Draft Slowking

Status
Not open for further replies.

Celeste

Listening to C418
is a Metagame Resource Contributor
[overview]
**Draft Order**: Round 4 onwards

**Price Range**: 13-14 points

**Overview**: Slowking is a strong defensive pivot, with key resistances from its Water typing, good defensive stats, and reliable recovery backed by Regenerator. It is very adept at positioning its offensive teammates due to Chilly Reception and its ability to occasionally force switches through its own offensive capabilities, having respectable special attacking stats and a surprisingly good movepool. It is, however, held back by crippling weaknesses to Dark and Ghost and its lower Defense and is thus harder to fit onto teams compared to other defensive Water-types.


[strategy comments]
Common Roles
========
**Defensive Pivot**: Slowking has very good Special Defense and often uses this paired with its longevity to switch in multiple times a game to absorb special attacks and switch out into its offensive teammates. It can also spread burn and paralysis through Scald and Thunder Wave, respectively, allowing it to provide even more utility to its offensive partners. Something of note here is the ability to use Future Sight to help control what the opponent has to switch in, allowing the user of Slowking to apply even more pressure.

**Tank**: This role takes advantage of Slowking's strong Special Attack to deal lots of damage back to its opponents. With its vast amount of coverage, it will often have a move to be able to hit an offensive threat super effectively while still being able to withstand their hits. These sets prefer items that help make up for the lack of defensive EV investment, such as resistance Berries and Assault Vest. However, Heavy-Duty Boots can still be valuable due to the ubiquitous nature of hazards.

Common Moves
========
**Primary STAB Moves**: Scald, Surf, Hydro Pump, Future Sight, Psychic, Psyshock, Psychic Noise

**Setup Moves**: Calm Mind, Iron Defense, Amnesia, Nasty Plot

**Utility Moves**: Chilly Reception, Slack Off

**Coverage**: Flamethrower, Power Gem, Ice Beam, Foul Play, Grass Knot, Shadow Ball, Blizzard, Fire Blast, Focus Blast

Niche Moves
========
**Trick Room**: Slowking can do one of two things with Trick Room. It can either pivot into its teammates, allowing them to sweep, or it can set Trick Room for itself with damage-boosting options like Life Orb and Nasty Plot.

**Stored Power**: This is a rare but fun option on a Slowking set that uses both Calm Mind and Iron Defense to brutalize opponents. Setting this up, however, is very difficult.

Common Items
========
**Heavy-Duty Boots**: The quintessential item of any Regenerator pivot, Heavy-Duty Boots allows Slowking to maintain a consistent presence throughout the game in the face of entry hazards. The item works on almost any imaginable Slowking set that could be faced with hazards, as almost every Slowking set is expected to come in multiple times per game. This comes at the cost of passive recovery, but more often than not the effect of this will be negligible.

**Resistance Berries**: These allow Slowking to stay in on pivotal turns to either finish off an opposing threat or safely bring in another teammate with Chilly Reception. The most notable of these is Colbur Berry, as it mitigates Slowking's weakness to Knock Off.

Niche Items
========
**Assault Vest**: Notable on tank sets, this boosts Slowking's already high Special Defense to astronomical levels to check opposing special attackers even better, trading Chilly Reception and other utility for more coverage.

**Leftovers**: Leftovers should only be run when Slowking will not be faced with entry hazards or if it is absolutely necessary to achieve favorable rolls.

**Damage-boosting Items**: While primarily a defensive Pokemon, Slowking's respectable offensive stats mean that it can benefit well from an item like Choice Specs in the correct matchups. Life Orb can also be viable on Trick Room sets where Slowking is intended to be the main Trick Room attacker.

**Rocky Helmet**: Slowking's usable Defense stat allows it to occasionally use Rocky Helmet to punish physical attackers.

Tera
========
Slowking is not a very effective user of Tera, as its natural typing will often be more than enough in most matchups. However, (add comma) if you so choose, Slowking benefits from Tera types that allow it to neutralize its weaknesses such as Fairy, Grass, and Poison, the latter of which also gives it a Poison immunity. You may also use either Tera Water or Psychic to boost its STAB moves on offensive sets, as Slowking's excellent natural coverage rarely necessitates a different Tera type.

Draft Strategy
========
Slowking is primarily a bulky pivot and thus fits well on teams that benefit from its longevity and defensive profile. Pairing it with strong attackers is vital, as it is able to support them well with its ability to pivot and spread status. Defensively, having options to help support its common weaknesses, such as its crippling Knock Off weakness, will also increase its effectiveness.

**Wincons**: As a primarily defensive Pokemon, Slowking will often not be able to close out games on its own, preferring to support powerful cleaners and wallbreakers that appreciate its toolkit. Faster threats like Meowscarada and Iron Valiant and heavy hitters like Enamorus and Kyurem are always useful. Kyurem in particular benefits from the Defense boost given by snow set by Slowking's Chilly Reception.

**Defensive Partners**: Slowking is often unable to be a team's sole defensive threat, with notable weaknesses to Dark and Ghost separating it from many of the other bulky Water-types that are commonplace on many teams. Partners like Ting-Lu, Mandibuzz, and even Zarude can help to lift this pressure. Slowking also likes physically bulky Pokemon like Great Tusk to help support its own lower Defense stat. It is also very good at supporting Ice-weak Pokemon like Landorus-T and Gliscor.

**Entry Hazard Removal**: While Slowking is comfortable running Heavy-Duty Boots in most matchups, strong hazard removal options such as Corviknight and Great Tusk can enable it to run other items effectively when needed.

Checks and Counters
========
**Wallbreakers**: While Slowking has respectable overall bulk, it is vulnerable to many physical and special wallbreakers such as Urshifu-S, Chi-Yu, and Kyurem due to its many notable weaknesses.

**Knock Off**: Compared to many other bulky Water-types, Slowking has a relatively unique weakness to Knock Off, which is even more threatening when paired with its relatively poor Defense.

**Entry Hazards**: If Slowking has lost or forgone Heavy-Duty Boots, its usefulness decreases drastically in the face of hazards, as they limit its healing from Regenerator.

[credits]
Written by:
https://www.smogon.com/forums/members/celestiial.613399/
Quality checked by:
https://www.smogon.com/forums/members/olivia.620359/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/aurora.109385/
 
Last edited:
pls use capital letters :(
ping me when implemented and i'll have another go through this as I mainly just sorted the grammatical issues
also remember to change the title of thread to [QC 0/2] idk if this one was meant to go into qc but i've done it now so hey ho!

[overview]
**Draft Order**: Round 4 Onwards onwards

**Price Range**: 13-14

**Overview**: Slowking is a strong defensive pivot, with key resistances from its Water-Typing, good defensive stats and reliable recovery backed by regenerator Regenerator. It is very adept at positioning its offensive teammates due to chilly reception Chilly Reception, and its ability to occasionally force switches through its own offensive capabilities, having respectable special attacking stats and a surprisingly good movepool. It is however held back by crippling weaknesses to Dark and Ghost, and its worse lower physical defense. trying to avoid the implication that its defence is bad cause its honestly more than serviceable, especially when invested in

[strategy comments]
Common Roles
========
**Defensive Pivot**: Slowking has very strong special defense Special Defense, and often uses this paired with its longevity to be able to switch in multiple times a game to absorb these special hits, and switch out into its offensive teammates. It can also spread burns and paralysis through scald Scald and thunder wave Thunder Wave respectively, allowing it to set up even more for its offensive partners. Something of note here, is the ability to use future sight Future Sight to help control what your opponent has to switch in, allowing the user of Slowking to apply even more pressure.

**Tank**: This role takes advantage of Slowking's strong special attack Special Attack to deal lots of damage back to its opponents. With its vast amount of coverage it will often have a move to be able to hit an offensive threat super-effectively, while being able to still withstand their hits. This These sets prefer items that help make up for lack of defensive EV investment, such as resistance berries or Assault Vest, however Heavy Duty Boots can still be valuable here, and often often preferred.

Common Moves
========
**Primary STAB Moves**: Scald, Surf, Hydro Pump, Future Sight, Psychic, Psyshock, Stored Power, Psychic Noise see niche moves

**Setup Moves**: Calm Mind, Iron Defense, Amnesia, Nasty Plot

**Utility Moves**: Chilly Reception, Slack Off

**Coverage**: Flamethrower, Power Gem, Ice Beam, Foul Play, Grass Knot, Shadow Ball, Blizzard, Fire Blast, Focus Blast

Niche Moves
========
**Trick Room**: Slowking can do one of two things with Trick Room. Pivot into its teammates allowing them to sweep, or set Trick Room for itself with damage boosting options like Life Orb or Nasty Plot.

**Earthquake**: I've seen it :( lets it hit steels/quad weaks

**Stored Power**: moving it here

Common Items
========
**Heavy Duty Heavy-Duty Boots**: The quintessential item of any regenerator Regenerator based pivot, Heavy-Duty Boots allow for Slowking to be a consistent presence throughout the game in the face of hazards. The item works on almost any imaginable Slowking set that could be faced with hazards, as almost every slowking Slowking set has the expectation of having to come in multiple times per game. This comes at the cost of passive recovery, but more often then not the effect of this will be negligible.

**Resistance Berries**: These allow Slowking to stay in on pivotal turns to either finish off an opposing threat, or safely bring in another teammate with Chilly Reception. i think we gotta rlly emphasise chilly reception more its one of the main reasons its drafted The most notable of these is colbur Colbur Berry due to its weakness to knock off Knock Off.

Niche Items
========
**Assault Vest**: Notable for tank sets, this boosts Slowking's already high Special Defense to astronomical levels to check opposing special attackers even better, trading chilly reception Chilly Reception and other utility for running more coverage. move this to common

**Leftovers**: Should Leftovers should only be run when Slowking will not be faced with hazards, or if it needs the passive recovery to turn a 2HKO into a 3HKO.

**Damage Boosting Items**: While primarily a defensive pokemon, Slowking's respectable offensive stats can benefit well from an item like choice specs Choice Specs in the correct matchups. Life Orb can also be viable on Trick Room sets where Slowking intends to be the main Trick Room attacker.

**Rocky Helmet**:

**Weakness Policy**:
rlly good with stored power sets


**Red Card**:

**Eject Button**:

**Lagging Tail**:


you dont have to add all of these but they're all definitely viable items


Tera
========
Slowking is not a very effective user if of Tera, as its natural typing will often be more then enough in most matchups. However if you so choose, Slowking benefits from tera types that allow it to neutralize its weaknesses such as Fairy or Grass. this needs expanded a bit, can talk about how poison makes it immune to toxic chip, Water+Psychic for offensive sets, also reiterate that it doesnt benefit from the coverage tera provides cause big dog already got loads

Draft Strategy
========
Slowking is primarily a bulky pivot, and thus fits well on teams that will benefit from its longevity and defensive profile. Pairing it with strong attackers is vital as it is able to support them well with its pivoting and ability to spread status. Defensively, having options to help support its common weaknesses will also increase its effectiveness.

**Attackers Wallbreakers**: Again as slowking Slowking will often be a core part of a teams defense, pairing it with strong offense is vital. Slowking best supports offensive threats that struggle to be able to hit the field on their own due, such as Enamorus, Iron Valiant, Meowscarada., or Kyurem (which pairs well with the defense buff granted by Snow) Kyurem in particular benefits from the defense boost given by Snow from Slowking's Chilly Reception

**Defensive Partners**: Slowking is often unable be a teams sole defensive threat, with notable weaknesses to Dark and Ghost-Types separating it from many of the other bulky water-types Water-types that are commonplace on many teams. Partners like Ting-Lu and Mandibuzz, or even Zarude can help to lift this pressure. It also very good at supporting ice Ice-weak pokemon like Landorus, Landorus-Therian Formes or Gliscor. mention its lower physical bulk here, and how physically supportive guys like Tusker help to enable it

**Hazard Removal**: While Slowking is comfortable running boots Heavy-Duty Boots in most matchups, strong hazard removal such as Corviknight or Great Tusk can help enable it to run other items effectively when needed.

Checks and Counters
========
**Breakers Wallbreakers**: While Slowking has respectable general bulk, it is vulnerable to many breakers on both sides of the attacking spectrum. Running resistance berries can alleviate this and give Slowking a chance to escape, but supporting its defensive vulnerabilities will be one of the most effective ways to help stave off these threats, and give you a chance to bring in your own offensive threats. examples pls, mr craw is a big one, resists/immune to both stabs and a knock off will be ending the slowpoke lineage

**Knock Off**: Compared to many other bulky water types Water-types, Slowking has a relatively unique weakness to Knock Off, which is even more threatening when paired with its relatively weak physical defense. Bulky Dark-, Fairy-, and Fighting-Types that are able to switch into knock off well can help this, as well as running Colbur Berry. examples again pls

**Entry Hazards**: losing boots can cripple its ability to function as a regenerator pivot, one rock and one spike and suddenly its not even healing from switching out anymore
(repeat as necessary)


[credits]
Written by:
https://www.smogon.com/forums/members/celestiial.613399/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
[overview]
**Draft Order**: Round 4 Onwards

**Price Range**: 13-14 points

**Overview**: Slowking is a strong defensive pivot, with key resistances from its Water-Typing, good defensive stats and reliable recovery backed by Regenerator. It is very adept at positioning its offensive teammates due to Chilly Reception, and its ability to occasionally force switches through its own offensive capabilities, having respectable special attacking stats and a surprisingly good movepool. It is however held back by crippling weaknesses to Dark and Ghost, and its lower physical defense. and is thus not as easy to fit onto teams as other defensive Water-types.


[strategy comments]
Common Roles
========
**Defensive Pivot**: Slowking has very strong Special Defense, and often uses this paired with its longevity to be able to switch in multiple times a game to absorb these Special hits, and switch out into its offensive teammates. It can also spread burn and paralysis through Scald and Thunder Wave respectively, allowing it to set up even more for its offensive partners. Something of note here, is the ability to use Future Sight to help control what your opponent has to switch in, allowing the user of Slowking to apply even more pressure.

**Tank**: This role takes advantage of Slowking's strong Special Attack to deal lots of damage back to its opponents. With its vast amount of coverage it will often have a move to be able to hit an offensive threat super-effectively, while being able to still withstand their hits. These sets prefer items that help make up for lack of defensive EV investment, such as resistance berries or Assault Vest, however Heavy Duty Boots can still be valuable here, and often often preferred.

Common Moves
========
**Primary STAB Moves**: Scald, Surf, Hydro Pump, Future Sight, Psychic, Psyshock, Psychic Noise

**Setup Moves**: Calm Mind, Iron Defense, Amnesia, Nasty Plot

**Utility Moves**: Chilly Reception, Slack Off

**Coverage**: Flamethrower, Power Gem, Ice Beam, Foul Play, Grass Knot, Shadow Ball, Blizzard, Fire Blast, Focus Blast

Niche Moves
========
**Trick Room**: Slowking can do one of two things with Trick Room. Pivot into its teammates allowing them to sweep, or set Trick Room for itself with damage boosting options like Life Orb or Nasty Plot.

**Stored Power**: A rare, but fun option on a slowking that uses Calm Mind and Iron Defense in conjunction to brutalize opponents. Setting this up however is very difficult.

Common Items
========
**Heavy-Duty Boots**: The quintessential item of any Regenerator based pivot, Heavy-Duty Boots allow for Slowking to be a consistent presence throughout the game in the face of hazards. The item works on almost any imaginable Slowking set that could be faced with hazards, as almost every Slowking set has the expectation of having to come in multiple times per game. This comes at the cost of passive recovery, but more often then not the effect of this will be negligible.

**Resistance Berries**: These allow Slowking to stay in on pivotal turns to either finish off an opposing threat, or safely bring in another teammate with Chilly Reception. The most notable of these is Colbur Berry due to its weakness to Knock Off.

Niche Items
========
**Assault Vest**: Notable for tank sets, this boosts Slowking's already high Special Defense to astronomical levels to check opposing special attackers even better, trading Chilly Reception and other utility for running more coverage.

**Leftovers**: Leftovers should only be run when Slowking will not be faced with hazards, or if it is absolutely necessary to achieve favourable rolls.

**Damage Boosting Items**: While primarily a defensive pokemon, Slowking's respectable offensive stats can benefit well from an item like Choice Specs in the correct matchups. Life Orb can also be viable on Trick Room sets where Slowking intends to be the main Trick Room attacker.

**Rocky Helmet**: Slowking's useable Physical Defense allows it to occasionally use Rocky Helmet to punish Physical attackers.

imo add mental herb but I’m not dead set on this so use ur

Tera
========
Slowking is not a very effective user of Tera, as its natural typing will often be more then enough in most matchups. However if you so choose, Slowking benefits from tera types that allow it to neutralize its weaknesses such as Fairy, Grass, or Poison which also gives it a poison immunity. You may also use Water or Psychic to boost its offensive types on offensive sets, as Slowking's excellent natural coverage rarely necessitates a different tera type.

Draft Strategy
========
Slowking is primarily a bulky pivot, and thus fits well on teams that will benefit from its longevity and defensive profile. Pairing it with strong attackers is vital as it is able to support them well with its pivoting and ability to spread status. Defensively, having options to help support its common weaknesses such as its crippling Knock Off weakness will also increase its effectiveness.

**Wincons**: As a primarily defensive pokemon, Slowking will often not be able to close out games on its own; preffering to play support for powerful Cleaners and Breakers who appreciate its toolkit. Faster threats like Meowscarada and Iron Valiant, or heavy hitters like Enamorus and Kyurem are always useful. Kyurem in particular benefits from the defense boost given by Snow from Slowking's Chilly Reception

swap kyurem for bax, bax is just more meta relevant given that both are Tera banned

**Defensive Partners**: Slowking is often unable be a teams sole defensive threat, with notable weaknesses to Dark and Ghost-Types separating it from many of the other bulky Water-types that are commonplace on many teams. Partners like Ting-Lu and Mandibuzz, or even Zarude can help to lift this pressure. Slowking also likes physically bulky pokemon like Great Tusk to help support its own weaker Defense stat. It also very good at supporting Ice-weak pokemon like Landorus-Therian or Gliscor.

**Hazard Removal**: While Slowking is comfortable running Heavy-Duty Boots in most matchups, strong hazard removal such as Corviknight or Great Tusk can help enable it to run other items effectively when needed.

Checks and Counters
========
**Wallbreakers**: While Slowking has respectable general bulk, it is vulnerable to many breakers on both sides of the attacking spectrum such as Urshifu-Single and Kyurem due to its many notable weaknesses.

add third example

**Knock Off**: Compared to many other bulky Water-types, Slowking has a relatively unique weakness to Knock Off, which is even more threatening when paired with its relatively weak Physical Defense.

**Hazards**: In the case of either not running or losing one's Heavy-Duty Boots, Slowking's usefulness decreases drastically in the face of hazards, limiting its ability to get the most health back from Regenerator.

[credits]
Written by:
https://www.smogon.com/forums/members/user1.100000
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
QC 2/2 - seems good, mostly subjective edits atp
 
add
remove
comments


here you go Nyx i checked a draft analysis

[overview]
**Draft Order**: Round 4 onwards Onwards

**Price Range**: 13-14 points Points

**Overview**: Slowking is a strong defensive pivot, with key resistances from its Water-Typing Water typing, good defensive stats, (add comma) and reliable recovery backed by Regenerator. It is very adept at positioning its offensive teammates due to Chilly Reception, (remove comma) and its ability to occasionally force switches through its own offensive capabilities, having respectable special attacking stats and a surprisingly good movepool. It is, however, however held back by crippling weaknesses to Dark and Ghost, (remove comma) and its lower physical defense Defense and is thus harder to fit onto teams compared to other defensive Water-types. Water-Types.


[strategy comments]
Common Roles
========
**Defensive Pivot**: Slowking has very good strong Special Defense, (remove comma) and often uses this paired with its longevity to be able to switch in multiple times a game to absorb special attacks these Special hits, and switch out into its offensive teammates. It can also spread burn and paralysis through Scald and Thunder Wave, (add comma) respectively, allowing it to set up even more for provide even more utility to its offensive partners. Something of note here, (remove comma) is the ability to use Future Sight to help control what the your opponent has to switch in, allowing the user of Slowking to apply even more pressure.

**Tank**: This role takes advantage of Slowking's strong Special Attack to deal lots of damage back to its opponents. With its vast amount of coverage, (add comma) it will often have a move to be able to hit an offensive threat super-effectively, super effectively while still being able to still withstand their hits. These sets prefer items that help make up for the lack of defensive EV investment, such as resistance Berries berries or and Assault Vest. However, , however Heavy Duty Heavy-Duty Boots can still be valuable here, and often and are often preferred. (you say that the berries / vest are preferred but then also say that boots are often preferred. i have fixed what is there because i don't know anything about draft but it might be worth clarifying the situations in which hdb is better?)

Common Moves
========
**Primary STAB Moves**: Scald, Surf, Hydro Pump, Future Sight, Psychic, Psyshock, Psychic Noise

**Setup Moves**: Calm Mind, Iron Defense, Amnesia, Nasty Plot

**Utility Moves**: Chilly Reception, Slack Off

**Coverage**: Flamethrower, Power Gem, Ice Beam, Foul Play, Grass Knot, Shadow Ball, Blizzard, Fire Blast, Focus Blast

Niche Moves
========
**Trick Room**: Slowking can do one of two things with Trick Room. Pivot It can either pivot into its teammates, (add comma) allowing them to sweep, or it can set Trick Room for itself with damage boosting damage-boosting options like Life Orb and or Nasty Plot.

**Stored Power**: A rare, but fun This is a rare but fun option on a slowking Slowking set that uses both Calm Mind and Iron Defense in conjunction to brutalize opponents. Setting this up, however, however is very difficult.

Common Items
========
**Heavy-Duty Boots**: The quintessential item of any Regenerator based pivot, Heavy-Duty Boots allows allow for Slowking to be maintain a consistent presence throughout the game in the face of entry hazards. The item works on almost any imaginable Slowking set that could be faced with hazards, as almost every Slowking set has the expectation of having is expected to come in multiple times per game. This comes at the cost of passive recovery, but more often then than not the effect of this will be negligible.

**Resistance Berries**: These allow Slowking to stay in on pivotal turns to either finish off an opposing threat, (remove comma) or safely bring in another teammate with Chilly Reception. The most notable of these is Colbur Berry, as it mitigates Slowking's due to its weakness to Knock Off.

Niche Items
========
**Assault Vest**: Notable for on tank sets, this boosts Slowking's already high Special Defense to astronomical levels to check opposing special attackers even better, trading Chilly Reception and other utility for running more coverage.

**Leftovers**: Leftovers should only be run when Slowking will not be faced with entry hazards, (remove comma) or if it is absolutely necessary to achieve favourable favorable rolls.

**Damage-boosting Boosting Items**: While primarily a defensive Pokemon pokemon, Slowking's respectable offensive stats mean that it can benefit well from an item like Choice Specs in the correct matchups. Life Orb can also be viable on Trick Room sets where Slowking intends is intended to be the main Trick Room attacker.

**Rocky Helmet**: Slowking's useable Physical usable Defense stat allows it to occasionally use Rocky Helmet to punish Physical physical attackers.

Tera
========
Slowking is not a very effective user of Tera, as its natural typing will often be more then than enough in most matchups. However, (add comma) if you so choose, Slowking benefits from tera Tera types that allow it to neutralize its weaknesses such as Fairy, Grass, or and Poison, the latter of which also gives it a poison Poison immunity. You may also use either Tera Water or Psychic to boost its STAB moves offensive types on offensive sets, as Slowking's excellent natural coverage rarely necessitates a different tera Tera type.

Draft Strategy
========
Slowking is primarily a bulky pivot, (remove comma) and thus fits well on teams that will benefit from its longevity and defensive profile. Pairing it with strong attackers is vital, (add comma) as it is able to support them well with its pivoting with its ability to pivot and ability to spread status. Defensively, having options to help support its common weaknesses, (add comma) such as its crippling Knock Off weakness, (add comma) will also increase its effectiveness.

**Wincons**: As a primarily defensive pokemon Pokemon, Slowking will often not be able to close out games on its own, (add comma) ; preffering preferring to play support for powerful Cleaners and Breakers who cleaners and wallbreakers that appreciate its toolkit. Faster threats like Meowscarada and Iron Valiant, or and heavy hitters like Enamorus and Kyurem are always useful. Kyurem in particular benefits from the defense Defense boost given by Snow from snow set by Slowking's Chilly Reception.

**Defensive Partners**: Slowking is often unable to be a teams team's sole defensive threat, with notable weaknesses to Dark and Ghost-Types separating it from many of the other bulky Water-types that are commonplace on many teams. Partners like Ting-Lu, (add comma) and Mandibuzz, or and even Zarude can help to lift this pressure. Slowking also likes physically bulky pokemon Pokemon like Great Tusk to help support its own weaker lower Defense stat. It is also very good at supporting Ice-weak pokemon Pokemon like Landorus-Therian or and Gliscor.

**Entry Hazard Removal**: While Slowking is comfortable running Heavy-Duty Boots in most matchups, strong hazard removal options such as Corviknight or and Great Tusk can help enable it to run other items effectively when needed.

Checks and Counters
========
**Wallbreakers**: While Slowking has respectable general overall bulk, it is vulnerable to many breakers on both sides of the attacking spectrum physical and special wallbreakers such as Urshifu-Single, Chi-Yu, and Kyurem due to its many notable weaknesses.

**Knock Off**: Compared to many other bulky Water-types, Slowking has a relatively unique weakness to Knock Off, which is even more threatening when paired with its relatively poor weak Physical Defense.

**Entry Hazards**: In the case of either not running or losing one's Heavy-Duty Boots, If Slowking has lost or forgone Heavy-Duty Boots, Slowking's its usefulness decreases drastically in the face of hazards, limiting its ability to get the most health back from as they limit its healing from Regenerator.

[credits]
Written by:
https://www.smogon.com/forums/members/user1.100000
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000

GP Team done
 
Status
Not open for further replies.
Back
Top