Slowbro: Water / Psychic
95/ 75 /110 /100 / 80 / 30
Oblivious - Grants immunity to infatuation and Captivate. (Kinda worthless)
Own Tempo - Prevents confusion. (Not so useful either)
Regeneration - HP is restored when you switch out (33%). This is no doubt going to be Slowbros ability of choice, for a wall being able to recover 33% of health upon switch is very useful
By level up
Slowbro: Lv1: Curse, Lv1: Yawn, Lv1: Tackle, Lv1: Growl, Lv5: Growl, Lv9: Water Gun, Lv14: Confusion, Lv19: Disable, Lv23: Headbutt, Lv28: Water Pulse, Lv32: Zen Headbutt, Lv36: Slack Off, Lv37: Withdraw, Lv43: Amnesia, Lv49: Psychic, Lv55: Rain Dance, Lv62: Psych Up, Lv68: [M505]
Egg Moves (Slowpoke)
Belly Drum
Future Sight
Stomp
Mud Sport
Sleep Talk
Snore
Me First
Block
Zen Headbutt
[M472]Wonder Room
Future Sight
Stomp
Mud Sport
Sleep Talk
Snore
Me First
Block
Zen Headbutt
[M472]Wonder Room
Learnable TMs and HMs:
TM03 - Psycho Shock, TM04 - Calm Mind, TM06 - Toxic, TM07 - Hail, TM10 - Hidden Power, TM11 - Sunny Day, TM13 - Ice Beam, TM14 - Blizzard, TM15 - Hyper Beam, TM16 - Light Screen, TM17 - Protect, TM18 - Rain Dance, TM19 - Telekinesis, TM20 - Safeguard, TM21 - Frustration, TM26 - Earthquake, TM27 - Return, TM28 - Dig, TM29 - Psychic, TM30 - Shadow Ball, TM31 - Brick Break, TM32 - Double Team, TM35 - Flamethower, TM38 - Fire Blast , TM40 - Aerial Ace, TM42 - Facade, TM44 - Rest, TM45 - Attract, TM48 - Troll, TM49 - Echo Voice, TM52 - Focus Blast, TM55 - Boiling Water, TM56 - Fling, TM59 - Complete Burn, TM68 - Giga Impact, TM70 - Flash, TM73 - Thunder Wave, TM77 - Psych Up, TM78 - Smooth Over, TM85 - Dream Eater, TM86 - Grass Knot, TM87 - Swagger, TM90 - Substitute, TM92 - Trick Room, TM94 - Rock Smash, HM03 - Surf, HM04 - Strength, HM06 - Dive
In gen 4, while slowbro was completely viable, it didnt get much usage in OU due to competition from other Bulky Waters. Since the 5th gen Metagame looks to be physically based, Slowbros 95/110 defenses are sure to be useful. additionally, Slowbro posses a fighting resistance which most water types cannot boast. Slowbro also seems to be a great surefire counter to the Water/Fighting legendary (Kerudio) as well.
Movesets: ( I edited them from the gen 4 ones on analysis)
Bulky Water
Leftovers Regeneration Bold
~ Slack Off
~ Boiling Water / Surf
~ Ice Beam / Psychic / HP Electric
~ Thunder Wave / Toxic / Yawn
252 HP / 252 Def / 4 SpD
Standard Defensivly Bulky Slowbro, can switch into physical attacks aimed at it and deal damage. Psychic is for Kerudio, Gengar etc while providing good nuetral damage. Ice Beam is for Dragons and Boiling Water has a decent 30% chance of burning opponents.
Calm Mind
Leftovers Regeneration Bold
~ Calm Mind
~ Boiling Water / Surf
~ Slack Off
~ Psychic / Ice Beam
252 HP / 252 Def / 4 SpD
Same as above except aims to settup and potentially sweep.
Trick Room
Leftovers Regeneration Relaxed
~ Trick Room
~ Slack Off
~ Surf / Boiling Water
~ Psychic / Ice Beam
0 Spe IVs
EVs
252 HP / 252 Def / 4 SpD
Aims to set Trick room for itself as well as teammates. There are several slow Heavy hitters in this gen that will benefit from this as well as the older stuff as well.
Name: Lure
Slowbro @ Leftovers/Life Orb
Ability: Regeneration
EVs: 252 HP/252 Def/4 SpD
Nature: Bold
~ Calm Mind
~ Wonder Room / Psychic / Psycho Shock
~ Boiling Water / Surf
~ Slack Off
Start off by setting up CMs to lure in a special wall like Blissey. Psycho Shock hits special walls where it hurts. Wonder Room shifts Def and SpD for 5 turns, making a normally monstrous wall very frail for 5 turns. As an added bonus, Slowbro will have an immense defense after a few CMs during Wonder Room, to take care of any physical attackers who switch in after Blissey realizes it can die very easily. Boiling Water is the 2nd obligatory STAB move and probably the new staple attack for bulky waters.
so yea, discuss and post new sets if any ideas. If i made any mistakes feel free to point out