Draft Palossand

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Palossand's main value is to provide an answer to prevalent physical wallbreakers in the metagame. Its Ghost / Ground typing provides it some value as a cheap spinblocker and gives it useful immunities to Electric and Fighting; it also has reliable recovery and Stealth Rock to provide some sort of utility, but this is the extent of Palossand's good qualities. It fails to provide any offensive pressure due to its pitiful Speed and underwhelming offensive stats, and it can't disrupt foes very well with its lack of access to powerful tools such as Will-O-Wisp and Thunder Wave that could provide valuable support to a team, so it ends up becoming a momentum sink that foes can exploit easily with setup.


[strategy comments]
Common Roles
========
**Wall**: With its solid defenses and reliable recovery, Palossand can become hard to remove especially if it's hit by physical attacks. It can be a good switch-in to strong attacks that its offensive teammates can't take that can, in the worst case, sacrifice itself to bring them in safely as well as use its near-unresisted STAB moves and coverage to chip down foes.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Earth Power, Scorching Sands

**Setup Moves**: Iron Defense

**Utility Moves**: Stealth Rock, Shore Up

**Coverage**: Giga Drain, Energy Ball, Flash Cannon, Psychic, Sludge Bomb

Niche Moves
========
**Hypnosis**: Palossand can use Hypnosis in a pinch to try to put a foe to sleep to shift momentum back to its favor.

Common Items
========
**Rocky Helmet**: Wielding Rocky Helmet allows Palossand to deal chip damage to foes that rely on physical contact as well as punish Flip Turn and U-turn users.

**Leftovers**: With reliable entry hazard removal on its team, Leftovers provides Palossand with some more recovery alongside Shore Up to maintain its presence on the field.

Niche Items
========
**Heavy-Duty Boots**: Toxic Spikes and Spikes greatly hinder Palossand's walling capabilities, so Heavy-Duty Boots allows it to bypass this issue and gives it more opportunities to switch in.

**Resistance Berries**: Colbur Berry allows Palossand to take attacks such as Knock Off more reliably, especially in a metagame where Dark-types are prevalent.

**Red Card**: Red Card can provide Palossand a one-time option to phaze a dangerous foe and put them in a disadvantageous position.

**Mental Herb**: Palossand's low Speed makes it vulnerable to disruption moves such as Taunt and Encore. Mental Herb can allow it to bypass this issue, guaranteeing it an opportunity to set up Stealth Rock.

**Eject Button**: Eject Button gives Palossand a one-time pivot to a teammate to keep up momentum. This also has the positive effect of reducing damage from future Knock Off attacks.

Tera
========
Palossand doesn't benefit too much from Terastallization, as its base typing is already sufficient to fulfill its role as a tank and spinblocker. If it is made into a Tera Captain, Tera Dragon flips its Water- and Grass-type weaknesses into resistances, while Tera Poison and Steel can make it immune to Poison, further bolstering its defensive capabilities.

Draft Strategy
========
Palossand can find its way onto a team if a draft lacks a sufficient teammate to take on the many strong physical attackers in the metagame, as well as providing one more option for entry hazard setting. It's generally good at this one role and can occasionally see use if it has the right teammates to support it.

**Entry Hazard Setters**: Palossand's Ghost typing is greatly appreciated by Pokemon such as Hisuian Samurott, Deoxys-S, and Great Tusk, all of which can set up entry hazards reliably, which Palossand can prevent being removed by opposing users of Rapid Spin.

**Specially Defensive Teammates**: With its weaker Special Defense stat, Palossand enjoys having teammates to take on opposing special wallbreakers. Pokemon such as Primarina, Tinkaton, and Hatterene are good examples.

Checks and Counters
========
**Dark-types**: Palossand struggles to deal with the plethora of Dark-types in the metagame such as Zarude, Darkrai, and Greninja, all of which can either KO Palossand outright or use it as setup fodder.

**Disruption**: Taunt and Encore slow down Palossand quite a bit, which can lead it to getting worn down without being able to recover. Additionally, being tricked a Choice item heavily ruins its walling capabilities.

**Special Attackers**: Pokemon such as Chi-Yu, Iron Bundle, and Kyurem can prey on Palossand's lower Special Defense and threaten it out with a potential OHKO.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/drizzle.313217/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:
qc 1
green = add
red = remove
blue = comment
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Palossand's main value is to provide some some sort of answer to prevalent physical wallbreakers in the meta. Its Ghost/Ground typing provides it some value as a cheap spinblocker and useful immunities to Electric and Fighting, and it also has reliable recovery and Stealth Rock to provide some sort of utility, but this is the extent of Palossand's good qualities. It fails to provide any offensive pressure due to its pitiful Speed and underwhelming offensive stats, and it can't really disrupt foes very well with its lack of access to powerful tools such as Will-O-Wisp or Thunder Wave that could provide valuable support to a team. mention somewhere how these qualities make it a momentum sink.


[strategy comments]
Common Roles
========
**Wall**: With its solid defenses and reliable recovery, Palossand can become hard to remove especially if it's attacked on the physical side. It can be a good switch-in to its more offensive teammates that can in the worst cases, sacrifice itself to bring them in safely, as well as use its near-unresisted STAB and coverage to chip down foes.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Earth Power, Scorching Sands

**Setup Moves**: Iron Defense

**Utility Moves**: Stealth Rock, Shore Up, Trick, Destiny Bond

**Coverage**: Giga Drain, Energy Ball, Flash Cannon, Psychic, Sludge Bomb

Niche Moves
========
**Hypnosis**: Palossand can use Hypnosis in a pinch to try and put a foe to sleep to shift momentum back to its favour.

maybe a night shade mention for consistent damage?

Common Items
========
**Rocky Helmet**: Wielding Rocky Helmet allows Palossand to deal chip to foes that rely on physical contact, as well as punish Flip Turn or U-turn users.

**Heavy-Duty Boots**: Toxic Spikes and Spikes greatly hinder Palossand's walling capabilities, so Heavy-Duty Boots allow it to bypass this issue and give it more opportunities to switch in.

**Leftovers**: With reliable removal on its team, Leftovers provides Palossand some more recovery tools alongside Shore Up to maintain its presence on the field.

Niche Items
========
**Resistance Berries**: Colbur Berry allows Palossand to take attacks such as Knock Off more reliably, especially in a meta where Dark-types are prevalent. Meanwhile, Palossand also makes great use of Passho Berry if it expects to go up against a foe with special Water-type attacks, which also gives it a defense boost with Water Compaction.

**Red Card**: Palossand unfortunately does not get access to phazing. Red Card can allow it to bypass this issue and perhaps put the foe in a disadvantageous position.

**Mental Herb**: Palossand's low Speed makes it vulnerable to disruption moves such as Taunt and Encore. Mental Herb can allow it to bypass this issue.

eject button to allow a one time pivot + make future knocks weaker?

Tera
========
Palossand generally doesn't benefit too much from terastalization, as its base typing is already sufficient to fulfil its role as a tank and spin blocker. If it is made into a Tera Captain, Tera Dragon flips its Water- and Grass-type weakness into a resistance, whilst Tera Poison or Steel can make it immune to Poison, further bolstering its defensive capabilities.

Draft Strategy
========
Palossand can find its way onto a team if a draft lacks a sufficient teammate to take on the many strong physical attackers in the meta, as well as providing one more option for hazard setting. It's generally good at this one role and can occasionally see use if it has the right teammates to support it.

**Entry-Hazard Setters**: Palossand's Ghost-typing is greatly appreciated by Pokemon such as Hisuian Samurott, Deoxys-S and Great Tusk, all whom can set up entry-hazards reliably, which Palossand can prevent being rid off the field by opposing users of Rapid Spin.

**Specially Defensive Teammates**: With its weaker Special Defense stat, Palossand enjoys having teammates to take on opposing special wallbreakers. Pokemon such as Primarina, Tinkaton and Hatterene are good examples.

Checks and Counters
========
**Disruption**: Taunt and Encore slow down Palossand quite a bit, which can lead it to getting worn down without being able to recover. Additionally, being tricked a Choice-item heavily ruins its walling capabilities.

**Dark-types**: Palossand struggles to deal with the plethora of Dark-types in the meta such as Zarude, Darkrai and Greninja, all of which can either KO Palossand outright or use it as setup fodder.

**Special Attackers**: Pokemon such as Chi-Yu, Iron Bundle and Kyurem can prey on Palossand's lower Special Defense and threaten it out with a potential OHKO move.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
qc 1
green = add
red = remove
blue = comment
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Palossand's main value is to provide some some sort of answer to prevalent physical wallbreakers in the meta. Its Ghost/Ground typing provides it some value as a cheap spinblocker and useful immunities to Electric and Fighting, and it also has reliable recovery and Stealth Rock to provide some sort of utility, but this is the extent of Palossand's good qualities. It fails to provide any offensive pressure due to its pitiful Speed and underwhelming offensive stats, and it can't really disrupt foes very well with its lack of access to powerful tools such as Will-O-Wisp or Thunder Wave that could provide valuable support to a team. mention somewhere how these qualities make it a momentum sink.


[strategy comments]
Common Roles
========
**Wall**: With its solid defenses and reliable recovery, Palossand can become hard to remove especially if it's attacked on the physical side. It can be a good switch-in to its more offensive teammates that can in the worst cases, sacrifice itself to bring them in safely, as well as use its near-unresisted STAB and coverage to chip down foes.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Earth Power, Scorching Sands

**Setup Moves**: Iron Defense

**Utility Moves**: Stealth Rock, Shore Up, Trick, Destiny Bond

**Coverage**: Giga Drain, Energy Ball, Flash Cannon, Psychic, Sludge Bomb

Niche Moves
========
**Hypnosis**: Palossand can use Hypnosis in a pinch to try and put a foe to sleep to shift momentum back to its favour.

maybe a night shade mention for consistent damage?

Common Items
========
**Rocky Helmet**: Wielding Rocky Helmet allows Palossand to deal chip to foes that rely on physical contact, as well as punish Flip Turn or U-turn users.

**Heavy-Duty Boots**: Toxic Spikes and Spikes greatly hinder Palossand's walling capabilities, so Heavy-Duty Boots allow it to bypass this issue and give it more opportunities to switch in.

**Leftovers**: With reliable removal on its team, Leftovers provides Palossand some more recovery tools alongside Shore Up to maintain its presence on the field.

Niche Items
========
**Resistance Berries**: Colbur Berry allows Palossand to take attacks such as Knock Off more reliably, especially in a meta where Dark-types are prevalent. Meanwhile, Palossand also makes great use of Passho Berry if it expects to go up against a foe with special Water-type attacks, which also gives it a defense boost with Water Compaction.

**Red Card**: Palossand unfortunately does not get access to phazing. Red Card can allow it to bypass this issue and perhaps put the foe in a disadvantageous position.

**Mental Herb**: Palossand's low Speed makes it vulnerable to disruption moves such as Taunt and Encore. Mental Herb can allow it to bypass this issue.

eject button to allow a one time pivot + make future knocks weaker?

Tera
========
Palossand generally doesn't benefit too much from terastalization, as its base typing is already sufficient to fulfil its role as a tank and spin blocker. If it is made into a Tera Captain, Tera Dragon flips its Water- and Grass-type weakness into a resistance, whilst Tera Poison or Steel can make it immune to Poison, further bolstering its defensive capabilities.

Draft Strategy
========
Palossand can find its way onto a team if a draft lacks a sufficient teammate to take on the many strong physical attackers in the meta, as well as providing one more option for hazard setting. It's generally good at this one role and can occasionally see use if it has the right teammates to support it.

**Entry-Hazard Setters**: Palossand's Ghost-typing is greatly appreciated by Pokemon such as Hisuian Samurott, Deoxys-S and Great Tusk, all whom can set up entry-hazards reliably, which Palossand can prevent being rid off the field by opposing users of Rapid Spin.

**Specially Defensive Teammates**: With its weaker Special Defense stat, Palossand enjoys having teammates to take on opposing special wallbreakers. Pokemon such as Primarina, Tinkaton and Hatterene are good examples.

Checks and Counters
========
**Disruption**: Taunt and Encore slow down Palossand quite a bit, which can lead it to getting worn down without being able to recover. Additionally, being tricked a Choice-item heavily ruins its walling capabilities.

**Dark-types**: Palossand struggles to deal with the plethora of Dark-types in the meta such as Zarude, Darkrai and Greninja, all of which can either KO Palossand outright or use it as setup fodder.

**Special Attackers**: Pokemon such as Chi-Yu, Iron Bundle and Kyurem can prey on Palossand's lower Special Defense and threaten it out with a potential OHKO move.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
implemented ty. Decided not to add night shade since shadow ball deals more consistent damage especially as its STAB but i'll see what qc2 thinks.
 
Bored at work, here’s an attempt at a mobile qc (2/2)
add remove comments
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Palossand's main value is to provide some some sort of answer to prevalent physical wallbreakers in the meta. Its Ghost/Ground typing provides it some value as a cheap spinblocker and useful immunities to Electric and Fighting, and it also has reliable recovery and Stealth Rock to provide some sort of utility, but this is the extent of Palossand's good qualities. It fails to provide any offensive pressure due to its pitiful Speed and underwhelming offensive stats, and it can't really disrupt foes very well with its lack of access to powerful tools such as Will-O-Wisp or Thunder Wave that could provide valuable support to a team, so it ends up becoming a momentum sink that foes can exploit easily with setup.


[strategy comments]
Common Roles
========
**Wall**: With its solid defenses and reliable recovery, Palossand can become hard to remove especially if it's attacked on the physical side. It can be a good switch-in to its more offensive teammates that can in the worst cases, sacrifice itself to bring them in safely, as well as use its near-unresisted STAB and coverage to chip down foes.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Earth Power, Scorching Sands

**Setup Moves**: Iron Defense

**Utility Moves**: Stealth Rock, Shore Up, Trick, Destiny Bond trick & dbond are niche imo, neither are very reliable on palo

**Coverage**: Giga Drain, Energy Ball, Flash Cannon, Psychic, Sludge Bomb

Niche Moves
========
**Hypnosis**: Palossand can use Hypnosis in a pinch to try and put a foe to sleep to shift momentum back to its favour.

Common Items
========
**Rocky Helmet**: Wielding Rocky Helmet allows Palossand to deal chip to foes that rely on physical contact, as well as punish Flip Turn or U-turn users.

**Heavy-Duty Boots**: Toxic Spikes and Spikes greatly hinder Palossand's walling capabilities, so Heavy-Duty Boots allow it to bypass this issue and give it more opportunities to switch in. move to top of niche

**Leftovers**: With reliable removal on its team, Leftovers provides Palossand some more recovery tools alongside Shore Up to maintain its presence on the field.

Niche Items
========
**Resistance Berries**: Colbur Berry allows Palossand to take attacks such as Knock Off more reliably, especially in a meta where Dark-types are prevalent. Meanwhile, Palossand also makes great use of Passho Berry if it expects to go up against a foe with special Water-type attacks, which also gives it a defense boost with Water Compaction. yeah but it does nothing back to water types

**Red Card**: Palossand unfortunately does not get access to phazing. Red Card can allow it to bypass this issue and perhaps put the foe in a disadvantageous position.

**Mental Herb**: Palossand's low Speed makes it vulnerable to disruption moves such as Taunt and Encore. Mental Herb can allow it to bypass this issue, guaranteeing it an opportunity to set Stealth Rock.

**Eject Button**: Eject Button gives Palossand a one-time pivot to a teammate to keep up momentum. This also has the positive effect of reducing damage from future Knock Off attacks.

Tera
========
Palossand generally doesn't benefit too much from terastalization, as its base typing is already sufficient to fulfil its role as a tank and spin blocker. If it is made into a Tera Captain, Tera Dragon flips its Water- and Grass-type weakness into a resistance, whilst Tera Poison or Steel can make it immune to Poison, further bolstering its defensive capabilities.

Draft Strategy
========
Palossand can find its way onto a team if a draft lacks a sufficient teammate to take on the many strong physical attackers in the meta, as well as providing one more option for hazard setting. It's generally good at this one role and can occasionally see use if it has the right teammates to support it.

**Entry-Hazard Setters**: Palossand's Ghost-typing is greatly appreciated by Pokemon such as Hisuian Samurott, Deoxys-S and Great Tusk, all whom can set up entry-hazards reliably, which Palossand can prevent being rid off the field by opposing users of Rapid Spin.

**Specially Defensive Teammates**: With its weaker Special Defense stat, Palossand enjoys having teammates to take on opposing special wallbreakers. Pokemon such as Primarina, Tinkaton and Hatterene are good examples.

Checks and Counters
========
**Disruption**: Taunt and Encore slow down Palossand quite a bit, which can lead it to getting worn down without being able to recover. Additionally, being tricked a Choice-item heavily ruins its walling capabilities.

**Dark-types**: Palossand struggles to deal with the plethora of Dark-types in the meta such as Zarude, Darkrai and Greninja, all of which can either KO Palossand outright or use it as setup fodder. move this to the top

**Special Attackers**: Pokemon such as Chi-Yu, Iron Bundle and Kyurem can prey on Palossand's lower Special Defense and threaten it out with a potential OHKO move.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/drizzle.313217/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
1/1 GP Team done
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Palossand's main value is to provide some some sort of an answer to prevalent physical wallbreakers in the meta metagame. Its Ghost (space)/ (space) Ground typing provides it some value as a cheap spinblocker and gives it useful immunities to Electric and Fighting (RC); (ASC) and it also has reliable recovery and Stealth Rock to provide some sort of utility, but this is the extent of Palossand's good qualities. It fails to provide any offensive pressure due to its pitiful Speed and underwhelming offensive stats, and it can't really disrupt foes very well with its lack of access to powerful tools such as Will-O-Wisp or and Thunder Wave that could provide valuable support to a team, so it ends up becoming a momentum sink that foes can exploit easily with setup.


[strategy comments]
Common Roles
========
**Wall**: With its solid defenses and reliable recovery, Palossand can become hard to remove especially if it's attacked on the hit by physical side attacks. It can be a good switch-in to its more offensive teammates that can, (AC) in the worst cases case, sacrifice itself to bring them in safely (RC) as well as use its near-unresisted STAB moves and coverage to chip down foes. ('it can be a good switch-in to teammates' doesn't make sense because a switch-in is something that switches into an opposing pokemon. Are you saying 'it can be a good switch-in to strong attacks that its offensive teammates can't take'?)

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Earth Power, Scorching Sands

**Setup Moves**: Iron Defense

**Utility Moves**: Stealth Rock, Shore Up

**Coverage**: Giga Drain, Energy Ball, Flash Cannon, Psychic, Sludge Bomb

Niche Moves
========
**Hypnosis**: Palossand can use Hypnosis in a pinch to try and to put a foe to sleep to shift momentum back to its favour favor.

Common Items
========
**Rocky Helmet**: Wielding Rocky Helmet allows Palossand to deal chip damage to foes that rely on physical contact (RC) as well as punish Flip Turn or and U-turn users.

**Leftovers**: With reliable entry hazard removal on its team, Leftovers provides Palossand with some more recovery tools alongside Shore Up to maintain its presence on the field.

Niche Items
========
**Heavy-Duty Boots**: Toxic Spikes and Spikes greatly hinder Palossand's walling capabilities, so Heavy-Duty Boots allow allows it to bypass this issue and give gives it more opportunities to switch in.

**Resistance Berries**: Colbur Berry allows Palossand to take attacks such as Knock Off more reliably, especially in a meta metagame where Dark-types are prevalent.

**Red Card**: Red Card can provide Palossand a one time one-time option to phaze a dangerous foe and put them in a disadvantageous position.

**Mental Herb**: Palossand's low Speed makes it vulnerable to disruption moves such as Taunt and Encore. Mental Herb can allow it to bypass this issue, guaranteeing it an opportunity to setup set up Stealth Rock.

**Eject Button**: Eject Button gives Palossand a one-time pivot to a teammate to keep up momentum. This also has the positive effect of reducing damage from future Knock Off attacks.

Tera
========
Palossand doesn't benefit too much from terastalization Terastallization, as its base typing is already sufficient to fulfil fulfill its role as a tank and spin blocker spinblocker. If it is made into a Tera Captain, Tera Dragon flips its Water- and Grass-type weakness weaknesses into a resistance resistances, whilst while (whilst is british english and shouldn't be used) Tera Poison or and Steel can make it immune to Poison, further bolstering its defensive capabilities.

Draft Strategy
========
Palossand can find its way onto a team if a draft lacks a sufficient teammate to take on the many strong physical attackers in the meta metagame, as well as providing one more option for entry hazard setting. It's generally good at this one role and can occasionally see use if it has the right teammates to support it.

**Entry-HazardEntry Hazard Setters**: Palossand's Ghost-typing Ghost typing is greatly appreciated by Pokemon such as Hisuian Samurott, Deoxys-S, (AC) and Great Tusk, all whom of which can set up entry-hazards entry hazards reliably, which Palossand can prevent being rid off the field removed by opposing users of Rapid Spin.

**Specially Defensive Teammates**: With its weaker Special Defense stat, Palossand enjoys having teammates to take on opposing special wallbreakers. Pokemon such as Primarina, Tinkaton, (AC) and Hatterene are good examples.

Checks and Counters
========
**Dark-types**: Palossand struggles to deal with the plethora of Dark-types in the meta metagame such as Zarude, Darkrai, (AC) and Greninja, all of which can either KO Palossand outright or use it as setup fodder.

**Disruption**: Taunt and Encore slow down Palossand quite a bit, which can lead it to getting worn down without being able to recover. Additionally, being tricked a Choice-item Choice item heavily ruins its walling capabilities.

**Special Attackers**: Pokemon such as Chi-Yu, Iron Bundle, (AC) and Kyurem can prey on Palossand's lower Special Defense and threaten it out with a potential OHKO move. (an ohko move is an entirely different thing thats banned)

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/drizzle.313217/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
stamp.gif
 
1/1 GP Team done
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Palossand's main value is to provide some some sort of an answer to prevalent physical wallbreakers in the meta metagame. Its Ghost (space)/ (space) Ground typing provides it some value as a cheap spinblocker and gives it useful immunities to Electric and Fighting (RC); (ASC) and it also has reliable recovery and Stealth Rock to provide some sort of utility, but this is the extent of Palossand's good qualities. It fails to provide any offensive pressure due to its pitiful Speed and underwhelming offensive stats, and it can't really disrupt foes very well with its lack of access to powerful tools such as Will-O-Wisp or and Thunder Wave that could provide valuable support to a team, so it ends up becoming a momentum sink that foes can exploit easily with setup.


[strategy comments]
Common Roles
========
**Wall**: With its solid defenses and reliable recovery, Palossand can become hard to remove especially if it's attacked on the hit by physical side attacks. It can be a good switch-in to its more offensive teammates that can, (AC) in the worst cases case, sacrifice itself to bring them in safely (RC) as well as use its near-unresisted STAB moves and coverage to chip down foes. ('it can be a good switch-in to teammates' doesn't make sense because a switch-in is something that switches into an opposing pokemon. Are you saying 'it can be a good switch-in to strong attacks that its offensive teammates can't take'?)

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Earth Power, Scorching Sands

**Setup Moves**: Iron Defense

**Utility Moves**: Stealth Rock, Shore Up

**Coverage**: Giga Drain, Energy Ball, Flash Cannon, Psychic, Sludge Bomb

Niche Moves
========
**Hypnosis**: Palossand can use Hypnosis in a pinch to try and to put a foe to sleep to shift momentum back to its favour favor.

Common Items
========
**Rocky Helmet**: Wielding Rocky Helmet allows Palossand to deal chip damage to foes that rely on physical contact (RC) as well as punish Flip Turn or and U-turn users.

**Leftovers**: With reliable entry hazard removal on its team, Leftovers provides Palossand with some more recovery tools alongside Shore Up to maintain its presence on the field.

Niche Items
========
**Heavy-Duty Boots**: Toxic Spikes and Spikes greatly hinder Palossand's walling capabilities, so Heavy-Duty Boots allow allows it to bypass this issue and give gives it more opportunities to switch in.

**Resistance Berries**: Colbur Berry allows Palossand to take attacks such as Knock Off more reliably, especially in a meta metagame where Dark-types are prevalent.

**Red Card**: Red Card can provide Palossand a one time one-time option to phaze a dangerous foe and put them in a disadvantageous position.

**Mental Herb**: Palossand's low Speed makes it vulnerable to disruption moves such as Taunt and Encore. Mental Herb can allow it to bypass this issue, guaranteeing it an opportunity to setup set up Stealth Rock.

**Eject Button**: Eject Button gives Palossand a one-time pivot to a teammate to keep up momentum. This also has the positive effect of reducing damage from future Knock Off attacks.

Tera
========
Palossand doesn't benefit too much from terastalization Terastallization, as its base typing is already sufficient to fulfil fulfill its role as a tank and spin blocker spinblocker. If it is made into a Tera Captain, Tera Dragon flips its Water- and Grass-type weakness weaknesses into a resistance resistances, whilst while (whilst is british english and shouldn't be used) Tera Poison or and Steel can make it immune to Poison, further bolstering its defensive capabilities.

Draft Strategy
========
Palossand can find its way onto a team if a draft lacks a sufficient teammate to take on the many strong physical attackers in the meta metagame, as well as providing one more option for entry hazard setting. It's generally good at this one role and can occasionally see use if it has the right teammates to support it.

**Entry-HazardEntry Hazard Setters**: Palossand's Ghost-typing Ghost typing is greatly appreciated by Pokemon such as Hisuian Samurott, Deoxys-S, (AC) and Great Tusk, all whom of which can set up entry-hazards entry hazards reliably, which Palossand can prevent being rid off the field removed by opposing users of Rapid Spin.

**Specially Defensive Teammates**: With its weaker Special Defense stat, Palossand enjoys having teammates to take on opposing special wallbreakers. Pokemon such as Primarina, Tinkaton, (AC) and Hatterene are good examples.

Checks and Counters
========
**Dark-types**: Palossand struggles to deal with the plethora of Dark-types in the meta metagame such as Zarude, Darkrai, (AC) and Greninja, all of which can either KO Palossand outright or use it as setup fodder.

**Disruption**: Taunt and Encore slow down Palossand quite a bit, which can lead it to getting worn down without being able to recover. Additionally, being tricked a Choice-item Choice item heavily ruins its walling capabilities.

**Special Attackers**: Pokemon such as Chi-Yu, Iron Bundle, (AC) and Kyurem can prey on Palossand's lower Special Defense and threaten it out with a potential OHKO move. (an ohko move is an entirely different thing thats banned)

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/drizzle.313217/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
View attachment 716053
implemented ty. Sandcastle has been built (done)
 
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