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

Week 26!
:sv/samurott-hisui:

Samurott-Hisui @ Choice Scarf
Ability: Sharpness
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Water
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Sacred Sword

Hisuian samu is one of the most dominating mons of this generation, being a top 5 in usage on ladder and having great win rates in several tours. This is owed to its great STAB combination, of which both types are resisted by only a scant few Pokemon in the metagame, higher power than what is initially apparent due to Sharpness bolstering its slicing moves, a good Speed tier that allows it to outspeed and revenge kill key threats like dragapult.Ceaseless Edge is Hisuian Samurott’s most important move, allowing it not only to threaten and KO foes with the raw power of a Sharpness-boosted Dark-type STAB move but also set up a layer of Spikes with each use, putting pressure on opposing teams and potentially opening up holes in defensive cores for its teammates to exploit. It is important to note that Spikes laid by Ceaseless Edge cannot be reflected by Magic Bounce, meaning Hisuian Samurott can safely click Ceaseless Edge against hatterene and still get Spikes up.

what's the best way to lure this threat!
apologies for the delay, we both have been a bit busy irl
the deadline will be 2nd august​
 

Weirdhamster

Banned deucer.
Tera ghost :kingambit:

Kingambit @ Air Balloon
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Low Kick
- Swords Dance
- Kowtow Cleave

Kingambit is perfect bait for samurott. Not only does samurott resists both of its stab options, but it can also revenge kill back with sacred sword. Tera ghost stop this. With good positioning, you can get up 2 swords dances on a scarf samurott locking into sacred sword, and then with enough allies fallen, you will usually be able to clean up the game at +4 attack. The rest of the set is standard tera ghost gambit set. Air balloon enables to to both use dragonite as setup fodder, but can also blank out great tusks stabs, further helping it sweep. People can of course try to predict the tera ghost if they know what the balloon set is, but the majority of the time, most people would go for the safe sacred sword. Low kick also hits samurott for super effective damage as an extra bonus, compared to iron head.
 

Mew @ Leftovers/Big Root
Ability: Synchronize
Tera Type: Fighting
EVs: 240 HP / 16 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Drain Punch
- Phantom Force/Shadow Claw
- Taunt

Time for the ancestor of all pokemon to put down one of it's many great great grandsons.

From very trusted sources (The Showdown OU chat) I've gathered that the majority of Scarfed H-Samurott users will stay in against a Mew. They'd expect it to set up hazards, perhaps, or go for a Will-o-Wisp. Neither would be great, but they don't stop Samurott from doing its job. Especially since, if it turns out be the common Dual Screens set, it outright loses.

Why would someone use Mew, of all things, as a setup sweeper? Baxcalibur, Roaring Moon and hell, even Haxorus are all more threatening Dragon Dancers. That's precisely why we're using Mew. With so many things it can do, the Dragon Dance set is far more obscure than it once was. And that'll be what costs Samurott.

252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 240 HP / 0 Def Mew: 278-330 (69.3 - 82.2%) -- guaranteed 2HKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 240 HP / 0 Def Tera Fighting Mew: 69-82 (17.2 - 20.4%) -- possible 5HKO
252 Atk Sharpness Samurott-Hisui Razor Shell vs. 240 HP / 0 Def Tera Fighting Mew: 160-190 (39.9 - 47.3%) -- guaranteed 3HKO
+2 16+ Atk Mew Drain Punch vs. 0 HP / 4 Def Samurott-Hisui: 288-340 (89.7 - 105.9%) -- 37.5% chance to OHKO (Recovers around 37%)
+1 16+ Atk Tera Fighting Mew Drain Punch vs. 0 HP / 4 Def Samurott-Hisui: 324-384 (100.9 - 119.6%) -- guaranteed OHKO (Recovers 40%)


The idea is to Tera Fighting and Dragon Dance on turn 1, taking minimal damage from Ceaseless Edge. From there, max speed Adamant Mew naturally outspeeds Jolly H-Samurott, so at +1 it barely outspeeds a scarfed one, taking it down. If Samurott predicted some kind of Tera, and pressed Razor Shell instead, even better. You get a second Dragon Dance up, and can restore half your health in one Drain Punch.

Leftovers is the standard held item, but Big Root is a great choice considering Drain Punch will be your main STAB option on Mew, as well as its only recovery. Taunt is for utility, and can stop opponents from Thunder Waving, Will-o-Wisping or phasing out Mew with Whirlwind or Roar. As for the coverage move, I figured you can't go wrong with Ghost. Shadow Claw is probably the better STAB option, but you can run Phantom Force if you so please. After all, what are they gonna switch into it? A Dark type? A Normal type? If they do, that works in your favour. You get more health back.

It won't be as easy in practice as it is on paper, but I think that this would be a rather difficult pokemon to bring down once it gets going. It may rely on the element of surprise, but of all pokemon to surprise you, I think Mew does it pretty well.

TLDR: Tera Fighting Dragon Dance
 
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:sv/arcanine hisui:
Arcanine-Hisui @ Choice Scarf
Ability: Rock Head
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Close Combat
- Flare Blitz
- Head Smash

Arcanine pretty much ALWAYS runs banded, and samu can catch it off guard with scarf and get an easy KO, right?

( I'm pretty sure that a literal quad effective stab sharpness boosted move will KO, so I won't bother showing it.)

252 Atk Arcanine-Hisui Close Combat vs. 0 HP / 4 Def Samurott-Hisui: 288-340 (89.7 - 105.9%) -- 37.5% chance to OHKO

And that's without tera. So any chip, rocks damage, or tera will give you a guaranteed ohko Vs it, and it'll see arcanine as a free KO.
 
:sv/Heatran:
Heatran @ Power Herb
Ability: Flash Fire
Tera Type: Grass
EVs: 220 HP / 248 SpA / 40 Spe
Timid Nature
- Solar Beam
- Magma Storm
- Earth Power
- Taunt

In Generation 7, Heatran had a Grassium-Z set with Solar Beam to help it beat annoying Water types. Well, Hisuian Samurott is definitely an annoying Water type, so why not try to port the older set into the newest gen?


Heatran is a Pokémon that Hisuian Samurott loves to come in on. It resists both Fire and Steel, is neutral to Earth Power, and it can nail Heatran with a super effective Razor Shell or set up Spikes with Ceaseless Edge while not taking too much damage. However, what it wouldn’t expect is a Solar Beam straight to the shell!

248 SpA Heatran Solar Beam vs. 0 HP / 0 SpD Samurott-Hisui: 372-438 (115.8 - 136.4%) -- guaranteed OHKO


And what’s even better is that Heatran can survive any hit that Hisuian Samurott throws at it!

252 Atk Sharpness Samurott-Hisui Razor Shell vs. 220 HP / 0 Def Heatran: 306-362 (80.9 - 95.7%) -- guaranteed 2HKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 220 HP / 0 Def Heatran: 133-157 (35.1 - 41.5%) -- guaranteed 3HKO


And if your Heatran has gotten chipped or worn down, then you can Tera Grass and easily take the incoming Razor Shell.

252 Atk Sharpness Samurott-Hisui Razor Shell vs. 220 HP / 0 Def Tera Grass Heatran: 76-90 (20.1 - 23.8%) -- guaranteed 5HKO

Tera Grass
also allows Heatran to have the firepower (or in this case, power) to take down Assault Vest Hisuian Samurott with a single Solar Beam, too!

248 SpA Tera Grass Heatran Solar Beam vs. 0 HP / 4 SpD Assault Vest Samurott-Hisui: 372-438 (115.8 - 136.4%) -- guaranteed OHKO

Taunt
on Heatran can beat Encore Hisuian Samurott, too. However, depending on the team, it can easily be replaced with Stealth Rock.

One of the best parts about this lure is that even if the opponent doesn’t have Hisuian Samurott, it can still be quite useful to snipe other Water and Ground types that commonly switch into Heatran.

248 SpA Heatran Solar Beam vs. 252 HP / 0 SpD Rotom-Wash: 248-292 (81.5 - 96%) -- guaranteed 2HKO

248 SpA Heatran Solar Beam vs. 252 HP / 0 SpD Great Tusk: 434-512 (100 - 117.9%) -- guaranteed OHKO


40 Speed EVS with a Timid nature allows Heatran to outspeed threats like Jolly Kingambit and Great Tusks with no speed investment.
 
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We're back baby! with Week 27

:sv/ursaluna-bloodmoon:
Ursaluna-Bloodmoon @ Leftovers
Ability: Mind's Eye
Tera Type: Ghost
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Vacuum Wave
- Blood Moon
- Moonlight​

To start us off with we look at my favorite addition of this dlc Ursaluna-Bloodmoon. Ursaluna-Bloodmoon has several interesting traits over its Hisuian counterpart, chief among them being its access to Moonlight for recovery, access to a very strong special nuke in Blood Moon, priority in Vacuum Wave, and slightly higher speed tier notably letting it potentially outrun Kingambit. Additionally, Ursaluna-Bloodmoon being a special attacker means it won't need to run Flame Orb for power, allowing it to run an item like Leftovers or Heavy-Duty Boots to allow for even more longevity. Ursaluna-Bloodmoon is a very strong bulky setup Pokemon, and can even function well under Trick Room thanks to its low speed and high power.

So what do u have in store, to lure this threat
deadline will be 25th of september
 

toshimelonhead

Honey Badger don't care.
is a Tiering Contributor
:Rotom-Wash:
Rotom-Wash @ Assault Vest
Ability: Levitate
Tera Type: Fairy
EVs: 248 HP / 56 SpA / 160 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Discharge
- Tera Blast

I had this set in my builder pre-Bax ban as a way to check some of the pesky dragons in OU. With some modifications, it works to lure in Ursaluna-Bloodmoon, as well. Normally, Rotom-Wash is physically defensive, but Assault Vest allows it to check some key threats on the special side. 56 Special Attack EVs guarantee an OHKO with Hydro Pump assuming it hits and Ursaluna-Bloodmoon does not tera. It also gets OHKOs on the standard Great Tusk Booster Energy set with Hydro Pump and Iron Valient with Tera Fairy. Tera Fairy is primarily for checking Choice Specs Dragapult and also works for blocking Walking Wake's Draco Meteor and Dragon Pulse. The speed EVs allow it to outspeed Jolly Kingambit, while the rest of the EVs are used to tank special attacks.

(Relevant calculations):
+1 252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 252 HP / 0 SpD Rotom-Wash: 364-430 (119.7 - 141.4%) -- guaranteed OHKO
252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 248 HP / 160+ SpD Assault Vest Tera Fairy Rotom-Wash: 127-151 (41.9 - 49.8%) -- guaranteed 3HKO
56 SpA Rotom-Wash Hydro Pump vs. 16 HP / 0 SpD Ursaluna-Bloodmoon: 372-438 (100.2 - 118%) -- guaranteed OHKO

(Other calculations to prove this is not a meme set):
56 SpA Rotom-Wash Hydro Pump vs. 252 HP / 0 SpD Great Tusk: 434-512 (100 - 117.9%) -- guaranteed OHKO
56 SpA Tera Fairy Rotom-Wash Tera Blast vs. 0 HP / 0 SpD Iron Valiant: 288-342 (99.6 - 118.3%) -- 93.8% chance to OHKO

252 SpA Choice Specs Dragapult Shadow Ball vs. 248 HP / 160+ SpD Assault Vest Rotom-Wash: 81-96 (26.7 - 31.6%) -- guaranteed 4HKO
252 SpA Choice Specs Iron Valiant Psyshock vs. 248 HP / 0 Def Tera Fairy Rotom-Wash: 117-138 (38.6 - 45.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Volcanion Steam Eruption vs. 248 HP / 160+ SpD Assault Vest Rotom-Wash: 73-87 (24 - 28.7%) -- 98.1% chance to 4HKO
+3 252 SpA Manaphy Energy Ball vs. 248 HP / 160+ SpD Assault Vest Rotom-Wash: 204-240 (67.3 - 79.2%) -- guaranteed 2HKO
244 SpA Choice Specs Walking Wake Draco Meteor over 2 turns vs. 248 HP / 160+ SpD Assault Vest Rotom-Wash: 229-271 (75.5 - 89.4%) -- not a KO
4 Atk Great Tusk Close Combat vs. 248 HP / 0 Def Tera Fairy Rotom-Wash: 77-91 (25.4 - 30%) -- guaranteed 4HKO
 

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Fairy
EVs: 224 HP / 28 Atk / 252 SpD / 4 Spe
Careful Nature
- Knock Off
- Sand Tomb
- Protect
- Taunt

Good old Gliscor is back from Dexit (BDSP doesn't count) and ready to take on OU again. But with it's return through the DLC comes another new ground type, Bloodmoon Ursaluna. Gliscor has run a pretty mean Spdef set in the past, but even that can't hold up to the might of a Blood Moon.

252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 244 HP / 252+ SpD Gliscor: 223-264 (63.3 - 75%) -- guaranteed 2HKO after Poison Heal

Not a switch in. Not a counter. And its strongest returning attack is pitiful thanks to Ursaluna's leftovers.
0 Atk Gliscor Earthquake vs. 16 HP / 0 Def Ursaluna-Bloodmoon: 88-105 (23.7 - 28.3%) -- possible 5HKO after Leftovers recovery

The worst thing Gliscor can really do is use Toxic, but this comes with a number of drawbacks. For starters, it means it has to take a Blood Moon on that turn, which we've established it really can't do. Secondly, Ursaluna can heal the damage with Moonlight and switch out to reset the Toxic counter. Against a pokemon with reliable healing, Toxic is a far less relevant problem, especially given the cost of massively denting a defensive pokemon like Gliscor.

So, what to do? Well, if Blood Moon is such a huge problem, lets just get rid of it.

We start by using Taunt when Ursaluna switches in. If we end up clicking Knock Off or Sand Tomb, that's also pretty beneficial for us, but for the sake of the experiment let's assume it's Taunt. Now the Ursaluna is faced with three options. Swap out, use Vacuum Wave, or use Blood Moon. Vacuum Wave is obviously never the play. By now we'll have our Poison Heal active, which will render the small damage that Vacuum wave does meaningless.
252+ SpA Ursaluna-Bloodmoon Vacuum Wave vs. 224 HP / 252+ SpD Gliscor: 21-25 (6 - 7.2%) -- possibly the worst move ever
Instantly healed off.

Some Bloodmoon players might swap out upon being taunted, since they've lost their opportunity to set up with Calm Mind. However, thanks to Mind's Eye, Blood Moon is a move that will never have any switch ins. Any Rock or Steel types can be hit with Vacuum Wave afterwards, and besides, what's Gliscor gonna do? We can always swap out the turn afterwards.
This is when Gliscor uses Sand Tomb, and the Ursaluna player will probably figure that something's up. That said, as planned, it's hit Gliscor with a massive Blood Moon, likely bringing it down to about 30% health (42 after Poison Heal recovery).
Well, now Ursaluna is trapped, can't Blood Moon and also can't use it's two status moves. In return, it's only taken a little over 14% damage (>8% from the Sand Tomb itself and a further 12% from the trapping., but then 6% healing from leftovers.)

Ursaluna has to Vacuum Wave here. No big deal. It can Blood Moon next turn. It hits Gliscor and Gliscor retaliates with a Knock Off. No leftovers anymore, plus we're at around 75% health. 62% after Sand Tomb. Annoying, for sure, but now we're back at the original position. No switch ins for this Blood Moon. Gliscor is at around 55% health now., and Blood Moon does a minimum guarantee of 63%. It's won the matchup. Sure, it'll take another 10% from a following Knock Off, but it'll kill Gliscor, free itself from Sand Tomb, and still be at over 50% health. That's fixable with a Moonlight after Taunt wears off, which will be after this next turn. Very convenient timing. Let's do it.

Gliscor used Protect!

Ah, now that's an issue. A pretty severe one. Ursaluna has now fallen to 52% health. Taunt has worn off, but Blood Moon is now unusable. Sand Tomb will still last a couple turns, and Gliscor has healed to 67%. Ursaluna can Vacuum Wave but, as established, that does nothing. Since Gliscor outspeeds, it can Taunt Luna before it uses Moonlight. No matter what happens this next turn, Ursaluna has fallen to 40% health and Gliscor is up to 89%. Now it can comfortably tank another Blood Moon.

Now, if the Gliscor player is unlucky, Sand Tomb will wear off this turn, giving Ursaluna the opportunity to escape, but with such little health that many neutral hits will now KO it, especially if hazards are up.

If Sand Tomb lasts another turn, then Gliscor can simply Protect, healing to full, denying Blood Moon, and watch Ursaluna's health approach the red, at 28%. By now, we've completely turned the tables on Ursaluna. It may be free from Sand Tomb, but at this level of health it's really not looking good. Meanwhile Gliscor will be at 100% health now. We've completely crippled Ursaluna, denying it even the opportunity of setting up, with a pokemon it should have been able to 2 shot.

Now then, the observant of you may realise that Ursaluna does have a way out of this predicament. Coincidentally, its Tera Type is Ghost, likely to have an immunity to incoming Close Combats. Well, Ghost types are immune to trapping moves/abilities. It would be a commitment of its Tera, but Ursaluna could escape Sand Tomb if it catches on to what Gliscor is doing nice and early. But that's the problem. It won't.

Gliscor is specifically intended to be in a disadvantageous position for half the matchup, even taking a Blood Moon head on for most of its health. Even despite minor annoyances, Ursaluna is not threatened until the turn where Gliscor pulls out Protect. We're also taking advantage of a little mechanic that we've all run into when using Terastalisation, or even Mega Evolution.

You can't swap out on the turn you do it.

This means that, even when the Ursaluna player catches on to what you're doing, they have to spend 2 turns and their Tera just to preserve their bear, which is still going to be at low health by now. It's not a worthy commitment. Furthermore, trying to Tera Ghost against a pokemon with Knock Off, even if not at full power, is never a safe idea.

28 Atk Gliscor Knock Off vs. 16 HP / 0 Def Tera Ghost Ursaluna-Bloodmoon: 80-96 (21.5 - 25.8%) -- 23.4% chance to 4HKO

The risk of taking that doubled damage is far too great considering how minor the reward is.

Therefore, Gliscor will pretty much always come out of this confrontation at full health, with Ursaluna on its last legs.

TLDR:
Whilst it's true that this doesn't quite kill Ursaluna, the combo of Protect, Poison Heal, Taunt and Sand Tomb are able to cripple it, likely for the rest of the battle. This trapping set can also help against the metagame as a stallbreaker, and Protect and Knock Off are very good for limiting turns of Sun, Rain or even Aurora Veil.

Sorry for the long submission, and it's good to be back.
 
:weezing_galar: (can be normal Weezing too)


Weezing-Galar @ Leftovers / Air Balloon.
Ability: Neutralizing Gas
Tera Type: Ghost
EVs: 248 HP / 252 Def / 8 SpD (don,t really matter).
Impish Nature
IVs: 0 Atk
- Will-O-Wisp / Toxic
- Curse / Toxic.
- Pain Split
- Strange Steam


Weezing is a passive Mon Ursaluna can usually come into. However, if Weezing Terastalizes into Ghost, due to Neutralizing Gas, Ursaluna becomes completely useless for the rest of the match. Either Curse or Toxic is needed to actually kill Ursaluna though. Air Balloon is an option as item in case we encounter an Earth Power bear, but isn,t actually needed for current set.
 
:salamence:
Salamence @ Choice Specs
Ability: Intimidate
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Hurricane
- Fire Blast

Having used Bloodmoon Ursaluna a ton, I can say that this is the most memoriable lure I have faced.
Very scenario specific lure but, let's say you just got a Volt-switch / U-turn kill and sent out Salamence.

This is what the oh so naive Bloodmoon user sees
252 Atk Salamence Outrage vs. 16 HP / 0 Def Tera Ghost Ursaluna-Bloodmoon: 172-204 (46.3 - 54.9%) -- 63.7% chance to 2HKO
252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 0 HP / 0 SpD Salamence: 312-367 (94.2 - 110.8%) -- 62.5% chance to OHKO

So most people would send in their Big Bad Bear to prevent the Salamence from setting up Dragon Dance, or force the Salamence to switch out and at the same time get a free Bloodmoon / Calm mind.

Heres what we hit the Bear with:
252 SpA Choice Specs Salamence Draco Meteor vs. 16 HP / 0 SpD Tera Ghost Ursaluna-Bloodmoon: 402-474 (108.3 - 127.7%) -- guaranteed OHKO
252 SpA Choice Specs Tera Dragon Salamence Draco Meteor vs. +1 16 HP / 0 SpD Tera Ghost Ursaluna-Bloodmoon: 358-422 (96.4 - 113.7%) -- 75% chance to OHKO

Low accuracy moves yippee!!
 
:sv/fezandipiti:
Fezandipiti @ Expert Belt
Ability: Technician
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Double Kick
- Swords Dance
- Thief
- Protect

Fezandipiti is a Pokemon that would normally be easy setup fodder for Bloodmoon Ursaluna. The most threatening thing that the bird can do is badly poison it or U-Turn out. However, what a Bloodmoon Ursaluna wouldn't expect is a Technician and Expert Belt boosted Double Kick straight to the face!

252+ Atk Expert Belt Technician Fezandipiti Double Kick (2 hits) vs. 16 HP / 0 Def Ursaluna-Bloodmoon: 178-212 (47.9 - 57.1%) -- approx. 35.5% chance to 2HKO after Leftovers recovery
252+ Atk Expert Belt Technician Fezandipiti Double Kick (2 hits) vs. 252 HP / 0 Def Ursaluna-Bloodmoon: 178-212 (41.3 - 49.3%) -- approx. 3HKO after Leftovers recovery

uhh... okay, so it might not seem like the GREATEST damage....
BUT! It is still damage! And what's more, you don't have to stick with just unboosted attack when you have Swords Dance!

+2 252+ Atk Expert Belt Technician Fezandipiti Double Kick (2 hits) vs. 16 HP / 0 Def Ursaluna-Bloodmoon: 350-412 (94.3 - 111%) -- approx. 62.5% chance to OHKO
+2 252+ Atk Expert Belt Technician Fezandipiti Double Kick (2 hits) vs. 252 HP / 0 Def Ursaluna-Bloodmoon: 350-412 (81.3 - 95.8%) -- approx. 2HKO after Leftovers recovery

And even if you miss the roll, the damage has already been done. However, what if the bear is so threatened that it decided to Tera Ghost!? Well, there is a reason Thief is on this set.

252+ Atk Expert Belt Technician Fezandipiti Thief vs. 16 HP / 0 Def Tera Ghost Ursaluna-Bloodmoon: 175-206 (47.1 - 55.5%) -- 17.6% chance to 2HKO after Leftovers recovery
+2 252+ Atk Expert Belt Technician Fezandipiti Thief vs. 16 HP / 0 Def Tera Ghost Ursaluna-Bloodmoon: 348-410 (93.8 - 110.5%) -- 62.5% chance to OHKO
252+ Atk Expert Belt Technician Fezandipiti Thief vs. 252 HP / 0 Def Tera Ghost Ursaluna-Bloodmoon: 175-206 (40.6 - 47.9%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Expert Belt Technician Fezandipiti Thief vs. 252 HP / 0 Def Tera Ghost Ursaluna-Bloodmoon: 348-410 (80.9 - 95.3%) -- guaranteed 2HKO after Leftovers recovery

Once again, while it may look underwhelming on the surface, once a Swords Dance is up, Fezandipiti can prove to be an actual threat to Freddy Fazbear's cousin. But the one-eyed bear still has great offensive pressure against this, right?

252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 252 HP / 4 SpD Fezandipiti: 211-250 (55.5 - 65.7%) -- guaranteed 2HKO
252+ SpA Ursaluna-Bloodmoon Earth Power vs. 252 HP / 4 SpD Fezandipiti: 272-324 (71.5 - 85.2%) -- guaranteed 2HKO
+1 252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 252 HP / 4 SpD Fezandipiti: 318-375 (83.6 - 98.6%) -- guaranteed 2HKO
252+ SpA Ursaluna-Bloodmoon Vacuum Wave vs. 252 HP / 4 SpD Fezandipiti: 10-12 (2.6 - 3.1%) -- possibly the worst move ever

Yeah, about that...
This fancy bird has some CRAZY special defenses. It's easily able to eat at least one of both Blood Moon and Earth Power, takes practically nothing from even +6 Vaccum Wave, along with Protect allowing you to avoid Blood Moon? And on top of all of that, Fezandipiti can Tera Flying to ensure that all Bloodmoon's moves can do basically nothing to it? It's perfect!

One could even say it's serendipitous! ;)
 
Sorry for the reserve but never post :eeveehide:

I'm voting :weezing galar: and :fezandipiti:

Ps: the slowking set woulda been AV tera water surf

252+ SpA Tera Water Slowking-Galar Surf vs. 16 HP / 0 SpD Ursaluna-Bloodmoon: 408-482 (109.9 - 129.9%) -- guaranteed OHKO

252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 252 HP / 120 SpD Assault Vest Tera Water Slowking-Galar: 144-169 (36.5 - 42.8%) -- guaranteed 3HKO
 
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