Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 236 Spe / 20 HP
Adamant Nature
- Play Rough
- Drain Punch
- Thief / Facade / Sticky Web / Yawn
- Belly Drum
A slightly different take on Physical Slurpuff. Play Rough is STAB, Drain Punch covers Steel types and heals, Thief to steal something like a Choice Band, Leftovers, or Life Orb after you've used up your Sitrus Berry, Facade is very spammable in case you are burned, paralyzed, or poisoned, which are the 3 best ways to stop Belly Drum Slurpuff. Sticky Web for some team support while Yawn for more team support and to force a switch. Belly Drum quadruples Slurpuff's attack stat and activates Sitrus Berry, which in turn activates Unburden and doubles its speed.
Slurpuff @ Weakness Policy / Petaya Berry
Ability: Unburden
EVs: 252 SpA / 220 Spe / 36 HP
Modest Nature
- Calm Mind
- Flamethrower
- Dazzling Gleam
- Surf / Thunder / Thunderbolt / Psychic / Substitute
Calm Mind is your set-up move. Flamethrower is coverage for Steel types. Dazzling Gleam is STAB. Surf for Fire types, which resist Dazzling Gleam and Flamethrower. Thunder for more damage against bulky waters and a high paralysis chance, Thunderbolt for less power and para chance but more accuracy than Thunder. Psychic covers Poison types. Substitute to set up Calm Mind easier, and to avoid status. It should be noted that Sub should only be run on Petaya sets, as Sub will weaken you and make Weakness policy virtually useless. Also, Petaya benefits from Substitute because it's a pinch berry.