+ Def Weezing: 98-116 (29.4 - 34.8%) -- 99.9% chance to 4HKO after Black Sludge recovery
+1 0 Atk Malamar Psycho Cut vs. 248 HP / 148+ Def Weezing: 146-174 (43.8 - 52.2%) -- guaranteed 3HKO after Black Sludge recovery
 
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Muk @ Choice Band
Ability: Poison Touch
EVs: 64 HP / 252 Atk / 192 Spe
Adamant nature
- Gunk Shot
- Explosion
- Filler
- Filler

This EV spread allows muk to outspeed and do a great chunk to 108 speed weezing with a banded adamant explosion, helping its teammates that appreciate weezing gone, it also KOs fully defensive weezing after it switches in a gunk shot.

252+ Atk Choice Band Muk Explosion vs. 248 HP / 156+ Def Weezing: 263-310 (78.9 - 93%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Choice Band Muk Explosion vs. 248 HP / 252+ Def Weezing: 244-288 (73.2 - 86.4%) -- guaranteed 2HKO after Black Sludge recovery
 
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