ORAS OU Fast and Slo (Balance feat. Slowking)

Would you like Deez nuts or Dose nuts?


  • Total voters
    19
sharing-fast-slow.jpg

Hi Smogon, my name is BamALam (ScizorxScizzor on PS!) and I would like to welcome you my Slowking starring and first ORAS OU RMT team. :]


slowking.gif
chesnaught.gif
blissey.gif
landorus-therian.gif
manectric-mega.gif
bisharp.gif



Introduction
After losing countless games to Keldeo in the past, I decided to find a Pokemon that could consistently check it to prevent me from losing games to this monster.

Enter Slowking, the Harvard graduate brother of Slowbro.

Slowking in my opinion is a very good Pokemon in this meta, especially with the prevalence of the extremely common Keldeo, which by now you know I despise. Slowking is extremely good in checking Keldeo, so much in fact that a Choice Specs Secret Sword from 252 SpA Keldeo 3 hit KO's a 0HP/0Def Slowking !

252 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 0 Def Slowking: 124-147 (37.4 - 44.4%) -- guaranteed 3HKO

---

Team Building Process:

slowking.png

I wanted to build a team around Slowking, so naturally Slowking was my first choice.
slowking.png
chesnaught.png

Upon looking on Smogon forums for potential partners for Slowking, I stumbled on Tank Chesnaught. I never realised it was so fun to use, since it can take the Knock Offs and Physical hits Slowking can't take with ease. It's main role is to act as a self-healing, defensive tank, a Landorus-T ,Excadrill and Bisharp switch in and also to Spike setter. Whew.
slowking.png
chesnaught.png
blissey.png
Now, as Chesnaught and Slowking were especially weak to status, I needed a dedicated status absorber. Enter Blissey (AKA Da Blob). I chose Blissey over Chansey because of its ability to hold leftovers (gradual recovery), bulk if needed to sacrifice its item to a knock off user at last resort, but primarily for its decent offensive presence with Shadow Ball to attack Gengar and its spectral pals; whom are a major threat to this team as I recently discovered.
slowking.png
chesnaught.png
blissey.png
landorus-therian.png

I needed a good check to bird-spam and a fast U-turner whom has a sizeable offensive presence, so I trialed the generic Choice Scarf Landorus-T for my team and to my surprise, it worked fantastically. It can come in to absorb Fighting moves that target Blissey and drop an Intimidate in return.
slowking.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
So by now I needed a Mega Pokemon for my team, and immediately I went with Manectric as it pairs well with Choice Scarf Landorus-T, also forming a double Intimidate core with the latter as well. Additionally, the ability Lightning rod pre-mega, helps sometimes as Manectric can switch in on a predicted electric attack towards Slowking and get a nice SpA boost for its efforts. M-Mantric also hits an exceptional 405 speed stat after mega evolution (Timid nature), which paired with it's base 135 SpA can clean up non-choiced threats late game with hazard support.
slowking.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
bisharp.png
By now you are probably wondering, where is BamALam's defogger or spinner? Well to tell you the truth, I don't have one.
Now, now hear me out, why should I Defog when my opponent can do that for me ;)
Regarding spinners (A.K.A just Starmie and Excadrill in OU), I often have no problem with them as often I can check and KO Excadrill with Chesnaught (provided it doesn't continuously flinch with Iron Head) and use Bisharp /Slowking for Starmie as Bisharp can threaten it with its STAB Sucker Punch and Pursuit after it try to spin or spins. Slowing on the other hand can take any hit from Starmie bar Thunderbolt (which is not that common nowadays anyway, since Starmie nowadays run Hydro Pump, Ice Beam, Psyshock and Recover) and burn it in return with Scald.



-----

But anyway I digress, here's the team:


Ghouleyed+rolled+image+mfw+_1ff27874410720abca9e70090e1ebdf9.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
bisharp.png

"Salutations dear reader. 'Tis I, the fabled star of this RMT"

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 164 SpA / 96 SpD
Quiet Nature
IVs: 0 Atk
- Scald

- Fire Blast
- Psychic
- Dragon Tail

Slowing's best set in my opinion.
It can serve as an excellent counter to Keldeo (bar those carrying Hidden Power Bug or Hidden Power Electric which is very common on teams) and then can switch out to recover lost HP thanks to the excellent ability in Regenerator. 164 SpA EVs are there to OHKO Ferrothorn on the switch in with Fire Blast and to provide some decent offensive presence. Slowking's base 100 SpA with Modest often surprises me, as it deals more damage than you expect for a defensive Pokemon, which is really good in hindsight. Although, I'm running the Physical move Dragon Tail, I decided to give 0 Atk EVs to Slowking to minimize the already Super Effective Foul Play damage from other defensive mons, should I decide to take a hit on Slowking for the team.

Scald
is there to get a 100% 30% chance of burn on physical switch ins and to do some good damage

Fire Blast
is there to heavily damage most bulky steel types on switch in, bar Heatran (Which I can just Scald anyway)

Psychic
I chose Psychic over Psyshock mainly for power and the ability to hit Mega Venusaur for maximum damage. M-Venusaurs are often a Bold nature too (+Def, -Atk), so its lower Special Defense Stat won't like taking a Psychic. Also, as mentioned before, Psychic can critically damage Keldeo and usually break its Substitute even when its at +6 Sdf!

Dragon Tail
is for bulky set up mons (Im looking at you Suicune) bar Clefable, and its good for accumulating hazard damage on opponents when all hazards are set up on the opposing side of the field.

Here are some calcs for Slowking:

164+ SpA Slowking Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 312-368 (88.6 - 104.5%) -- 31.3% chance to OHKO

164+ SpA Slowking Psychic vs. 252 HP / 0 SpD Mega Venusaur: 216-254 (59.3 - 69.7%) -- guaranteed 2HKO

164+ SpA Slowking Psyshock vs. 252 HP / 240+ Def Mega Venusaur: 140-168 (38.4 - 46.1%) -- guaranteed 3HKO

164+ SpA Slowking Psyshock vs. 0 HP / 0 Def Keldeo: 242-288 (74.9 - 89.1%) -- guaranteed 2HKO after Leftovers recovery

164+ SpA Slowking Psychic vs. +6 0 HP / 4 SpD Keldeo: 68-84 (21 - 26%) -- possible 5HKO after Leftovers recovery

164+ SpA Slowking Fire Blast vs. 4 HP / 0 SpD Bisharp: 272-322 (100 - 118.3%) -- guaranteed OHKO

-----

slowking.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
bisharp.png

"I don't really like big crowds, I tend to shut people out. I like my space, yo"

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature

- Spikes
- Spiky Shield
- Leech Seed

- Drain Punch

Chesnaught is an excellent Physical tank, that can sponge almost any physical move bar those of Flying type. Also I love the fact that it resists the popular EdgeQuake combination (RIP Landorus-T), taking pitiful damage from both of the moves. I often tend to switch it in on physical threats that cannot touch me like Landorus-T, and immediately set up a Leech Seed or Spikes, depending on what is the most favourable in the situation. Finally, Bulletproof is a great ability and it can switch into stray Shadow Balls from Gengar for Slowking, and Sludge Bombs from M-Venusaur.

Spikes
Helps me break potential sashes and to get some nice chip damage on grounded foes.

Leech Seed
Great move to recover health on pokemon that can't touch Chesnaugt like the ever present Landlos-T, and on switch outs to recover quite a bit of health

Spiky Shield
Used generously in tandem with leech seed to recover more health and also to scout choice moves and incoming moves

Drain Punch
Chesnaught finally got a great STAB in ORAS, so it doesnt have to run Hammer Arm as its only viable Fighting STAB.Drain Punch is excellent for this moveset as Chesnaught can dish out decent damage to the opponent while simetanously healing itself and is mainly also used to kill Bisharp and Ferrothorn, the former who threatens my Slowking with its Dark Attacks if not using Pursuit.

Some quick Calcs for Chesnaught:

4 Atk Chesnaught Drain Punch vs. 4 HP / 0 Def Bisharp: 348-412 (127.9 - 151.4%) -- guaranteed OHKO

4 Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Excadrill: 258-306 (71.4 - 84.7%) -- guaranteed 2HKO

4 Atk Chesnaught Drain Punch vs. 252 HP / 0 Def Ferrothorn: 138-164 (39.2 - 46.5%) -- guaranteed 3HKO after Leftovers recovery


-----


slowking.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
bisharp.png


“Why do I even learn Stealth Rock? ”

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature

- Stealth Rock
- Seismic Toss

- Soft-Boiled
- Thunder Wave/Healing Wish/Shadow Ball

Blissey is a great Pokemon, period. Possessing a gigantic HP stat, backed with a sizeable SpDef truly defines its status as a tank. In regards to this team, Blissey is generally not used as a lead to set up Stealth Rocks, but rather switches in on Special Attackers like opposing Mega Manectric who can't touch Blissey and then sets up the rocks from there. It also acts as a last resort Talonflame check, due to its gigantic HP dishing out a lot of recoil damage to the bird when it uses Brave Bird or Flare Blitz when Blissey switches in. Other, than that, there's not much to elaborate on the pink blob.

Stealth Rock
I needed a SR setter and as my team did not have one, Blissey had to do. Good Ol' sneaky pebbles is an especially useful option on Blissey as it gets many opportunities to set it up during the course of the game: a trait that many other Stealth Rock users would faint for (hehehe).

Soft-boiled
Used a a form of dedicated and immediate recovery which is very beneficial for a wall like Blissey.

Seismic Toss
Gets good consistent damage on anything bar Ghosts. However Rocky helmet/Rough Skin/Iron Barbs users are a pain when attacking, since 1/16 or more of health will be lost upon Blissey making contact of the move on users.

Thunder Wave/Shadow Ball/Healing Wish
Often hard choosing between these three moves as they each are a great asset to my team. However the majority of the time I use Shadow ball.
  1. Thunder Wave is good for slowing down speedy and bulky threats
  2. Shadow Ball is good for damaging Gengar and also breaking its Substitute if it wants to set up on Blissey.
  3. Healing Wish is for giving one of my critically weak members another lease on life when Blissey becomes useless in the game
Some quick calcs for Blissey:

0 SpA Blissey Shadow Ball vs. 0 HP / 0 SpD Gengar: 116-138 (44.7 - 53.2%) -- 28.1% chance to 2HKO
0 SpA Blissey Shadow Ball vs. 72 HP / 0 SpD Latias: 74-88 (23.1 - 27.5%) -- 63.3% chance to 4HKO

clefable.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Thunder Wave/Calm Mind
- Stealth Rock

Clefable can check M-Sableye, set up rocks against it and also win a Calm Mind war (if using Calm Mind over Thunder Wave; recommended).

0 SpA Clefable Moonblast vs. +1 252 HP / 176 SpD Mega Sableye: 102-120 (33.5 - 39.4%) -- guaranteed 3HKO

EVs and suggestion provided again by Mur.
Otherwise, it acts as a good status absorber just like Blissey and the Fairy typing in invaluable. The only real downside is the increased weakness of the team to Gengar and the lack of Healing Wish support Blissey used to provide.

-----


slowking.png
chesnaught.png
blissey.png
landorus-t.png
manectric-mega.png
bisharp.png


"Oh you like my scarf? Well, you can't have it."

Landorus-Therian (M)@ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 30 HP

- Rock Slide
- U-turn
- Earthquake
- Knock Off

I needed a good check to bird-spam, so I tested the generic Choice Scarf Landorus-T for my team and to my surprise, it worked fantastically. Landorus-T is often the lead who U-turns regardless, breaking Focus Sashes of opposing bulky Garchomp whom never use Earthquake against me, so I can switch into Manectric faster to Mega Evolve quicker and KO with Hidden Power Ice. The HP EVs are at 30 because I wanted to minimise Stealth rock damage, since I heard having an odd number of Hit points will allow you to take less damage from rocks when switching Landorus-T in.

Rock Slide
I opted for rock slide over Stone Edge as the chance to flinch was invaluable and can sometimes be the factor in my win or loss. Being used from a Choice Scarf user, also helps ;)

U-turn
Basic scouting move on Choice Scarf and can get some nice chip damage. But be wary on incoming Garchomp/Ferrothorn switch ins, for they will deliver Rough Skin/Iron Barbs damage.

Earthquake
Awesome STAB move on Landorus-T from base 145Atk stat. That is all.

Knock Off
Very useful on pesky ghosts or Lati@s switch ins expecting an Earthquake and overall the ability to remove an item is great in itself.

Some quick calcs for Landorus-T:
252 Atk Landorus-T Knock Off (97.5 BP) vs. 72 HP / 0 Def Latias: 250-296 (78.3 - 92.7%) -- guaranteed 2HKO

252 Atk Landorus-T U-turn vs. 252 HP / 252+ Def Garchomp: 62-74 (14.7 - 17.6%) -- possible 6HKO

-----


slowking.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
bisharp.png


"You didn't see that coming ?"

I needed a strong secondary Special attacker for the team who could hurt bulky Water type Pokemon and could form a nice Volt-turn core with Landorus-T. As I did not have a mega at this point, I said why not and chose Mega Manetric. Although very simple and easy to use, it possesses formidable speed and high Special attack which is invaluable on my team. Its Hp is already uneven, so I did not need to tweak its EV's. Additionally, the ability Lightning Rod pre Mega, is useful in switching into Thunderbolts targeting Slowking or Thunder Waves against the team.

Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch

- Hidden Power [Ice]
- Overheat/Flamethrower



Thunderbolt
100% accurate and reliable STAB on Manectric that provides decent damage, and that 10% Paralyze rate doesn't hurt as well :]

Volt Switch
Useful to escape Shadow Tag and provides decent chip damage on opponents.

Hidden Power [Ice]
As you know it is mandatory on M-Manectric as otherwise it is walled by ground types (except dual Water/Ground types like Swampert, Gastrodon pr Quagsire whom all take pitiful damage) or and dragon types

Overheat/Flamethrower
Provides a solid way of damaging Ferrothorn, whom resists all my electric and ice moves. I often alternate between the two moves due to the old accuracy vs damage output debate, but Overheat has gotten me some important KO's on threats to which Flamethrower struggles against.

Some quick calcs for Mega Manectric:
252 SpA Mega Manectric Overheat vs. 252 HP / 168 SpD Ferrothorn: 444-524 (126.1 - 148.8%) -- guaranteed OHKO

252 SpA Mega Manectric Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 308-364 (87.5 - 103.4%) -- 25% chance to OHKO

252 SpA Mega Manectric Flamethrower vs. 0 HP / 0 SpD Excadrill: 288-340 (79.7 - 94.1%) -- guaranteed 2HKO

252 SpA Mega Manectric Overheat vs. 0 HP / 0 SpD Excadrill: 414-488 (114.6 - 135.1%) -- guaranteed OHKO

252 SpA Mega Manectric Volt Switch vs. 248 HP / 192+ SpD Heatran: 85-102 (22 - 26.4%) -- possible 5HKO after Leftovers recovery

-----
slowking.png
chesnaught.png
blissey.png
landorus-therian.png
manectric-mega.png
bisharp.png

"Im more of a Digimon fan myself"
Bisharp @ Black Glasses
Ability: Defiant
EVs: 90HP / 252 Atk / 166 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Knock Off

- Iron Head

Bisharp @ Black Glasses
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit


This unique EV distribution is to out-speed most variants of non choice scarf Rotom W, and hit it with a quick and powerful Knock Off when its low on health . Also I chose Black Glasses over Life Orb, simply because I want my Bisharp to stay at as much Hp as possible, since it will be switching on a predicted Defog and racking up potential hazard damage anyway in the process.

Sucker Punch
Great movie Sucker punch is a strong 80 base power attack + STAB + Black Glasses boost, used to damage faster threats and can cause mind games

Knock Off
Like mentioned previously for Landorus-T, Knock off is extremely useful as it is a high power STAB of Bisharp and can remove items like the ever present Evolite on opposing Chantey and Porygon 2 among many others

Pursuit
Effectively traps Psychic and Ghost Pokemon like Gothielle, Lati@s , Gengar etc that plague my team for good damage, mostly KOing these type of Pokemon when they try to switch out on Bisharp.

Iron Head
Destroys pesky Fairies esp. Clefable and has a nice 30% flinch chance, which as mentioned before is always useful.


Some quick calcs for Bisharp:
252 Atk Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Rotom-W: 145-172 (47.6 - 56.5%) -- 31.6% chance to 2HKO after Leftovers recovery

252 Atk Bisharp Sucker Punch vs. 0 HP / 4 Def Excadrill: 192-226 (53.1 - 62.6%) -- guaranteed 2HKO

252 Atk Bisharp Sucker Punch vs. 4 HP / 0 Def Starmie: 290-344 (110.6 - 131.2%) -- guaranteed OHKO

252 Atk Bisharp Sucker Punch vs. 252 HP / 252 Def Starmie: 224-266 (69.1 - 82%) -- guaranteed 2HKO after Leftovers recovery


-----

Threat-list:

Clefable (Magic Guard with Calm Mind or Cosmic Power)
clefable.png


Once it starts to set up, I immediately switch into Bisharp to get as many Iron Heads as possible. If Bisharp is fainted, its gg as nothing can KO it without a Critical Hit.

Whimscott
whimsicott.png


I despise this thing with a passion.
  • Chesnaught: It can continuously Substitute and Chesnaught struggles against breaking its substitutes with Drain Punch
  • Blissey : Leech Seed, Sub and repeat. Seismic Toss cannot break through the sub in one go (needs at least 2 hits or more with Leech Seed in play).
  • Bisharp : A quick 2 Moonblasts from the Life orb set KO's, but otherwise Leech Seed, Sub and repeat.
  • Rest of Team: Can just stall out their attacks with Leech seed and Substitute till they faint

M-Charizard X (Dragon Dance)
charizard-mega-x.png


Once it gets at least 2 DD's, its gg (unless it attacks and is within Sucker Punch range). Landorus-T cannot outspeed a +2 Jolly or Adamant Charizard X.

M-Venusaur (running Hidden Power Fire)

venusaur-mega.png


Chesnaught cannot wall a variants carrying Hidden Power Fire. However M-Veusaurs that carry Hidden Power Fire, normally drop a coverage move like Leech Seed or Synthesis. If I can figure out what move it dropped, I can still beat it if played around strategically.

M-Sableye
megasableye_sprite_by_bryancct-d7m1bb3.png


WoW hurts my team and Chesnaught and Blissey are set up fodder for it. Slowing is destroyed by its STAB attacks, Landlos-T has at least one Earthquake hitting before it gets burnt and M-Manectric cannot muscle past its Calm Mind sets.

Some replays for your entertainment:


Importable:

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 164 SpA / 96 SpD
Quiet Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Psychic
- Dragon Tail

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spikes
- Spiky Shield
- Leech Seed
- Drain Punch


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Stealth Rock


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 30 HP
- Rock Slide
- U-turn
- Earthquake
- Knock Off

Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat


Bisharp @ Black Glasses
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Conclusion:

I hope you all find my team useful, and any suggestions made towards it would be gladly accepted. However, most importantly
have an awesome day \(^o^)/


kawayoo-town-art.png


Edit. 1:
  • I took Mur's suggestion and changed the Bisharp set to hit harder but still outspeed Rotom-W.
  • Currently testing out Clefable over Blissey (stay tuned....)
Edit. 2
  • Clefable replaces Blissey as can beat M-Sableye
  • Calm Mind changed to Thunder Wave as Calm Mind was rarely used due to lack of opportunity to set up
Edit. 3
  • Thunder Wave dropped and Calm Mind returns!
  • Because M-Sableye can Calm Mind itself and deal much damage with STAB attacks + stall the team
Edit. 4

  • Added some replays with Clefable and the new Bisharp set
------

Waldorf : Well, what did you think?
Statler : Beats sitting around watching television.
Both: Whahahahahahaha
 
Last edited:
Hey man cool team you got here! I think I have a few suggestions to help you out a little. First your bisharp spread is a little odd since no rotom hits 237 speed(yours hits 238 with that spread), Most rotom hit 219 as their benchmark while some may creep a little more. The spread I am going to recommend is 80hp/252atk+/176spd. This spread maintains the bulk from your current spread while outpacing the standard rotom-w spread. Since your goal is to outpace rotom and have a little bulk an adamant nature was chosen since jolly did not make too much sense to run on this spread since you meet all of your needs without jolly.

The next thing I would recommend is changing blissey to clefable. Blissey is really not too good on bulky offensive teams since it is a huge momentum drainer which is very importsnt considering you have Mman and scarf lando-t. The set you should run would be the standard cm with stealth rocks in the 4th slot. This allows you to not get 6-0'd by cm Msab(which you do currently) while also maintaining a specially bulky presence to take on the electric types and latios like you mentioned above. Gengar kind of man handles you but it does that to a myriad of teams plus your offensive core deals with it very nicely, especially the ability to trap it with some pursuit mind games.

Those are my suggestions hope I helped n_n I'l leave my recommendations in the tab below.

Bisharp @ Black Glasses
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Stealth Rock
 
Ha, Mur beat me, I was totally going to suggest Clefable over Blissey for your SR setter. For one, you get the luxury of Magic Guard or Unaware, both with equal benefits. You get a nice Dragon immunity which, outside of Bisharp, you have no real good switch into. And Clefable can still set rocks, recover, and slow down with Thunder Wave or many other things you may need.

I also suggest Lum Berry for Bisharp and replacing something for Swords Dance. Lum Berry makes it much much easier to take on Rotom-W while they waste a turn WoWing you, or allows a free turn to Swords Dance to make for some truly powerful Sucker Punches to better takes out Lando-I for instance.

Good team and cool formatting.
 
W
Ha, Mur beat me, I was totally going to suggest Clefable over Blissey for your SR setter. For one, you get the luxury of Magic Guard or Unaware, both with equal benefits. You get a nice Dragon immunity which, outside of Bisharp, you have no real good switch into. And Clefable can still set rocks, recover, and slow down with Thunder Wave or many other things you may need.

I also suggest Lum Berry for Bisharp and replacing something for Swords Dance. Lum Berry makes it much much easier to take on Rotom-W while they waste a turn WoWing you, or allows a free turn to Swords Dance to make for some truly powerful Sucker Punches to better takes out Lando-I for instance.

Good team and cool formatting.
Thanks for giving the team a rate Jaroda! I never thought of using Clefable, as it can take on the threat of M-Sableye without much effort while still having some bulk. Also, regarding Bisharp Pursuit has been useful in many games trapping and KOing Latios and Annoying psychic types, but I'll try SD on the side to see how it goes.
 
Last edited:
Hey Mur I tried out your Bisharp and Clefable sets and I gotta say they work amazing. However I scrapped Calm Mind for Thunder Wave since I did not use it much, and TW on the set got me stopping a lot of threats. I just wanted to ask whether scrapping Calm Mind on Clef be a good idea in the long run for my team?

Hm I do see how twave would be useful for some threats and it took me a little to look it back over to decide what is better but in the long run I think you should keep calm mind. The biggest reason is this:
0 SpA Clefable Moonblast vs. +1 252 HP / 176 SpD Mega Sableye: 102-120 (33.5 - 39.4%) -- guaranteed 3HKO
Msab literally can 6-0 you after one cm so I think in this situation I would keep calm mind. Also your team really needs some way of breaking stall and I think clef really helps with that along with the momentum from manectric to wear down chansey and unaware clefable. If you found that twave was very useful on your team you can always use a more defensive slowking set that I will provide below. Those are my thoughts hope I helped!

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Psyshock/Fire Blast
- Slack Off
- Thunder Wave
 
Hm I do see how twave would be useful for some threats and it took me a little to look it back over to decide what is better but in the long run I think you should keep calm mind. The biggest reason is this:
0 SpA Clefable Moonblast vs. +1 252 HP / 176 SpD Mega Sableye: 102-120 (33.5 - 39.4%) -- guaranteed 3HKO
Msab literally can 6-0 you after one cm so I think in this situation I would keep calm mind. Also your team really needs some way of breaking stall and I think clef really helps with that along with the momentum from manectric to wear down chansey and unaware clefable. If you found that twave was very useful on your team you can always use a more defensive slowking set that I will provide below. Those are my thoughts hope I helped!

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Psyshock/Fire Blast
- Slack Off
- Thunder Wave
Thanks for clarifying that for me Mur, I will add CM to Clef instead of TW.
It has been pulling a lot of weight so far compared to Blissey (although the healing wish support will be missed dearly ), but however I'll leave the Slowking set as it is as since Blissey has been dropped, my team needs a special wall and without a fire or psycic move it will be walled by Ferrothorn or M-Venusaur respectively. Otherwise, great suggestions! :]
 
Last edited:
  • Like
Reactions: Mur
I guess almost everything was already pointed out except that Stone Edge is usually better than Rock Slide on Landorus-T, in fact it helps against Thundurus, Dragonite and regular Pinsir (the last 2 aren't that common tho.. so maybe you can stay with Rock Slide).

Also I prefer AV Slowbro than AV Slowking if anything as it has still lot of SDef but a much better Defense as well. Thats just personal preference I guess tho. Good luck with ur team.
 
I guess almost everything was already pointed out except that Stone Edge is usually better than Rock Slide on Landorus-T, in fact it helps against Thundurus, Dragonite and regular Pinsir (the last 2 aren't that common tho.. so maybe you can stay with Rock Slide).

Also I prefer AV Slowbro than AV Slowking if anything as it has still lot of SDef but a much better Defense as well. Thats just personal preference I guess tho. Good luck with ur team.

Hi Alexander, I prefer Rock Slide on Landorus-T over Stone Edge, because as a Choice Scarf user, it can out-speed alot of Pokemon in the metagame and get the 30% flinch chance, which as I mentioned on the set description is invaluable as a flinch can sometimes win me games.

Regarding Slowbro over Slowking, I understand why you suggested it, but I really enjoy using Slowking and its important to mention that Slowking (NOT SLOWBRO) gets the phazing move Dragon Tail, which is critical to phaze a set up mon like Suicune that can sweep my team with Calm Mind. Otherwise, thanks for giving the team a rate :)
 
Back
Top