Analysis: Slenderman

    Maribel Hearn
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    Analysis: Slenderman

    Post  Maribel Hearn on Thu Oct 25, 2012 10:01 am


    HP: 66
    Atk: 118
    Def: 90
    SAtk: 55
    SDef: 100
    Spd: 121
    Ability: Rock Head / Toxic Boost / Defeatist
    Tier: Fundex BL

    Slenderman is very fast, in contrary to most Physical attackers in Fundex OU. It gets Swords Dance and Toxic Boost to boost its Attack to 2.5 times as high in one turn, and has the physical movepool to make it work. It can also have Rock Head to prevent Head Smash's recoil damage, or the gimmicky Defeatist to use with Skill Swap. Slenderman also would have usable defenses, if his base HP wasn't only 66.

    "The Everlasting Chase"
    Slenderman (M) @ Toxic Orb
    Ability: Toxic Boost
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Swords Dance / Protect
    - Facade
    - Shadow Claw
    - Earthquake / Cross Chop / Brick Break

    With Toxic Boost, Slenderman can be threatening to nearly any opponent. Facade works very well with the poison status, since that doubles its power to 140. Shadow Claw is for STAB (mind it's weaker than Facade unless super effective), of course. Shadow Force has double the power, but it is pretty unreliable without a Power Herb. Earthquake or one of the two Fighting attacks offer Slenderman coverage for Steels.

    "The One-Sided Chase"
    Slenderman (M) @ Choice Band
    Ability: Rock Head / Toxic Boost
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk) / Adamant Nature (+Atk, -SAtk)
    - Shadow Claw
    - Earthquake
    - Cross Chop / Brick Break
    - Head Smash

    Slenderman's high Attack and good movepool enable him a Choice Band set as well. Rock Head makes sure Head Smash does not cause recoil damage. You might still want Toxic Boost, though, since Toxic is a fairly common status, although it would be silly of the opponent to poison Slenderman.

    "The longer you get chased, the weaker you get..."
    Slenderman (M) @ Life Orb
    Ability: Defeatist
    EVs: 252 HP / 4 Def / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Skill Swap
    - Will-o-Wisp
    - Shadow Claw
    - Cross Chop / Brick Break

    A gimmick set. Skill Swapping Defeatist to a Physical sweeper and burning them as well is a massive cripple. With HP EVs, Slenderman can actually take some hits, and hit back with his two Ghost and Fighting-typed attacks. Bring this Slenderman in when HP has been lowered in the foe's team, because Defeatist only activates below half HP.

    Other Options
    Hone Claws, Taunt, X-Scissor

    Hone Claws is an option over Swords Dance to fix Cross Chop and Head Smash's lower accuracies.

    Taunt can always be useful against walls, but Slenderman can't fit it on a set nicely.

    X-Scissor can be used just to be super effective on Reimu, with her immunity to Ghost thanks to her Normal typing, and it also hits Dark and Grass types hard.

    Checks and Counters
    Zalgo outspeeds and OHKOs Slenderman easily with his STAB Dark Pulse. Slower Dark types with a Choice Scarf or Sucker Punch can also take Slenderman down without much difficulty. Yuugi can come in and wall Slenderman's attacks, but should watch out for Will-o-Wisp or obtaining Defeatist. Satan does this even better, since he is immune to Will-o-Wisp and also has great Physical defense. Anything with Protect can also passively damage the Toxic Boost set.

    Last edited by Maribel Hearn on Wed Feb 06, 2013 11:44 am; edited 3 times in total

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