
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. :]






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
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Team Building Process:

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


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.







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.











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:






"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
Scald
is there to get a
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
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"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
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“Why do I even learn Stealth Rock? ”
Thunder Wave is good for slowing down speedy and bulky threatsShadow Ball is good for damaging Gengar and also breaking its Substitute if it wants to set up on Blissey.Healing Wish is for giving one of my critically weak members another lease on life when Blissey becomes useless in the game
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 @ 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.
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"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
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"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
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"Im more of a Digimon fan myself"
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
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
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Threat-list:
Clefable (Magic Guard with Calm Mind or Cosmic Power)
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
I despise this thing with a passion.
M-Charizard X (Dragon Dance)
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)
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
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.

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

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)

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)

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

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:
https://replay.pokemonshowdown.com/ou-233363190
https://replay.pokemonshowdown.com/oususpecttest-233636384
https://replay.pokemonshowdown.com/ou-233086318
https://replay.pokemonshowdown.com/ou-232882874
https://replay.pokemonshowdown.com/ou-232886391
http://replay.pokemonshowdown.com/oususpecttest-234285359
http://replay.pokemonshowdown.com/oususpecttest-234862052 (With Clefable and new Bisharp set)
http://replay.pokemonshowdown.com/oususpecttest-234856143
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
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^)/

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....)
- 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
- Thunder Wave dropped and Calm Mind returns!
- Because M-Sableye can Calm Mind itself and deal much damage with STAB attacks + stall the team
- Added some replays with Clefable and the new Bisharp set
Waldorf : Well, what did you think?
Statler : Beats sitting around watching television.
Both: Whahahahahahaha
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