UU Slurpuff

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slurpuff.gif


Overview
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Slurpuff is one of the most deadly sweepers in the XY UU metagame—if it can set up. Herein lies the problem with Slurpuff, namely that it requires a tremendous amount of team support to set up, both in regards to luring certain Pokemon out and keeping entry hazards off the field. However, given the proper support, once Slurpuff uses Belly Drum, there are very few Pokemon in the metagame that can stand up to a +6 Slurpuff. Given its ability Unburden, it's also able to outspeed all the major Choice Scarf users. Furthermore, Slurpuff has other setup options such as Calm Mind and Cotton Guard, which adds to its versatility and bulk. Though Slurpuff has very good typing (which allows it to set up on the ever-so-common Hydreigon), Slurpuff is quite frail. This can make setting up quite difficult, especially if hazards are on the field. All in all, there are only a select number of scenarios in which Slurpuff can set up, which makes it a very situational Pokemon to use when teambuilding.


Belly Drum
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name: Belly Drum
move 1: Belly Drum
move 2: Play Rough
move 3: Return
move 4: Substitute
ability: Unburden
item: Sitrus Berry
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant
ivs: 30 HP

Moves
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Belly Drum is the bread and butter of this set, as it maximizes Slurpuff's Attack while also activating its Sitrus Berry. Once Slurpuff's Sitrus Berry is activated, it is able to outspeed all the common Choice Scarf users thanks to its ability, Unburden. Play Rough is Slurpuff's most powerful attack, as it is its only STAB option. This move isn't used for its ability to hit super effectively, but rather as further coverage in a limited movepool. Adding onto this, Return gives Slurpuff the ability to hit at least most Pokemon in the metagame for neutral coverage. However, even at +6, a number of Steel-types can still withstand an attack and OHKO back. In the last slot, Substitute is useful in reducing mindgames with the opponent. Instead of deciding whether the opponent will switch out, use a status move, or attack, using Substitute will allow Slurpuff to safely get its Belly Drum off if the opportunity arises. Lastly, Substitute is helpful when dealing with Sucker Punch users. Even though Slurpuff resists Dark-type attacks, Slurpuff is frail and generally has low HP by the time the Sucker Punch user comes in.


Set Details
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As a sweeper, the EV spread for Belly Drum Slurpuff is fairly standard, maximizing both Attack and Speed. Though at first glance one would assume more bulk may be helpful, all of the Speed as well as a Jolly nature are needed to outspeed Choice Scarf Mienshao. An Adamant nature can be used if Choice Scarf Mienshao isn't an issue, however. 30 HP IVs gives Slurpuff an even amount of Hit Points, which allows Sitrus Berry to activate immediately after a Belly Drum. However, if Slurpuff's main goal is to break through opposing walls, then an Adamant nature is usable. In that case, Slurpuff would mainly be breaking through Steel-types, as Slurpuff after a Belly Drum OHKOes the majority of the metagame.

Usage Tips
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Despite having a very useful array of resistances, Belly Drum Slurpuff is still a very fragile set that requires every Hit Point to set up and sweep. For this reason, try to avoid switching Slurpuff directly into any attack, as setting up Slurpuff without full health is very difficult. As it is very difficult to set up, it is essential that Slurpuff sets up at the correct moment. Due to the nature of Sitrus Berry, Slurpuff only has one shot at sweeping the opposing team. Though sweeping the entire opposing team is always what Slurpuff should aim for, if Slurpuff breaks an opposing wall for another member of the team to sweep, then the opportunity should be taken. In order to set up with Slurpuff, it's often useful to play the game out to lure in Pokemon that Slurpuff can set up on. Hydreigon is a perfect example of a Pokemon that is setup bait for Belly Drum. In this case, luring out Hydreigon with Mega Houndoom paves the way for a sweep. Sacrificing one Pokemon to allow Slurpuff a chance to set up is the epitome of playstyle needed for this juggernaut of a sweeper.


Team Options
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With how fragile Slurpuff is, dual screen and Memento users are extremely useful in aiding a Belly Drum sweep. Specifically, Azelf is able to set up Reflect and Light Screen while also luring in Hydreigon. Fire-types make good offensive partners to Slurpuff, as they can also lure in Hydreigon; Mega Houndoom does this perfectly, as it forces the opponent to send in not only Hydreigon, but also Florges (both of which Slurpuff can set up on). Some other Pokemon that do this job similarly are Chandelure, Krookodile, and Honchkrow. Defog or Rapid Spin users are helpful, as it is difficult enough for Slurpuff to set up at full health—Toxic Spikes makes sweeping nearly impossible or at least short-lived. Lastly, Dugtrio is helpful to trap common Steel-types such as Metagross and Jirachi.


Calm Mind
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name: Calm Mind
move 1: Calm Mind
move 2: Draining Kiss
move 3: Flamethrower
move 4: Surf / Rest
ability: Unburden
item: Sitrus Berry / Chesto Berry
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest


Moves
========

Calm Mind is the core of the set, allowing Slurpuff to boost its Special Defense and Special Attack. This combination of bulk and offensive boosts allow it to topple more bulky teams with ease. Draining Kiss is the preferred STAB option, which is Slurpuff's strongest move outside of Dazzling Gleam. Though Dazzling Gleam does seem like a legitimate option, the Calm Mind set is sure to be taking a couple of attacks, which does not bode well for a Pokemon with no recovery. Flamethrower is used for Steel-types that usually wall Slurpuff, such as Metagross and Jirachi, and Surf is used to hit Nidoking and Nidoqueen while also hitting the dominant Fire-types such as Entei, Victini, and Darmanitan. This moveset provides the best coverage while also providing a hint of sustainability.


Set Details
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Though it would seem like a Calm Mind set for Slurpuff would need more bulk, Calm Mind provides all the bulk it needs to demolish balance and stall teams. Maximizing the Speed EVs on Slurpuff allows it to outspeed Honchkrow before the Unburden boost. After Unburden activates, this spread ties with Choice Scarf Hydreigon; though Slurpuff does perfectly fine against Hydreigon, the added benefit of outspeeding it is helpful in pinch situations. Maximizing Slurpuff's Special Attack and giving it a Modest nature works well with Draining Kiss, which allows it to recover a very healthy number of Hit Points. Especially because this set prefers Draining Kiss over Dazzling Gleam, a Modest nature is appreciated. A Timid nature isn't really needed, as the extra Speed is negligible.

Usage Tips
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Much like the Belly Drum set, the Calm Mind set is quite frail before the boosts. For this reason, Slurpuff still needs to set up on the correct types of Pokemon. Luring in Hydreigon, Florges, or anything not able to heavily damage Slurpuff is essential. Moreover, since Sitrus Berry is a one-time item, picking and choosing the correct moment to set up is important. Predicting switch-ins like Nidoqueen and Nidoking is much more important for the Calm Mind set, as it doesn't have a way to automatically activate its Berry like the Belly Drum set. Lastly, when low on health, using Draining Kiss is helpful to gain Hit Points back. This decision needs to be weighed with getting damage on key Pokemon on the opponent's team.


Team Options
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Being quite frail, dual screens and Memento users are extremely useful before setting up with Calm Mind. One of the best partners to Slurpuff that utilizes this strategy is Azelf, which usually lures in Hydreigon; as Slurpuff easily sets up on Hydreigon, it is a perfect bait. Calm Mind Slurpuff easily defeats most balance and stall teams, a team centered around defeating offensive or more fast-paced teams is ideal. As always, luring in the Pokemon that Slurpuff easily sets up on is recommended. Once again, Mega Houndoom makes a great partner as it lures in Pokemon that Slurpuff can set up on. Defog or Rapid Spin users are even more helpful for this set, as Toxic Spikes will completely deny a sweep. As the Calm Mind set lacks upfront power, entry hazard control is even more important.


Other Options
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A Substitute + Endeavor set is quite deadly to bulkier teams, but is quite susceptible to priority and still very difficult to set up. Aromatherapy is useful for setting up on defensive Pokemon such as Mew, but Slurpuff will be hard-pressed in finding the time to use it—it's difficult enough to try and get off a Belly Drum, let alone a clerical move. It also provides the option of providing support for the team, but Slurpuff is a sweeper, not a defensive wall. Flamethrower on the Belly Drum set lures in and KOes Forretress, but Slurpuff then loses out on blocking status and Sucker Punch with Substitute. Psychic is usable on the Calm Mind set for Toxicroak, but Slurpuff then loses coverage against Fire-types like Victini and Darmanitan. A bulky support set with Wish and Aromatherapy is an option, but it is heavily outclassed by other special walls in the metagame such as Florges and Umbreon. Cotton Guard and Calm Mind in the same set is viable, but Slurpuff then loses important coverage again; however, it does make it easier to set up and sustain a sweep. Substitute and Thunderbolt are usable on the Calm Mind set to block status and provide more coverage for Water-types, respectively.


Checks & Counters
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**Steel-types**: Mega Aggron, Jirachi, Forretress, and Metagross are able to survive a +6 Belly Drum and OHKO Slurpuff in return. However, Forretress is OHKOed by Flamethrower. The Calm Mind Slurpuff set only has to worry about Steel-types until it has enough boosts to OHKO them.

**Hippowdon**: Physically defensive Hippowdon survives a fully boosted Play Rough and is able to either use Earthquake or phaze with Whirlwind. Keep in mind that Hippowdon will be severely weakened after this, though.

**Slowbro**: Slowbro lives through even a +6 Play Rough and can threaten with Scald. However, this requires a burn to render Slurpuff useless or a weakened Slurpuff for a KO. Slowbro is a fringe counter at best.

**Defensive Arcanine**: Arcanine resists Play Rough and weakens Slurpuff with Intimidate. Furthermore, Extreme Speed is very dangerous once Slurpuff has been weakened from Belly Drum.

**Offensive Pressure**: Providing heavy offensive pressure, without the use of Hydreigon, renders Slurpuff fairly useless. Throw in entry hazards and it makes setting up with Slurpuff very difficult. Toxic Spikes ensures the Calm Mind set will never set up.

**Nidoking and Nidoqueen**: Both Nidoqueen and Nidoking are able to pressure and KO the Calm Mind set, but they need to be wary of Surf.
 
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Nidoking is a check to the CM set, as it outspeeds and OHKOes even after a CM with Sludge Wave.
 
Is Draining Kiss really worth the recovery? Sure, it heals Slurpluff but its still a 50 BP move. To give you an idea, its so weak to it doesn't even guarantee a OHKO on 0/0 Hydreigon and there are many Pokemon that can survive the hit even at +6.

Its like sweeping with an unSTABed Giga Drain.
 
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Is Draining Kiss really worth the recovery? Sure, it heals Slurpluff but its still a 50 BP move. To give you an idea, its so weak to it doesn't even guarantee a OHKO on 0/0 Hydreigon and there are many Pokemon that can survive the hit even at +6.

Its like sweeping with an unSTABed Giga Drain.

Yes, I've seen it in action.
 
Erm no mention of Thief on the Belly Drum set?

+6 252+ Atk Slurpuff Thief vs. 252 HP / 0 Def Jirachi: 414-488 (102.4 - 120.7%) -- guaranteed OHKO
+6 252+ Atk Slurpuff Thief vs. 252 HP / 0 Def Metagross: 330-390 (90.6 - 107.1%) -- 81.3% chance to OHKO after Stealth Rock
+6 252+ Atk Slurpuff Thief vs. 252 HP / 0 Def Bronzong: 364-430 (107.6 - 127.2%) -- guaranteed OHKO

Idk i feel like that should be getting a mention as it allows it to get past three mons that think they can take a hit but ultimately end up dying.

Also with CM I honestly recommend having sub on there somewhere as a guaranteed method to get down to Sitrus berry activation range, i mean you can't rely on Slurpuff taking a hit a lot of the time so in my opinion Substitute should also receive a slash there too. I know they're in OO but i've used Slurpuff quite a bit and I honestly dont think it's very effective without Substitute on the CM set (plus it avoids status which is another + for it).

Just some things to consider since I don't think this received enough input to be give 2/3 but whatever
 
Erm no mention of Thief on the Belly Drum set?

+6 252+ Atk Slurpuff Thief vs. 252 HP / 0 Def Jirachi: 414-488 (102.4 - 120.7%) -- guaranteed OHKO
+6 252+ Atk Slurpuff Thief vs. 252 HP / 0 Def Metagross: 330-390 (90.6 - 107.1%) -- 81.3% chance to OHKO after Stealth Rock
+6 252+ Atk Slurpuff Thief vs. 252 HP / 0 Def Bronzong: 364-430 (107.6 - 127.2%) -- guaranteed OHKO

Idk i feel like that should be getting a mention as it allows it to get past three mons that think they can take a hit but ultimately end up dying.

Also with CM I honestly recommend having sub on there somewhere as a guaranteed method to get down to Sitrus berry activation range, i mean you can't rely on Slurpuff taking a hit a lot of the time so in my opinion Substitute should also receive a slash there too. I know they're in OO but i've used Slurpuff quite a bit and I honestly dont think it's very effective without Substitute on the CM set (plus it avoids status which is another + for it).

Just some things to consider since I don't think this received enough input to be give 2/3 but whatever

I can't believe I never thought of Thief. Anyways, your calcs are enough to make it a main slash over Substitute.

In regards to Substitute on the Calm Mind set, I already have it in OO. A lot of us talked on IRC about this one. There's just a lot better options than using Substitute on that set.
 
the effect of unburden disappears if you steal another item. The only reason swirlix in lc could use thief somewhat well was because basically everything in lc holds berry juice lol
 
Thief only steals an item if they live, so you can KO Jirachi and keep the Unburden boost.

I recommend OO tho tbh
 
http://replay.pokemonshowdown.com/uu-125433685

This was a Jirachi with Leftovers held, as you can see it did OHKO and no item was taken so it's confirmed as long as the user is OHKO'd Thief will not activate therefore making it a very viable option to kill those Psychic/Steels that otherwise wall it.

Edit: Crobat was Scarf which was the reason it still outsped, there's no glitch with like Showdown removing Unburden even though no item was taken.
 
I don't believe that same mechanic works on Wi-Fi though. Let me test that and I'll come back with results.
If not, that's an error on PS's part


Edit: Yeah I tested this in the Battle Maison. I Belly Drum up on an Omanyte, ate my Sitrus Berry as he Shell Smashes, proceed to use Thief, OHKO's, and afterward it stole the Shell Bell it was holding, I proceeded to get Shell Bell recovery. So no, at best, it's a one time Steel/Psychic nuke that ruins your sweep afterward.
 
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Well, if that's how it works in Battle Maison then I guess it should be reported.

I'd say don't slash it for now, unless someone disproves Vivmeister10 or something. All these Unburden-related bugs o.O
 
Cotton Guard + CM should be moved down to the very bottom of OO, if not removed entirely. It literally sets up Cotton Guard and... sits there. Sure you set up Calm Mind, but you are then either forced to go for Wish, switch out, get hit with a crit or get walled by something (depending on your choice of attack for the set (generally Draining Kiss/Dazzling Gleam or Flamethrower).

edit (this paragraph only): i mean from third from the bottom in OO down to the very bottom (one again, if not removed entirely)

While I'm on the subject of Dazzling Gleam, you should probably slash it in alongside Draining Kiss on the CM set. I agree that Draining Kiss should still be the first slash as the healing is so valuable to Slurpuff (despite the lackluster 50 BP), but definitely slash in Dazzling Gleam as the extra power would appeal to many players.
 
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Cotton Guard + CM really requires careful use and is definitely deadly with proper prediction. Sometimes I CM first, other times Cotton Guard works best, but in most instances you want to CM to patch up that weaker defense (and simultaneously boost your power). I personally run Red Card, though, that way I can potentially have a better matchup as I boost.
 
Cotton Guard + CM really requires careful use and is definitely deadly with proper prediction. Sometimes I CM first, other times Cotton Guard works best, but in most instances you want to CM to patch up that weaker defense (and simultaneously boost your power). I personally run Red Card, though, that way I can potentially have a better matchup as I boost.
Its the sheer fact that it is situational of it that makes it so bad though - even for OO. Its like trying to run SD Ludicolo in OU: you're better off not even bothering with it as Ludicolo doesn't force any switches outside of the rain (outside of stuff which are 4x weak to Water- or Grass-type moves (ie. nothing relevant in OU)), and it absolutely requires a turn of setup to do anything. Choice Band doesn't make physical any better as it still isn't hitting hard enough for it to be worthwhile. Both options are beyond situational. Those are all things that you would think would make it to OO, but then don't make the cut. IMO, Cotton Guard / CM is on the same boat. It is more than situational, requiring perfect conditions to actually start doing anything (ie. something locked into a Dragon-type move being in). Sure, you could say that it is going to be a big threat once you have 4-5 turns of setup under your belt, but it is so hard to get to that point that it leaves you non-threatening as your opponent will probably force you out the turn after they switch out of you and bring in a check/counter seeing that you are using a Slurpuff. The fact that you are basically forced to run one attack doesn't help either, and you are completely screwed over by critical hits. It falls in the same holes as Cosmic Power Sigylyph, except that Sigylyph has space to heal, attack with Stored Power AND cripple stuff with burns, while being protected from paralysis by its Flame Orb. The fact that its move is Stored Power helps as it gets to monsterous levels very quickly, and it has an easier time setting up due to its ability to spread burns and heal in one turn. Slurpuff is annhiellated if you make one wrong prediction, which isn't an uncommon phenomenon. imo, not worth it - even in OO. If it has to stay, move it to the bottom.
 
Sorry for double post, but I'd say keep Theif for those targets listed above, as they are pretty big in the current meta (well, aside from Bronzong who wasn't particularly common last time I looked at the usage stats for UU (that was a few months ago, so it may have changed sinse) and you outpace Scarfrachi after unburden if I didn't make a boo-boo in my speed calculation, making it all the more worthwhile. Sure, you're then crippled against faster opponents, but KOing those targets is more than enough justification as Slurpuff to run it (you should KO them as Slurpuff will be coming out late-game for the sweep generally), especially seeing as you could get a Choice Scarf out of it which sort of negates the need for Unburden anymore anyway and you will be sweeping late game anyway, and if you gain something else you can still outpace slower threats and possibly even take a hit (provided you didn't take too much prior damage, that is).
 
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