Slugma (Analysis)

Zephyr

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Slugma

Quality Control 2/2 [Macle, ShinyAzelf]
GP 2/2
[Chou Toshino, RayJay....Oglemi, Aeron]

[Overview]

<p>Slugma is a cool Pokemon, but with a bad defensive typing along with a hard environment to compete in; because of this, he has a bit of trouble finding a spot on most teams. He is pretty bulky and has tanking ability, lackluster Speed, and is made of lava. Fire typing comes along with some unfortunate weaknesses to common types such as Water and Rock. Access to moves like Recover and Stockpile do ensure Slugma brings some originality to the table. Slugma is a veritable mixed bag of a Pokemon; you can rightfully say he's hot.</p>

[SET]
name: Stockpile
move 1: Stockpile
move 2: Recover
move 3: Flamethrower / Lava Plume
move 4: Will-O-Wisp / Toxic / Hidden Power Grass
item: Eviolite
ability: Flame Body
nature: Calm
EVs: 196 HP / 116 Def / 196 SpD

[SET COMMENTS]

<p>Slugma has acceptable bulk, and when coupled with an Eviolite and with the ability to further push both defenses with Stockpile, this set can become troublesome to bring down. A Calm nature with significant Special Defense investment covers the special side for the most part, and with the ability to cut the opponent's Attack with Will-O-Wisp, Slugma can quickly become hard to stop. </p>

[ADDITIONAL COMMENTS]

<p>You have a few combinations of options that you can choose from. Flamethrower gives you the most power, and if you are happy relying on Will-O-Wisp for burn support, then you can go for the combination of Flamethrower and Will-O-Wisp. Lava Plume can be used to consolidate your STAB and burn support into one Fire attack, giving you a slot to include Toxic as your final move. Alternatively, you can opt for a Hidden Power (preferably Grass) to help round out Slugma's coverage. Frillish makes a good partner for Slugma as Frillish can switch into Water attacks without worry. Gligar can handle any super effective attack aimed at Slugma as long as it isn't a Water attack.</p>

[SET]
name: Dual Screen Memento
move 1: Light Screen
move 2: Reflect
move 3: Memento
move 4: Lava Plume
item: Eviolite / Light Clay
ability: Flame Body
nature: Bold
EVs: 196 HP / 196 Def / 116 SpD

[SET COMMENTS]

<p>The idea here is to create an optimal set-up atmosphere for your valued sweeper. Getting up dual screens is Slugma's priority here. If he manages to survive long enough to get both screens up and survive a potential 3rd blow (he'll typically be outsped), you can go for Memento, which furthers the the chances your sweeper should set up at least two boosts. Lava Plume has a chance to burn your opponent and cut their Attack (again aiding the situation), but more importantly prevents Slugma from being completely incapacitated by a Taunt user.</p>

[ADDITIONAL COMMENTS]

<p>The EVs given makes a balance between defenses, though this can be modified to your liking. Eviolite is the favored item as it helps ensure Slugma can get both screens up. Light Clay can buy valuable additional turns of screen protection for Slugma's teammates, but considering Slugma's terrible Speed, screen setup will become decisively less reliable without Eviolite's bulk boost. Lava Plume can be swapped out for an attacking move of your choice, though ideally this set should not be attacking at all. Any set-up sweeper makes a good partner for this set. Pokemon like Scraggy and a user of Shell Smash are prime candidates.</p>

[Other Options]

<p>Slugma doesn't have much going for it; however he does have access to quite a pool of supporting moves. Along with the already mentioned Will-O-Wisp and Toxic, he also has Yawn and the gimmicky Swagger at his disposal. He has a wide array of defensive moves as well, such as Amnesia and Iron Defense, although most are usually not very effective due to Slugma's poor defensive typing. Earth Power is a good move, but usually doesn't find a slot in Slugma's defensively-geared movesets. Pain Split is usable, but is outclassed by the more reliable Recover.</p>

[Checks and Counters]

<p>Most bulky Water-type Pokemon will handle Slugma really well. A Taunt user should also stop the majority of Slugma's capabilities cold. Rock-type Pokemon also handle Slugma very well, but it's good to be wary of switching into a Will-O-Wisp. After burn, Slugma carrying Recover may be able to stall you out depending on the strength of the attacking Pokemon. Gligar does reasonably well, but it's wise to be wary of switching into Will-O-Wisp, as mentioned above.</p>

[Dream World]

<p>Breakable Armour is a decent ability, but since you don't really attack and Slugma is better off with support moves, you shouldn't use it. Slugma's Speed is simply too slow to make any use of Breakable Armor, leaving Flame body as the decidedly superior ability.</p>
 
No. Explosion is better.

Mention TR support. It has pretty good SpA.

Tesshiido is a good partner. It resists Water and Rock and lures Fire for Slugma to switch in on.
 
Couldn't Gligar be a counter, with access to Brick Break and Earthquake. If someone decides to run a more offensive Toxic Orb/Immunity combo then WoW wouldn't be of worry. Just saying might be worth a mention.
 

Zephyr

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Couldn't Gligar be a counter, with access to Brick Break and Earthquake. If someone decides to run a more offensive Toxic Orb/Immunity combo then WoW wouldn't be of worry. Just saying might be worth a mention.
I had considered it, but I feel it is more of a "check" than a counter. Seeing as like you mentioned, it can be burned on the switch in and stalled out, and it doesnt like switching into STAB fire moves from the special side either.

Although I suppose its worth mentioning, anyone else have an opinion on whether to add this or not?
 
Who the fuck uses Immunity

Imo, Gligar should be mentioned in counters, even if it can be burned.

Especially since it can SD to negate the drop and KO you with STAB SE EQ.
 

Zephyr

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I decided to mention it after some consideration. Everything is up to date.

Any other concerns?
 
What's with the DW section? Breakable Armor boosts speed at the cost of defense every time it's hit with a physical attack. It doesn't raise attack.

It's equally useful for special and physical attackers...and worthless for Slugma, who reaches something pathetic after only one boost (18 with timid and max speed, 12 with 0 evs and neutral nature), and probably won't live the second attack.

Still.
 

Zephyr

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What's with the DW section? Breakable Armor boosts speed at the cost of defense every time it's hit with a physical attack. It doesn't raise attack.

It's equally useful for special and physical attackers...and worthless for Slugma, who reaches something pathetic after only one boost (18 with timid and max speed, 12 with 0 evs and neutral nature), and probably won't live the second attack.

Still.
I see where you're coming from, I'm not really familiar with the ability, so I'll change it.
 

Agonist

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No. Explosion is better.

Mention TR support. It has pretty good SpA.

Tesshiido is a good partner. It resists Water and Rock and lures Fire for Slugma to switch in on.
doesn't learn explosion, otherwise I'd have said explosion
 

Zephyr

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Slugma doesn't really have use for either regardless, so let's go ahead and move on from that.
 

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