Slugma in Heartgold.
Aside from a prized position in the theoretical battle between Pokemon and Lions, Slugma has had it very rough. In terms of ingame appearances, it's unavailable until midway through Kanto in Gen 2, it's in Hoenn just before the game introduces a torrent of water types, it's in XY where power creep has rendered it next to irrelevant for anything, and I guess it's in Colosseum. It's not good in any of these games, but it is relatively unique, and after expectedly having a miserable time using it in Hoenn, I wanted to try using it somewhere else.
Enter Heartgold. Unlike GSC, it has Primo. He's this strange little mystery gift guy in Violet City that'll give you eggs for Wooper, Mareep, and Slugma should you use an online source to look up the correct codes to tell him based on your trainer ID. While Mareep is available for the Falkner Gym Battle and Wooper isn't available too far after, having access to Slugma this early in Johto is entirely unique, and I thought it'd be fun to maybe see how worthwhile it was.
It is Awful, and using it is a mistake.
To start, you have to hatch it. This is obviously made not fun by not having access to the bike, making it take a long time. There's a cruel irony of this pokemon's ability hatching eggs faster when, at least in this context, it's gonna hatch from the first egg you'll get in the playthrough. (I wonder if it makes hatching Togepi any faster?)
At level 1, Slugma foregoes the tradition of starting out with either a STAB move or a normal move, and instead sinks even lower. It's only attacking move at base is Smog, a 20 Base Power, 70% Accurate move. To put this in perspective, Tackle would be dealing far more damage than this move, and at a higher accuracy. I can't understate the tedium of having to switch train this thing up 7 levels, and the hilarity of the fact that what could be prime exp feeding for it, Bellsprout, is strong enough to beat it 1v1 until it gets Ember. Assuming you have the patience to not clear the place 10 times over before Slugma hatches.
As a milestone, at least here, Ember isn't so bad. 40 Base Power, STAB, coming off of a decent Special Attack stat, all good stuff. Hope you like holding on to it for the rest of Johto because aside from the Fire Blast TM, it will not be getting any new Fire STAB until Lava Plume at level 38.
Especially cruel considering it learns this at a
later level than it did Flamethrower in Gen 3, and Fire Blast isn't even as good as the Overheat TM it learned there.
Then, as the advantage of it's very decent Special Attack starts abruptly fades, all the glaring issues it's had the whole time become unignorably abysmal.
- Slugma is SLOW. It is definitively a low-speed pokemon, a trait that is probably punished more in Johto than in any other region through the use of tons of Sand Attacks, Confuse Rays, Attracts, Poisons, and more.
- Slugma is MADE OF TISSUE PAPER. It's bulk is so pitifully bad that proccing Flame Body doesn't matter because it's rarely anything more than a parting blow.
- Slugma is NOT ACTUALLY THAT STRONG. I mean, at least on paper, Strength is supposed to be this thing's big selling point. And at least for a little bit, Fire Blasts coming from this thing do actually sting. The problem is that they don't usually OHKO, and the aforementioned issues combined with imperfect accuracy and low PP mean Slugma doesn't often get the chance to land 2 powerful attacks.
- Slugma is A SLUGMA. To be more exact, it is not a Magcargo. Magcargo's traits are such that it could actually be pretty damn valuable. It's got a great trio of assets between a Normal resistance, great Defense, and Flame Body, it's got slightly more offensive power, it gets STAB Ancient Power as very rare special rock coverage, and just the ability to exist for a few turns could make Recover very good on it. Problem is, it evolves at Level 38. An evolution timed incredibly conveniently for it to hit the closest thing possible to a stone wall in the form of a Dragon gym that doubles up as a pseudo-Water gym. It then proceeds to get smacked around by Will, Bruno, and Lance while making entirely replaceable contributions against Karen and taking the role of the obligatory Forretress slayer against Koga.
In my opinion, Slugma as is transcends the badness of merely being an underwhelming pokemon in a certain environment.
Slugma is poorly designed. It isn't an early game pokemon that gets its' time in the sun before hitting the bench. It isn't a super strong pokemon that starts to dominate the game once it evolves. It doesn't have its' limitation placed to balance out its' attributes during any important battles, and even in GSC's neutered Kanto its' utility is entirely outclassed by the similarly disserviced Houndour, which at least has the decency to evolve early and have it's primary unique trait, it's Dark typing available to it before it evolves. What it was supposed to be was the ultimate anti-Fire type, standing in the face of Fire types that solely relied on Normal and Fire moves to attack. This might've been a half-decent balance mentality in Generation 1, and if it were made to evolve at that level as a barrier of entry to freely beat Gen 1 Blaine, because in that environment a set of traits as small as 'Good Defense' and 'Normal Resistance' were hot enough commodities to make that wait worthwhile, then it might be worth something. But to introduce this in Generation 2 is senseless, and as a result, Slugma has been little more than fodder used by opposing trainers since its' introduction.
What's worth highlighting about this is that
Slugma's issues aren't solvable within the current framework of changes being made to buff weaker Pokemon. You aren't going to give it more moves. It's ingame movepool might've been an issue in Gen 4, but even with the far more robust level up moves it gets in ORAS and beyond, its' weaknesses are too overbearing. It's abilities are all staying. They are not only a part of its' identity as a Burn-spreading wall, but is also a part of its' secondary identity as a an Egg Incubator, and replacing Weak Armor makes little sense when flavor-wise it's one of the most sensible users of it. It's base stats likely won't change. It has already received an increase in its' base stats in Gen 7, but that kind of thrown rope came far too late for it to be relevant. I know it's not really the point of the thread to make suggestions outside those specific bounds, but
I really want to just point out how much more worthwhile it'd be if Slugma evolved early. Because what all these changes have in common is that they can't actually let the Slugma line take advantage of the single thing that makes it worthwhile; its' unique typing. While it could potentially be improved by evolving at levels closer to its' original evolution level, for the sake of theory, I'll put it at the lowest reasonable point I think it could evolve at;
Level 18. EK who? So, what happens?
- GSC ; Slugma stays mostly the same, except I guess it can maybe take on Blaine at a lower level, instead of needing to wait until at least 38 to evolve. Still hardly a guaranteed win until Rock Slide at Level 43, and GSC Blaine is hardly a challenge to most teams anyway.
- RSE ; Slugma gets the closest it could possibly be to being overpowered. When caught in Firey Path, trained, and evolved into Magcargo, it becomes one of the best pokemon the player could bring vs Flannery, and is especially the best thing nearby. It's the single best answer to Torkoal overheat available at that point, and it walls Torkoal without the use of setup, only really fearing excessive paralysis and Attract half the time. In RS, the single thing it fears is Rock Slide from Flannery's second Slugma; In Emerald, it's Magnitude from a Numel. Only the latter of these is a serious threat, and you could make a case based on this that it'd be overpowered, but considering the rest of the game is... well... Hoenn, I don't think that's all to bad a balance to strike. Better than in Vanilla RSE, where it is deadweight in this fight AND in the rest of the game.
- ORAS ; Slugma is still very good vs Flannery. In vanilla ORAS, tweaks to Slugma's movepool make it actually able to take on Torkoal? Kind of? Due to access to Ancient Power. Magcargo with STAB Ancient Power might be too free here. It then does very well against Norman and then proceeds to fall off the same viability cliff as normal. But it at least does something BEFORE that point!
- HGSS ; Slugma is actually good. It goes from being foddered off to fish for Flame Body burns on Scyther to actually being able to beat it 1v1 and solo the gym, it does amazing vs Whitney's Gym even if it doesn't outright beat Miltank due to Rollout, it can use the extra defenses it gets being evolved to be usable against Jasmine and Pryce without folding to neutral or even Not-Very-Effective hits from everything. And after beating Gyms 2-6 with Magcargo, it'll still hit the same endgame wall, but at least it'll have contributed something interesting to fights before that point. Oh and I guess it still beats Blaine for freeish.
I think this is a pretty unique case, almost every single other pokemon is much more easily balanced for ingame by tweaking the other available notches, but this case stood out to me in particular as being uniquely impossible within the allotted 'rules', so to speak. If nothing else, I do hope this could maybe spark discussion about these 'rules', and the limitations they create in relation to balancing pokemon compared to other technically changeable dials and knobs.