I got HeartGold today, and, while I was training up a Slowpoke, an idea for a possible Slowking set hit me on the head:
Although the basics are on the analysis, that's geared towards UU, even OU play.
Slowking is already one of NU's strongest Special Walls, basically, it can't be 2HKO except by Specs Special Attacks, Espeon's Shadow Balls or Magmortar's Thunderbolts.
Slowking @ Leftovers
252 HP, 252 Sp.Def, 4 Attack
Careful Nature
Curse
Slack Off
Aqua Tail
Zen Headbutt
With absolute maximum Sp.Def, hitting 350, Slowking is not even 2HKO'ed by most non-Choiced Special Attacks. However, Slowking is vunerable to Physical attacks.
Curse makes work of this. Slowking's horrendous Base 30 Speed isn't going to be missed as you use Curse to increase your defence as the Special Attacker you're sure to wall switch to a physical attacker, who suddenly finds they're in the same boat, against Slowking's acceptable Base 80 Defence.
However, the defence buff isn't all. Slowking recives a buff to his Attack stat as well, which isn't half bad, Base 75. Combined with his two STAB options, Slowking actually gains almost perfect coverage within NU.
Slack Off allows Slowking to heal, while building up his Attack and Defence, for a 'Sweep'. After a couple of turns of setting up. Slowking will be outsped by even Trapinch... but who cares when basically nothing in the teir can 2HKO you, and you have reliable recovery?
The first things to fall will probobly be Slowking's common counters, as they switch in, only to end up being walled. This allows Slowking to more easily set up after it's usual 'counter' is gone.
The thing about this Slowking, is that even if it fails to sweep the first time, it can come in on something it walls, and Slack Off, so it can try again later. It's like the definition of a Tank. It's hard to take out, slow, but crushes everything under it once it gets going.
Counters
Note, that most of this Slowking's counters have to switch in before it sets up too much, otherwise, they will be OHKO'ed before they can 2HKO Slowking.
Choice Specs or Life Orb Magmortar can 2HKO Slowking with Thunderbolt, and without Thunder Wave, it is a lot safer for Magmortar to attempt to do so.
Espeon can also manage a 2HKO with Shadow Ball. It can also Clam Mind and Substitute as you Curse, and then defeat you with Shadow Ball.
Choice Manetric can be a major pain, Specs don't benifit you, and Scarf is pointless as well. In addittion, there's a 2HKO risk with Thunderbolt.
Choice Haunter can also manage a 2HKO with Shadow Ball.
Primeape's U-Turns can whittle down Slowking's HP, especially if it's Banded. However, if Slowking's set up, this is no issue.
Opposing Slowking can wall your Slowking, being one of the few to resist both STABS. However, Toxic is the only thing they can really do back.
Toxic ruins Slowking, as ever.
Anything with Explosion is a counter to any Slowking, as it ignores Defence boosts, and resolves damage at -1 Defence. Slowking isn;t going to be OHKO'ing Explosive pokemon before they explose either.
Skuntank is not a counter to this Slowking, and is in fact set-up fodder as long as Slowking already has a Curse under it's crown.
Team Options
A great thing for this Slowking to have on it's side is something that can take on Espeon, Magmortar, Haunter, and Manetric. Unfortunetly, no such NU pokemon can take on all of these [In truth, none can reliably take on Magmortar 100% of the time...].
Skuntank is a great partner for Slowking, beating Espeon, Haunter, and opposing Slowking. Manetric and Magmortar also don't like Sucker Punches. Immunity to Toxic is great too.
Floatzel is probobly one of the best Magmortar checks, as it can come in after a KO, a threaten a OHKO with Waterfall. Persuit can also be used to damage a fleeing Magmortar. Scarfed Magmortar locked on Thunderbolt, however, are not safe.
Magneton resists all attacks that Slowking is weak to. In return, Slowking resists Fighting and Fire, and hits Ground types Super Effectivly. It has to watch out for Flamethrowers from Manetric and Magmortar.
Paralysis Support is noteworthy, as it may let Slowking better handle Magmortar, provided it's not cursed too much. Once set up, Slowking will probobly be outrun even by Paralysed pokemon.
Holes mde in the opposing team by such a Slowking can later be exploited by other physical attackers, such as ScarfApe, or DDCharizard.
I'll probobly be giving CurseKing a shot in NU next time I'm on, and once I make a decent team utilising it.
Opinions? Worthless Gimmick, useful, or great?