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Slurpuff

In-battle formes

HP:82
Attack:80
Defense:86
Sp. Atk:85
Sp. Def:75
Speed:72
Min (-ve nature, 0 IVs)134
Default180
Max Neutral243
Max Positive267
Max Neutral (+1)364
Max Positive (+1)400
Max Neutral (+2)486
Max Positive (+2)534
Uber
Sticky Web Lead267

Evolutions

Strategies

Formats:
Written by Lasen

Overview

Slurpuff finds a niche in Ubers as a good Sticky Web setter. Thanks to Unburden and its support movepool, it can almost always keep Sticky Web on the field and is thus regarded as its best setter. However, Slurpuff is only as good as the playstyle it enables, meaning it's entirely reliant on its teammates. Its success heavily relies on getting the mind games correct with Magic Coat on predicted Taunts, as it otherwise risks turning into a sitting duck. The abundance of Heavy-Duty Boots users also make Slurpuff's gameplan less than ideal.

Sticky Web Lead

Move 1
  • Sticky Web
    Lowers Speed of grounded foes by 1 on switch-in.
    TypeBug
Move 2
  • Yawn
    Puts the target to sleep after 1 turn.
    TypeNormal
  • Endeavor
    Lowers the target's HP to the user's HP.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 3
Move 4
  • Misty Explosion
    User faints. User on Misty Terrain: 1.5x power.
    TypeFairy
    CategorySpecial
    Power100 BP
    Accuracy100%

Sticky Web is a great enabler for slower threats in Ubers. Yawn forces the opponent to think twice before trying to clear Sticky Web with their spinner or Defogger, as the risk of falling asleep is far too great and deters setup sweepers such as Double Dance Groudon and Geomancy Xerneas. Magic Coat lets Slurpuff have a fighting chance against Taunt users such as Yveltal and Grimmsnarl while also bouncing back status moves and opposing entry hazards. It also deters Sticky Web setters. Misty Explosion is a surefire way to stop the opponent from removing Sticky Web, sacrificing Slurpuff in order for the foe's move to not have a target. It also gives Slurpuff's teammates a safe switch in once it's been KOed. Endeavor is an option over Yawn, taking an enemy down to Slurpuff's HP number and thus setting up an incoming sweeper to threaten once Slurpuff is KOed. Focus Sash is extremely important, synergizing with Unburden to allow Slurpuff to get a final Yawn or Endeavor off, as it outspeeds the entire unboosted metagame. A Naive nature with the provided EVs and IVs minimizes Slurpuff's bulk to help it activate Focus Sash, notably ensuring that Life Orb Yveltal's Oblivion Wing does exactly that.

Slurpuff fits best on hyper offense teams. With its ability to deter or even bounce back Stealth Rock with Magic Coat, Focus Sash sweepers such as Rayquaza and Calyrex-S shine through. Calyrex-S can also provide spinblocking support against Excadrill and Pheromosa to keep Sticky Web up. Slower wallbreakers that are usually held back by their Speed such as Dragon Dance Necrozma-DM and Choice Specs Kyogre appreciate Sticky Web limiting the opportunities for them to be revenge killed. Teammates that can deter Defoggers help Slurpuff achieve its goal. Zekrom can threaten both Yveltal and Ho-Oh, while Meteor Beam Eternatus can lure them in and proceed to OHKO them. Similarly, fast Taunt Yveltal can stop the move from ever coming out.

Other Options

A Hasty nature ensures that Slurpuff's Focus Sash always activates from Groudon's Precipice Blades, but this also comes at the risk of multi-hit moves KOing more often.

Checks and Counters

Taunt Users: Yveltal and Grimmsnarl can both use Taunt on an unsuspecting Slurpuff and completely shut it down. Magic Coat can help mitigate this, though.

Faster Leads: Froslass, Aerodactyl, and Focus Sash Excadrill can all beat Slurpuff without activating its Focus Sash, thus ensuring they either get their own entry hazards off or stop Sticky Web from being set.

Xatu: Thanks to Magic Bounce, Xatu completely invalidates Slurpuff.

Pheromosa: Choice Band Pheromosa can either OHKO Slurpuff with Triple Axel or remove Sticky Web with Rapid Spin.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Uses the last move used in the battle.
 
Power
Accuracy
PP
10
Raises the user's Defense by 3.
 
Power
Accuracy
100%
PP
40
Lowers the target's Speed by 2.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
30
No additional effect.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Nullifies the target's Ability.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
100
Accuracy
100%
PP
5
User faints. User on Misty Terrain: 1.5x power.
 
Power
Accuracy
PP
20
Lowers the target's Attack by 1.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Lowers Speed of grounded foes by 1 on switch-in.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 2.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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