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Slurpuff (QC 3/3) WRITING SOON

soulgazer

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slurpuff.gif


Overview
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  • Amazing.
  • Versatile.
  • Good typing that gives it plently of set up opportunity.
  • Great ability in Unburden, which Slurpuff can easily abuse. Unfortunately, it means that it has one chance to sweep.
  • Access to Belly Drum and Calm Mind makes it a threat.
  • Kinda weak without a boost.


Belly Drum
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name: Belly Drum
move 1: Belly Drum
move 2: Play Rough
move 3: Return
move 4: Substitute / Flamethrower / Aromatherapy
ability: Unburden
item: Sitrus Berry
evs: 252 Atk / 4 Def / 252 Spe
ivs: 30 HP
nature: Adamant / Naughty

Moves
========

  • Belly Drum to boost its Attack.
  • Play Rough is Slurpuff's strongest STAB.
  • Return gives Slurpuff decent coverage.
  • Substitute is fantastic if you predict a switch or to set up on walls trying to cripple you with Thunder Wave or Toxic.
  • Flamethrower with a Naughty nature lets Slurpuff hit Steel-types, which would wall it otherwise.
  • Aromatherapy is nice to support the whole team and heal Slurpuff if it gets hit by a Toxic or a Thunder Wave.
  • Substitute + Endeavor is also an amazing option for Slurpuff, but plays differently than the set above as it's more of a wallbreaker than a sweeper. (will make a good mention of it in the write-up)

Set Details
========

  • 30 HP ivs is used to let Slurpuff get in Unburden after using Belly Drum from full health. Also lets Slurpuff activate Unburden after two switch ins on Stealth Rock and one layer of Spikes.
  • Sitrus Berry is used as it gives Slurpuff a form of recovery while also letting Slurpuff activiate Unburden.
  • Adamant is used to do as much damage as possible. Jolly can be used if you need Slurpuff to outspeed Choice Scarf Typhlosion, Choice Scarf Pyroar, and Choice Scarf Tauros with the Unburden boost.

Usage Tips
========

  • Slurpuff doesn't absolutely need to Belly Drum to win if the opponent's team is worn down enough so that Slurpuff can clean easily.
  • Slurpuff usually want to use Belly Drum if it can take a hit from your opponent and still be above 50% of your health after activating its Sitrus Berry, or if Slurpuff is above 50% of your health and behind a Substitute.
  • Slurpuff will most of the time be low on health and revenge killed after it uses Belly Drum, so use it wisely.
  • When using Flamethrower, Slurpuff can sometimes bluff that it is a Special Attacker by KOing an opponent's Pokemon with Flamethrower if they are low enough.
  • If Slurpuff is using Aromatherapy, the best time to use it is when you predict the opponent to switch out to their Slurpuff answers, which will give Slurpuff a free turn to heal its teammates.
  • Substitute and Endeavor is played differently and is seen more as a Wallbreaker. The goal of Substitute+Endeavor is to wear down the opponent's answer to Slurpuff, which will most of the time be the opponent's answer to all of your Physical attackers, by bringing it down to low health with Endeavor.
  • Slurpuff needs to be played carefully as if it gets forced out after Unburden is activated, Slurpuff will have a hard time sweeping again.

Team Options
========

  • Teammates that can deal with an opponent's Steel- and Poison-types such as Rhydon, Seismitoad, Samurott, Mesprit, Typhlosion, and more.
  • Belly Drum Slurpuff works well with other Physical attackers as they can support eachother by weakening or removing eachother's checks or counters.
  • Entry Hazards support is always nice.
  • Pairs well with Pokemon that lures in Fighting-types, which are the majority of the time setup fodder for Slurpuff.
  • Dual Screens support.


Offensive Calm Mind
########
name: Offensive Calm Mind
move 1: Calm Mind
move 2: Dazzling Gleam
move 3: Flamethrower
move 4: Surf / Psychic
ability: Unburden
item: Sitrus Berry
evs: 4 Def / 252 SpA / 252 Spe
ivs: 30 HP
nature: Modest

Moves
========

  • Calm Mind to boost and become more threatening.
  • Dazzling Gleam is Slurpuff's strongest STAB on the special side.
  • Flamethrower to hit Steel-types.
  • Surf to hit Fire-types.
  • Psychic can be used over Surf if you need Slurpuff to beat Weezing, Muk, or Garbodor more easily.

Set Details
========

  • 30 HP ivs lets Slurpuff activate Unburden after two switch ins on Stealth Rock and one layer of Spikes.
  • Max Max. Sitrus Berry is used so that Unburden can be activated when Slurpuff gets below half health. Modest is used to do as much damage as possible, but Slurpuff can run Timid if you absolutely need it to outspeed Choice Scarf Typhlosion, Choice Scarf Pyroar, and Choice Scarf Tauros with the Unburden boost.

Usage Tips
========

  • This set is straightforward: set up a couple of Calm Mind if given the chance and click the appropriate move to 2HKO or OHKO the opponent's Pokemon.
  • Late-game cleaner, can't wallbreak very well due to its average offensive stats.
  • Slurpuff needs to be played carefully as if it gets forced out after Unburden is activated, Slurpuff will have a hard time sweeping again.

Team Options
========

  • Entry Hazards support.
  • Teammates that can lure in Dark- or Fighting-types to give Slurpuff a set up opportunity (Rotom, Uxie, Probopass, Kangaskhan, Mismagius, and more).
  • Teammates that can deal with the opponent's Steel- and Poison-types such as Choice Band Sawk, Choice Specs Typhlosion, and Life Orb Mesprit pairs well with Slurpuff.
  • Dual Screens support.

Defensive
########
name: Defensive
move 1: Wish
move 2: Aromatherapy
move 3: Protect
move 4: Play Rough
ability: Sweet Veil
item: Leftovers
evs: 252 HP / 252 Def / 4 SpDef
nature: Impish

Moves
========

  • Wish to support your whole team and to give Slurpuff some recovery.
  • Aromatherapy to heal status.
  • Protect to scout. Protect is also needed with Wish so that Slurpuff can heal itself safely.
  • Play Rough is STAB. Also one of the reasons Defensive Slurpuff is good: Being able to 2HKO CM Spiritomb and to beat Fighting-types while being a cleric is amazing.
  • Dazzling Gleam can be used with a Bold nature if you need Slurpuff to hit Gurdurr harder and also need a more reliable STAB. Keep in mind that it won't be able to beat Calm Mind Spiritomb 100% of the time if it doesn't carry Play Rough though.

Set Details
========

  • Max HP and Max Def with an Impish nature to take physical attacks as well as possible.
  • Sweet Veil is used so that Slurpuff can't be put to sleep.
  • Its typing is better suited to wall physical attackers.

Usage Tips
========

  • This Slurpuff's set is a cleric, so the way it should be used is straighforward: switch it in on threats that it can wall, pass a Wish to a teammate that wants its health back, and use Aromatherapy to remove annoying burns or poisons.

Team Options
========

  • Should only be used on Stall that needs a cleric able to deal with Spiritomb and Fighting-types.
  • Camerupt, Ferroseed, Dragalge, and more. (stall mons)
  • Entry Hazards control is necessary with Slurpuff so that it won't get worn down too easily. Defoggers such as Pelipper and Vullaby or Rapid Spin users such as Defensive Cryogonal works well with it.


Other Options
########
  • ChestoRest Calm Mind with Draining Kiss and Flamethrower.
  • Protect.
  • Energy Ball and Thunderbolt.
  • Cotton Guard.
  • Yawn.


Checks & Counters
########

  • Poison-types such as Weezing, Vileplume, Muk, Dragalge, and Garbodor.
  • Steel-types such as Klinklang, Probopass, Steelix, Ferroseed, and Metang.
  • Physical Walls in general.
  • Special Walls in general.
  • Encore.
  • Status / Toxic Spikes.
  • Priority from Kangaskhan, Hariyama, Feraligatr, and more.
  • Strong attackers.
 
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ok this should be ready for QC

any comments on the cm set is appreciated, I didn't use it as much as Drum and the Defensive one so I probably forgot about something lol

@ below: i will make it 252 hp then, with Leftovers and all it doesnt care about entry hazard number..
 
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one thing: you should prolly mention why 248 hp is used on defensive cos u just say max/max is used which isnt the case
 
Usage Tips
========
  • Slurpuff doesn't absolutely need to Belly Drum to win if your opponent's team is worn down enough so that Slurpuff can clean easily.
  • You usually want to use Belly Drum if you can take a hit from your opponent and still be above 50% of your health after activating your Sitrus Berry, or if you are above 50% of your health and behind a Substitute.
  • Slurpuff will most of the time be low on health and revenge killed after it uses Belly Drum, so use it wisely.
  • When using Flamethrower, you can sometimes bluff that you are a Special Attacker by KOing an opponent's Pokemon with Flamethrower if they are low enough.
  • If you are using Aromatherapy, the best time to use it is when you predict your opponent to switch out to their Slurpuff answers, which will give you a free turn to heal your team up.
  • Substitute and Endeavor is played differently and is seen more as a Wallbreaker. The goal of Substitute+Endeavor is to wear down the opponent's answer to Slurpuff, which will most of the time be the opponent's answer to all of your Physical attackers, by bringing it down to low health with Endeavor.
Change 'you' to 'Slurpuff' , and 'your' to 'the' (like what you did, highlighted in blue).
 
Punch, that's GP's job you butt -.-

Is there a good reason to use Adamant Slurpuff instead of Jolly / Naive on BD? iirc Jolly gets the jump on Scarf Typhlosion and Pyroar after Unburden and you're at +6 anyway. Make Jolly / Naive the main nature imo and if Adamant / Naughty gets any additional KOs mention it in Set Details.

Looks good otherwise

QC 1/3
 
mention what sweet veil does on the defensive set

i agree that speed boosting natures should get a mention somewhere to get the jump on scarf pyroar and some things before a boost
 
Positive speed Slurpuff hits the equivalent of neutral base 84 Speed, just short of Sawk (85), and the only notable target in between that range is Magmortar which gets hit by Timid Surf I guess. So the nature is only really for Scarfers (outspeed even Jolly Scarf Tauros, if anyone uses that) and is usually meaningless pre-boost, but the positive power nature would come in handy should Slurpuff be forced to attack without boosting.
 
My issue with a Speed boosting nature is that it's only really for Scarf Typhlosion, Tauros, and Pyroar. All of them aren't That Common lol (heck even if u run a speed boosting nature, Pyroar's Unnerve can mess slurpuff up). I wouldn't mind mentionning them, but I don't think they deserve a main slash.

scorpdestroyer Punchshroom FLCL

and I will add the sweet veil mention in a sec.

EDIT: added everything, mentionned a speed boosting nature in sets details (didn't slash them in the sets tho).
 
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Mention some cons in the Overview, right now you only list positives. Stuff like Unburden only gives it one shot to sweep, weak without boosts, BD recoil, you get the idea.

Mention in Usage tips of CM that unlike BD it's strictly a late-game cleaner, since its lack of power means it can't wallbreak very well.

In Set Details of Defensive mention its typing is better suited for walling physical attackers which is why it's max Def. Mention Dazzling Gleam in Moves for accuracy and hitting Gurdurr harder.

Do this and I'll stamp later
 
i'd recommend changing the set name of the first set to BIG DOG CAKE, as I've found that it not only better relays the primary objective of the set in question, but improves the performance of the set as well.
 
A fantastic team mate I've found for BD Slurpuff is Double screen memento Uxie, might make a mention of that.
Also under C&C encore prankster Liepard is a decent check if you predict the BD/CM and switch it in, ofc that is quite risky.
 
Dat Blast made the changes, if i missed anything please tell me

Montsegur yeah dual screens support is quite cool with drum, but also with CM in my experience so i am going to add it to both sets. Also added 'Encore' in c&c

col49 that name is way too powerful, lemme ask Raseri if i can add it
 
LOL im a massive john, I will do it soon I swear.

I'm also going to change the spreads for CM and Drum: 4 Def / 252 SpA / 252 Spe and 252 Atk / 4 Def / 252 Spe with 30 HP ivs on both. this spread still lets slurpuff activate unburden if it uses belly drum at full, and will now allow Slurpuff to activate Unburden the second time it switches in on SR + 1 Spikes, which 4 HP couldnt do (so its good to use it for CM too).

edit: if i did ivs wrong in the skeleton, pls tell me
 
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