Draft Slaking

a fairy

doesn't know how she got here either
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UM Leader
[overview]
**Draft Order**: Round 7 onward

**Price Range**: 1 point

**Overview**: Slaking is a theorist's Pokemon, fascinating on paper yet impracticable in practice. Slaking has little to bring to the table positively when burdened with the cement shoes that Truant is for it. Being unable to use a move half the time Slaking is on the field leaves it with the terrible choice of either staying in until the bell rings or demanding careful support to ensure it can play hit-and-run games throughout the game. This turns Slaking into a huge momentum sink, necessitating major support, and even a well-supported Slaking gives its opponents many turns to set hazards or position sweepers.


[strategy comments]
Common Roles
========
**Hit-and-Run Wallbreaker**: Unable to act every other turn, Slaking is more than capable of switching out during its downtime turns. Slaking can come into the battle, fire off a powerful move, and then switch out immediately after. This minimizes the main drawback of Truant, but limits Slaking's impact on the game and can let an opponent to grab momentum during switching turns.

Common Moves
========
**Primary STAB Moves**: Body Slam, Double-Edge, Giga Impact

**Setup Moves**: Slaking should not rely on setup moves, as the opportunity cost for turns is too high to justify boosting.

**Utility Moves**: Brick Break, Thunder Wave, Encore, Roar, Yawn

**Coverage**: Drain Punch, Earthquake, Fire Punch, Gunk Shot, Hammer Arm, Heavy Slam, Ice Punch, Knock Off, Play Rough, Rock Slide, Seed Bomb, Shadow Claw, Sucker Punch, Wild Charge, X-Scissor, Zen Headbutt

Niche Moves
========
**Slack Off**: Slaking has reliable healing in Slack Off, but must be able to heal two turns' worth of damage on average in order to justify spending precious turns using it.

**Facade**: If Slaking can reliably expect to be hit with a status condition, Facade can outdamage everything but Giga Impact.

Common Items
========
**Choice Band**: Slaking's main objective is to deal damage. With a reliance on a shallow set of STAB options and the preference to switch out often, Choice Band is a way to boost Slaking's damage that does not provide a dramatically negative side effect.

**Choice Scarf**: With a once-outstanding base 100 Speed, Choice Scarf Slaking can outspeed any unboosted Pokemon not named Regieleki. With satisfactory native power, a faster Slaking can pick up KOs without needing to take a hit first.

**Heavy-Duty Boots**: With how often Slaking benefits from switching out after acting, Heavy-Duty Boots enables it to worry less about entry hazards affecting its gameplan, which eases some of the overwhelming need for team support that Slaking requires.

Niche Items
========
**Chople Berry**: With a single weakness to Fighting, Slaking can use Chople Berry to take a hit from Pokemon like Iron Valiant that it wouldn't naturally, allowing it to take out a high-value target with its own attack.

**Eject Pack**: When coupled with Hammer Arm, Slaking can switch out immediately on attacking, preserving momentum. This works particularly well if the opponent's response to Slaking is a resistance rather than an immunity, hitting Steel- and Rock-types hard and bringing in a teammate that threatens them.

Tera
========
Slaking can juice a touch more power out of Terastallization if provided the access to it, using it to power up a coverage needed to overcome a check or to further enhance its Normal-type STAB. However, Slaking is not a particularly positive user of Terastallization and will often make way for better Tera Captains should it be paired with a high-cost partner captain. Defensively, Slaking gains nothing from Tera, as foes can easily check it when it is forced to idle the next turn.

Draft Strategy
========
Slaking greatly appreciates solid team support but can rarely justify being provided it. Some things may come easily by way of good drafting, but for a cheap Pokemon picked up at the end and unlikely to be brought to many, if any, games, Slaking should not be built around and only seriously considered if a team can natively support it and if that team needs the threat of powerful physical hits.

**Pivoting**: Pokemon like Tentacruel, Uxie, and Iron Hands can ease Slaking's ability to enter the battlefield. The slower a pivot, the more likely it is that Slaking can avoid losing HP just on entry, keeping it alive for longer.

Checks and Counters
========
**Protect**: A single move undoes everything that Slaking wishes to accomplish, turning it from a potential threat to entirely disarmed. By using Protect on any turn that Slaking can take action, an opposing Pokemon can ensure that Slaking can make no progress.

**Physical Walls**: Slaking's great power may have been serviceable years ago, but many physical walls nowadays can stomach even its strongest hits easily. Corviknight, Dondozo, or other similar walls can easily switch in on any hit that Slaking throws out, some not even needing to use the Truant downtime to heal up.

**Steel- and Ghost-types**: With a handful of coverage exceptions, Slaking has no way to reliably hit any Steel- and Ghost-types that don't take any damage of note from Slaking's STAB hits. Attempting to predict their switch-ins with the use of coverage like Earthquake or Knock Off can be incredibly punishing if the prediction goes wrong, forcing Slaking off the field without having accomplished anything.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
 
Last edited:
qc 1/2
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[overview]
**Draft Order**: Round 7 onward

**Price Range**: 1 point

**Overview**: Slaking is a theorist's Pokemon, fascinating on paper yet impracticable in practice. As Hoenn grows further and further in the rear-view mirror, once terrific offensive stats and passable defenses have shown their age. this was never relevant because of its ability Slaking has little to bring to the table positively when compared to the cement shoes that Truant is for it. Being unable to use a move half the time Slaking is on the field leaves it with the terrible choice of either staying in until the bell rings, or demanding careful support to ensure it can play hit-and-run games throughout the game. However, even significant support can still fall short, as time has not been kind to it while it loafed around. mention that it's a massive momentum sink and opponents can easily take advantage of its dead turns to set up, set hazards, etc. This is the main reason it's 1 point


[strategy comments]
Common Roles
========
**Hit and run attacker**: Unable to act every other turn, Slaking is more than capable of switching out during its downtime turns. Slaking can come into the battle, fire off a powerful move, and then switch out immediately after. This minimizes the main drawback of Truant, but limits Slaking's impact on the game and can open up an opponent to grab momentum during switching turns.

**Last stand**: If Slaking's team is able to weaken or remove any checks to Slaking during the course of the battle, Slaking can show up at the end and rely on its powerful hits to slowly remove whatever remaining resistance there remains. However, even a single hidden Protect can make Slaking entirely ineffectual, turning a coup-de-grâce into an opportunity for an opponent to turn the batlte around. think this is too similar to the first set, and any set where it's forced to stay in is just never going to work

Common Moves
========
**Primary STAB Moves**: Body Slam, Double-Edge, Giga Impact

**Setup Moves**: Slaking should not rely on setup moves, as the opportunity cost for turns is too high to justify boosting.

**Utility Moves**: Drain Punch this is coverage, not utility. Also add niche moves from below + Thunder Wave

**Coverage**: Brick Break, move to utility Earthquake, Fire Punch, Gunk Shot, Heavy Slam, Ice Punch, Knock Off, Outrage, Rock Slide, Seed Bomb, Shadow Claw, Sucker Punch, Wild Charge, X-Scissor, Zen Headbutt

Niche Moves
========
**Slack Off**: Slaking has reliable healing in Slack Off, but must be able to heal two turns' worth of damage on average in order to justify spending precious turns using it.

**Encore**: If Slaking's opponent does not have Protect as a means of stalling it and is slower, Slaking can destabilize its opponent's move flowchart to turn the situation into a more advantageous environment for Slaking. move to common utility

**Facade**: If Slaking can reliably expect to be hit with a status condition, such as from Toxic Spikes or a held Flame Orb, Facade can outdamage everything but Giga Impact.

**Roar**: If Slaking can switch in on something that is threatened by it, Roar allows it to phaze out whatever Pokemon was intending to check it. However, with no control over what Pokemon comes out or what happens next turn, Slaking may find itself unable to capitalize on the momentum Roar tends to provide. move to common utility

**Yawn**: Yawn can provide Slaking a way to force its defensive checks out, allowing it to switch to a teammate or set up another turn with its check not on the field. move to common utility

Common Items
========
**Choice Band**: Slaking's main objective is to deal damage. With a reliance on a shallow set of STAB options and the preference to switch out often, Choice Band is a mostly inconsequential way to boost Slaking's damage.

**Choice Scarf**: With a once-outstanding base 100 Speed, Choice Scarf Slaking can outspeed any unboosted Pokemon not named Regieleki. With satisfactory native power, a faster Slaking can pick up KOes without needing to take a hit first.

**Heavy-Duty Boots**: With how often Slaking benefits from switching out after acting, Heavy-Duty Boots enable it to worry less about hazards affecting its gameplan, which eases some of the overwhelming need for team support that Slaking requires. Move to niche

Niche Items
========
**Life Orb**: Slaking prefers to avoid losing health too quickly, but Life Orb can provide a meaningful boost to damage while not locking in a move selection should Slaking stay in after attacking. It shouldnt stay in on truant turns. Choice items are almost always preferred

**Chople Berry**: With a single weakness to Fighting, Slaking can use Chople Berry to take a hit from Pokemon like Zamazenta banned or Iron Valiant that it wouldn't naturally, allowing it to take out a high-value target with its own attack.

**Flame Orb**: When paired with Facade, Flame Orb can increase the damage done by Slaking over Double-Edge, though the burn damage mostly replaces the recoil. Flame Orb also provides the benefit of preventing other status conditions, such as sleep or paralysis, from bothering Slaking. Outclassed by choice band in every way

Tera
========
Slaking can juice a touch more power out of Tera if provided the access to it, using it to power up a coverage needed to overcome a check, or to further enhance its Normal-type STAB. However, Slaking is not a particularly positive user of Tera, and will often make way for better Tera Captains should it be paired with a high-cost partner captain. Defensively, Slaking gains nothing from Tera, as the side effect of Truant means that any momentum recieved from a surprise Tera is quickly washed away by needing to foes can easily check it when it is forced to idle the next turn.

Draft Strategy
========
Slaking greatly appreciates solid team support, but can rarely justify being provided it. Some things may come easily by way of good drafting, but for a cheap Pokemon picked up at the end and unlikely to be brought to many, if any, games, Slaking should not be built around and be only seriously considered if a team can natively support it and if that team needs the threat of powerful physical hits.

**Pivoting**: Pokemon like Tentacruel, Scizor, and Iron Hands can ease Slaking's ability to enter the battlefield. The slower a pivot, the more likely it is that Slaking can avoid losing HP just on entry, keeping it alive for longer.

**Hazard removal**: Unless Slaking is married to a pair of Heavy-Duty Boots, it appreciates Pokemon like Corviknight or Iron Treads to remove any hazards present on the field that would give it trouble. not really a big issue for it, it just comes in and ohkoes things rather than tanking hits

**Wish support**: Slaking barely has enough turns to do what it wants to do, it doesn't have time for self care like healing. Pokemon like Alomamola or Latias can provide Slaking with additional health to stick around for longer. too niche


Checks and Counters
========
**Protect**: A single move undoes everything that Slaking wishes to accomplish, turning it from a potential threat to entirely disarmed. By using Protect on any turn that Slaking can take action, an opposing Pokemon can ensure that Slaking can make no progress.

**Physical Walls**: Slaking's great power may have been serviceable years ago, but many physical walls nowadays can stomach even its strongest hits easily. Corviknight, Dondozo, or other similar walls can easily switch in on any hit that Slaking throws out, some not even needing to use the Truant downtime to heal up.

**Ghost-types**: With a handful of minor exceptions, the most useful of which being Knock Off, Slaking has no way to reliably hit any Ghost-types that don't come with an additional weakness a common Slaking coverage move. Being immune to Slaking's most powerful attacks can turn it into a liability, forcing it off of the field without making any progress. add steel types to this, and talk about how they force coverage and make wrong plays extremely punishing

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
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
 
2/2
[overview]
**Draft Order**: Round 7 onward

**Price Range**: 1 point

**Overview**: Slaking is a theorist's Pokemon, fascinating on paper yet impracticable in practice. Slaking has little to bring to the table positively when compared to the cement shoes that Truant is for it. Being unable to use a move half the time Slaking is on the field leaves it with the terrible choice of either staying in until the bell rings, or demanding careful support to ensure it can play hit-and-run games throughout the game. This turns Slaking into a huge momentum sink, necessitating major support and even a well-supported Slaking giving its opponents many turns to set hazards or position sweepers.


[strategy comments]
Common Roles
========
**Hit and run attacker Run Wallbreaker**: Unable to act every other turn, Slaking is more than capable of switching out during its downtime turns. Slaking can come into the battle, fire off a powerful move, and then switch out immediately after. This minimizes the main drawback of Truant, but limits Slaking's impact on the game and can open up an opponent to grab momentum during switching turns.

Common Moves
========
**Primary STAB Moves**: Body Slam, Double-Edge, Giga Impact

**Setup Moves**: Slaking should not rely on setup moves, as the opportunity cost for turns is too high to justify boosting.

**Utility Moves**: Brick Break, Thunder Wave, Encore, Roar, Yawn

**Coverage**: Drain Punch, Earthquake, Fire Punch, Gunk Shot, Hammer Arm, Heavy Slam, Ice Punch, Knock Off, Outrage, Play Rough, Rock Slide, Seed Bomb, Shadow Claw, Sucker Punch, Wild Charge, X-Scissor, Zen Headbutt

Niche Moves
========
**Slack Off**: Slaking has reliable healing in Slack Off, but must be able to heal two turns' worth of damage on average in order to justify spending precious turns using it.

**Facade**: If Slaking can reliably expect to be hit with a status condition, Facade can outdamage everything but Giga Impact.

Common Items
========
**Choice Band**: Slaking's main objective is to deal damage. With a reliance on a shallow set of STAB options and the preference to switch out often, Choice Band is a mostly inconsequential way to boost Slaking's damage.

**Choice Scarf**: With a once-outstanding base 100 Speed, Choice Scarf Slaking can outspeed any unboosted Pokemon not named Regieleki. With satisfactory native power, a faster Slaking can pick up KOes without needing to take a hit first.

**Heavy-Duty Boots**: With how often Slaking benefits from switching out after acting, Heavy-Duty Boots enable it to worry less about hazards affecting its gameplan, which eases some of the overwhelming need for team support that Slaking requires.

Niche Items
========
**Chople Berry**: With a single weakness to Fighting, Slaking can use Chople Berry to take a hit from Pokemon like Iron Valiant that it wouldn't naturally, allowing it to take out a high-value target with its own attack.

(add eject pack for hammer arm, gives the team some early momentum if the opponent has no ghost)

Tera
========
Slaking can juice a touch more power out of Tera if provided the access to it, using it to power up a coverage needed to overcome a check, or to further enhance its Normal-type STAB. However, Slaking is not a particularly positive user of Tera, and will often make way for better Tera Captains should it be paired with a high-cost partner captain. Defensively, Slaking gains nothing from Tera, as foes can easily check it when it is forced to idle the next turn.

Draft Strategy
========
Slaking greatly appreciates solid team support, but can rarely justify being provided it. Some things may come easily by way of good drafting, but for a cheap Pokemon picked up at the end and unlikely to be brought to many, if any, games, Slaking should not be built around and be only seriously considered if a team can natively support it and if that team needs the threat of powerful physical hits.

**Pivoting**: Pokemon like Tentacruel, Scizor Uxie, and Iron Hands can ease Slaking's ability to enter the battlefield. The slower a pivot, the more likely it is that Slaking can avoid losing HP just on entry, keeping it alive for longer.

Checks and Counters
========
**Protect**: A single move undoes everything that Slaking wishes to accomplish, turning it from a potential threat to entirely disarmed. By using Protect on any turn that Slaking can take action, an opposing Pokemon can ensure that Slaking can make no progress.

**Physical Walls**: Slaking's great power may have been serviceable years ago, but many physical walls nowadays can stomach even its strongest hits easily. Corviknight, Dondozo, or other similar walls can easily switch in on any hit that Slaking throws out, some not even needing to use the Truant downtime to heal up.

**Steel- and Ghost-types**: With a handful of coverage exceptions, Slaking has no way to reliably hit any Steel- and Ghost-types that don't take any damage of note from Slaking's STAB hits. Attempting to predict their switch-ins with the use of coverage like Earthquake or Knock Off can be incredibly punishing if the prediction goes wrong, forcing Slaking off the field without having accomplished anything.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
1/1 GP Team done
You know where to find me if you have questions! :toast:
add remove comment
[overview]
**Draft Order**: Round 7 onward

**Price Range**: 1 point

**Overview**: Slaking is a theorist's Pokemon, fascinating on paper yet impracticable in practice. Slaking has little to bring to the table positively when compared to burdened with you aren't comparing Slaking itself to Truant (or really anything for that matter) here the cement shoes that Truant is for it. Being unable to use a move half the time Slaking is on the field leaves it with the terrible choice of either staying in until the bell rings (RC) or demanding careful support to ensure it can play hit-and-run games throughout the game. This turns Slaking into a huge momentum sink, necessitating major support, (AC) and even a well-supported Slaking giving gives its opponents many turns to set hazards or position sweepers.


[strategy comments]
Common Roles
========
**Hit and Run Hit-and-Run Wallbreaker**: Unable to act every other turn, Slaking is more than capable of switching out during its downtime turns. Slaking can come into the battle, fire off a powerful move, and then switch out immediately after. This minimizes the main drawback of Truant, but limits Slaking's impact on the game and can open up let an opponent to grab momentum during switching turns.

Common Moves
========
**Primary STAB Moves**: Body Slam, Double-Edge, Giga Impact

**Setup Moves**: Slaking should not rely on setup moves, as the opportunity cost for turns is too high to justify boosting.

**Utility Moves**: Brick Break, Thunder Wave, Encore, Roar, Yawn

**Coverage**: Drain Punch, Earthquake, Fire Punch, Gunk Shot, Hammer Arm, Heavy Slam, Ice Punch, Knock Off, Play Rough, Rock Slide, Seed Bomb, Shadow Claw, Sucker Punch, Wild Charge, X-Scissor, Zen Headbutt

Niche Moves
========
**Slack Off**: Slaking has reliable healing in Slack Off, but must be able to heal two turns' worth of damage on average in order to justify spending precious turns using it.

**Facade**: If Slaking can reliably expect to be hit with a status condition, Facade can outdamage everything but Giga Impact.

Common Items
========
**Choice Band**: Slaking's main objective is to deal damage. With a reliance on a shallow set of STAB options and the preference to switch out often, Choice Band is a mostly inconsequential are you saying that Band's damage boost doesn't matter that much OR that the drawbacks to band are mitigated by Slaking's playstyle? currently sounds like the former way to boost Slaking's damage.

**Choice Scarf**: With a once-outstanding base 100 Speed, Choice Scarf Slaking can outspeed any unboosted Pokemon not named Regieleki. With satisfactory native power, a faster Slaking can pick up KOes KOs without needing to take a hit first.

**Heavy-Duty Boots**: With how often Slaking benefits from switching out after acting, Heavy-Duty Boots enable enables it to worry less about entry hazards affecting its gameplan, which eases some of the overwhelming need for team support that Slaking requires.

Niche Items
========
**Chople Berry**: With a single weakness to Fighting, Slaking can use Chople Berry to take a hit from Pokemon like Iron Valiant that it wouldn't naturally, allowing it to take out a high-value target with its own attack.

**Eject Pack**: When coupled with Hammer Arm, Slaking can switch out immediately on attacking, preserving momentum. This works particularly well if the opponent's response to Slaking is a resistance rather than an immunity, hitting Steel- and Rock-types hard and bringing in a teammate that threatens them.

Tera
========
Slaking can juice a touch more power out of Tera Terastallization if provided the access to it, using it to power up a coverage needed to overcome a check (RC) or to further enhance its Normal-type STAB. However, Slaking is not a particularly positive user of Tera (RC) Terastallization and will often make way for better Tera Captains should it be paired with a high-cost partner captain. Defensively, Slaking gains nothing from Tera, as foes can easily check it when it is forced to idle the next turn.

Draft Strategy
========
Slaking greatly appreciates solid team support (RC) but can rarely justify being provided it. Some things may come easily by way of good drafting, but for a cheap Pokemon picked up at the end and unlikely to be brought to many, if any, games, Slaking should not be built around and be only seriously considered if a team can natively support it and if that team needs the threat of powerful physical hits.

**Pivoting**: Pokemon like Tentacruel, Uxie, and Iron Hands can ease Slaking's ability to enter the battlefield. The slower a pivot, the more likely it is that Slaking can avoid losing HP just on entry, keeping it alive for longer.

Checks and Counters
========
**Protect**: A single move undoes everything that Slaking wishes to accomplish, turning it from a potential threat to entirely disarmed. By using Protect on any turn that Slaking can take action, an opposing Pokemon can ensure that Slaking can make no progress.

**Physical Walls**: Slaking's great power may have been serviceable years ago, but many physical walls nowadays can stomach even its strongest hits easily. Corviknight, Dondozo, or other similar walls can easily switch in on any hit that Slaking throws out, some not even needing to use the Truant downtime to heal up.

**Steel- and Ghost-types**: With a handful of coverage exceptions, Slaking has no way to reliably hit any Steel- and Ghost-types that don't take any damage of note from Slaking's STAB hits. Attempting to predict their switch-ins with the use of coverage like Earthquake or Knock Off can be incredibly punishing if the prediction goes wrong, forcing Slaking off the field without having accomplished anything.

[credits]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
 
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