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The goal of SLOW COOKED FISH is to win with one of the teams two win conditions: Iron Defense Slowbro or Calm Mind Clefable. To aid in this, we have Assault Vest Dhelmise, which is a lure for both Dragapult and Heatran. It will live a Shadow Ball and it will live a Magma Storm. However, because that is inconsistent, we have checks to both in SpD Heatran with Protect for extra longevity and Hippowdon for Heatran. Tornadus ties the team together well, but I really want to talk about the sweepers. Iron Defense Slowbro can quickly get out of control if the opponent gives it turns, and it excels against hyper offense. The Clefable set is pretty funky too, with Kee Berry to boost its defense, making it much more difficult to kill at +1/+1 to both defenses.
Although the initial idea was simply to build a balanced offensive squad, the true centerpiece of this team is Dhelmise. The entire structure was built around enabling it to function as a reliable hazard remover while also providing surprising breaking power and defensive value.
Because the team depends heavily on maintaining a clean field, Dhelmise's Rapid Spin support becomes the backbone everything else is designed to reduce pressure on it, keep hazards off, and open windows for late-game progress.
Heatran and Blaziken form the main offensive core, with Rotom-W and Tornadus-T providing the pivoting, chip damage, and defensive coverage needed to safely bring in your attackers. Rillaboom completes the structure with terrain support and priority pressure that patches up several matchups.
Team Building Process:
The starting point of the team was simple:
“Build around Dhelmise as the primary spinner, and ensure the team has absolutely no hazard issues.”
Since Dhelmise is your only removal, the team needed strong counterpressure, ways to punish hazard setters, and safe entry points for it. Heatran was added next as a proactive rocker that pressures common setters like Ferrothorn, Clefable, and Corvikinight.
Rotom-W and Tornadus-T became the natural defensive core pivoting, spreading chip, breaking Boots, and checking physical/offensive threats that would overwhelm the rest of the team. Rillaboom came afterward to give terrain recovery, Knock Off pressure, and priority to secure control against faster playstyles.
Finally, Blaziken was added as a late-game cleaner that abuses the chip damage generated by the entire structure. With Spin support and safe switch-ins provided by the pivots, it becomes far more consistent than it would be on most builds.
The Team:
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Magma Storm
Earth Power
Nature Power
Stealth Rock
Heatran is the team’s rocker and main pressure-maker vs Steels and passive walls. Nature Power gives you consistent Electric coverage with Rotom-W’s support, letting Heatran catch bulky Waters and punish Toxapex or Slowbro on the switch. Air Balloon gives temporary Ground immunity that eases matchups vs Chomp, Lando-T, and opposing Heatran.
Rotom is the team’s glue: pivot, Water resist, and status spreader. Toxic is important for chipping down bulky structures, enabling Heatran and Blaziken to push through. Pain Split prevents it from being worn down too quickly and helps win long trades.
Torn-T keeps hazards off your side indirectly by shutting down setters with Taunt and removing Boots with Knock Off. Its pivoting is crucial to bring in your breakers safely, and the Regenerator recovery keeps it healthy throughout the match.
Rillaboom provides terrain support, reliable priority, and Knock Off pressure. It also gives free switch-ins to Heatran and Blaziken by forcing pivots from bulky Grounds and Waters. After some chip, SD sets let it break cores that normally wall bulky offense structures.
This is the team’s primary win condition. Blaziken thrives on the chip damage accumulated by Rotom, Torn-T, and Heatran. Protect racks up Speed Boosts while scouting Scarf users, and once boosted, it can break through weakened defensive cores with SD-boosted hits.
The heart of the build. Dhelmise is the only hazard removal, so the entire team is tailored to support it.
Rapid Spin keeps Heatran and Blaziken alive.
Poltergeist hits surprisingly hard and punishes spinblockers.
Earthquake gives coverage vs Steels and opposing Heatran.
Synthesis ensures longevity and reliability in long games.
Without Dhelmise, the rest of the team would collapse under hazards so most of your lines of play revolve around positioning it safely.
Threats & Notes:
Weavile
Weavile can be concerning for the team, especially if Rotom-W is worn down. Because of this, you may want to swap Heatran's set to a more defensive version:
Alternative Defensive Heatran Option:
Heatran @ Air Balloon
Ability: Flame Body
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Stealth Rock
This version helps punish Weavile, gives far more defensive utility, and improves matchups against Kartana, Rillaboom and physical pivots.