[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.
* 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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