Bulky Sandile QC [3/3] GP [2/2]

[SET]
name: Bulky Sandile
move 1: Stealth Rock
move 2: Taunt / Pursuit
move 3: Earthquake
move 4: Stone Edge / Pursuit / Crunch
item: Eviolite
ability: Intimidate
nature: Jolly
evs: 100 Atk / 156 Def / 236 Spe

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

Stealth Rock lets Sandile provide its team with a lot of utility, being useful for breaking Sturdy and potential Focus Sashes. Taunt prevents foes from setting hazards,as well as stopping foes like Porygon from using status and healing moves. It also can be used to annoy Ferroseed and bulky Tirtouga, which like to take advantage of the free turn they gain from forcing Sandile out to set hazards. Pursuit is an option to grab chip damage on foes like Fletchling as they try to switch out. It is also useful for eliminating Gothita after it picks off something with Psychic or Thunderbolt. Earthquake provides it with a solid source of damage. Stone Edge grants Sandile the ability to threaten Flying-types such as Vullaby and Archen, which would otherwise be able to come in and Defog for free. Finally, Crunch is another option for a STAB move, granting Sandile super effective coverage on certain bulkier Pokemon, most notably Pumpkaboo and Slowpoke.


Set Details
========

Intimidate is the ideal ability for this set, as it helps mitigate Sandile's admittedly poor bulk. Eviolite effectively gives Sandile decent 21 / 18 / 15 bulk, which allows it to survive certain attacks it would otherwise not, such as Fletchling's +1 Acrobatics and Chinchou's Scald from full health. Maximum Speed EVs with a Jolly nature are necessary because it allows Sandile to hit the crucial 17 Speed tier that allows it to Speed tie with many top threats like Onix, Mienfoo, and Archen. 17 Speed also grants Sandile the best chances at both setting entry hazards and preventing them from being laid in return, most notably from Dwebble, whic honly hits 16 Speed. 156 Defense EVs allow Sandile to avoid a 2HKO from itemless Archen's Acrobatics after the Attack drop from Intimidate and OHKO back with Stone Edge. The remaining EVs are thrown into Attack in order to allow Sandile to maintain a bit of offensive presence.


Usage Tips
========

Switch Sandile into Rock-types such as Onix and Dwebble and use Taunt and set Stealth Rock as soon as possible; this should be done especially on opposing entry hazard setters or when you expect your opponent to predict your switch out. Despite Sandile's poor bulk, it can usually take a weak super effective attack like Croagunk's Vacuum Wave or U-turn, so don't be afraid to make an aggressive play in order to gain a potential advantage. Don't be too scared about switching into Pawniard and giving it a Defiant boost, because Sandile can still outspeed it and threaten it with Earthquake. When running Pursuit, bringing Sandile in on Gothita after it has used Psychic or Thunderbolt to pick off something is a great opportunity to eliminate it. Other potential targets to trap include slower Ghost-types like Pumpkaboo and Frillish, though making that play is sometimes tricky, as they can threaten Sandile with their STAB moves and aren't KOed should they not switch out. If Sandile isn't doing too much for you mid- or late-game and there is a threatening physical attacker on the opposing team, switching Sandile in to get off an Intimidate can be potentially game saving.


Team Options
========

Croagunk has really nice type synergy with Sandile, dealing with the Grass-, Water-, and Fighting-types that give Sandile trouble. However, a more secure Fighting-type check than Croagunk is mandatory, especially for threats like Scraggy and Timburr, because while Sandile can prevent setup with Taunt, it doesn't exactly want to stay in on them. This makes Cottonee, which can not only check Fighting-type threats by virtue of typing but also punish setup with Encore, a fantastic option for a teammate. Fletchling and other Flying-types enjoy Sandile's ability to deal with Rock- and Steel-types. Staryu is particularly annoying for Sandile, as Eviolite sets can come in on it without fail and proceed to spin away its entry hazards and Recover off any damage Sandile may have done to them, so a teammate such as Pumpkaboo, which not only threatens Staryu with its Grass STAB moves but also blocks Rapid Spin, is recommended.
 
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Tricking

MALDINI
is a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnuswon the 6th Official Ladder Tournamentwon the 7th Official Ladder Tournamentis a Two-Time Past SPL Championis a Past WCoP Champion
World Defender
Moves:
If Pursuit is slashed on the second slot, you should mention it straight after Taunt.
Say that Stone Edge is needed because otherwise Flying-types would Defog away entry hazards easily.
Mention that Taunt is helpful versus Ferroseed and bulky Tirtouga which tend to get advantage from the free turn they get by forcing Sandile out.

Set Details:
Mention Eviolite and its effect.
Mention the preferred nature.
Say that Max Speed + Jolly nature allows Sandile to outspeed and prevent Dwebble from setting up entry hazards.

Usage Tips:
Remove Intimidate from here. This isn't the right section.

Team Options:
Mention mons that can deal with Staryu which is particularly annoying.

QC 1/3
 

doomsday doink

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is a 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 Alumnus
Does 15 SpD live anything special? If so, discuss that.

Talk about how Sandile is a mild check to a lot of physical attackers thanks to Intimidate.

QC 2/3, go ahead and write this up
 

Fiend

someguy
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Usage tips:

Mention when to SR
Mention what to Taunt (ik you already mentioned Dwebble but say it and anything else)
Mention targets for Pursuit, such as Pumpkaboo who with the extra damage can now be killed by the Rapid Spinner of the team

Team Options:
Cottonee can help create a defensive back bone with lots of utility and they have nice type synergy

3/3
nice job
 

Lumari

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TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[SET]
name: Bulky Sandile
move 1: Stealth Rock
move 2: Taunt / Pursuit
move 3: Earthquake
move 4: Stone Edge / Pursuit / Crunch
item: Eviolite
ability: Intimidate
nature: Jolly
evs: 100 Atk / 156 Def / 236 Spe

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

Stealth Rock provides lets Sandile provide its team with a lot of utility in the ability to set up entry hazards, which are useful for breaking Sturdy and potential Focus Sashes. Taunt provides arguable more utility in its Sandile with the ability to prevent opposing hazards, from stuff foes like Dwebble, from being set, as well as status and healing moves from the likes of Porygon for example. Taunt It also can be used to mess with Ferroseed and bulky Tirtouga, who which like to take advantage of the free turn they gain in forcing Sandile out to set hazards. Pursuit is an option to grab chip damage on stuff foes like Fletchling as they try to switch out. It is also useful for eliminating Gothita after it taps picks off something with Psychic or Thunderbolt. Earthquake is Sandile's (straight apostrophe) necessary STAB move, and provides Sandile providing it with a solid source of damage. Stone Edge grants Sandile the ability to threaten birds Flying-types like Vullaby and Archen, who which would otherwise come in for and be able to Defog for free. Finally, Crunch is another option for a STAB move, (AC) granting you Sandile super effective coverage on the certain bulkier Pokémon Pokemon, most notably, on the likes of Pumpkaboo (RC) and Slowpoke.


Set Details
========

Intimidate is the ideal ability for this set, (AC) as it helps mitigate Sandile's admittedly poor bulk. Eviolite increases both of Sandile's defensive stats by 1.5x their original value, effectively giving gives Sandile decent 21/18/15 bulk, which allows him it to live survive certain attacks he it would otherwise not, (AC) such as Fletchling's +1 Acrobatics (RC) and Scald from any Chinchou from full health. Maximum Speed with a Jolly nature is necessary because it allows Sandile to hit that the crucial 17 Speed tier that will allow allows it to Speed tie with many top threats in the meta, like Onix, Mienfoo, and Archen. 17 Speed also grants Sandile the best chances at both setting entry hazards (RC) and preventing hazards them from being laid on you with Stealth Rock, and Taunt respectively in return, most notably on the likes of Dwebble, who which only hits 16 speed. 156 Defense EVs make it so allow Sandile can to avoid a 2HKO from itemless Archen's Acrobatics after the Intimidate drop (RC) and granting you the opportunity to OKHO OHKO back with Stone Edge. The remaining EVs are thrown into Attack in order to allow Sandile to maintain a bit of an offensive presence.


Usage Tips
========

Get Sandile in on Rock-types (AH, RC) like Onix and Dwebble, and use Taunt and set Stealth Rock as soon as you can. You should be Taunting using Taunt and trying to set Stealth Rock whenever possible, (AC) but especially on opposing entry hazard setters such or when you expect your opponent to predict your switch out. Despite Sandile's poor bulk, it can usually take a weak super effective attack like (RC) Croagunk's Vacuum Wave and or the various U-turns of the tier metagame, so don't (apo) be afraid to make an aggressive play in order it to gain a potential advantage. Don't be too scared about switching into Pawniard and giving it a Defiant boost, because you Sandile can still outspeed it and threaten it with EQ Earthquake. When running Pursuit, bringing it Sandile in on Gothita after it has used Psychic or Thunderbolt to trap pick off something is a great opportunity to eliminate it. Other potential targets to pursuit trap include slower Ghosts like Pumpakboo Pumpkaboo and Frillish, though making that play is sometimes tricky, (AC) as they can treaten you Sandile with their STAB moves and aren't (apo) killed KOed should they not switch out. If Sandile isn't (apo) doing too much for you mid- (AH) or late-game (RC) and there is a threatening physical attacker on the opposing team, then switching Sandile in to get off an Intimidate can be potentially game saving.


Team Options
========

Croagunk has really nice type synergy with Sandile, (AC) as Croagunk can dealing with the Grass-, Water-, and Fighting-types (AH x3) that give Sandile trouble. However, a more secure Fighting-type (AH) check than Croagunk is mandatory, especially for threats like Scraggy and Timburr, because while Sandile can prevent setup with Taunt, it doesn't exactly want to stay in on them. Which This makes something like Cottonee, who which can not only can check fight type Fighting-type threats by virtue of typing (RC) but can also punish setup with Encore, a fanstastic fantastic option for a teammate. Fletchling and other Flying-types (AH) enjoy Sandile's ability to deal with Rock- and Steel-types. (AH x2) Staryu is particularly annoying for Sandile, (AC) as Eviolite sets can come in on you it without fail (RC) and proceed to spin away your its entry hazards (RC) and recover off any damage you Sandile may have done to them, so a teammate such as Pumpkaboo, who which not only threatens Staryu with its Grass STAB moves (RC) but also blocks Rapid Spin, is recommended.
 
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Sobi

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AMCHECK fleurdyleurse :heart:
add remove comments
[SET]
name: Bulky Sandile
move 1: Stealth Rock
move 2: Taunt / Pursuit
move 3: Earthquake
move 4: Stone Edge / Pursuit / Crunch
item: Eviolite
ability: Intimidate
nature: Jolly
evs: 100 Atk / 156 Def / 236 Spe

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

Stealth Rock provides lets Sandile provide its team with a lot of utility utility, in the ability to set up entry hazards, which are useful being useful for breaking Sturdy and potential Focus Sashes. Taunt provides Sandile with the ability to prevent opposing prevents foes from setting hazards, as well as stopping foes like Porygon from using status and healing moves. from foes like Dwebble, from being set, as well as status and healing moves from the likes of Porygon. It also can be used to mess with annoy Ferroseed and bulky Tirtouga, which like to take advantage of the free turn they gain in from forcing Sandile out to set hazards. Pursuit is an option to grab chip damage on foes like Fletchling as they try to switch out. It is also useful for eliminating Gothita after it picks off something with Psychic or Thunderbolt. Earthquake is Sandile's necessary STAB move,providing provides it with a solid source of damage. Stone Edge grants Sandile the ability to threaten Flying-types like such as Vullaby and Archen, which would otherwise be able to come in for and be able to Defog for free. Finally, Crunch is another option for a STAB move, granting Sandile super effective coverage on certain bulkier Pokemon, most notably Pumpkaboo and Slowpoke.


Set Details
========

Intimidate is the ideal ability for this set,as set, as it helps mitigate Sandile's admittedly poor bulk. Eviolite effectively gives Sandile decent 21/18/15 21 / 18 / 15 bulk, which allows it to survive certain attacks it would otherwise not, such as Fletchling's +1 Acrobatics and Chinchou's Scald from any Chinchou from full health. Maximum Speed EVs with a Jolly nature is are necessary because it allows Sandile to hit the crucial 17 Speed tier that allows it to Speed tie with many top threats like Onix, Mienfoo, and Archen. 17 Speed also grants Sandile the best chances at both setting entry hazards and preventing them from being laidin laid in return, most notably on from the likes of Dwebble,which Dwebble, which only hits 16 speed. Speed. 156 Defense EVs allow Sandile to avoid a 2HKO from itemless Archen's Acrobatics after the Attack drop from Intimidate drop and OHKO back with Stone Edge. The remaining EVs are thrown into Attack in order to allow Sandile to maintain a bit of an offensive presence.


Usage Tips
========

Get Sandile in on Rock-types like Onix and Dwebble, and use Taunt and set Stealth Rock as soon as you can. Switch Sandile into Rock-types such as Onix and Dwebble and use Taunt and set Stealth Rock as soon as possible; You should be using Taunt and trying to set Stealth Rock whenever possible,but especially this should be done especially on opposing entry hazard setters or when you expect your opponent to predict your switch out. Despite Sandile's poor bulk, it can usually take a weak super effective attack like Croagunk's Vacuum Wave or the various U-turns of the metagame, U-turn, so don't be afraid to make an aggressive play in order to gain a potential advantage. Don't be too scared about switching into Pawniard and giving it a Defiant boost, because Sandile can still outspeed it and threaten it with Earthquake. When running Pursuit, bringing Sandile in on Gothita after it has used Psychic or Thunderbolt to pick off something is a great opportunity to eliminate it. Other potential targets to trap include slower Ghosts Ghost-types like Pumpkaboo and Frillish, though making that play is sometimes tricky, as they can threaten Sandile with their STAB moves and aren't KOed should they not switch out. If Sandile isn't doing too much for you mid-or mid- or late-game and there is a threatening physical attacker on the opposing team, switching Sandile in to get off an Intimidate can be potentially game saving.


Team Options
========

Croagunk has really nice type synergy with Sandile, dealing with the Grass-, Water-, and Fighting-types that give Sandile trouble. However, a more secure Fighting-type check than Croagunk is mandatory, especially for threats like Scraggy and Timburr, because while Sandile can prevent setup with Taunt, it doesn't exactly want to stay in on them.This them. This makes something like Cottonee, which can not only check Fighting-type threats by virtue of typing but also punish setup with Encore, a fantastic option for a teammate. Fletchling and other Flying-types enjoy Sandile's ability to deal with Rock- and Steel-types. Staryu is particularly annoying for Sandile, as Eviolite sets can come in on it without fail and proceed to spin away its entry hazards and recover Recover off any damage Sandile may have done to them, so a teammate such as Pumpkaboo, which not only threatens Staryu with its Grass STAB moves but also blocks Rapid Spin, is recommended.
 
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