Salandit, Salazzle Discussion

I feel like that's putting too much value in Toxic. This thing doesn't have the stats to run a full annoyance set. I think focusing on attacking and toxicing when you expect something you can't do anything to is coming in is the way to go.

If this thing gets OU usage it's going to be the pure fact that a set of nasty plot/ fire blast/ sludgebomb/ toxic easily wins any one v one with a lot of the prominent faeries and steel types in OU or choice banded bullet punching scizor.

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Salazle: 122-144 (44 - 51.9%) -- 14.1% chance to 2HKO

Tho...maybe not really. Fire blast is a def one shot. So is flamethrower if you so prefer. Mega Gardevoir can also easily one shot this but Salazzle is faster than it and:

252 SpA Life Orb Salazzle Sludge Bomb vs. 16 HP / 0 SpD Mega Gardevoir: 265-315 (94.3 - 112%) -- 75% chance to OHKO

She also has the added benefit of completely not carrying about basically anything clefable can throw at it except for maybe an already set up stored power calm mind set, but that's about all I can find. I see some niche use of her in OU.
Isn't that completely overshadowed by mixed Infernape though? What exactly can Salazzle break through that Infernape can't? In fact, Infernape can pack moves to clear away Heatran (136 Atk Life Orb Infernape Close Combat vs. 252 HP / 0 Def Heatran: 374-445 (96.8 - 115.2%) -- guaranteed OHKO after Stealth Rock), Hippowdon (+2 120 SpA Life Orb Infernape Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 588-694 (140 - 165.2%) -- guaranteed OHKO), and even, if you wish, Fairies (136 Atk Life Orb Infernape Gunk Shot vs. 248 HP / 252+ Def Clefable: 234-276 (59.5 - 70.2%) -- guaranteed 2HKO after Leftovers recovery). It doesn't even need Nasty Plot to break common walls, so it can actually afford to run Fire Blast / Grass Knot / Close Combat / Gunk Shot on the same set and open holes for a teammate to sweep, rather than attempting to sweep with Salazzle and hoping your opponent doesn't have a bulky Ground or Earth Power Heatran (or any faster Pokemon ever) that can end its sweep.

Furthermore, mixed Infernape is a decisively niche Pokemon to begin with, so it's not like either is going to be an OU staple.

At least as a stallbreaker, Salazzle boasts the ability to Toxic Poison and Steel switchins, which can a deciding factor in a match against stall teams. Plus the idea behind frail stallbreakers is usually to not take hits. You have 5 more team slots to support him with for a reason, he's not going to be 6-0ing any team archetype any time soon anyways.
 
Isn't that completely overshadowed by mixed Infernape though? What exactly can Salazzle break through that Infernape can't? In fact, Infernape can pack moves to clear away Heatran (136 Atk Life Orb Infernape Close Combat vs. 252 HP / 0 Def Heatran: 374-445 (96.8 - 115.2%) -- guaranteed OHKO after Stealth Rock), Hippowdon (+2 120 SpA Life Orb Infernape Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 588-694 (140 - 165.2%) -- guaranteed OHKO), and even, if you wish, Fairies (136 Atk Life Orb Infernape Gunk Shot vs. 248 HP / 252+ Def Clefable: 234-276 (59.5 - 70.2%) -- guaranteed 2HKO after Leftovers recovery). It doesn't even need Nasty Plot to break common walls, so it can actually afford to run Fire Blast / Grass Knot / Close Combat / Gunk Shot on the same set and open holes for a teammate to sweep, rather than attempting to sweep with Salazzle and hoping your opponent doesn't have a bulky Ground or Earth Power Heatran (or any faster Pokemon ever) that can end its sweep.

Furthermore, mixed Infernape is a decisively niche Pokemon to begin with, so it's not like either is going to be an OU staple.

At least as a stallbreaker, Salazzle boasts the ability to Toxic Poison and Steel switchins, which can a deciding factor in a match against stall teams. Plus the idea behind frail stallbreakers is usually to not take hits. You have 5 more team slots to support him with for a reason, he's not going to be 6-0ing any team archetype any time soon anyways.
For a singles battle, Toxic is amazing. Being able to toxic Poison and steel types to remove their stall is amazing. Ferrathorn, Skarmary, RegiSteel, Weezing, Toxapex, and Heatran would hate to be poisoned. Yes the steel hate fire moves but if you can get a toxic off at least they are dead.

For doubles, Poison Gas is a must. Yes you loose badly poisoned, but you can poison both foes, and then start venoshocking and Venom Drenching them. a 130 BP damaging move on both foes is amazing. An Move they lowers attack, SpA, and Speed by 1 is amazing as well. Last move as fire blast and you are set.
 
For doubles, Poison Gas is a must. Yes you loose badly poisoned, but you can poison both foes, and then start venoshocking and Venom Drenching them.
If anything inflicting regular poison could be better than bad poison in doubles because there is generally not enough time for bad poison damage to become significant enough, right?
 
If anything inflicting regular poison could be better than bad poison in doubles because there is generally not enough time for bad poison damage to become significant enough, right?
Thats true as well. Bad poison don't get stronger for 2-3 turns if I remember correctly
 

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