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UU Salazzle

Hilomilo

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[OVERVIEW]

* Salazzle possesses a high Special Attack stat and fantastic Speed tier, the latter of which allows it to outpace important threats like Cobalion, Raikou, and Latias, and together, gives it a niche over other Fire-types as a fast and powerful revenge killer.
* Salazzle's access to Nasty Plot and excellent STAB coverage also allows it to sweep late-game once its checks have been removed.
* Unfortunately, Salazzle is extremely frail and will often take heavy damage from powerful neutral hits and faint to super effective hits.
* Salazzle also has an extremely barren movepool outside of its STAB attacks, which prevents it from being able to hit Pokemon such as Mega Aerodactyl and Zygarde-10% for notable damage.
* Despite its good Speed, Salazzle is still outsped and heavily pressured by common threats like a boosted Mega Sharpedo and Mega Aerodactyl.
* Salazzle's frailty often makes it hard for it to find setup opportunities.
* As a result of its frailty, movepool, and reliance on setting up, Salazzle faces competition from other wallbreakers such as Volcanion, Gengar, and Infernape.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Sludge Wave
move 4: Hidden Power Grass / Dragon Pulse
item: Life Orb / Firium Z
ability: Oblivious
nature: Timid
evs: 4 HP / 252 Spa / 252 Spe

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

* Nasty Plot is mandatory for boosting Salazzle's Special Attack and giving its attacks immense power.
* Fire Blast is Salazzle's strongest STAB attack and is capable of 2HKOing some of the tier's bulkiest threats in Mew and Reuniclus after a Nasty Plot boost.
* When Salazzle is holding a Firium Z, it has access to a one-time use of the move Inferno Overdrive, which has 185 Base Power and is capable of weakening even Blissey or foes that resist the move like Swampert. Common defensive Pokemon such as Empoleon, Mew and Quagsire are also heavily damaged by a +2 Inferno Overdrive.
* Sludge Wave is good STAB coverage alongside Fire Blast and is useful for hitting Pokemon resistant to Fire Blast such as Hydreigon and Latias, and has a chance to OHKO the former and 2HKO the latter at +2.
* Hidden Power Grass allows Salazzle to hit Swampert and Gastrodon for super effective damage, OHKOing both after a boost.
* Dragon Pulse is an option for Salazzle to hit Dragon-types like Zygarde-10% and Latias.
* Taunt is a decent option that allows Salazzle to prevent Blissey from recovering, but usually isn't as useful as Salazzle's other coverage due to its otherwise limited use.

Set Details
========

* Life Orb is the preferred item, as it allows Salazzle to gain an important boost in power and break past bulkier threats more easily.
* Firium Z is an option over Life Orb that gives Salazzle the ability to use Inferno Overdrive and KO Swampert if it tries switching in, as well as hit other walls for good damage.
* Maximum investment in Speed along with a Timid nature allow Salazzle to hit 366 Speed and outpace common threats such as Raikou, Gengar, and Latias.
* Maximum EVs in Special Attack allow Salazzle to hit as hard as possible.
* Oblivious is the preferred ability, as it prevents Salazzle from being hit with Taunt.

Usage Tips
========

* Salazzle is best used as an early-game wallbreaker that can punch holes in teams and weaken its teammates' checks.
* Due to Salazzle's extreme frailty, it is best that Choice Scarf users are scouted out, as common users of the item in Hydreigon and Krookodile can take advantage of Salazzle's poor bulk to overpower and OHKO it, thus preventing it from breaking through its teammates' checks.
* Priority users such as Bisharp and Entei can cause big problems for Salazzle. As a result, it is best that Pokemon with strong priority are removed before Salazzle attempts wallbreaking.
* Salazzle's poor bulk means that it should not be switching into even resisted hits, as it will still take a considerable amount of damage.
* Salazzle must capitalize on setup opportunities that present themselves in order to be successful. Good examples of when Salazzle can set up are against Pokemon that it can force out such as Clefable and Klefki. Encore can be used to lock foes that Salazzle outspeeds into status moves such as Will-O-Wisp and Toxic in order to provide itself with an opportunity to set up.
* 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
========

* Raikou, Starmie, and Primarina are all examples of Pokemon that appreciate Salazzle's ability to break past their checks, and they can also help deal with Ground-, Rock-, and Water-type Pokemon in return.
* Pokemon like Infernape, Conkeldurr, and Alakazam are all capable of taking care of Blissey and bulky Ground- and Water-types, all of which are common answers to Salazzle.
* Entry hazard support from the likes of Mew, Forretress, (AC) and Nidoqueen is helpful, as it breaks Focus Sash and makes it easier for Salazzle to eliminate its foes.
* Entry hazard removers such as Starmie and Togekiss are also very helpful to Salazzle, as they alleviate its Stealth Rock weakness and increase its longevity.
* Ground-type checks such as Latias and Mandibuzz are capable of switching into and threatening Ground-types such as Krookodile and Hippowdon that Salazzle hates dealing with.

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

* 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, 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 to Life Orb or Firium Z due to the loss of power and Salazzle's hatred of being locked into one move.
* Focus Sash guarantees a setup opportunity, but leaves Salazzle with a noticeable lack of power behind its attacks.

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

**Ground-types**: Although they can't directly switch into Fire Blast, 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.

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Blissey, Mantine, and Alomomola are all capable of tanking multiple hits and either KOing Salazzle with Scald in the latter two's case, or crippling it with status in the case of the former.

**Faster Pokemon**: Salazzle's abysmal bulk means that Pokemon that outspeed it such as Mega Aerodactyl, Choice Scarf Krookodile, and Crobat are all capable of KOing it. Additionally, the former two can pressure Salazzle by Pursuit-trapping it.

**Strong Priority**: Strong priority from the likes of Entei, Bisharp, and Mega Absol can either weaken or OHKO Salazzle due to its poor bulk. Mega Absol is particularly troublesome due to its ability to pressure Salazzle with both priority and Pursuit.

**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. In addition, common carriers of Thunder Wave such as Klefki and Togekiss are usually otherwise safe for Salazzle to switch into.
 
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Intro: Remove the line about the ability, doesn't really add anything and takes up space. Change powerful neutral hits to moderate neutral hits. Add a line that its typing lets it naturally soft check a few things like Scizor and Clefable, despite its frailty. You can also remove the second to last line. Also change the last line in the intro to "As a result of its frailty, movepool, and reliance on setting up, Salazzle faces competition from other wallbreakers such as Alakazam, Gengar, and Infernape."

Moves: I don't think HP Electric is worth it at all considering that it only hits Mantine and doesn't KO Aerodactyl on the switch or anything. Replace that with Dragon Pulse which at least guarantees the OHKO on Latias at +2 and OHKOes Zygarde too. You can remove Encore entirely (put it in OO) as I don't think it would be good in practice, but do mention Taunt which at least stops Blissey from recovering up and leaves it weak enough for other special attacking teammates (Don't slash Taunt in the last moveslot, just mention it in Moves. Last moveslot is HP Grass / Dragon Pulse).

Set Details: Briefly mention Oblivious here, though it basically is restricted to not being Encored by Whimsicott, the counter.

Usage Tips: I actually think Salazzle is better used early-game that late game since it's more of a wallbreaker than a sweeper. Your opponent is likely to have /something/, whether it's Aerodactyl, Zam, priority, Blissey, etc that's gonna be able to check it. Rather, it should be sent out early game and used to blow through Ground-types and such with +2 Life Orb Fire Blast / Inferno Overdrive to help out a teammate. So edit the first three bullets to reflect that. Remove the Encore line from here since it's removed from the set.

Team Options: Edit the first two lines to reflect what I said in the last section - teammates take advantage of Salazzle's wallbreaking (although in some cases like with Raikou it can be either way). Edit the last line to say "...are all capable of checking bulky Ground- and Water-types, which Salazzle struggles with."

OO: For Specs, say that it's ok but requires a lot more prediction and support than Nasty Plot rather than the "locked into moves and free turns" part. Remove the second bullet. 3rd line: replace Taunt with Encore. I'd remove the Air Balloon thing too, since Gliscor, Swampert, Krookodile, and Zygarde can also hurt Salazzle outside their Ground-moves (Air Balloon Salazzle sounds like a sick Nido counter though!).

Checks & Counters: just say "tanking a hit and KOing Salazzle" for special walls. The rest looks good!

Post here when you've implemented these changes and I'll give it a final lookover.

edit: 1/3, nice work!
 
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I would just give entry hazards and Thunder Wave sections in C&C considering the former really cuts down on Salazzle's longevity and ability to sweep / wallbreak while the latter makes it extremely easy to revenge kill and can come off of stuff it would preferably switch into like Klefki and Clefable. In C&C for the Faster Pokemon section I would definitely mention how Aerodactyl and Scarf Krook can also Pursuit trap Salazzle. A bit of the same for Mega Absol in the priority section.

3/3 after.
 
* Firium Z is an option over Life Orb that gives Salazzle the ability to use Inferno Overdrive while forgoing Hidden Power Grass, as this alongside Fire Blast will be able to KO Swampert if it tries switching in.
Just wanna note that this bit should be included, or Firium Z would look pretty pointless. In fact, you should probably list more targets for (+2) Inferno Overdrive instead of just the one you have, such as Empoleon, Mandibuzz, and Mew, so that it doesn't look so obsolete to HP Grass in comparison. Considering +2 LO Fire Blast already OHKOes Hippowdon and Gliscor while +2 LO Sludge Wave always OHKOes Keldeo and Mega Blastoise, there needs to be waaaay more incentive to ever choose Firium Z, which honestly raises my doubts on whether it's even slashworthy. Hilomilo
 
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[OVERVIEW]

* Salazzle's possesses a high Special Attack stat and fantastic Speed tier, the latter of which allows it to outpace important big metagame threats like in Cobalion, Raikou, (AC) and Latias more, and together, gives it a niche over other Fire-types as a fast and powerful revenge killer.
* Salazzle's access to Nasty Plot and excellent STAB coverage also allows it to sweep late-game once when its checks have been removed.
* Unfortunately, Salazzle is extremely frail and as a result will often take heavy damage from powerful neutral hits and, (RC) as well as almost always faint to super effective hits.
* Salazzle also has an extremely barren movepool outside of its STAB attacks, which prevents it from being able to hit Pokemon such as Mega Aerodactyl and Zygarde-10% for notable damage.
* Despite its good Speed, Salazzle is still outsped and heavily pressured by common threats like a in boosted Mega Sharpedo and Mega Aerodactyl.
* Salazzle's frailty often makes it hard for it to find setup opportunities.
* As a result of its frailty, movepool, and reliance on setting up, Salazzle faces competition from other wallbreakers such as Volcanion, Gengar, and Infernape.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Sludge Wave
move 4: Hidden Power Grass / Dragon Pulse
item: Life Orb / Firium Z
ability: Oblivious
nature: Timid
evs: 4 HP / 252 Spa / 252 Spe

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

* Nasty Plot is mandatory for boosting Salazzle's Special Attack and giving its attacks immense power.
* Fire Blast is Salazzle's strongest STAB attack and when boosted, is capable of 2HKOing some of the tier's bulkiest threats in Mew and Reuniclus after a Nasty Plot boost.
* When Salazzle is holding a Firium Z, it has access to is able to use it to receive a one-time use of the move Inferno Overdrive, which has 185 Base Power and is capable of weakening even bulkier threats in Blissey or foes that resist the move like Swampert. Common defensive Pokemon such as Other Pokemon hit quite hard include Empoleon, Mew and Quagsire are also heavily damaged by a +2 Inferno Overdrive.
* Sludge Wave is good STAB coverage alongside Fire Blast and is useful for hitting Pokemon resistant to Fire Blast, (RC) such as Hydreigon and Latias, for good damage, with and has a chance to OHKO the former and 2HKOing the latter at +2 when boosted.
* Hidden Power Grass allows Salazzle to hit Swampert and Gastrodon for super effective damage, OHKOing both after a boost when boosted.
* Dragon Pulse is an option for Salazzle to hit both Zygarde 10% and Latias, two Pokemon that would otherwise wall it, for OHKOs. (Doesn't Latias already get mauled by a +2 Sludge Wave? and Zygarde-10% gets blown back by +2 Inferno Overdrive?)
* Taunt is a decent option that allows Salazzle to abuse its Speed to prevent Blissey from recovering, but usually isn't as useful as Salazzle's other coverage due to its otherwise limited use.

Set Details
========

* Life Orb is the preferred item, as it allows Salazzle to gain an important boost in power and break past bulkier threats more easily easier.
* Firium Z is an option over Life Orb that gives Salazzle the ability to use Inferno Overdrive, (RC) as this alongside Fire Blast will be able to and KO Swampert if it tries switching in.
* Maximum investment EVs invested in Speed along with a Timid nature allow Salazzle to hit 366 Speed and outpace common threats such as in Raikou, Celebi, (RC) (Salazzle outspeeds base 100s even with a neutral nature) Gengar, (AC) and Latias.
* Maximum EVs in Special Attack allow Salazzle to hit as hard as possible with a Special Attack neutral nature.
* Oblivious is the preferred ability, as it allows Salazzle to prevents Salazzle from being locked into a setup moved or being kept from setting up Nasty Plot at all.

Usage Tips
========

* Salazzle is best used as an early-game wallbreaker that can punch holes in teams and weaken its teammates' checks.
* Due to Salazzle's extreme frailty, it is best that Choice Scarf users are scouted out, as common users of the item in Hydreigon and Krookodile can will be able to take advantage of Salazzle's poor bulk to overpower and OHKO it, thus preventing it from breaking through its teammates' checks.
* Priority users such as Bisharp and Entei can cause big problems for Salazzle. As a result, it is best that Pokemon with strong priority are also removed before Salazzle attempts wallbreaking.
* Salazzle's poor bulk means that it should not be almost never try switching into even resisted hits, as it will still take an undesirable considerable amount of damage from most hits.
* Salazzle must capitalize on the setup opportunities that present themselves in order to be successful it is able to find as well as look for them. Good examples of when Salazzle can set up are against Pokemon that it can force out either threatens or can't be hurt too much by, (RC) such as Clefable and Klefki. If running Encore, (RC) Salazzle can be used to also lock foes that it outspeeds into status moves such as Will-O-Wisp and Toxic in order to provide itself with an opportunity to set up.
* 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
========

* Raikou, Starmie, (AC) and Primarina are all examples of Pokemon that appreciate Salazzle's ability to break past their checks, and they can also help deal with Ground-, Rock-, (AC) and Water-type Pokemon in return.
* Pokemon like Infernape, Conkeldurr, (AC) and Alakazam are all capable of taking care of Blissey and bulky Ground- and Water-types, all of which are common answers to struggles for Salazzle.
* Entry hazard support from the likes of Mew, Forretress, (AC) and Nidoqueen is helpful, as it breaks Focus Sash and makes it easier for allows Salazzle to eliminate break past its foes to more success.
* Entry hazard removers such as Starmie and Togekiss are also very helpful to Salazzle, as they alleviate its Stealth Rock weakness and increase its longevity.
* Ground-type checks such as Latias, Mandibuzz, (AC) and Celebi are all capable of switching into and threatening Ground-types such as Krookodile and Hippowdon that Salazzle hates dealing with. (Celebi can't really switch into Krookodile because of its Dark STAB)

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

* A Choice Specs set with the moves Fire Blast, Sludge Wave, Hidden Power, (AC) and Dragon Pulse is an option to hit hard without the need to set up; however, for immediately boosting the power of Salazzle's attacks, though this usually isn't preferred over Nasty Plot, as Salazzle requires more prediction and support.
* Salazzle can use its Corrosion ability alongside with the move Toxic to cripple even Poison- and Steel-types all foes with bad poison, but though this isn't preferred due to Salazzle's poor bulk and the loss of either Encore or Hidden Power coverage.
* Salazzle has access to useful utility options in Fake Out, Knock Off, Will-O-Wisp, Disable, and particularly Encore, but Salazzle usually can't put these moves to full use due to its poor bulk and the need for additional coverage.
* Choice Scarf can be used to outspeed aide Salazzle in outpacing the entire unboosted metagame, but it is usually inferior to Life Orb or Firium Z due to the loss of power and Salazzle's hatred of being locked into one moves.
* Focus Sash guarantees a setup opportunity, but leaves Salazzle with a noticeable lack of power behind its attacks.

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

**Ground-types**: Although they can't directly switch into Fire Blast, Ground-types such as Hippowdon, Nidoqueen, (AC) and Krookodile are all capable of threatening Salazzle out with their super effective STAB attacks, (RC) which are 4x super effective and guarantee an OHKO. Zygarde-10% in particular resists both of Salazzle's STAB moves attacks and can threaten it out with Thousand Arrows.

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Blissey, Mantine, (AC) and Alomomola are all capable of tanking multiple hits and either KOing Salazzle with Scald in the latter two's case, or crippling it with status in the case of the former.

**Faster Pokemon**: Salazzle's abysmal bulk means that Pokemon that outspeed it, (RC) such as Mega Aerodactyl, Choice Scarf Krookodile, and Crobat are all capable of KOing it as soon as they come into play. Additionally, the former two can pressure Salazzle by with Pursuit-trapping it.

**Strong Priority**: Strong priority from the likes of Entei, Bisharp, (AC) and Mega Absol can either weaken or flat out OHKO Salazzle due to its poor bulk. Mega Absol is particularly troublesome due to its ability to pressure Salazzle with both priority and Pursuit.

**Entry Hazards**: Salazzle doesn't take too kindly to any form of entry hazards with the exception of Toxic Spikes, as they will all will either 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. In addition, What's worse is that common carriers of Thunder Wave, (RC) such as Klefki and Togekiss, (RC) are usually otherwise safe for Salazzle otherwise easy to switch into for Salazzle, which decreases its amount of reliable switch-in opportunities.
1/1
 
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Also want to point out that I still see absolutely zero merit to Firium Z should be run with the reason (not even reasons) you stated. KO Swampert on the switch (doesn't even state +2 or not, or whether it's a 2HKO with +0 Inferno + Fire Blast, aka zero context & poorly explained) when HP Grass is first slash? What even is the point?
 
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