252 SpA Choice Specs Pixilate Diancie Boomburst vs. 252 HP / 252 SpD Slaking: 495-583 (98.2 - 115.6%) -- 87.5% chance to OHKO
252 SpA Life Orb Deoxys-Attack Expanding Force (120 BP) vs. 252 HP / 252 SpD Slaking in Psychic Terrain: 437-515 (86.7 - 102.1%) -- 93.8% chance to OHKO after Stealth Rock
252 Atk Life Orb Mewtwo-Mega-X High Jump Kick vs. 252 HP / 252 Def Slaking: 580-686 (115 - 136.1%) -- guaranteed OHKO
252 SpA Choice Specs Beads of Ruin Miraidon Draco Meteor vs. 252 HP / 252 SpD Slaking: 450-529 (89.2 - 104.9%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Arceus-Ghost Focus Blast vs. 252 HP / 252 SpD Slaking: 510-600 (101.1 - 119%) -- guaranteed 70% chance of OHKO
all of these mons (save for ghostceus who obv must be at +2) are extremely rigid 0 bulk offensive guys who you always see on depressing teams that have 2 of them and 4 passive motherfuckers that are all setup bait for monke. teams that use these pokemon will end up being very weak to slaking in practice. if you go for a more fluid structure that aims to preserve momentum rather than constantly getting forced out with 0 bulk choiced guys, you will instead do 50-60% to slaking best-case and allow it opportunities to take names.
- Yeah, you have a point there... if I wasn't good a Maths. Slaking kinda fails to 2HKO Arceus-Ghost with that supereffective move, and that huge attack means it will heal arceus to full easily on first usage.
252+ Atk Guts Slaking Wicked Blow vs. 252 HP / 252+ Def Fur Coat Arceus-Ghost on a critical hit: 152-180 (34.2 - 40.5%) -- guaranteed 3HKO
Considering Wicked blow only has 8 PP and Arceus can outheal up until it's -4 and even delay a Strenght sap at 0 and -1 even with rocks up...
fc ghostceus is probably the most sound slaking check in the game but still loses to any sap blocking which slaking teams should always be running. sap is the 1 way to beat slaking ever
PS:
1) How do you publish those kind of sets. I want to help the tier with that, most notably offensive Miraidon (Either draco plate or specs), but also stuff like Blissey (Don't pretend a consistent 15-20% usage in top ladder is unviable, you professional gaslighters), fur Coat Ho-Oh, the many Eternatus sets depending on hability, Celesteela, Registeel and Dragapult.
https://www.smogon.com/forums/forums/om-analyses.763/ the calc draws from these, make a post in reservation thread. if this is too much work, you can also put together a setpedia which is just the sets that you can directly import into the calc.
got some sample submissions





Team name: Galaxies on Earth
Synopsis: Speed Boost Celesteela classical balance
Pokepaste:
https://pokepast.es/9e15b5d3981f22b5
Usage tips: Scout sets with Imposter and play patiently in most cases. Preserve Celesteela's Leftovers. Make progress by stacking hazards and removing boots with Volcanion. Against choiced attackers, go to Celesteela on the pivot move so you can protect to scout their attack. Celesteela is imposter-proofed by Volcanion; Diancie by Arceus-Ground; Arceus by Celesteela. Arceus is the main answer to Take Heart stuff and No Retreat Ghostceus.
Weaknesses: If they can block all your Mortal Spin users the game will be a bit annoying. Make sure to preserve your Heavy-Duty Boots and Celesteela's Leftovers in this matchup, as you will have to play slowly. Team is very solid against most things but if you play imprecisely you will suffer for it.
Effectiveness: Peaked ladder, won every tour game so far





Team name: Snowland (Second Formation)
Synopsis: Aurora Veil + Chilly Reception heavy offense
Pokepaste:
https://pokepast.es/0f47d69a3da16005
Usage tips: Aim for a strong initiative in the first few turns by guessing lead correct or U-turning into your good mons. Unlike more formulaic offense teams, you will not always want to prioritize Veil (though it is very strong so I would recommend going for it in most cases). Mirai is your guy that has no counters, MMX/Arceus/Zacian clean up late game and limit opposing offense. Make sure to not let them knock your Draco Plate. In most cases you'll want to Healing Wish early with Chansey to heal up a weakened wincon, and consider Lunar Dance from MMX later on.
Weaknesses: Struggles a little bit with Court Change and Spooky Plate Imposter, and a lot with Prank Encore and Toxic Spikes. Team is very matchup-based: you have a pretty easy time in good matchups, but struggle to find play in bad ones, such as against a specific defensive combination that limits Miraidon.
Effectiveness: Got some good wins, brought successfully to money tour, consistency isn't the best but the team is fun and very customizable.





Team name: But Who Was Phone
Synopsis: MG Ursaluna dubious balance
Pokepaste:
https://pokepast.es/c15417412f53caae
Usage tips: Get kills with Freddy and limit opposing initiative with double Imposter + Waterceus. Clean out offense with Normalize Flutter Mane. Your main Knock Off absorbers are Drifloon, Arceus, and Lugia, in that order. Drifloon imposter-proofs Ursaluna. Flutter Mane owns Judgment/Revelation Dance users with Take Heart but takes like 85 from Diancie Extreme Speed so keep it away from that. The two main uses of Lugia's Lunar Dance are to restore Shift Gear PP on Ursaluna after trading them all off against a Strength Sap user, and to heal up Flutter Mane late-game so it can get by its counters.
Weaknesses: Lots of duties fall on Arceus so if it gets poisoned or something then things can get bad. Magic Bounce Audino makes you suffer. Ursaluna can get walled out by several Sap spammers, and by Eviolite Imposter if it loses its Life Orb. You kinda die to the corny Clear Amulet Simple Victory Dance stuff due to its resilience against Imposter though I never ran into it. (Slow Waterceus can be considered with the idea of outslowing +0 Victory Dance with Haze, though it's still a temporary counter and I really prefer having the speed.) Pretty much all matchups will be at least playable.
Effectiveness: Third place on ladder @ 67-10 (could probably get higher if I kept going), was confident bringing this to money tour but opponent didn't show up