Salazzle (QC 0/3)

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Salazzle


QC: [0/3]
GP: [0/2]


[OVERVIEW]

* Fantastic base 117-speed tier coupled with a high special attack stat and access to the move Nasty Plot allows Salazzle to function as both a revenge killer and a sweeper if it's checks have been removed.
* Salazzle's Fire/Poison typing grants it excellent coverage from its STAB moves alone as it is only resisted by 5 UU Pokemon in total.
* Unfortunately, Salazzle offers little defensively thanks to its 68/60/60 defenses and will often take heavy damage from powerful neutral hits and faint to super effective hits.
* Salazzle's frailty often makes it hard for it to find setup opportunities.
* Salazzle also has an extremely barren movepool outside of its STAB attacks, which limits unpredictability and prevents it from being able to hit Pokemon like Mega Aerodactyl hard.
* Despite its good Speed, Salazzle is still outsped and heavily pressured by common threats like Mega Aerodactyl, Mega Pidgeot, Mega Beedrill, a boosted Mega Sharpedo as well as most common scarfers including Hydreigon and Krookodile.
* As a result of its frailty, movepool, Stealth Rock weakness, and reliance on setting up, Salazzle faces competition from other Nasty Plot users such as Infernape, Celebi, and Lucario as well as special attacking Fire types like Volcanion.


[SET]
name: Poisonium Z
move 1: Nasty Plot
move 2: Fire Blast
move 3: Sludge Wave
move 4: HP Grass
item: Poisonium Z
ability: Oblivious
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Nasty Plot is mandatory for boosting Salazzle's Special Attack and giving its attacks immense power.
* Fire Blast is the strongest stab move available to Salazzle and can OHKO things like stallbreaker Gliscor and unboosted Calm Mind Raikou at +2.
* Sludge Wave is good STAB coverage alongside Fire Blast and is useful for hitting Pokemon resistant to Fire Blast including Water-types such as Suicune and Volcanion, as well as Dragon-types like Hydreigon Latias.
* With a Poisonium Z attached, Salazzle gets a one-time use of the move Acid Downpour which has 175 base power, and at +2, is capable of blowing through and OHKOing many things that otherwise would stop Salazzle in its tracks including Suicune, and Latias. Salazzle is can even OHKO Blissey at +6 with Acid Downpour.
* HP Grass is the preferred coverage option in the last slot as it allows Salazzle to hit Swampert (both regular and Mega forms) and Gastrodon for super effective damage, OHKOing both after a boost. It also lets Salazzle OHKO Krookodile at +2 after Stealth Rock and heavily damages both Quagsire and Terrakion.

Set Details
========

* Full investment in Special Attack and Speed maximize Salazzle's offensive presence.
* 4 EVs in Special Defence is preferred over putting it into HP as 277 HP means Salazzle can switch into Stealth Rock 4 times.
* Timid nature is preferred to reach 366 speed which outspeeds common threats such as Raikou, Latias, Cobalion, and Terrakion.
* Poisonium Z is the preferred item that gives Salazzle the ability to use Acid Downpour which helps Salazzle break through many would be checks, as well as give it a general one time nuke.
* Oblivious is the preferred ability, as it prevents Salazzle from being hit with Taunt.

Usage Tips
========

* Salazzle thanks to its speed, can function as a revenge killer against Pokemon it naturally outspeeds like Nasty Plot Togekiss, Nasty Plot Celebi, and Cobalion.
* Salazzle can take advantage of it's 4x resist to Fairy-type moves and set up on choice locked Primarina, as well as Sylveon, both it's defensive Wish and Choice Specs sets.
* Salazzle should be played aggressively at times, setting up in situations where Salazzle forces out the opposing Pokemon as Salazzle cannot reliably take damage when setting up thanks to its frail defenses.
* Due to Salazzle's extreme frailty, it is best that Choice Scarf users are scouted out, as common users of the item in Hydreigon, Krookodile, and Latias can take advantage of Salazzle's poor bulk to overpower and OHKO it.
* Salazzle is best brought onto the field via pivot support or after one of its teammates has fainted due to its poor bulk.


Team Options
========

*Entry Hazard Removal options like Latias, Mega Blastoise, Mandibuzz, and Forretress are all appreciated as they alleviate its Stealth Rock weakness and increase its longevity. Latias gets a special mention as it resists both Psychic and Water moves and is immune to ground. Forretress also teams well as it can both remove hazards and set its own, while also utilizing the move Volt Switch to get Salazzle in safely.
* Sticky Webs support is highly recommended for Salazzle as it greatly limits the number of checks that Salazzle has, further improving the chances that Salazzle can sweep. Pokemon like Galvantula and Shuckle can provide this support. Shuckle gets a special mention as it can also set up Stealth Rock.
* Entry hazard support from the likes of Krookodile, Mamoswine, and Mega Swampert is helpful, as it breaks Focus Sash and makes it easier for Salazzle to eliminate its foes.
* Pokemon like Conkeldurr, Xurkitree, and Jellicent are great partners for dealing with bulky water types that like to switch into Salazzle.

[STRATEGY COMMENTS]
Other Options
=============

* Life Orb is an option over Poisonium Z which frees up the Z-move to use on another Pokemon, but the loss of Acid Downpour means that Salazzle cannot break past some Pokemon that it otherwise can with the Z-move.
* Firium Z could be used over Poisonium Z, but it generally is a lesser option as it really only helps against Mixed defenses Hippowdon and Specially Defensive Empoleon whereas Poisonium Z breaks past bulky waters and Dragon types.
* A Choice Specs set with the moves Fire Blast, Sludge Wave, Hidden Power, and Dragon Pulse is an option to hit hard without the need to set up; however, this usually isn't preferred over Nasty Plot, as Salazzle requires more prediction and support.
* Salazzle can use its Corrosion ability along with Toxic to cripple even Poison- and Steel-types, but this isn't preferred due to Salazzle's poor bulk and the loss of coverage.
* Salazzle has access to useful utility options in Fake Out, Knock Off, Will-O-Wisp, Substitute, Disable, and particularly Encore, but Salazzle usually can't put these moves to use due to its poor bulk and the need for additional coverage.
* Choice Scarf can be used to outspeed the entire unboosted metagame, but it is usually inferior due to the loss of power and Salazzle's hatred of being locked into one move.

Checks and Counters
===================

* Mega Aerodactyl: Mega Aerdactyl resists both of Salazzle's STAB attacks and takes little from HP Grass. Mega Aerodactyl outspeeds and KO's with both Stone Edge and Earthquake. Mega Aerodactyl also often runs Pursuit which can greatly damage Salazzle if it switches out on a Pursuit.
* Ground-Types: Ground-types such as Hippowdon, Nidoqueen, and Krookodile are all capable of threatening Salazzle with their super effective STAB attacks which are 4x super effective and guarantee an OHKO. Zygarde-10%, in particular, resists both of Salazzle's STAB moves and can threaten it out with Thousand Arrows.
* Faster Pokemon: Salazzle's abysmal bulk means that Pokemon that outspeed it such as Mega Beedrill, Mega Pidgeot, Choice Scarf Hydreigon, Choice Scarf Krookodile, and Crobat are all capable of KOing it. Additionally, the former two can pressure Salazzle by Pursuit-trapping it.
* Strong Priority: Due to Salazzle's lackluster bulk, it can be greatly pressured by strong priority from the likes of Entei, Crawdaunt, and Mega Absol.
* Entry Hazards: Salazzle doesn't take too kindly to any form of entry hazards with the exception of Toxic Spikes, as they will all decrease its longevity and compromise its wallbreaking capabilities. Stealth Rock, in particular, takes 25% of Salazzle's HP away, thus preventing it from switching in too many times.
* Thunder Wave: Thunder Wave cripples Salazzle by halving its Speed, thus compromising its wallbreaking capabilities.
* Specially Bulky Pokemon: Pokemon such as Blissey can easily absorb any hit that Salazzle wants to throw at it bar +6 Acid Downpour. Specially Defensive Empoleon can stomach a +2 hit and fire off a Scald in return, KOing. Tentacruel easily avoids being KO'd at +2 and threatens with Scald. Mantine survives any hit before Salazzle Nasty Plots, and with some Special Defence investment can survive a hit from +2 Salazzle and heavily damage in return with Scald.
 
Last edited:

Hilomilo

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I'd be glad to QC check this, but there are quite a few lines that are identical in wording to the current onsite skeleton. Please try fixing this so that you haven't copied from the onsite template word for word. Here are the lines that I see both on this and on the onsite analysis:

* Salazzle's frailty often makes it hard for it to find setup opportunities.
* Salazzle also has an extremely barren movepool outside of its STAB attacks, which limits unpredictability and prevents it from being able to hit Pokemon like Mega Aerodactyl hard.
* Nasty Plot is mandatory for boosting Salazzle's Special Attack and giving its attacks immense power.
* Oblivious is the preferred ability, as it prevents Salazzle from being hit with Taunt
* Salazzle is best brought onto the field via pivot support or after one of its teammates has fainted due to its poor bulk.
* Entry hazard support from the likes of Krookodile, Mamoswine, and Mega Swampert is helpful, as it breaks Focus Sash and makes it easier for Salazzle to eliminate its foes. - same wording here, just different examples.
* A Choice Specs set with the moves Fire Blast, Sludge Wave, Hidden Power, and Dragon Pulse is an option to hit hard without the need to set up; however, this usually isn't preferred over Nasty Plot, as Salazzle requires more prediction and support.
* Salazzle can use its Corrosion ability along with Toxic to cripple even Poison- and Steel-types, but this isn't preferred due to Salazzle's poor bulk and the loss of coverage.
* Salazzle has access to useful utility options in Fake Out, Knock Off, Will-O-Wisp, Substitute, Disable, and particularly Encore, but Salazzle usually can't put these moves to use due to its poor bulk and the need for additional coverage.
* Choice Scarf can be used to outspeed the entire unboosted metagame, but it is usually inferior due to the loss of power and Salazzle's hatred of being locked into one move.
* Ground-types such as Hippowdon, Nidoqueen, and Krookodile are all capable of threatening Salazzle with their super effective STAB attacks which are 4x super effective and guarantee an OHKO. Zygarde-10%, in particular, resists both of Salazzle's STAB moves and can threaten it out with Thousand Arrows.
* Thunder Wave cripples Salazzle by halving its Speed, thus compromising its wallbreaking capabilities.

I appreciate the effort you've put into the analysis, and understand that this is more of a mistake you've made as someone new to analysis writing rather than someone that intends on being malicious, though it still isn't okay for words that aren't your own to be used in this analysis. Be sure to adjust all these lines so that they are no longer identical to the analysis currently onsite, and then I'll give you your first QC check. Sorry it took so long for this analysis to be addressed!
 

Eyan

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Locking since it's been ages since an update. Shoot me a vm / post in the reservation thread again if you want it reopened before someone else takes it.

E: reopening
 
Last edited:

Eyan

sleep is the cousin of death
is a Top Tutor Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Progress on updating this? It's been sitting around for a long time
 
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