Slurpuff [1/3]

freezai

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COCO PUFS
[OVERVIEW]




  • Is a decent sweeper and late game cleaner because of its access to Belly Drum and Unburden which maximizes its attack and doubles its speed respectively
  • Its good typing and decent bulk grants it set up opportunities, especially against common Fighting and Dragon types like choice locked Kommo-o or Heracross.
  • Unfortunately, it has dedicated counters in the form of Doublade and other steel types while also being prone to status.
  • Furthermore, Unburden is usable only once, so you have to time your sweep perfectly. As such, Slurpuff is dead weight in a match until it finds a set up opportunity.

[SET]
name: Belly Drum Sweeper
move 1: Belly Drum
move 2: Play Rough
move 3: Return
move 4: Drain Punch
item: Sitrus Berry
ability: Unburden
nature: Jolly
EVs: 20 HP / 252 Atk / 236 Spe


[SET COMMENTS]
Moves
========
  • Belly Drum maximizes Slurpuff's attack,turning it into a deadly set up sweeper.
  • Play Rough is Slurpuff's strongest STAB attack.
  • Return is used to hit fairy resists like Nidoqueen while also being an accurate option over Play Rough when you don't need to risk a miss.
  • Drain Punch is used to hit Steel types like Registeel or Bronzong. It is also used to restore health so that you can take on weaker priority attacks during your sweep.



Set Details
========
  • A jolly nature with 236 speed evs outspeeds the fastest relevant scarfer, Scarf Durant, after an unburden boost.
  • 252 Attack Evs is so that Slurpuff hits as hard as possible.
  • The remaning evs are tossed in bulk to help with setting up.


Usage Tips
========

  • Slurpuff is a late game sweeper and should be brought out when its checks are chipped and worn down.
  • Try to keep hazards up as much as possible on the opposing side of the field as chip damage through out the game is necessary for Slurpuff to break through some of its checks that can live a hit from full like Donphan or Necrozma.
  • Try to set up on passive pokemon like Gligar,Florges, or Chesnaught. Most walls without toxic are easy set up bait.
  • Use Slurpuff to punish choice locked users who are locked into weak coverage moves like a Swellow locked into Heat wave. Slurpuff can also punish choice locked users which Slurpuff has a type advantage over, like Heracross or Kommo-o
  • Because of the volatile nature of Slurpuff, your opponent is forced to react to Slurpuff immediately which allows you to make easy double switches to its checks.
  • Be patient because you only have one shot to sweep and should not waste it by using it before its checks are worn down.

Team Options
========
  • Whimsicott, Alolan Persian, and Zoroark are all good team options because they offer memento support which helps Slurpuff set up.
  • Zoroark in particular is capable of luring most Slurpuff checks by disguising itself as Slurpuff using its Illusion Ability
  • Tyrantrum is a great partner to Slurpuff as it chips down steel types which would normally check Slurpuff, as well as bringing in opposing Fighting or Dragon type revenge killers.
  • Nidoqueen and Rhyperior are also good teammates as they beat all Slurpuff counters and set Stealth Rocks.
  • Slurpuff also appreciates spike support so Chesnaught and Froslass make good teammates.
  • Gligar and Mantine also remove hazards for Slurpuff and check Doublade, the most prominent Slurpuff counter.

[STRATEGY COMMENTS]
Other Options
=============
  • Slurpuff can run a set of Calm Mind+ rest with Chesto Berry to lure in physically defensive checks like Doublade with Flamethrower. However this set is generally inconsistent compared to Belly Drum.
  • Adamant can be used instead of a Jolly nature, however this means getting outsped by Scarfers like Flygon, Shaymin and Durant.
  • Flamethrower instead of Return is an option to do more damage to Doublade
  • Slurpuff can also use Aromatherapy instead of Return so that it can set up on status

  • Checks and Counters
===================

  • **Doublade**: Doublade takes minimal damage from Slurpuff even at +6, and OHKOes back with Iron Head.

  • **Physically Defensive Pokemon**: Physically defensive pokemon like Donphan and defensive Nidoqueen are not quite OHKOed after a belly drum boost, hence they need to be chipped earlier in the game. Escavalier and Bronzong can also take a hit from +6 and OHKO back.

  • **Whimsicott** Whimsicott has access to prankster encore and can encore Slurpuff into Belly Drum, stopping the sweep.

  • **Status** Slurpuff can be neutralized by common toxic users like Mantine, Regsteel, Milotic or Cresselia which would normally be set up bait.

  • **Unaware Walls** Pyukumuku and Quagsire are both capable of walling Slurpuff as they ignore Slurpuff's attack boost because of Unaware.
 
Last edited:

feen

control
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overview

looks pretty bland tbh. it is not really one of the most threatening sweeper, you can call it a decent sweeper, mention that it is a late game cleaner. include that it has dedicated counters and can be completely stopped. it is also prone to status.

usage tips

give more examples of choice locked pokemon and passive pokemon it can set up with. include keeping hazards on the opposing field as long as possible to chip away at the opponent. mention that slurpuff lures its checks so you can double to their counters easily. mention clicking drain punch as much as possible to retain the lost hp

team options

really lackluster here. mention that zoroark pretty much lures every slurpuff check and can easily take them down, disguising as slurpuff. include nidoqueen / rhyperior because it pretty much beats all of slurpuffs counters + sets rocks. include hazard removers such as gligar and mantine and emphasize how they deal with slurpuffs counters in nidoqueen and doublade

oo

mention flamethrower over return, as it can deal decent damage to doublade
include aromatherapy

c&c

include status, mainly toxic and that many walls carry it (mantine registeel milotic cresselia)
include unaware walls
include pokemon that can take a hit at +6 and ko back, like escavalier bronzong

implement these and i'll check again
 

aVocado

@ Everstone
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A jolly nature with 236 speed evs outspeeds the fastest relevant scarfer, Scarf Durant, after an unburden boost.
and flygon. i know its self-explanatory but we gotta be thorough

also i'm an advocate for 252/252/4 for slurpuff. speed ties with opposing slurpuff will probably be more useful than like 4 extra hp lmao
Because of the volatile nature of Slurpuff, your opponent is forced to react to Slurpuff immediately which allows you to make easy double switches to its checks.
consider removing this, i don't like adding difficult concepts like double switches for analyses which are supposed to be accessible to almost everyone.. i get the point though and its probably a good one

Steel-types in c&c, they all wall Slurpuff.

Fix your formatting for c&c also, remove bullet points there

QC approved 2/3
 

Lemonade

WOOPAGGING
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^ don't totally agree with above about double switches, it's fine (beneficial imo) to talk about double switches if you also describe an example situation that clearly demonstrates double switching and the implications (eg you gain an advantage because you can pressure the opponent). People have to learn about double switching somewhere and a lot of forum discussions aren't so explicit.
 

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