I guess this is the place to ask this. what are Slurpuff answers in this tier? the belly drum set i find impossible to switch into if I dont have salazzle to taunt it when its in, Ive been laddering for a bit and Ive lost to 90% of them and I cant find anything thats good enough to wall it
First, I should clarify that these are just checks to Belly Drum Slurpuff. CM Slurpuff can beat many of these checks with its excellent coverage moves, such as Psychic, Flamethrower, and Surf.
In terms of reliability (green = more reliable, orange = eh, red = less reliable), these are Puff's answers:
-
Vileplume takes a maximum of 70% from Slurpuff's attacks and can KO it back with Sludge Bomb. It also has access to Strength Sap to stay healthy throughout the match; watch out for Xatu and Drampa, though, which block Strength Sap with their abilities.
-
Weezing takes a maximum of 58% from Slurpuff's attacks and can KO it back with Sludge Bomb if Slurpuff is below 70%. It has Pain Split as recovery, which is better than nothing; however, Wish-passing from Vaporeon or Snorlax can help it stay healthy enough to take on Slurpuff.
-
Unaware Quagsire walls it for obvious reasons but is pretty bad otherwise.
-
Physically Defensive Steelix takes a maximum of 63-74% from Drain Punch and can KO it back with Heavy Slam. It does not have recovery, however, and is generally less effective than Mixed Defensive Steelix in other matchups. It can be difficult to avoid letting Steelix get chipped, but if you can do so PhysDef Steelix is a very good answer.
-
Mixed Defensive Steelix takes a maximum of 84% from Slurpuff's attacks and can KO it back with Heavy Slam. It does not have recovery, however, and can be worn down fairly easily since it is asked to check a lot of different things. Therefore, vs. Slurpuff you need to either not bring Steelix in until Slurpuff uses Belly Drum or use a Wish-passer to keep it healthy.
(Mixed Defensive: 252 HP / 16+ Def / 240 SpD. This is what's on the analysis, and it's generally better for most other matchups; vs. indeedee, for example.)
(Physically Defensive: 252 HP / 252+ Def.)
-
Defog Charizard takes a maximum of 92% from Slurpuff's attacks and is immune to entry hazards thanks to Heavy-Duty Boots. However, it cannot KO Slurpuff back; Zard's Fire Blast does 52-62%, so Slurpuff can beat Charizard by Drain Punching to get HP back and then KOing with Facade.
- Rhydon can live an attack, but 0 HP Rhydon takes up to 99% from Drain Punch and 252 HP takes up to 84%. Rhydon is super vulnerable to entry hazards and does not have recovery from Leftovers, so it is easy to chip into range of Slurpuff's KO. Slurpuff can also avoid the KO from Rhydon, since it uses Drain Punch on Rhydon and will usually recover at least 50% HP before Rhydon can attack. Max Attack Adamant Rhydon does a max of 78% with Earthquake, and the HP Slurpuff regains from Drain Punch can often enable it to survive Rhydon's attack and break through it.
- Sticky Web makes it easier to revenge, although it is possible that Puff is paired with hazard removal. If Sticky Web is up, most Choice Scarfers can outspeed Unburden Slurpuff, but not many of them can KO back. Choice Scarf Drapion and Toxicroak work if Webs are up, though.
Tl;dr;
- Bring Weezing or Vileplume and you are pretty much good if you don't let them die.
- Bring Steelix and you are OK only if you keep it at nearly full HP.
- Bring Rhydon / Zard and you are OK only if you can weaken Slurpuff a lot as it sets up (so that it dies to Rhydon / Zard's attacks).
- Use Sticky Web + Scarf Drapion/Toxicroak and you are OK if you can keep Webs up.