Pokémon G-Slowking

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Galarian Slowking (Poison/Psychic)

Base Stats - 95 HP / 65 Atk / 80 Def / 110 SpA / 110 SpD / 30 Spe

Abilities
  1. Curious Medicine
  2. Inner Focus
  3. Regenerator (HA)
New Ability: Curious Medicine
Curious Medicine: When the Pokemon is brought into battle, any stat alterations of allies are removed

Moveset

Level Up: Eerie Spell, Power Gem, Nasty Plot, Swagger, Tackle, Curse, Growl, Acid, Yawn, Confusion, Disable, Water Pulse, Headbutt, Zen Headbutt, Amnesia, Surf, Slack Off, Psychic, Psych Up, Rain Dance, Heal Pulse

TM: Mega Punch, Mega Kick, Pay Day, Ice Punch, Hyper Beam, Giga Impact, Thunder Wave, Dig, Light Screen, Safeguard, Rest, Snore, Protect, Icy Wind, Attract, Rain Dance, Sunny Day, Hail, Whirlpool, Facade, Swift, Brick Break, Imprison, Dive, Weather Ball, Mud Shot, Brine, Fling, Drain Punch, Avalanche, Trick Room, Wonder Room, Venoshock, Round, Hex, Bulldoze, Razor Shell, Psychic Terrain


TR: Body Slam, Flamethrower, Hydro Pump, Surf, Ice Beam, Blizzard, Earthquake, Psychic, Fire Blast, Amnesia, Tri Attack, Substitute, Sludge Bomb, Psyshock, Endure, Sleep Talk, Iron Tail, Shadow Ball, Future Sight, Trick, Skill Swap, Muddy Water, Iron Defense, Calm Mind, Power Gem, Focus Blast, Nasty Plot, Grass Knot, Sludge Wave, Foul Play, Stored Power, Scald, Venom Drench, Liquidation

Egg Moves: Belch, Belly Drum, Block, Stomp

Isle of Armor Tutor Moves: Expanding Force

Newly Obtainable Move(s): Eerie Spell
Eerie Spell: The user attacks with its tremendous psychic power. This also removes 3 PP from the target's last move.
  • Base Power: 80
  • Accuracy: 100
  • PP: 5 (Max 8)

Notable Moves: Slack Off, Sludge Bomb, Sludge Wave, Psychic, Psyshock, Expanding Force, Eerie Spell, Future Sight, Ice Beam, Flamethrower, Fire Blast, Scald, Thunder Wave, Nasty Plot, Calm Mind, Trick Room


Pros

  • Good HP, Sp. Atk, and Sp. Def with a decent Defense allows it to tank hits while also not being too passive.
  • Very expansive movepool lets it decide what Pokemon it wants to threaten and what role it wants to play on a team.
  • Regenerator and a Toxic immunity makes it hard to wear down passively, which assists its defensive capabilities.
  • Reliable recovery in Slack Off further increases its longevity.
  • Unique typing that grants it resistances to Fairy, Fighting, Grass, and Poison.
  • Poison typing allows it to utilize Black Sludge which makes opponents less likely to utilize Trick/Switcheroo in fear of their own mon getting crippled.
  • Poison typing also allows it act as a Toxic Spikes absorber.
Cons:
  • Despite having good bulk, G-Slowking is very slow which means it will almost always have to tank an attack before being able to retaliate.
  • Its physical bulk, while decent, is also easily exploited by powerful physical attackers.
  • While its typing gives it resistances to some common types it also leaves it with weaknesses to commonly used attacks, such as: Earthquake, Knock Off, and Shadow Ball.
  • It also faces strong competition from other Regenerator users, bulky Poison types, and Blissey which either have more utility, greater bulk, and/or better typing.
Potential Sets:

1. Specially Defensive

Slowking @ Black Sludge
Calm Nature
Ability: Regenerator
EVs: 252 HP / 212 SpD / 44 Spe
  • Ice Beam/Thunder Wave
  • Psychic/Psyshock/Scald
  • Flamethrower/Thunder Wave
  • Slack Off

This set plays a similar role to standard Slowking, but with the benefit of a unique typing giving it a key resistance to Fairy type. The given spread maximizes G-Slowking’s special bulk allowing it to be an answer to many offensive threats, such as: Naganadel, Magearna, and Latios. Due to its expansive moveset it is able to have good super effective coverage against many of the mons it is supposed to check, but also has the option to run Thunder Wave to cripple threats. Speed EVs allow it to outpace Toxapex in order to keep pressure using Psychic STAB; although, those EVs can be allocated as needed. Sludge Bomb can also be used to hit most Fairy types for super effective damage and fish for poisons. Similarly, Scald is also an option to fish for burns and soften attacks on its more vulnerable defense. Black Sludge gives Slowking passive healing and deters opposing Pokémon from using Trick/Switcheroo. Regenerator is its best ability, restoring a 1/3 of its health upon switching and increasing its longevity.


2. Assault Vest

Slowking @ Assault Vest
Calm Nature
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 SpD or 248 HP / 8 Def / 252 SpD
  • Ice Beam
  • Psyshock/Psychic/Future Sight
  • Flamethrower
  • Sludge Bomb/Scald

This set functions similarly to AV Tangrowth and Amoongus, utilizing Regenerator for passive healing upon switching out and a boosted special defense to better sponge special attacks. Its expansive movepool allows it to have good super effective coverage and decide which Pokemon it can threaten. Unlike the other previously mentioned AV users, Slowking benefits from a higher natural special defense which allows it to invest into its lower defense if needed. The given EVs allow Slowking to always survive a non-boosted EQ, from full health without hazards on the field, from Garchomp to net a surprise OHKO the majority of the time with Ice Beam. The rest is dumped into special defense to still absorb hits from powerful special attackers. This set is best used with Grassy Terrain support to provide passive recovery and decrease damage from EQ. This notably allows Slowking to avoid the 2HKO from Choice Scarf Landorus-T 98% of the time. If you don’t need to lure these Pokémon using G-Slowking those extra defense EVs can be allocated to SpD to further bolster its ability to sponge special attacks. For this set it is very important to avoid Knock Off which hits for super effective damage and removes the AV, greatly decreasing its ability to absorb special attacks.


The last one I can see being used, but not all that viable in OU.

3. Trick Room Tank


Slowking @ Life Orb/Black Sludge
Ability: Regenerator
Nature: Quiet, 0 Speed IVs
EVs: 252 HP / 252 SpA / 4 SpD
  • Ice Beam
  • Psyshock/Psychic
  • Flamethrower/Fire Blast
  • Trick Room

Due to G-Slowking’s exceptionally low speed and access to Trick Room it can act as a trick room setter on designated trick room teams. It also benefits from an expansive movepool and a good 110 base special attack that allows it to threaten many different mons. It’s good bulk also allows it to have some longevity which is further increased by Regenerator, so that it can set trick room multiple times throughout a match.
 
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I really like the fact that Galarian-Slowking (despite its Kantonian counterpart) has the +10 SpA buff (the -10 Atk is irrelevant) that really helps in the offensive department.

0 SpA G-Slowking Fire Blast vs. 252 HP / 4 SpD Ferrothorn: 300-356 (85.2 - 101.1%) -- 12.5% chance to OHKO
Fire Blast is definitely more valuable than Flamethrower because it is able to OHKO Ferrothorn with prior chip damage.
 
Probably not viable right now with all the super strong stuff running around, but a Double Dance Stored Power set might end up being viable on stallier teams since G-Slowking is immune to Toxic and is fairly bulky.

Having a T-spikes absorber that's not weak to Electric and Psychic is quite nice and unlike Toxapex, G-Slowking hits hard and can kinda even gain momentum with Future Sight forcing in certain answers.
 
Eerie Spell is a sound move, so it goes through substitutes, and its PP drain can be surprisingly effective to limit opponents' uses of recovery. I think it's being underrated here.
I fully agree. It would be a trolling way to deplete the use of moves like Recover faster, and can also be a nasty tool to use against all the powerful 5PP moves too, though ironically my guess as to why no one has put it as an option alongside Psychic and Psyshock is because it too is only a 5PP move...
 
I fully agree. It would be a trolling way to deplete the use of moves like Recover faster, and can also be a nasty tool to use against all the powerful 5PP moves too, though ironically my guess as to why no one has put it as an option alongside Psychic and Psyshock is because it too is only a 5PP move...
Well, 8 PP in the competitive sphere. But yeah, I think it's most effective when you don't spam it, but rather wear your opponent's pokemon down with other moves and use it on the turn they recover. The fact that it goes through substitutes is honestly super nice though, so for that alone I think it merits use on certain sets.
 

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