Orphic
perhaps
Approved by Raseri
OP adapted from unfixable's old thread.
In need of a banner!
Lures have been around in Pokemon for a long time, they act as a way for your team to beat an otherwise unbeatable wall or stop to your sweeper. Lures are Pokemon that use sets to draw in their usual counters and expose of them with surprise. This can also mean either KO'ing, weakening, or crippling them for a teammate to take them on more effectively. Lures are a tad uncommon, and some people just use flat out bad lures. A lure may be good for one thing, but sacrificing a key component is not a good lure. For example, running Magic Coat on Klinklang seems good in theory, bouncing back Taunts, Thunder Waves, and Will-O-Wisps; however, this means Klinklang can only use it once, effectively making it somewhat useless and easy to predict around. You end up being prone to being outplayed, making it more detrimental than beneficial. Lures should be able to consistently be as / more effective than their normal counterparts.So this is how the project will work:
1. Similar to other projects, each week I will nominate a common wall or threat that teams typically struggle with. Over the following week, the NU community will nominate the lures they've been using to handle said wall or threat. Please provide calcs and evidence for your lures. This is different to the 'counter that threat' thread, where checks and counters are always more obvious than lures.
2. After the week has passed, I will pick a winner for best lure for the named threat or wall, and possibly a runner up and third place depending on number of entries.
3. The winner and their lure will be saved and recorded.
Things to consider when nominating a lure:
1. 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 well, it's not worth it and this is a bad lure.
2. Does this Pokemon consistently perform its role? If you're sacrificing too much and not benefiting on a regular basis, it's not a good lure.
3. Does this Pokemon gain anything important when using this moveset? The contrary to point number one, does this pokemon or the team benefit from the lure.
4. Could this method be better aided through teammates? Does your lure need team support to carry out it's role effectively.
Important:
Example of a bad lure:
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Facade
- Knock Off
- Close Combat
- Hidden Power [Grass]
This would act as a lure for Quagsire or Rhydon, but a Close Combat or Facade would actually be better. Additionally, you lose the option of Swords Dance or Quick Attack to help Zangoose do its main job on the team.
Example of a good lure:
Mesprit @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic/Psyshock
- Signal Beam
- Coverage
- Coverage/Healing Wish/U-turn
This is a very common lure in NU right now, and one everyone will know. Since Malamar is such a threat and can set up and destroy teams from early game, using psychic types as its bait to set up, this lure was developed. Malamar thinks it can come in safely on Mesprit as it usually runs max special defense and can absorb all Mesprits coverage, and so to prevent this threat from destroying your team, Signal Beam is a fantastic move to help Mesprit lure and take down Malamar.
OP adapted from unfixable's old thread.
In need of a banner!
Lures have been around in Pokemon for a long time, they act as a way for your team to beat an otherwise unbeatable wall or stop to your sweeper. Lures are Pokemon that use sets to draw in their usual counters and expose of them with surprise. This can also mean either KO'ing, weakening, or crippling them for a teammate to take them on more effectively. Lures are a tad uncommon, and some people just use flat out bad lures. A lure may be good for one thing, but sacrificing a key component is not a good lure. For example, running Magic Coat on Klinklang seems good in theory, bouncing back Taunts, Thunder Waves, and Will-O-Wisps; however, this means Klinklang can only use it once, effectively making it somewhat useless and easy to predict around. You end up being prone to being outplayed, making it more detrimental than beneficial. Lures should be able to consistently be as / more effective than their normal counterparts.So this is how the project will work:
1. Similar to other projects, each week I will nominate a common wall or threat that teams typically struggle with. Over the following week, the NU community will nominate the lures they've been using to handle said wall or threat. Please provide calcs and evidence for your lures. This is different to the 'counter that threat' thread, where checks and counters are always more obvious than lures.
2. After the week has passed, I will pick a winner for best lure for the named threat or wall, and possibly a runner up and third place depending on number of entries.
3. The winner and their lure will be saved and recorded.
Things to consider when nominating a lure:
1. 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 well, it's not worth it and this is a bad lure.
2. Does this Pokemon consistently perform its role? If you're sacrificing too much and not benefiting on a regular basis, it's not a good lure.
3. Does this Pokemon gain anything important when using this moveset? The contrary to point number one, does this pokemon or the team benefit from the lure.
4. Could this method be better aided through teammates? Does your lure need team support to carry out it's role effectively.
Important:
Example of a bad lure:
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Facade
- Knock Off
- Close Combat
- Hidden Power [Grass]
This would act as a lure for Quagsire or Rhydon, but a Close Combat or Facade would actually be better. Additionally, you lose the option of Swords Dance or Quick Attack to help Zangoose do its main job on the team.
Example of a good lure:
Mesprit @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic/Psyshock
- Signal Beam
- Coverage
- Coverage/Healing Wish/U-turn
This is a very common lure in NU right now, and one everyone will know. Since Malamar is such a threat and can set up and destroy teams from early game, using psychic types as its bait to set up, this lure was developed. Malamar thinks it can come in safely on Mesprit as it usually runs max special defense and can absorb all Mesprits coverage, and so to prevent this threat from destroying your team, Signal Beam is a fantastic move to help Mesprit lure and take down Malamar.
Let's get started with week 1!
This weeks threat is:
Magneton!
This thing has plagued NU since it dropped and plenty of lures have been thrown around to take it down, show me what's been working best for you!
This weeks threat is:
Magneton!
This thing has plagued NU since it dropped and plenty of lures have been thrown around to take it down, show me what's been working best for you!
The winner of week 1 is Punchshroom's Mega Audino! I loved this lure, it was unique and worked very well as a lure and did it consistently, I've even used this a few times.
Audino @ Audinite
Ability: Regenerator
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Fire Blast
- Dazzling Gleam
-
Audino @ Audinite
Ability: Regenerator
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Calm Mind
- Fire Blast
- Dazzling Gleam
-
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