Slowking (QC 0/3)

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http://www.smogon.com/dex/xy/pokemon/slowking

Overview
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- slowking is actually a pretty decent defensive pokemon, despite its overshadowing bro
- regenerator and slack off make it a pretty consistent player throughout a match, and pretty difficult to take down
- has much higher special defense than its bro --> can take on stuff like Keldeo and Latios much easier
- slowbros movepool + nasty plot + dragon tail, pretty cool

Defensive
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name: Defensive
move 1: Scald
move 2: Psyshock / Flamethrower
move 3: Toxic / Thunder Wave / Dragon Tail
move 4: Slack Off
ability: Regenerator
item: Leftovers
nature: Bold
EVs: 252 HP / 168 Def / 88 SpD

Moves
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- scald is standard on defensive waters: fish for burns, wear things down, hit pretty hard
- psyshock hits keldeo primarily, and a bunch of other stuff scald is mediocre against such as breloom or gengar
- slack off is reliable recovery to keep slowking healthy, completely necessary to stay alive throughout the match
- flamethrower hits ferrothorn if your team has issues with him, and also gets rid of weakened Bisharp and scizor switch ins
- toxic is good for Charizard-X (and to a lesser extent, Y.) It also wears down stuff like CM Latias and other defensive pokemon that can't be burned, or where poison is more effective than burn
- thunder wave messes up really fast things like gardevoir and latios, good if you have not so fastish mons like altaria trying to wreck, toxic generally better
- dragon tail phases anything non fairy, pairs real nicely with spikes

Set Details
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- evs assure adamant lopunny can never 2hko with return after rocks, rest in SpD
- spam regenerator and slack off so slowking never dies
- you can run more physical defense: for the record, a max defense slowking is equivalent to a 4 def slowbro, and vice versa with special defense


Usage Tips
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- send into keldeo and latios without a second thought, that is what it's good for
- try not to get burned (toxic is annoying, but not as bad)
- stay away from knock off and try not to get pursuit trapped by bisharp (however, slowking can take a pursuit for about 85% of his health. a terrible option, but better than being knocked off to death.
- a very very shaky check to gardevoir, but can check mixed altaria pretty easily
- gengar shadow ball does about 80%, sometimes it good to take it and then pivot out with regen
- walls metagross! grass knot doesn't do all that much.

Team Options
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- ferrothorn takes care of azumarill and gyarados (run power whip)
- an absorber for electric moves is always a good idea, something like raikou works great
- amoonguss forms a pain of a regen core, and amoonguss checks fairies like mg clefable and azumarill that walk on slowking. same with venusaur.
- status absorbers are really good, clefable is a prime example of a good teammate for this (gliscor has problems with rotom-w ~_~)
- heatran walks over mew, immune to toxic and burn
- chesnaught takes on bisharp, but you might be in trouble if you have two water resists who fail vs. azumarill

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psyshock / Future Sight
- Fire Blast / Power Gem
- Power Gem / Dragon Tail

Moves
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  • scald is sclad
  • psyshock is secondary stab, future sight is nice if you aren't scared of subcm keldeo
  • fire blat hits bisharp, ferrothorn, etc.
  • power gem smacks zardy
  • dragon tail phases suicune and whatnot

Set Details
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  • Avoids 2hko fro mman tbolt
  • avoids ohko from timid bisharp knock off

Team Options
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  • amoonguss forms regn core
  • ferrothorn pairs nicely
  • chesnaught walls knock off users for the most part
  • bulky pivots, or this can be a glue
  • maybe on a sand team as a mgard check and kedleo switch in
Other Options
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- trick room (I think this sucks)
- power gem hits charizard-y harder?? this was in the old analysis but seems kind of dated to me
- assault vest (seems kind of bad though and so vulnerable to status)
- more specially bulky set to check gardevoir really good etc
- more physically bulky set to check zardX better and whatnot
- nasty plot + trick room (I guess this is the best way to use trick room)
- foul play

Checks & Counters
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- knock off (bisharp)
- clefable
- celebi
- starmie
- electric moves
- bulky waters
- heal bell (slowking is pretty reliant on burns for damage)
- chansey
- strong physical attackers
 
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- evs assure adamant lopunny can never 2hko with return after rocks, rest in SpD
252+ Atk Mega Lopunny Return vs. 252 HP / 168+ Def Slowking: 171-202 (43.4 - 51.2%) -- 62.9% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Mega Lopunny Return vs. 252 HP / 168+ Def Slowking: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Don't you mean Jolly Lopunny?
 
Choice Specs + Hidden Power Electric Keldeo is indeed a thing, and such combination can allow Keldeo to muscle past Slowking:

252 SpA Choice Specs Keldeo Hidden Power Electric vs. 252 HP / 88 SpD Slowking: 166-196 (42.1 - 49.7%) -- 30.5% chance to 2HKO after Stealth Rock and Leftovers recovery

Instead,

252 SpA Choice Specs Keldeo Hidden Power Electric vs. 252 HP / 164 SpD Slowking: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

However, a spread of 252 HP / 48 Def / 208 SpD Calm allows Slowking to avoid being 2HKOd by Life Orb Latios' Draco Meteor after Stealth Rock, 20 more EVs than be thrown into Special Defense to avoid a 2HKO from Thunderbolt after Stealth Rock.

I also do not think Psyshock should be slashed with anything, beating Keldeo is important, and Slowking cannot beat Keldeo's most common set, Substitute + Calm Mind, without Psyshock. Flamethrower seems more like a third slash to me.
 
i'd stick with the current spread. another set i think you should include is av, which is a really nice utility check to a lot of special attackers, including tanking stuff like zard y solarbeams, and has really great coverage to work with. future sight is a cool move for this set that basically forces the opponent into a checkmate situation paired with offensive teammates that benefit from it, the most basic example being azu vs venu, as venu can't switch in because future sight does way too much damage, but they still have to tank the hit from azumarill. it has a bunch more applications than this though and is really useful on the whole.
 
Jukain what evs for assault vest?

I'm thinking something like Scald/Fire Blast/Future Sight OR Psyshock/Dragon Tail with max HP max SpA, but i'm not really sure what you mean.

EDIT: I'll slash power gem before Dragon Tail.
 
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Jukain what evs for assault vest?

I'm thinking something like Scald/Fire Blast/Future Sight OR Psyshock/Dragon Tail with max HP max SpA, but i'm not really sure what you mean.
I think Power Gem should definitely be on there, because AV Slowking is a solid Check to Zard Y (it cant switch into 2 solarbeams but switches in on fire blast and tanks one solarbeam) and hits it hard back with power gem.
 
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I'd personally use Fire Blast > Flamethrower so that you're doing a good portion of more damage on Ferrothorn and M-Scizor. Elaborate more on the checks and counters section in regards to what and how they would check. Some things like Starmie are shaky checks when they're either in a stalemate or the offensive set which is getting worn down from Life Orb.
 
The current spread is straight up inferior to slowbro:

168 Def / 88 SpD bold hits 261 / 278 defenses on slowking
20 Def / 236 SpD calm hits 261 / 280 defenses on slowbro

If you're using slowking you need to invest more heavily into special defense, use assault vest, or use one of its unique moves. There's no reason to use the current set over Slowbro unless you're using dragon tail, and even that's not given much emphasis.
 
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For the AV set, I think that it should look like this:

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psyshock
- Fire Blast / Power Gem
- Dragon Tail

The EVs avoid a 2HKO from Timid M-Man's Thunderbolt and an OHKO from Jolly Bisharp's Knock Off (both before rocks) while also maintaining 2 extra points in SpA than if it were to go for the same benchmarks with a Modest nature. Also 4 could be put in speed (obvs taken out of SpA) to outpace 0 speed Amoonguss (avoiding the tie) and hit it with Fire Blast, but idk if that would count as creeping or not.
 
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For the AV set, I think that it should look like this:

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psyshock
- Fire Blast / Power Gem
- Dragon Tail

The EVs avoid a 2HKO from Timid M-Man's Thunderbolt and an OHKO from Jolly Bisharp's Knock Off (both before rocks) while also maintaining 2 extra points in SpA than if it were to go for the same benchmarks with a Modest nature. Also 4 could be put in speed (obvs taken out of SpA) to outpace 0 speed Amoonguss (avoiding the tie) and hit it with Fire Blast, but idk if that would count as creeping or not.
I think surviving Special Attackers you're supposed to be beating is more important than taking Knock Offs from Bisharp (plus Pursuit can OHKO this set after Rocks anyway). Unless there's something I'm missing you don't really need Defensive investment since you already survive Specs Secret Sword from Keldeo and putting all those Defense EVs into Special Defense gives Mega Manectric a stupidly small chance to 2HKO after Rocks.

252 SpA Mega Manectric Thunderbolt vs. 248 HP / 148+ SpD Assault Vest Slowking: 150-176 (38.1 - 44.7%) -- 6.3% chance to 2HKO after Stealth Rock
 
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