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[Final] Slowpoke

Discussion in 'Gen 5 NU Analyses' started by Spoovo The Pirate, Aug 11, 2013.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    {{Header}}
    {{Tier|BW2 NU}}

    {{Overview|At first, you may wonder why Slowpoke of all things is receiving an NU analysis. It isn't fast, it isn't bright, and it isn't powerful, yet this cuddly dope has endeared many with its adorable nonchalance.

    Slowpoke has a very respectable base 90 HP, which is pretty incredible for an LC pokemon. While its base 65 and 40 base defenses are far from great, Slowpoke's NFE status allows it to fully abuse the Eviolite, increasing them to far more impressive levels, of 107 and 69 respectively. Coupled with Regenerator, Scald AND reliable recovery in Slack Off, Slowpoke becomes a surprising threat in NU, being yet another one of those pokemon that simply does not die.

    Water/Psychic typing is unique in NU, what with Starmie and elder brothers Slowbro and Slowking being locked away in higher tiers, so Slowpoke is free to enjoy the useful resistances that its typing brings, most notably Fire-, Fighting- and opposing Psychic-type assaults - three very common attacking types in the NU tier.

    However, as you might've guessed, Slowpoke has its flaws. It lacks an offensive presence, with only a base 65 Attack being its best attempt, and, like its name suggests, it is SLOW. A base 15 Speed will not outrun much, and this leaves poor Slowpoke pretty much open to being taunted and set up on if you don't play it carefully. However, faults aside, Slowpoke is an incredibly underrated pokemon in NU, and should be considered if you need a solid answer to Sawk, Emboar and other physical threats.}}

    {{Set|Physically Defensive|
    Slowpoke @ Eviolite
    Ability: Regenerator
    EVs: 252 HP / 252 Def / 4 SDef
    Relaxed nature (+Def, -Spd)
    - Slack Off
    - Scald
    - Zen Headbutt / Flamethrower
    - Thunder Wave / Toxic / Light Screen}}

    {{Comments|Slowpoke is so dopey that it doesn't even feel pain! Even the strongest of physical hitters in the tier will be hard pressed to break through its sheer physical bulk; even Choice Band Sawk can't 3HKO with its legendary Close Combat.

    With physical bulk hitting almost Alomomolian levels, Slowpoke can be considered a near counter to some of the tier's biggest physical threats. The likes of Klinklang, Sawk and even Emboar (if it doesn't use Wild Charge) will all be shut down by this dopey mass of pink.

    Slowpoke's physical defense is absolutely maxed out on this set, to best capitalise on its stat spread, however shifting some of the bulk onto the special side can easily be done if you deem it necessary. The Eviolite is non negotiable on Slowpoke, as it is the reason the thing is so damn bulky, even allowing it to shrug off some weaker special attacks without trouble, such as Choice Scarf Gardevoir's Psychic.

    Slack Off in slot 1 is Slowpoke's reliable recovery, not to mention one of the better reasons to use Slowpoke over Alomomola, because its instant recovery doesn't force Slowpoke to run Protect, and thus frees up a moveslot. Scald in slot 2 is practically obligatory on defensive Water-types, as it hits for reasonable power thanks to STAB, and has a decent burn chance, which helps Slowpoke ward off not only Sawk, but the Skuntank and even Houndoom and often accompany Sawk to trap its counters with Pursuit. While Houndoom obviously can't be burned, it can however be hit hard by Scald, to the point of letting Slowpoke stall out any Houndoom that lacks Dark Pulse.

    Slot 3 yields Zen Headbutt and Flamethrower. Zen Headbutt simply acts as a more powerful STAB than Scald, due to running off of Slowpoke's superior base 65 Attack, but it also threatens Sawk more directly, scoring a respectable 2HKO even before Close Combat drops, as well as harming the myriad of other Fighting- and Poison-types in the tier. Flamethrower however is an unusual sight for a Water-type, and it stops Klinklang from attempting to set up on Slowpoke, having just enough power to break Klinklang's Substitutes. It also comes with the bonus of hitting predictable Grass-type switch ins such as Tangela or Vileplume for reasonable damage as they switch in. Both moves are perfectly usable, but if you're not using Zen Headbutt you might as well change the nature to Bold for what little difference it'll make.

    Finally, slot 4 has two status options and Light Screen listed. Thunder Wave is another oddity rarely seen on Water-types that helps slow down incoming threats - most notably Houndoom - and thus making them a lot easier to manage, as well as compensating for Slowpoke's terrible Speed stat, while Toxic helps Slowpoke beat opposing walls one on one, and Light Screen simply doubles Slowpoke's Special Defense, giving it both a supporting role and the chance to act as a mixed wall in the meantime. Light Screen will be made more effective with increased Special Defense investment, it's worth noting.}}

    {{Options|While Slowpoke has a pretty awesome attacking movepool, it is far too underpowered to attempt offensive sets. It can make use of Calm Mind to boost its special bulk further however, perhaps even sweeping the occasional frail, offensive team with it. Don't expect anything amazing though; a base 40 Special Attack is pretty awful. Going specially defensive instead of physically is an idea, but Slowpoke's main niche lies in its ability to stop the Sawk + Trapper core with its epic physical bulk, so it isn't recommended.

    Slowpoke's amazing bulk makes it a great Trick Room supporter, and its base 15 Speed lets it outrun practically everything in the tier (even Torkoal!) whilst under the effects of Trick Room. It can make use of Rest and Sleep Talk to better deal with its hatred of status, particularly bad poison, however Slack Off is almost always the superior option, and you can simply employ a cleric if you're that paranoid about status.

    Magic Coat can be used to surprise opposing status inducers and Taunters, with Misdreavus being a notable mention, while Slowpoke has a couple more boosting moves available to it, such as Curse and Amnesia. Yawn can force switches, and a well timed Disable might be able to shut down a check, while Slowpoke can set up both Rain and Sun for a team. It won't be as effective with Slowpoke however, as it will require the forfeit of its Eviolite if it wants to use the Damp or Heat Rock to make the induced weather last longer.}}

    {{Checks|Being very slow and lacking any form of offensive presence whatsoever, Slowpoke isn't particularly difficult to deal with.

    Standard walls such as Misdreavus are great initial answers, being able to Taunt Slowpoke and prevent it from using status moves or Slack Off, use Heal Bell to remove any status that Slowpoke does manage to inflict, Pain Split to steal HP away from Slowpoke, and Shadow Ball to wear it down, generally 2HKOing at the worst. Misdreavus can't prevent Slowpoke from simply switching out and abusing Regenerator however, and if it has Will-o-Wisp instead of one of the aforementioned moves, Slowpoke may give it some trouble over time.

    Other stallbreakers like Drapion and Skuntank can shut Slowpoke down pretty effectively with the combination of Taunt, Pursuit and Crunch, wearing it down fairly quickly thanks to its inability to use Slack Off, but if Slowpoke's Scald burns, they can no longer beat it, who again will simply abuse Regenerator the moment it gets a chance.

    Water/Psychic may be a great defensive typing in terms of resistances, but it packs a fair few weaknesses as well, namely Electric, Grass, Bug, Dark and Ghost. Strong, STAB moves, preferably from the special side of the attacking spectrum, will hit Slowpoke pretty hard unless it's behind a Light Screen or has opted for a specially defensive set. Common moves of these types include Volt Switch, Giga Drain, Bug Buzz, Dark Pulse and Shadow Ball, with Zebstrika, Tangela, Butterfree, Houndoom and the aforementioned Misdreavus being notable users of each. While not all of them can switch into Slowpoke easily, all can hit it hard. Butterfree can also put Slowpoke to sleep with an accurate Sleep Powder and set up Quiver Dances on it.

    Hitting Slowpoke physically is not recommended, but if you're forced to, make sure whatever's hitting it is damn powerful. The likes of Choice Band Pinsir, Swords Dance Sawsbuck and physical Electivire are all decent mentions.}}

    {{footer}}
     
    Last edited: May 24, 2015
  2. Liarliarpantsonfire

    Liarliarpantsonfire Member

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    Yaaaay Slowpoke got an analysis ^.^ I really think it deserves more use :3

    Maybe mention that Slowpoke hates status. Because it can't use Leftovers, Poison and Burn damage can quickly rack up and limit Slowpoke's walling capabilities.

    You got pretty much everything covered otherwise. Did you read my post on NU creative movesets or something? :P
     
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Lol yeah, I did look it up, mostly for inspirational purposes. I changed the spread to physically defensive though, as stopping Sawk is really important in the current metagame. Agreed? :3

    I'm pretty sure I mentioned status somewhere in there... ._.
     
  4. Liarliarpantsonfire

    Liarliarpantsonfire Member

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    Yeah you mentioned it in other options, now I see :P And physically defensive is definitely the best spread, I was still trying out Slowpoke when I posted that set.

    Hopefully more people will see how good Slowpoke really is now :3
     
  5. The Real Elmo

    The Real Elmo Caterpie hungers...

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    oh my goodness, wall-o-text!

    what you have seems good. I want to try this guy out against sawk now for myself :3
    Approved