Sandslash (OU) [QC 2/2] [GP 0/2]


[OVERVIEW]
Sandslash is often overlooked in RBY OU, but it realizes a dangerous niche with its unique combination of typing, movepool, and speed tier. After a Swords Dance, Sandslash threatens a 2HKO on every Pokemon in the tier, and at base 65 Speed, it is just fast enough to outpace many crucial threats, including Rhydon, Chansey, and Exeggutor. Sandslash is unique among Ground-types in that it uses its entry points to sweep as opposed to pivoting. Offensively, its lower Attack stat is somewhat compensated by its vastly superior Speed tier and access to Swords Dance, while defensively its lack of a secondary typing allows it to beat Rhydon and Golem one-on-one by virtue of an Earthquake neutrality. As a Swords Dance user, the ability to beat Rhydon, Electric-type immunity, and consistent STAB Earthquake make up for its lower offensive stats. In particular, the Thunder Wave immunity provides both a consistent entry point for sweeping as well as a safeguard against sweep ending paralysis, a weakness which plagues all other viable Swords Dances users including Kabutops, Pinsir, and Kingler.
Its biggest shortcoming lies in its defensive profile, as the lack of a Normal resistance and susceptibility to Body Slam paralysis make it a subpar choice as a pure physical tank, unlike Rhydon and Golem. A mediocre Speed stat coupled with low Special and a plethora of weaknesses leaves it helpless against a number of opponents, most notably the excellent Starmie, who can in turn harry it in all stages of a battle. Additionally, its Attack stat, while respectable, is the lowest of the viable Swords Dancers, and as such it misses out on the crucial OHKO on Chansey from full. Even its lack of a resistance to the Normal- and Flying-types is a significant hindrance, leaving it a shaky check to Zapdos and more vulnerable to niche physical attackers. Ultimately, a lack of pure defensive utility prevents Sandslash from being more effective in the tier, but with paralysis support and against slower teams it can be a very potent offensive weapon while functioning as an emergency check to the dangerous Ground- and Electric-types of the tier.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Body Slam / Rock Slide / Substitute / Submission
move 4: Hyper Beam

[SET COMMENTS]
Set Description
=========
Swords Dance is obligatory, as it boosts Sandslash’s solid Attack to dangerous levels and compensates for its lower initial damage output. Earthquake is another must have, providing great neutral coverage and heavily chunking the majority of the metagame thanks to its meaty Attack stat and STAB boost. After these two essentials, Sandslash has quite a few options to consider. With Body Slam and Hyper Beam, Sandslash has the best odds to 2HKO Exeggutor at +2 —one of its most valuable advantages over Rhydon and Golem— while still maintaining a 2HKO on Zapdos. Body Slam also allows Sandslash to fish for paralysis on its common switch-ins, which can help it or Tauros sweep late game. Alternatively, Rock Slide can slot in over Body Slam, but it’s important to note that neutral STAB Earthquake, non-STAB Hyper Beam, and Super Effective non-STAB Rock Slide all do roughly the same amount of damage, meaning Rock Slide only out-damages Earthquake against Bug- and Flying-types. Despite its poor accuracy, Submission allows Sandslash to secure an OHKO on Tauros at +4 as well as occasionally OHKO Chansey at +2 and Snorlax at +4, making it a valuable option to consider, as Tauros often spells the end of Sandslash sweep. Additionally, Substitute can be used over a coverage move, as it can afford Sandslash a free turn against a paralyzed foe, though it can be difficult to set up and does not block status moves other than Toxic. Substitute further amplifies Sandslash's unique ability among Swords Dance users to defeat Zapdos, as Drill Peck only breaks the Sub ~30% of the time, allowing Sandslash to safely set up in some circumstances and effectively sweep after winning the one-on-one.

Sandslash can effectively counter most Rock- and Electric-types, but —with the exception of Jolteon— doing so will usually prevent it from sweeping late game. It is therefore necessary to determine whether a trade or the potential for a sweep is more valuable. Its offensive nature makes it averse to taking damage, so it is best brought in on Thunder Wave, trapping pivots, or double-switches as opposed to directly into attacks. Sandslash greatly benefits from being hidden until late-game when it is in a position to sweep. If Sandslash is forced onto the field before a sweep is likely, it is generally advisable to lead with Body Slam to chip and potentially paralyze its checks, as using Swords Dance is rarely useful before the opponent's team has been fully scouted. When saved until the late-game, Sandslash can greatly benefit from an opportunity to boost to +4 , which allows it's Earthquake to secure OHKOs on Chansey and Starmie and OHKO Tauros a majority of the time. Additionally, +4 Hyper Beam OHKO's Zapdos ~60% of the time and Exeggutor ~40% of the time, limiting their ability to impede a Sandslash sweep. Be aware that this strategy can be unreliable, as critical hits ignore stat boosts, and add an additional 12.7% chance for these OHKO's to fall short in addition to Hyper Beam accuracy.

Sandslash is at its most dangerous with paralysis support, and it has good synergy with many paralysis spreaders, including Zapdos, Starmie, Snorlax and Chansey. The offensive prowess of Zapdos and Starmie in particular often force paralysis on the opponent, either neutralizing foes like Jynx, Alakazam, and opposing Starmie or providing setup opportunities against slower opponents like Chansey, Snorlax and Exeggutor. which is the ideal entry point for Sandslash. In return, Sandslash can set up and threaten the slow Special tanks that limit them offensively while also effectively checking the Rock- and Electric- types that threaten them if a Sandslash sweep seems infeasible. Its reduced physical tanking capabilities and weakness to Ice- type moves make Cloyster an ideal defensive partner, while Sandslash feasts on the Thunderbolts Cloyster draws. Additionally, Sandslash shares many switch-ins with Tauros, including Cloyster, Exeggutor, Slowbro, Snorlax and Starmie, so Sandslash often clears the way for a Tauros endgame even if it cannot sweep. Lastly, Sandslash is prone to being crippled by Body Slam paralysis, so Reflect Snorlax can also be an effective partner to ease some of the physical tanking responsibility despite lower immediate physical bulk. In turn, Sandslash threatens an immediate OHKO on Gengar, and heavily pressures the Rhydon and Golem that can give mono-Normal Snorlax issues. Snorlax is also invaluable in its ability to lure, pressure and paralyze Cloyster throughout the course of a match, which is essential to the success of Sandslash.


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

Sandslash has a surprisingly useful movepool, but all of the legitimate options have already been discussed. In theory, Rest could allow Sandslash to shrug off status and check physical attackers consistently, but in practice its vulnerable typing and low Speed render it dead weight when asleep. If a more hit-and run approach is favored, or if one desires Sandslash to pressure Reflect users without setup, Slash can be used, but in these roles it is generally outclassed by Kabutops. It is also important to keep in mind Generation 1 critical hits ignore stat boosts, so Body Slam will out-damage Slash at +2. Seismic Toss deals a consistent 100 damage, but it is far outclassed by both Slash and Body Slam even before a Swords Dance boost and therefore should never be considered on any serious set. Toxic has limited utility and far better users, but it can be occasionally useful to discourage partial-trapping shenanigans or force out Reflect users. Sandslash can drop Swords Dance and run a set with some combination of its other moves in a more traditional physical tank role, but such a set would be significantly outclassed by Rhydon, Kabutops, or even Snorlax. Lastly, Sand Attack could be used to fish for misses and increase setup opportunities, but it is a very inconsistent gimmick, negated completely by switching out, and occupies a vital moveslot.

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

**Ice-types**: The prevalence of Blizzard means that all OU Ice types can easily OHKO Sandslash. Cloyster is particularly threatening, as it outspeeds and utilizes its massive physical bulk to turn Sandslash into momentum, though with accuracy factored in, Blizzard only has ~ 60% chance to OHKO from full. Lapras has less physical bulk and is outsped, but it can comfortably survive a +2 hit and guarantee an OHKO with Blizzard. Articuno and Jynx fold to boosted Rock Slide and Earthquake respectively, but outspeed, allowing them to safely revenge kill Sandslash no matter how many Swords Dances it has, provided they aren't statused. While Lapras can simply be worn down into +2 Earthquake range, Cloyster is a much greater threat that may require specific counter measures to effectively clear the way for a Sandslash sweep. Thankfully, Cloyster is used as a check to many threats, and can be effectively lured by teammates including Thunderbolt Tauros and Self-Destruct Snorlax.

**Starmie**: Although it requires the rare Hydro Pump to OHKO Sandlash without a critical hit, Starmie is nonetheless the most common impediment to a Sandslash sweep. Great Speed, high Special, and a resistance to being worn down all help Starmie check Sandslash consistently. It can have some difficulty switching in though, as it detests being paralyzed by Body Slam, and takes a solid chunk from Earthquake. Starmie also takes upwards of 74% from a boosted Earthquake, meaning Sandslash can often power through if Starmie is worn down and/or paralyzed.

**Tauros**: While Starmie tends to force Sandslash out early and mid-game, Tauros tends to stop Sandslash dead in its tracks late game by 2HKOing with Blizzard. Being revenge killed by Tauros is one of the biggest factors holding Sandslash back, but considering a +2 Earthquake takes >60% from the bull, it often allows your own Tauros to easily win the vital mirror matchup. Oddball sets lacking Blizzard have a more difficult time, as Sandslash can sometimes survive two Body Slams into Hyper Beam. If Sandslash has the opportunity to boost to +4 Attack, it has good odds to OHKO Tauros with Earthquake or Submission provided it is able to retaliate, a feat that can often be game-deciding.

**Grass-types**: Although its improved matchup against Exeggutor is a major advantage of Sandslash over other Ground-types, overall it is far from guaranteed to beat the Egg one-on-one thanks to Hyper Beam accuracy, Status, and possible Mega Drain recovery. Even in the best-case scenario, Sandslash eliminating a fully healthy Exeggutor will often cripple its ability to sweep by knocking it into range of Tauros's Blizzard or Hyper Beam, not to mention the possibility of Stun Spore. Instead, the Sandslash user is best off wearing down Exeggutor over the course of the match and only fully committing once Exeggutor is in +2 Hyper Beam range or crippled with status. In a pinch, +2 Body Slam into Hyper Beam will KO Exeggutor 84% of the time assuming both moves connect, while Rock Slide or Earthquake drop the odds to ~45% without the possibility of paralysis. If Exeggutor manages to switch into an unboosted Sandslash without taking heavy damage, the matchup shifts dramatically in Exeggutor's favor. Explosion and Mega Drain can also allow the Exeggutor to force a direct trade. The dynamic with the other Grass-types of the tier is not nearly as complex: Sandslash is completely vulnerable to the Razor Leaf users, being outsped and usually OHKO’d while failing to OHKO either Victreebel or Venusaur at +2, though neither enjoys switching in considering their neutrality to Earthquake and dislike of paralysis.

**Fast Special Attackers**: Alakazam can easily revenge kill weakened Sandslash, halting a sweep. Its prevalance in the lead matchup means it is often paralyzed, allowing Sandslash to eliminate it risk free when set up. Jynx can be considered in this category as well, as it is rarely seen outside the lead matchup and as a result is similarly often paralyzed or asleep. While both of these pokemon can revenge kill Sandslash, both are always OHKO'd by +2 Earthquake or Hyper Beam, so they do not pose a threat if they cannot move first, and can even be used as risky setup opportunities late-game if they are paralyzed, especially in conjunction with Substitute.

**Flying-types**: Sandslash is a shaky counter to Zapdos for a number of reasons. First and foremost, Zapdos has great physical bulk and an immunity to Earthquake that allows it to avoid a 2HKO from neutral Sandslash. Additionally, Sandslash's subpar defensive typing leaves it without a resistance to Drill Peck, making it significantly more vulnerable switching in as well as after setting up. The match-up gets even worse with the other legendary birds, as Moltres threatens a burn and 2HKO with Fire Blast, while Articuno OHKO's Sandslash with just Ice Beam. Additionally, the matchup with Dragonite is probably Sandslash's weakest overall as it has low odds to 2HKO at +2 without the inferior Rock Slide while being susceptible to Wrap and easily 2HKO’d by Surf or Blizzard. Even niche Flying-types such as Dodrio and Gyarados can give Sandslash quite a bit of trouble. Rock Slide can substantially improve Sandslash's ability to threaten these Pokemon, especially Moltres and Articuno, but this leaves it with a significantly reduced ability to beat Exeggutor, as well as an inability to paralyze its checks as they switch in.

**Paralysis**: An immunity to the ubiquitous Thunder Wave is a blessing that helps elevate Sandslash into a legitimate niche, but it is still vulnerable to Body Slam paralysis as well as Exeggutor's Stun Spore, both of which cripple its effectiveness. Swords Dance can somewhat compensate for this if the opponent is also paralyzed, as boosting a stat will reapply drops to the opponent, rendering them slower. That being said, losing its Speed tier is a death sentence with such a vulnerability to Special attacks, especially considering the prevalence of Ice Beam and Blizzard on slow Pokemon like Chansey, Lapras, and even Snorlax. Even independent of the speed drop, having turns interrupted by Paralysis is particularly devastating for a sweeper, preventing it from setting up or attacking when offense is often its best defense.

[CREDITS]
- Written by: [[Gen1UUFan, 477337]]
- Quality checked by: [[Amaranth, 265630], [Plague von Karma, 236353], [FriendOfMrGolem120, 424525], [Zokuru, 263906]]
- Grammar checked by: [[, ], [, ]]
 
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Plague von Karma

Banned deucer.
I'm not able to fully comment on this right now but I really really want to get this out the way.
Whatever your preferences for the last two moves, here are some important calcs to keep in mind:
+2 Sandslash Rock Slide vs. Exeggutor: 120-142 (30.5 - 36.1%) -- 50.6% chance to 3HKO
+2 Sandslash Body Slam vs. Exeggutor: 136-160 (34.6 - 40.7%) -- guaranteed 3HKO
+2 Sandslash Hyper Beam vs. Exeggutor: 239-282 (60.8 - 71.7%) – 23.1% chance to KO after minimum roll Rock Slide, 60% chance to KO after minimum roll Body Slam

+2 Sandslash Rock Slide vs. Zapdos: 241-284 (62.9 - 74.1%) -- guaranteed 2HKO
+2 Sandslash Body Slam vs. Zapdos: 136-160 (35.5 - 41.7%) -- guaranteed 3HKO
+2 Sandslash Hyper Beam vs. Zapdos: 239-282 (62.4 - 73.6%) – 82% chance to KO after a minimum roll Body Slam

+2 Sandslash Rock Slide vs. Dragonite: 224-264 (58.1 - 68.5%) -- guaranteed 2HKO
+2 Sandslash Body Slam vs. Dragonite: 126-149 (32.7 - 38.7%) -- 99.6% chance to 3HKO
+2 Sandslash Hyper Beam vs. Dragonite: 222-262 (57.6 - 68%) – 8% chance to KO after min roll Body Slam
It's been a hot minute since listing raw calcs has been a thing, I would recommend compressing these into simple sentences. More often than not, it's more effective. This will allow you to do two things: cut down on character count while delivering the same thing, while also contextualising the setting in which you use those calcs. Something like "+2 Rock Slide 2HKOes Dragonite" is much better than a calc.

If you need examples of this in practice, the Kingler and Pinsir analyses are quite good at compressing this kind of information.
 

Amaranth

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while defensively its lack of a secondary typing allows it to beat Rhydon and Golem 1v1 as well as survive more special hits.
the 'survive more special hits' part should probably be cut - razor leafs ohkos you anyway and the only other thing is what, surf starmie? the biggest thing about the pure ground type is being neutral to EQ, I'd say you can stop there in the overview

Whatever your preferences for the last two moves, here are some important calcs to keep in mind:
The big list of calcs is not something you ever slap in analyses. You can mention important rolls earlier on (eg. the one on Exeggutor when you talk about Hyper Beam) but don't drop the whole list and don't copypaste straight from calc, it breaks the flow of the paragraph.

I'm also unconvinced about slashing Rock Slide over Hyper Beam, dealing with Eggy seems pretty bad with no Hyper Beam and no Slash. Consider making slot 3 just Body Slam / Rock Slide and slot 4 just Hyper Beam / Slash, maybe? I've not used this mon extensively myself so maybe you can change my mind on this if you have arguments but yeah being toothless vs Egg does not look good at all

With Sandslash, it’s important to note that neutral STAB Earthquake, non-STAB Hyper Beam, and Super Effective non-STAB Rock Slide all do roughly the same amount of damage, meaning Rock Slide only out-damages Earthquake against Bug and Flying types.
likewise this can be merged in with the section where you mention rock slide for the first time


Flying Types: Sandslash is a shaky counter to Zapdos when accounting for Drill Peck damage and the high critical rate, while its matchup with Dragonite is probably its weakest overall, failing to 2HKO without Rock Slide, being susceptible to Wrap, and being easily 2HKO’d by Surf or Blizzard. Other niche flying types like Moltres, Dodrio, and Gyarados can also trouble it, though they are somewhat rare and all dislike facing Starmie.
This should mention Articuno in the 'niche flying types' list probably (it's already mentioned in the Ice-types but it also fits here). And I don't think the "all dislike facing Starmie" part is very important, probably just cut this sentence at 'they are somewhat rare'.
And small formatting things for all of checks and counters, put double asterisks before and after the categories, and always format it as Ice-type, Flying-type etc. So in the case of the quoted paragraph it's **Flying-types**: and then you proceed with the explanation, with similar fixes to be applied everywhere else.

Well written overall! Implement these things and I'll give you a check
 
Thanks for the input guys! I'll get to work right away. I was unsure about adding the calcs, they're really helpful but definitely makes sense why it's not a good idea to just throw them in there. And you are absolutely right about no Slash or Hyper Beam being very vulnerable to Exeggutor, so I changed the slashing for the moveslots.
Update: Just finished implementing the changes you suggested Amaranth.
 
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Amaranth

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Dedicated Tournament Hostis a Tournament Director Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Past SPL Champion
UPL Champion
Alternatively, Rock Slide can slot in over Body Slam to provide coverage for Flying type, but it’s important to note that neutral STAB Earthquake, non-STAB Hyper Beam, and Super Effective non-STAB Rock Slide all do roughly the same amount of damage, meaning Rock Slide only out-damages Earthquake against Bug and Flying types.
This still reads a little weird, you mention using it as coverage for Flying-types first and then you repeat it again after the explanation. I think you can just get rid of the repetition by removing the text I struck through, it flows more naturally that way. Also, the 'Bug- and Flying-types' thing I mentioned in checks and counters also applies here.

QC 1/2
 
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Plague von Karma

Banned deucer.
Heya, want to amQC this to help things along, as well as ease up GP's job later. Good work so far, I think this is one of the best analyses of OU Sandslash yet. This isn't official and you don't have to implement it, so take your time and choose what you want to pull from the check.

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Use this to help implement if needed.

Remember that all instances of "X type" should be hyphenated!


[OVERVIEW]
Sandslash is often overlooked in RBY OU, but it realizes a dangerous niche with (spacing) its unique combination of typing, movepool, and speed tier. (If we want to get really technical Marowak is similar but nobody uses that kekw, don't worry about it) After a Swords Dance, Sandslash threatens a 2HKO on every Pokemon in the tier, and at base 65 Speed, it is just fast enough to outpace many crucial threats, including Rhydon, Chansey, and Exeggutor. Like its fellow Ground-types, Sandslash can pivot into Electric-type (AH) attackers as well as predicted Thunder Waves (Fewer words, same message. You mention Thunder Wave immunity later on too if that's a concern) to wreak havoc. Offensively, its lower Attack stat is somewhat compensated by its vastly superior Speed tier and access to Swords Dance, while defensively its lack of a secondary typing allows it to beat Rhydon and Golem 1v1 one-on-one (GP hates this) by virtue of an Earthquake neutrality. As a Swords Dance user, the ability to beat Rhydon, immunity to Thunder Wave, and consistent STAB Earthquake make up for its lower offensive stats. (It may be worth directly comparing Sandslash to Kingler and Pinsir since they are the main SD competition yeah? It's not OHKOed by para which is its main draw, at least in my opinion)
(separating into individual paragraphs for +/-, we've been doing that a lot lately)
Its biggest shortcoming lies in its defensive profile, as the lack of a Normal resistance and susceptibility to Body Slam paralysis make it a subpar choice as a pure physical tank. Ultimately, a lack of pure defensive utility prevents Sandslash from being more effective in the tier, but with paralysis support and against slower teams it can be a very potent offensive weapon while keeping dangerous Ground- and Electric-types in check.

Things I would suggest going over for flaws;
- Weakness to Blizzard/Surf is big, Starmie gives Sandslash trouble and is more common than ever right now. It's better off than Rhydon as it's not outright OHKOed, but it's still going to take damage that it really doesn't want to take.
- Unlike Rhydon, Sandslash has a bit more trouble against Zapdos due to not resisting Drill Peck. It'll still win from full health if there are no crits involved, but the consistency is a drop off a cliff by comparison and it's far from a comfortable MU. I've seen this be the dealbreaker for a lot of players. You aren't wrong about it being good against Electrics, you just need to be a bit more specific, y'get me?
Generally, there's a reason why Sandslash is D-tier: it's not bad by any means and is absolutely one of the best of its Viability Rank, but we need to establish why it's here in our analyses.


[SET]
name: Swords Dance
move 1: Earthquake (If the set name is SD, we should prolly swap moves 1 and 2 here. Looks a lot cleaner too, right?)
move 2: Swords Dance
move 3: Body Slam / Rock Slide
move 4: Hyper Beam / Slash

[SET COMMENTS]
Set Description
=========
Swords Dance is obligatory, as it boosts Sandslash’s solid Attack to dangerous levels and compensates for its lower initial damage output. (It could be worth noting that you get to reapply para drops when mons like Mie come in, so if Sandslash is para'd it's not out of the running at all. GP doesn't like "dex info" statements, so you need to contextualize this in some way, and I think this is the best way without having to restructure where you're placing your data) Earthquake is another must-have (AH), providing great neutral coverage and heavily chunking the majority of the metagame even unboosted. (Note calcs to contextualize this better, could chuck "STAB" in for that "pow!") After these two essentials, Sandslash has a few options, with Body Slam and Hyper Beam generally being the most effective in the OU environment. With this combination, Sandslash has the best odds to 2HKO Exeggutor at +2, one of its most valuable advantages over Rhydon and Golem, (some emdashes could be better than the commas here, — is the markdown for it if you wanna replace em.) while still maintaining a 2HKO on Zapdos. Body Slam also allows Sandslash to fish for paralysis on its common switch-ins, which can help it or Tauros sweep late game. Alternatively, Rock Slide can be slotted (I don't think this wording is better but it's grammatically correct iirc?) in over Body Slam, but it’s important to note that neutral STAB Earthquake, non-STAB Hyper Beam, and Super Effective non-STAB Rock Slide all do roughly the same amount of damage, meaning Rock Slide only out-damages Earthquake against Bug- (AH) and Flying-types (AH). If a more hit-and-run (AH) approach is favored, or if one desires Sandslash to pressure Reflect users without setup, Slash can be used, but in these roles, (AC) it is generally outclassed by Kabutops. It is also important to keep in mind Generation 1 (we generally use "RBY" here, consider using that instead; not mandatory though) critical hits ignore stat boosts, (AC) so Body Slam will out-damage Slash at +2.

Sandslash can effectively counter Rock- and Electric-types, but with the exception of Jolteon, doing so will often prevent it from sweeping late game. It is, (AC) therefore, (AC) (it's very rare to see "therefore" without these commas, as it's an interrupter. Look here for details, it's very helpful for writing) necessary to determine whether a trade or the potential for a sweep is more valuable. Its offensive nature makes it averse to taking damage, so it is best brought in on Thunder Wave, trapping pivots, or double-switches as opposed to directly into attacks. Sandslash can benefit from being hidden until late-game; (ASC) however, (AC) (same thing as with therefore) it can also be an effective physical attacker to pivot into doubles double switches and sleeping opponents to threaten the opponent mid-game as well. In these situations, it is generally advisable to lead with Body Slam to chip and potentially paralyze its checks, as using Swords Dance is rarely useful before the opponent's (AA) team has been scouted.

Sandslash is at its most dangerous with paralysis support, and it has good synergy with many paralysis spreaders (Maybe "Thunder Wave users"? All your examples use it.), including Zapdos, Starmie, and Chansey. Zapdos and Starmie often bait Thunder Wave, which is the an (I wouldn't call it the definitive entry point, especially with Starmie if it isn't paralyzed itself) ideal entry point for Sandslash. In return, Sandslash can set up and threaten the slow Special tanks that limit them offensively. Its reduced physical tanking capabilities and weakness to Ice-type (AH) moves make Cloyster an ideal defensive partner, while Sandslash feasts on the Electric-type (AH) moves Cloyster draws. Additionally, Sandslash shares many switch-ins with Tauros, including Cloyster, Exeggutor, Slowbro, other Tauros, Snorlax and Starmie, so Sandslash often clears the way for a Tauros endgame even if it cannot sweep. Lastly, Sandslash is prone to being crippled by Body Slam paralysis, so Reflect Snorlax can also be an effective partner to ease some of the physical tanking responsibility despite lower immediate physical bulk. In turn, Sandslash threatens an immediate OHKO on Gengar, and heavily pressures the Rhydon and Golem that can give mono-Normal Snorlax issues.

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

Unlike many others, (What others? Its fellow Swords Dance sweepers? You need to refer to the archetype here.) Sandslash has a very useful movepool, but all of the legitimate options have already been discussed. In theory, Rest could allow Sandslash to shrug off status and check physical attackers more consistently, but in practice, (AC, interruption statement) its vulnerable typing and low Speed render it dead weight when asleep. (You could also draw a comparison to Rest Rhydon, which can at least farm sleep turns on Zapdos, Sandslash absolutely doesn't want to do that) Substitute can let Sandslash get an extra hit or turn of setup, but Swords Dance itself is difficult enough to set up, and it still leaves Sandslash vulnerable to status. Seismic Toss is a consistent attacking move, but it is far outclassed by both Slash and Body Slam even before a Swords Dance boost. (I would just cut this one, never seen Sandslash use this even on low ladder and as you said, it's outclassed.) Submission allows Sandslash to occasionally OHKO Chansey at +2, but its poor accuracy combined with debilitating recoil make it a poor choice. Toxic has limited utility and far better users, but it can be occasionally useful to discourage partial-trapping shenanigans or force out Reflect users. Sandslash can drop Swords Dance and run a set with some combination of its other moves in a more traditional physical tank role, but such a set would be significantly outclassed by Rhydon, Kabutops, (AC, spelling) or even Snorlax. Lastly, Sand Attack could be used to fish for misses and increase setup opportunities, but it is a very inconsistent gimmick, negated completely by switching out, and occupies a vital moveslot.

(If you're going as far as to note Sand Attack, Substitute is a decent option if you want to really meme on paralyzed teams. You don't have the HP to absorb SToss like Rhydon, though, so maybe it's not worth it.

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

**Ice-types**: The prevalence of Blizzard means that all OU Ice-types (AH) can easily OHKO Sandslash. Cloyster is particularly threatening, as it outspeeds, can avoid a 2HKO from +2 Earthquake, and doesn’t fear non-STAB Rock Slide. Lapras plays a similar role (RC) but is outsped with less bulk, while Articuno and Jynx fold to Rock Slide and Earthquake respectively, but outspeed. (Note the XHKOs for their Blizzards in some way, also note that Cloyster is a bulky motherfucker so it can even use Sandslash as a point of entry)

**Starmie**: Although it requires the rare Hydro Pump to OHKO Sandlash without a critical hit, nonetheless Starmie is nonetheless (reads way better this way) the most common impediment to a Sandslash sweep. Great Speed, high Special, and a resistance to being worn down all help Starmie check Sandslash consistently. It can have some difficulty switching in though, as it detests being paralyzed by Body Slam, and takes a solid chunk from Earthquake.

**Tauros**: While Starmie tends to force Sandslash out early and mid-game, Tauros tends to stop Sandslash dead in its tracks late game by 2HKOing with Blizzard. Being revenge killed by Tauros is one of the biggest factors holding Sandslash back, but considering a boosted Earthquake takes >60% up to 74.2% from the bull, (worth being more specific imo) it often allows your own Tauros to easily win the vital mirror matchup. Oddball sets lacking Blizzard have a more difficult time, as Sandslash can survive two Body Slams into Hyper Beam.

**Grass-types**: Although its improved matchup against Exeggutor is a major advantage of Sandslash over other Grounds Ground-types, overall it is still about a 50/50 if Exeggutor is healthy. Additionally, Sandslash is completely vulnerable to the Razor Leaf users, being outsped and usually OHKOed while failing to OHKO either Victreebel or Venusaur at +2, though neither enjoys switching in considering their neutrality to Earthquake.

**Fast Special Attackers**: Pokemon like Alakazam and Gengar can easily revenge kill weakened Sandslash, halting a sweep. However, Sandslash avoids a 2HKO from Gengar (RC) and OHKO's both at +2 with Earthquake. The prevalence of both mons in the lead matchup means they are often paralyzed allowing Sandslash to eliminate them risk-free (AH) when set up (RH). Jynx can be considered in this category as well, as it is almost never seen outside the lead matchup and is OHKO'd by +2 Earthquake.

**Flying-types**: Sandslash is a shaky counter to Zapdos when accounting for Drill Peck damage and the high critical rate, while its matchup with Dragonite is probably its weakest overall, failing to 2HKO without Rock Slide, being susceptible to Wrap, and being easily 2HKO’d by Surf or Blizzard. Other niche flying types Flying-types like Moltres, Articuno, Dodrio, and Gyarados can also trouble it, though they are somewhat rare. (The Zapdos+Dragonite sentence is a run-on one I believe, consider splitting them to give more dedicated explanations. I think we can draw a bit more out of the Zapdos matchup in particular! I also think you could note that none of the niche fliers you noted want a Rock Slide to the face...)

**Reflect Normal-types**: Although they cannot beat Sandslash once it is set up, Sandslash similarly has difficulty pressuring Reflect Chansey or and (you're referring to both in the context of Reflect, right?) Snorlax without Slash, a much less valuable move overall. They can both pressure Sandslash with powerful Ice- (AH) or Normal-type attacks as well, though it is important to note that Sandslash will always live Self-Destruct (AH) from full health barring a critical hit. (RefIB Chans is a particularly depressing fight for Sandslash since IB 2HKOes)

**Paralysis**: An immunity to the ubiquitous Thunder Wave is a blessing that helps elevate Sandslash into a legitimate niche, but it is still vulnerable to Body Slam paralysis, (AC) as well as Stun Spore, both of which cripple its effectiveness. (Explain why this is such a big deal to the reader; it's suddenly outsped by Chansey, Snorlax, and even Lapras, Ground-type has depressing weaknesses, full para is a big hit to consistency, etc. Note that Exeggutor sometimes runs Stun Spore for context, as well as how stat reapplication w/SD can ease things up if it's struck with the yellow magic. There is a ton you can do with this. Just saying it cripples the mon isn't enough to drive a point to a reader. You're on the right track, we just need a bit more information, yeah?)

[CREDITS]
- Written by: [[Gen1UUFan, 477337]] (spacing)
- Quality checked by: [[Amaranth, ],265630 [, ]]
- Grammar checked by: [[, ], [, ]]
 
Hey sorry for the delay in responding, as finals got the better of me. I implemented most of what you suggested, as a lot of it is very pertinent information and valid grammar tweaks. I am pretty tired at the moment though so definitely still needs a bit of cleaning up. Thanks for giving it a look over and offering your thoughts.
Here's my reasoning on some of the things I didn't change:
-Marowak does share a lot of characteristics with Sandslash, but it's so much worse in terms of movepool and stats that it makes me feel bsd even giving it a mention.
-It might read a bit awkward, but I chose "Generation 1" just because that's also how critical hits work in Pokemon Stadium 1, right?
-I'm not sure what else to write about Substitute. It's a lot better in Gen 2 (obviously irrelevant here) but with Gen 1 mechanics and the opportunity for Hyper Beam + Rock Slide/Body Slam, I feel like it's a very poor option.
-Definitely no one should ever use Seismic Toss on Sandslash, just thought I'd acknowledge it so inexperienced players don't think it hasn't been considered.
I think that's it for the major ones, thanks again for all the great feedback!
 
vulnerable to Dodrio
Makes it sound as if Dodrio is somewhat commonly used. Besides that, Dodrio wouldn't even use a flying type attack when targetting Sandslash as Body Slam does more than Drill Peck (so it's more about not resisting both normal + flying like rock types).
I'd make it clearer that Dodrio is nothing to be overly concerned about when building an OU team, or just remove the mention entirely.

Sandslash can effectively counter Rock- and Electric-types, but —with the exception of Jolteon— doing so will usually prevent it from sweeping late game.
I think "counter" is an overstatement. For example, you (usually) need 3 turns to ko Zapdos, they need 5. If you switch in against them (which to my understanding is something a counter should be able to without it changing the outcome even if they use the for you worst move) and outspeed Sandslash, they get (barring paralysis from Body Slam) 4 Drill Pecks off against you before going down and if one of them crits, Sandslash is likely to faint.
Besides that, there are a few paths you as the Sandslash user can take in a 1v1 matchup (still assuming Sandslash takes one Drill Peck on the turn it switches in):
1. SD+BS+Hyper Beam - any crit from you would not benefit you. You have a 30% para chance but also a 10% miss chance from Hyper Beam
2. SD+RS+RS - any crit from you would not benefit you. You have a 19% chance to miss at least one RS
3. RS+RS+RS - you have a 27% chance to miss at least one RS + an 18,3% chance to not ko Zapdos even if you hit all (and crit none). You benefit from getting a crit however.

To make it short, I'd rephrase it to "check"

Additionally, Sandslash shares many switch-ins with Tauros, including Cloyster, Exeggutor, Slowbro, other Tauros, Snorlax and Starmie
Tauros is not a dedicated check for an opposing Tauros. It's either desperation or the opponent's Tauros is already weakened prior. I'd remove that mention.

all OU Ice types can easily OHKO Sandslash
To me "easily" sounds similar to "always" in this context. Maybe say "have a good chance at to OHKO" or a different phrasing. Or immediately say that Cloyster is the exception and the only one who needs a roll for it. (yes, all 4 other available ice types in the entire generation always KO if they hit Blizzard, you don't even need to restrict it to OU Ice types).

Lapras has less physical bulk and is outsped, but can switch in to a +2 Sandslash and guarantee a OHKO with Blizzard
Nitpicking but "can switch in to a +2 Sandslash" could imply that it takes damage from an attack on the turn it switches in. I would rephrase it to something like "can surive a +2 Earthquake and guarantee a OHKO with Blizzard"

Sandslash has a surprisingly useful movepool, but all of the legitimate options have already been discussed
I was told a while ago that if something would not be used in serious play, it doesn't belong in other options so technically you should leave only that setence but I like your OO section and you do a good job of emphasizing that these alternatives are quite bad, so not really sure what to do here...

I'll try to go through the rest tomorrow.
 
though with accuracy factored in, Blizzard [from Cloyster] is a coin flip to OHKO from full
The odds are ~60% so I would not call it a coinflip

as Sandslash can survive two Body Slams into Hyper Beam.
Tauros has a 55.8% chance to KO not considering crits or misses (according to sulcalc). I'd add a "sometimes"

Although its improved matchup against Exeggutor is a major advantage of Sandslash over other Ground-types, overall it is still roughly a coin flip if Exeggutor is healthy.
What is roughly a coinflip?

**Fast Special Attackers**: Pokemon like Alakazam and Gengar can easily revenge kill weakened Sandslash, halting a sweep. However, Sandslash avoids a 2HKO from Gengar and OHKO's both at +2 with Earthquake. The prevalence of both in the lead matchup means they are often paralyzed allowing Sandslash to eliminate them risk free when set up. Jynx can be considered in this category as well, as it is almost never seen outside the lead matchup and is OHKO'd by +2 Earthquake.
I don't really like Gengar in the special attackers category as it typically uses Hypnosis, Explosion, Thunderbolt and Night Shade, thus having no actual special attack to threaten Sandslash. Mega Drain can be used but if you use this as assumption, you should make that very clear to the reader.
Even if Gengar is used as a lead, it usually switches out against Starmie or Alakazam and thus doesn't get paralysed very often (due to being the lead at least).
I'd replace almost never with "rarely", as Jynx has been used as non lead a few times.

Additionally, the matchup with Dragonite is probably Sandslash's weakest overall as it fails to 2HKO without Rock Slide
+2 Body Slam + Hyper Beam has a 36.9% chance to KO Dragonite.

Other niche Flying-types like Moltres, Articuno, Dodrio, and Gyarados can also trouble it, though they are somewhat rare and take substantial damage from Rock Slide.
Articuno and Moltres are not as rare (about as common as D-Nite at least). I'd emphasize the importance of RS in the matchup against the two aforementioned legendary birds.

Sorry for doing this later than I intended to
 
Last edited:
Hey, I revised everything you mentioned. I know I was a bit vague with the Exeggutor stuff, so I clarified why I call it a coinflip (which are the odds Sandslash has to beat an Eggy switching in as it SDs in my personal experience). I removed mention of Gengar in the Checks and Counter section because it is a lot less threatening to Sandslash than Zam (Psychic Gengar actually outdamages Mega Drain which I find hilarious). As for the Other Options section, I again figured I would list anything with even the slightest possibility of being useful, just so people have an idea of what the moves do and more importantly, why they should never be used in favor of the attacks listed. As for the part about Sandslash countering Rock- and Electric- types, of course, Sandslash is not a counter to Zapdos in any sense of the word (at least unless Zapdos isn't running Drill Peck, which would be stupid), but Sandslash does counter every other Rock- and Electric- type typically seen in OU (pretty much Rhydon, Jolteon and Golem, stuff like Raichu is comically bad in OU). I feel like I mention quite a few times that Sandslash is only a check to Zapdos. If you still think it's confusing I'll change it but that's my rationale for now. Thanks for the going through it all, definitely helped, especially with the Checks/Counters section. If anything else still feels weird, or I'm still missing anything please let me know!
Also, does this count as the second official QC?
 
misses out on the crucial OHKO on Chansey from full
Consider adding "after Swords Dance" or something similiar for clarification.

Although its improved matchup against Exeggutor is a major advantage of Sandslash over other Ground-types, overall it is still roughly a coin flip if Exeggutor is healthy when accounting for damage rolls and the possibility of Mega Drain recovery and status.
1. If Exeggutor can use Sleep Powder and has Mega Drain, the odds to beat Sandslash when switching in on the SD turn are very high as the recovery will put it out of KO range of Hyper Beam and thus even an immediate wake doesn't necessarily save Sandslash.
2. Calculating the odds without factoring in Sleep Powder is very difficult. I really dislike to state odds just based on feeling/experience. In addition, in practice you could re-evaluate the odds after each turn. For instance, if you get a very low Body Slam roll and Exeggutor gets a very low Psychic roll, it could be a better play to just use Body Slam against instead of Hyper Beam (assuming you would be okay with Eggy exploding).To me it seems that Sandslash is favored if Eggy doesn't threaten Sleep, unless Eggy has Stun Spore + Mega Drain which is very uncommon.
My suggestion: Sandslash has good odds to 2HKO Exeggutor at +2 with Body Slam + Hyper Beam if Sleep Clause is active, but that it usually takes a hit in the process after which Tauros threatens to revenge kill it with Blizzard, or, in the case of Stun Spore, Sandslash will be permanently crippled and in many cases it can easily be revenge killed afterwards, but it requires taking an additional risk for the Exeggutor player as missing it once likely means that Exeggutor faints without having done anything to Sandslash, but it gives it the best odds to potentially win the 1v1 barring Sleep. An additional line of play against Sandslash is using Mega Drain, which puts it out of KO range of Hyper Beam and following it up with Explosion - unless you got a crit with Mega Drain - to get an even trade. [the 1v1 part could need confirmation from someone running a script]

Re: Seismic Toss
All other moves have a theoretical niche at least, as in, in some rare cases having these moves could be more useful than the overall better moves, but Seismic Toss is entirely outclassed. I would strongly recommend to remove the mention, but if you really want to keep it I can live with it.

Overall everything looks good, we mainly need to work on the explanation of the matchup vs Exeggutor which I feel is deserving of going more in depth. Tagging Amaranth in case he wants to give input on it, too.
 

Amaranth

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Consider adding "after Swords Dance" or something similiar for clarification.


1. If Exeggutor can use Sleep Powder and has Mega Drain, the odds to beat Sandslash when switching in on the SD turn are very high as the recovery will put it out of KO range of Hyper Beam and thus even an immediate wake doesn't necessarily save Sandslash.
2. Calculating the odds without factoring in Sleep Powder is very difficult. I really dislike to state odds just based on feeling/experience. In addition, in practice you could re-evaluate the odds after each turn. For instance, if you get a very low Body Slam roll and Exeggutor gets a very low Psychic roll, it could be a better play to just use Body Slam against instead of Hyper Beam (assuming you would be okay with Eggy exploding).To me it seems that Sandslash is favored if Eggy doesn't threaten Sleep, unless Eggy has Stun Spore + Mega Drain which is very uncommon.
My suggestion: Sandslash has good odds to 2HKO Exeggutor at +2 with Body Slam + Hyper Beam if Sleep Clause is active, but that it usually takes a hit in the process after which Tauros threatens to revenge kill it with Blizzard, or, in the case of Stun Spore, Sandslash will be permanently crippled and in many cases it can easily be revenge killed afterwards, but it requires taking an additional risk for the Exeggutor player as missing it once likely means that Exeggutor faints without having done anything to Sandslash, but it gives it the best odds to potentially win the 1v1 barring Sleep. An additional line of play against Sandslash is using Mega Drain, which puts it out of KO range of Hyper Beam and following it up with Explosion - unless you got a crit with Mega Drain - to get an even trade. [the 1v1 part could need confirmation from someone running a script]

Re: Seismic Toss
All other moves have a theoretical niche at least, as in, in some rare cases having these moves could be more useful than the overall better moves, but Seismic Toss is entirely outclassed. I would strongly recommend to remove the mention, but if you really want to keep it I can live with it.

Overall everything looks good, we mainly need to work on the explanation of the matchup vs Exeggutor which I feel is deserving of going more in depth. Tagging Amaranth in case he wants to give input on it, too.
The way I would frame it would be something like this:
"While Sandslash has good chances to KO Exeggutor at +2 with the combination of Body Slam and Hyper Beam, Exeggutor still has ample time to incapacitate Sandslash with a number of moves before being KOd. Sleep Powder and Stun Spore are the most crippling, though even when these moves are unavailable, Exeggutor can still heavily damage Sandslash: a simple Psychic is enough to put it in range of Tauros's Blizzard, with Explosion also being available if dealing over 60% is desirable. A special mention needs to be made for Mega Drain Exeggutor, as the damage is significant and the recovery will guarantee Exeggutor an extra turn on the field, allowing it to further chunk Sandslash with another hit or even guarantee a KO with Explosion. Additionally, should Exeggutor find itself against a Sandslash which has not been able to set up yet, Exeggutor will be in a clear position of advantage."

There are a lot of nuances with how the 1v1 actually plays out and going into them fully and appropriately would take a small document in its own; keeping it simple and simply listing off Sandslash's optimal lines + Exeggutor's best options against them is good enough. If we were to fully explore this we'd have to get into how the first Slam roll changes your approach, how Hyper Beam mindgames can change your approach, how the rest of your team can change your approach, and so on and so forth and you would really have to end up writing way too much. This is an on-site analysis, not in-depth documentation on the 1v1 between Sandslash and Exeggutor - let's keep it brief and keep it simple imo
 
Hey guys, sorry again for another long delay, this time a bad Windows update forced my computer out of commission (and I can't really post well on my phone). I revamped the entire Grass-types counter section to more thoroughly and accurately describe the Eggy matchup. You guys made some great points and I tried to include it all without getting too long or confusing. You're completely right that there's a ton of nuance and decision making that goes into the Sandslash/Eggy matchup, but I could easily double the word count getting into sufficient detail so I'll try to leave it at that. Thanks again for all your time and help, please let me know if the section is good now or if you think it still needs tweaking.
 

Zokuru

The Stall Lord
is a Tiering Contributor
Plague von Karma will hit me if I don't write a review for this, so let's go.

Don't take anything personally, I'm just pointing stuff out, it's a cold list of stuff that I think aren't good in your work, it's probably not super fun to read, especially a long one like this, but it's not meant to insult your work, in fact it shows that you cared a lot doing it and I respect that. ( Gen1UUFan just tagging you )

So let's go with the ist of stuff that are misleading and/or irrelevant in your Sandslash analysis :

* " After a Swords Dance, Sandslash threatens a 2HKO on every Pokemon in the tier "

Most of the Pokemon in the tier have a good shot at stopping a Slasher sweep if they have the time to click a move, Ice coverage is used a lot, and factoring damages you will take on the SD turn it will end up knocking you out a lot of the time, Body Slam has 30% chance to stop you too, and so on. 2HKOing stuff at +2 shouldnt be focused on.

* " Like its fellow Ground-types, Sandslash can pivot into Electric-type attacks to wreak havoc. Offensively, its lower Attack stat is somewhat compensated by its vastly superior Speed tier and access to Swords Dance, while defensively its lack of a secondary typing allows it to beat Rhydon and Golem one-on-one by virtue of an Earthquake neutrality. *

Too much focus on Defensive value. It doesnt pivot on electric-type attacks, it comes on Electric-type Pokemon and try to win from there, or at least severely damage the opposing team for your Tauros, you dont wanna reveal Slasher until it can accomplish something huge, because it needs a good timing to setup, and you wanna catch your opponent off guard.

* " In particular, the Thunder Wave immunity provides both a consistent entry point throughout a battle "

As I said above, you don't want consistents entry point throughout a battle, you wanna come once and win on the spot, or damage the opposing team enough that they can't recover from that.

* " Its biggest shortcoming lies in its defensive profile, as the lack of a Normal resistance and susceptibility to Body Slam paralysis make it a subpar choice as a pure physical tank, unlike Rhydon and Golem. "

It's not an hit and run Pokemon, it's not supposed to hit the field until it actually does something huge, I'd say this is irrelevant. It's a bit like saying that Kingler is less good than Lapras because no Sing and can't threaten Tauros with big Blizzards; it makes little sense, those pokemon are too different to be compared.

* " A mediocre Speed stat coupled with low Special and a plethora of weaknesses leaves it helpless against a number of opponents, most notably the excellent Starmie, who can in turn harry it in all stages of a battle. Additionally, its Attack stat, while respectable, is the lowest of the viable Swords Dancers, and as such it misses out on the crucial OHKO on Chansey from full. Even its lack of a resistance to the Normal- and Flying-types is a significant hindrance, leaving it a shaky check to Zapdos and more vulnerable to niche physical attackers. Ultimately, a lack of pure defensive utility prevents Sandslash from being more effective in the tier, but with paralysis support and against slower teams it can be a very potent offensive weapon while keeping dangerous Ground- and Electric-types in check. "

Basically here you're just describing what Sandslash isn't, and why it would be so much better if it was like that. Obviously a fast Rhydon / Golem with Swords Dance would be very good, but that has little to nothing to do with Sandslash. Good parts to keep is when you compare it to other SDers, and when you talk about paralysis, indeed, like every other SDer it needs para support, and its attack is low, that's a trade off since most SDers are completely doomed by Zapdos, Sandslash isn't and can even setup on it.

* Set should be as follow :

Earthquake
Hyper Beam
Substitute / Submission / Body Slam
Swords Dance

Could even argue for Body Slam in OO, since it's hard to make use of it when you only come once on the field.
Submission gives you 100% OHKO at +4 vs Tauros, and Tauros will be the Sandslash stopper a lot of the time, so even if it tries slam para and gets it, at least you removed Tauros. Also makes it so it can only hit you once.

* " With this combination, Sandslash has the best odds to 2HKO Exeggutor at +2 —one of its most valuable advantages over Rhydon and Golem— while still maintaining a 2HKO on Zapdos. *

The thing is, you want Exe weakened and in range of Beam by the time you come, you don't wanna take StunPowder, Explosion or Psychic. And Sub lets you kind of setup on Zapdos, while Body Slam + HBeam get rid of it before you take too much damage as you said, but +4 HBeam is a decent damage range you may want to take.

( Zapdos Drill Peck vs. Sandslash: 76-90 (21.5 - 25.4%) -- 0.2% chance to 4HKO )
( +4 Sandslash Hyper Beam vs. Zapdos: 358-421 (93.4 - 109.9%) -- 61.5% chance to OHKO )

Also let's note that you still compare Sandslash to Golem and Rhydon which doesnt make too much sense.

* Everything about Slash should be removed

* " Sandslash can benefit from being hidden until late-game, however it can also be an effective physical attacker to pivot into double switches and sleeping opponents to threaten the opponent mid-game "

Very bad idea, it does pitiful damages without a Dance, it might be smart sometimes to setup, kill something and get out , but most of the time it's not.

* Be sure to explain how the paralysis spreaders you quoted have a good synergy with Slasher ( paralysis target for example )

* " Substitute can let Sandslash get an extra hit or turn of setup, but Swords Dance itself is difficult enough to set up "

Subbing on para'd pokemons can make Sandslash really over the top in a lot of scenario, it should be main set, not OO.

* " Ice-types: --- "

Cloyster should be separated, and you should explain ways to beat it to open Sandslash ( Boom Lax, force it to sleep with your lax, Tbolt Tauros etc )

* " Tauros : -- "

Talk about submission, also the benefits in forcing Tauros to trade your Slash if you can.

" Grass Types " : State that +4 Beam has good chances at OHKO'ing Exe, and that it's alost always in +2 Beam range anyway, since exe is a very early game mon most of the time.

" **Reflect Normal-types**: Although they cannot beat Sandslash once it is set up, Sandslash similarly has difficulty pressuring Reflect Chansey and Snorlax without Slash, a much less valuable move overall. They can both pressure Sandslash with powerful Ice or Normal attacks as well, though it is important to note that Sandslash will always live Self Destruct from full barring a critical hit. " .

" Once it's set up " Yeah, so they don't check nor counter it, they should make so they don't come in to setup. Btw you can setup on Sleeping Lax is you rly want. Come on Rest, SD twice and spam EQ wins the duel, sadly it probs mean trading, but RefLax is often enough asleep without a Reflect up to be a good setup fodder, just make your team considering that.

** Also try to focus more on actually played Pokemon, or say when you talk about less played ones and / or situations that rarely happen.
Unstatued Jynx vs Slasher for example will rarely occur, same with facing Cuno or Dnite. Also you should talk about +4 ranges.

I probably forgot stuff, but I assume you have the ability to understand why I made all those comments and you should be able to make others correction if need be.
 
Hey, sorry again for the long-delay, I have recently started a new job and that has occupied a lot of my free-time. That being said I have revamped the analysis. I moved Slash to OO and Substitute to the main set, as Slash really doesn't hit hard enough to pressure Lax/Chansey and I didn't put together the usefulness of Sub against Zapdos. I also added some relevant information on the +4 calcs in both the main set and the Checks and Counters section. I would like to argue to keep Submission in Other Options though. Its low accuracy means it only OHKO's Tauros at +4 80% of the time, compared to 66.7% of the time with Earthquake (assuming no crit). While this can definitely be considered, I feel like the mid-game utility and para chance of Body Slam far outweighs a slightly greater chance to OHKO Tauros, with an associated 20% chance of doing nothing and substantial recoil on top of it. In my opinion, the base power of Submission is not high enough to make up for its low accuracy in most situations, and it doesn't exactly appreciate taking recoil damage.
As for the other stuff, I do mention in the Checks and Counters section that Sandslash should not attempt to 1v1 Eggy until it is in +2 Hyper Beam range (which it usually is). If you'd like I can emphasize that in the main set as well. I also think it's not bad to mention Sandslash's defensive utility. It doesn't have a ton but it does have some, and while it obviously wants to wait until as late as possible to come out it can be tough to preserve it considering Tauros is the better all-around threat and is also best hidden until late-game. The comparisons to Rhydon and Golem I think are also valid because it shares its Ground-typing and therefore many of its characteristics with them. Yes, they play quite differently but the rest of the analysis goes into why that is. On the whole, the broader description stuff provides a more general and accessible context as opposed to specific matchup based information.
Lastly, can I mention potential teammates in the Checks and Counters section?
At any rate I really appreciate you taking the time to go through this, as it definitely added a lot of info that I was missing.
 

Plague von Karma

Banned deucer.
Stamping Zokuru's check, I recommend implementing the last of it before marking him as the QCer. I'd say check with him to be sure everything is ok though.

In regards to your stuff...
I would like to argue to keep Submission in Other Options though. Its low accuracy means it only OHKO's Tauros at +4 80% of the time, compared to 66.7% of the time with Earthquake (assuming no crit). While this can definitely be considered, I feel like the mid-game utility and para chance of Body Slam far outweighs a slightly greater chance to OHKO Tauros, with an associated 20% chance of doing nothing and substantial recoil on top of it. In my opinion, the base power of Submission is not high enough to make up for its low accuracy in most situations, and it doesn't exactly appreciate taking recoil damage.
The point of Submission is so that Tauros can't meme on you. If you're pulling this off, chances are your own Tauros is healthy, and smacking it that hard is perfectly fine to go for. I see where you're coming from, but it does have utility outside of this, such as bonking Chansey and Snorlax. I really think it's worth slashing. (haha, slashing...)

As for the other stuff, I do mention in the Checks and Counters section that Sandslash should not attempt to 1v1 Eggy until it is in +2 Hyper Beam range (which it usually is). If you'd like I can emphasize that in the main set as well.
I'd say go for it.

I also think it's not bad to mention Sandslash's defensive utility. It doesn't have a ton but it does have some, and while it obviously wants to wait until as late as possible to come out it can be tough to preserve it considering Tauros is the better all-around threat and is also best hidden until late-game. The comparisons to Rhydon and Golem I think are also valid because it shares its Ground-typing and therefore many of its characteristics with them. Yes, they play quite differently but the rest of the analysis goes into why that is. On the whole, the broader description stuff provides a more general and accessible context as opposed to specific matchup based information.
I see where you're coming from, but Zokuru was trying to say that it's overstated. What Sandslash does do is aggressively switch in on these Pokemon to try win, but your description implies that it's a bit more defensive than them. See what he says here;
* " Like its fellow Ground-types, Sandslash can pivot into Electric-type attacks to wreak havoc. Offensively, its lower Attack stat is somewhat compensated by its vastly superior Speed tier and access to Swords Dance, while defensively its lack of a secondary typing allows it to beat Rhydon and Golem one-on-one by virtue of an Earthquake neutrality. *

Too much focus on Defensive value. It doesnt pivot on electric-type attacks, it comes on Electric-type Pokemon and try to win from there, or at least severely damage the opposing team for your Tauros, you dont wanna reveal Slasher until it can accomplish something huge, because it needs a good timing to setup, and you wanna catch your opponent off guard.
Lastly, can I mention potential teammates in the Checks and Counters section?
Sure!
 
Hey, I added some more of the changes into the analysis, going more in-depth into Submission and Substitute, removing Reflect Normals from the checks and counter section, and overall making the analysis focus more on sweeping. Please let me know if this is ready for the GP. Thanks again for all the input.
 

Adeleine

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(AC)/(RC): Add/Remove Comma


[OVERVIEW]
Sandslash is often overlooked in RBY OU, but it realizes a dangerous niche with its unique combination of typing, movepool, and Speed tier. After a Swords Dance, Sandslash threatens a 2HKO on can 2HKO every Pokemon in the tier, and at base 65 Speed, it is just fast enough to outpace many crucial threats, including Rhydon, Chansey, and Exeggutor. Sandslash is unique among Ground-types in that it uses its entry points to sweep as opposed to pivoting. Offensively, its lower Attack stat is somewhat compensated by its vastly superior Speed tier and access to Swords Dance, while defensively its lack of a secondary typing allows it to beat Rhydon and Golem one-on-one by virtue of an Earthquake As a Ground-type, it is frailer than Rhydon and Golem, less powerful to start, and doesn't resist Normal, making it a poor pivot. However, it can sweep, is faster, and beats the two one-on-one by virtue of its Ground (I imagine this makes sense? "poor" esp. can be changed) neutrality. As a Swords Dance user, the ability to beat its winning matchup against Rhydon, Electric-type immunity, and consistent STAB Earthquake make up for its lower offensive stats. In particular, the its Thunder Wave immunity provides both a consistent entry point for sweeping as well as and a partial safeguard against sweep-ending (added hyphen) paralysis, a weakness which that plagues all other viable Swords Dances users including Kabutops, Pinsir, and Kingler. Its biggest shortcoming lies in its defensive profile, as the lack of a Normal resistance and susceptibility to Body Slam paralysis make it a subpar choice as a pure physical tank, unlike Rhydon and Golem. A mediocre Speed stat coupled with low Special and a plethora of weaknesses leaves it helpless against a number of opponents, most notably the excellent Starmie, who can in turn harry it in all stages of a battle. Additionally, its Attack stat, while respectable, is the lowest of the viable Swords Dancers, and as such it misses out on the crucial OHKO on Chansey from full. Even its lack of a resistance to the Normal- and Flying-types is a significant hindrance, leaving it a shaky check to Zapdos and more vulnerable to niche physical attackers. Ultimately, a lack of pure defensive utility prevents Sandslash from being more effective in the tier, but Dance users. Overall, though, Sandslash is frequently defined by its shortcomings. No Normal or Flying resistance means it can't be a primary physical tank or a firm Zapdos answer, unlike Rhydon and Golem. It has low Speed, low Special, a plethora of weaknesses, and merely respectable power before setup, which leaves it easily forced out and picked off. Most notably, the excellent Starmie can harry it in all stages of a battle. Unlike all other viable Swords Dance users, it misses the crucial OHKO on Chansey after a boost. Still, (i think the previous block was a little overkill for this rather niche mon and didn't clearly conceptualize why it is rather niche. i hope this helps, but of course you and qc can change if appropriate) with paralysis support and against slower teams it teams, Sandslash can be a very potent offensive weapon while functioning as an emergency check to the dangerous Ground- and Electric-types of the tier. checking Rhydon, Zapdos, Jolteon, and Golem in emergencies. (like, I assume these are your targets? this change is optional though, if i'm missing relevant stuff you can ignore it)

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Body Slam / Rock Slide / Substitute / Submission
move 4: Hyper Beam

[SET COMMENTS]
Set Description
=========
Swords Dance is obligatory, as it boosts Sandslash’s solid Attack to dangerous levels and compensates for its lower initial damage output. Earthquake is another must have, providing obligatory for Sandslash's niche. STAB Earthquake provides great neutral coverage and heavily chunking chunks the majority of the metagame thanks to its meaty Attack stat and STAB boost. After these two essentials, Sandslash has quite a few options to consider. With Body Slam and Hyper Beam, Sandslash has after a boost. If running Body Slam, Sandslash can use Body Slam into Hyper Beam for (I assume "after a boost"?) the best odds to 2HKO Exeggutor at +2—one of its most valuable advantages over Rhydon and Golem – while still maintaining a 2HKO on Zapdos. Body Slam also allows Sandslash to fish for paralysis on its common switch-ins, which can help it or Tauros sweep late-game. (added hyphen) Alternatively, Rock Slide can slot in over Body Slam, but it’s important to note that neutral STAB Earthquake, non-STAB Hyper Beam, and Super Effective non-STAB Rock Slide all do roughly the same amount of damage, meaning Rock Slide only out-damages Earthquake against Bug- and Flying-types. cover Flying-types and the rare Pinsir, but it's no stronger than Earthquake against Pokemon like Cloyster, Lapras, and Exeggutor. Further, Body Slam into Hyper Beam still 2HKOes Zapdos at +2. (I assume this checks out? change if needed) Despite its poor accuracy, Submission allows Sandslash to secure an OHKO on Tauros at +4, (AC) as well as occasionally OHKOing Chansey at +2 and Snorlax at +4, making it a valuable option to consider, as +4. Tauros often spells the end of Sandslash sweep. Additionally, sweep, so Submission is a valuable option to consider. Substitute can be used over a coverage move, as it can afford Sandslash a free turn against a paralyzed foe, though it can be difficult to set up and does not block status moves other than Toxic. (players should already be aware of this mechanic. if theres a specific paralysis target that can sleep sandslash as it sets up sub, or something specific like that, feel free to include) Substitute further amplifies Sandslash's unique ability among Swords Dance users to defeat Zapdos, as Drill Peck only breaks the Sub ~30% it around 30% of the time, allowing Sandslash to safely set up in some circumstances which may let Sandslash set up safely and effectively sweep after winning the one-on-one.

Sandslash can effectively counter check most Rock- and Electric-types, but—with the exception of Jolteon—doing so will usually prevent it from sweeping late-game. (added hyphen) It is therefore necessary to Therefore, you must determine whether a trade or the potential for a sweep is more valuable. Its offensive nature makes it averse to taking damage, so it To stay healthy to sweep, Sandslash (as long as this makes sense) is best brought in on Thunder Wave, partial-trapping (I imagine? please clarify if not) pivots, or double switches (removed hyphen) as opposed to directly into attacks. Sandslash It greatly benefits from being hidden until late-game when it is in a position to sweep. If Sandslash is forced onto the field before a sweep is likely, it is generally advisable to should generally lead with Body Slam to chip and potentially paralyze its checks, as using Swords Dance is rarely useful before the opponent's team has been fully scouted. When saved until the late-game, Sandslash can greatly benefit from an opportunity to boost to +4 , which allows it's +4, which allows Earthquake to secure OHKOs on Chansey and Starmie and OHKO Tauros a majority of the time. Additionally, +4 Hyper Beam OHKO's Zapdos ~60% OHKOes Zapdos about 60% of the time and Exeggutor ~40% about 40% of the time, limiting their ability to impede a Sandslash sweep. Be aware that this strategy can be unreliable, as critical hits ignore stat boosts, and add an additional 12.7% chance for these OHKO's to fall short in addition to Hyper Beam accuracy. calculations for +4 Hyper Beam assume it hits and doesn't critically hit, a combined 78.09% chance, so it's riskier in practice. (.8945*(1-.127) I assume?)

Sandslash is at its most dangerous with paralysis support, and it has good synergy with many paralysis spreaders, including Zapdos, Starmie, Snorlax, (AC) and Chansey. The offensive prowess of Zapdos and Starmie in particular often forces paralysis on the opponent's team, either neutralizing foes like Jynx, Alakazam, and opposing Starmie or providing setup opportunities against slower opponents foes like Chansey, Snorlax, (AC) and Exeggutor. which is the ideal entry point for Sandslash. Sandslash will then greatly enjoy coming in on these foes. (if this isn't what you meant, please clarify) In return, Sandslash can set up on and threaten the slow Special tanks that limit them offensively, (AC) while also as well as effectively checking the Rock- and Electric- types that threaten them if a Sandslash sweep seems infeasible. Its reduced physical tanking capabilities and weakness to Ice-type moves versus Rhydon and Golem, as well as its Ice weakness, make Cloyster an ideal defensive partner, while and Sandslash feasts on the Thunderbolts Cloyster draws in. Additionally, Sandslash shares many switch-ins with Tauros, including Cloyster, Exeggutor, Slowbro, Snorlax, (AC) and Starmie, so Sandslash it often clears the way for a Tauros endgame even if it cannot sweep. Lastly, Sandslash is prone to being crippled by Body Slam paralysis, so Reflect Snorlax can also be an effective partner to ease some of the physical tanking responsibility despite effective to block that paralysis and generally help with physical tanking, despite its lower immediate physical bulk. In return, Sandslash threatens an immediate OHKO on Gengar (RC) and heavily pressures the Rhydon and Golem that Golem, which can give mono-Normal Snorlax issues. Snorlax is also invaluable in its ability to lure, pressure, and paralyze for drawing in, pressuring, and paralyzing (i did "draw in" bc i didn't see what was unusual about a given snorlax set to "lure" cloy in) Cloyster throughout the course of a match, which is essential to the success of Sandslash.


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

Sandslash has other moves that seem appealing, but all of the legitimate options have already been discussed. Rest could theoretically help it defensively, but it's too slow and burdened by weaknesses. A traditional physical tank set would be outclassed by Rhydon, Kabutops, or even Snorlax. Slash is a good move, but Kabutops uses it better, and it has poor synergy with Swords Dance. Seismic Toss is simply too weak to use, even before setting up. Toxic discourages partial-trapping and forces out Reflect users, but it's too fringe and has many better users. Sand Attack can fish for safe turns to survive attacks or set up, but it's an overly inconsistent gimmick for spending a moveslot.

(in general, ten lines for moves you immediately describe as "not legitimate options" is probably too much. change things if needed. If a less hostile framing, and thus more information about the moves, is desired by qc, we can talk about it.)

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

**Ice-types**: The prevalence of Blizzard means that All OU Ice-types (added hyphen) can easily OHKO Sandslash. Cloyster is particularly threatening, as it outspeeds and utilizes its massive physical bulk to turn Sandslash into Sandslash and tanks its hits for easy momentum, though with accuracy factored in, Blizzard only has ~ about a 60% chance to OHKO from full health. Further, Cloyster can get overburdened as a check to many threats, and lure options like Thunderbolt Tauros and Self-Destruct Snorlax can remove it. Lapras has less physical bulk and is outsped, making it vulnerable if worn down, but it can comfortably survive a +2 hit and guarantee an always OHKO with Blizzard. Articuno and Jynx fold to boosted Rock Slide and Earthquake, (AC) respectively, but outspeed, allowing them to safely revenge kill Sandslash no matter how many Swords Dances it has, provided they aren't statused. While Lapras can simply be worn down into +2 Earthquake range, Cloyster is a much greater threat that may require specific counter measures to effectively clear the way for a Sandslash sweep. Thankfully, Cloyster is used as a check to many threats, and can be effectively lured by teammates including Thunderbolt Tauros and Self-Destruct Snorlax. they outspeed and safely revenge kill Sandslash.

**Starmie**: Although it requires the rare Hydro Pump to OHKO Sandlash without a critical hit, Starmie is nonetheless the most common impediment to a Sandslash sweep. Great Speed, high Special, and a resistance to being worn down Recover (I imagine? pls clarify if i'm missing smth) all help Starmie check Sandslash consistently. It can have some difficulty switching in, (AC) though, as it detests being paralyzed by Body Slam (RC) and takes a solid chunk from Earthquake. Starmie also takes upwards of 74% from a boosted +2 Earthquake, meaning Sandslash can often power through if Starmie is worn down and/or paralyzed.

**Tauros**: While Starmie tends to force Sandslash out early and mid-game, Tauros tends to stop Sandslash dead in its tracks late-game (added hyphen) by 2HKOing with Blizzard. Being revenge killed by Tauros is one of the biggest factors holding Sandslash back, but considering a +2 Earthquake takes >60% from the bull, it often allows your own Tauros to Blizzard, serving as one of its biggest obstacles. However, it takes more than 60% from a +2 Earthquake, which can let the opposing Tauros easily win the vital mirror matchup. Oddball sets lacking Blizzard have a more difficult time, as Sandslash can sometimes survive two Body Slams into Hyper Beam. If Sandslash has the opportunity to can boost to +4 Attack, it has good odds to OHKO Tauros with Earthquake or Submission provided it is able to retaliate, a feat that can often be game-deciding.

**Grass-types**: Although its improved matchup against Exeggutor is a major advantage of Sandslash over other Ground-types, overall it is far from guaranteed to beat the Egg one-on-one thanks to Hyper Beam accuracy, Status, and possible Mega Drain recovery. Even in the best-case scenario, Sandslash eliminating a fully healthy Exeggutor will often cripple its ability to sweep by knocking it into range of Tauros's Blizzard or Hyper Beam, not to mention the possibility of Stun Spore. Instead, the Sandslash user is best off wearing down Exeggutor over the course of the match and only fully committing once Exeggutor is in +2 Hyper Beam range or crippled with status. win one-on-one. Hyper Beam misses, full paralysis from Stun Spore, and Mega Drain recover can potentially let Exeggutor win. Even when Sandslash KOes Exeggutor, it often ends up paralyzed by Stun Spore or in Tauros's Blizzard or Hyper Beam KO range. Exeggutor can, however, end up worn down throughout a match, letting Sandslash get past it more safely. (I imagine the "more safely" mkes sense?) In a pinch, +2 Body Slam into Hyper Beam will KO Exeggutor 84% of the time assuming both moves connect, while Rock Slide or Earthquake or Rock Slide instead of Body Slam drops the odds to ~45% without the possibility of paralysis. If Exeggutor manages to switch into an unboosted Sandslash without taking heavy damage, the matchup shifts dramatically in Exeggutor's favor. Explosion and Mega Drain can also allow the Exeggutor to force a direct trade. The dynamic with the other Grass-types of the tier is not nearly as complex: Sandslash is completely vulnerable to the Razor Leaf users, Beyond Exeggutor, Sandslash is completely vulnerable to Victreebel and Venusaur, being outsped and usually OHKO’d OHKOed while failing to OHKO either Victreebel or Venusaur at +2, though neither enjoys switching in considering their neutrality to Earthquake and dislike of paralysis.

**Fast Special Attackers**: Alakazam can easily revenge kill weakened Sandslash, halting a sweep. Its prevalance in the lead matchup means it is often paralyzed, though, allowing Sandslash to eliminate OHKO it risk free when set up. Jynx can be considered in this category as well, as it is rarely seen outside the lead matchup and as a result is similarly often paralyzed or asleep. While both of these pokemon can revenge kill Sandslash, both are always OHKO'd by +2 Earthquake or Hyper Beam, so they do not pose a threat if they cannot move first, and can even be used as risky setup opportunities late-game if they are paralyzed, especially in conjunction with Substitute. has a similar dynamic. Sandslash can try to set up on them late-game if they are paralyzed, especially with Substitute, but this is risky.

**Flying-types**: Sandslash is a shaky counter to Zapdos for a number of reasons. First and foremost, Zapdos has great physical bulk and an immunity to Earthquake that allows it to avoid a 2HKO from neutral Sandslash. Additionally, Sandslash's subpar defensive typing leaves it without a resistance to Zapdos. It can't 2HKO Zapdos unboosted, unless it runs Rock Slide, (I assume you meant this by "avoid a 2HKO from neutral"? if not, remove or clarify. if you did mean this, it may be worth mentioning in set details too? up to you) and doesn't resist Drill Peck, making it significantly more vulnerable switching in as well as and after setting up. The match-up gets even worse with the other legendary birds, Other Flying-types have better matchups still, as Moltres threatens a burn and 2HKO with Fire Blast, while Articuno OHKO's OHKOes Sandslash with just Ice Beam. Additionally, the matchup with Dragonite is probably Sandslash's weakest overall as it has low odds to 2HKO at +2 without the inferior Rock Slide while being Dragonite performs the best, rarely OHKOed at +2 without the inferior Rock Slide, and Sandslash is susceptible to Wrap and easily 2HKO’d 2HKOed by Surf or Blizzard. Even niche Flying-types such as Dodrio and Gyarados can give Sandslash quite a bit of trouble. Rock Slide can substantially improve Sandslash's ability to threaten these Pokemon, especially Moltres and Articuno, but this leaves it with a significantly reduced ability to beat Exeggutor, as well as an inability to paralyze its checks as they switch in. it is not standard.

**Paralysis**: An immunity to the ubiquitous Thunder Wave is a blessing that helps elevate Sandslash into a legitimate niche, but it is still vulnerable to Body Slam paralysis as well as Sandslash is immune to Thunder Wave but still vulnerable to Body Slam paralysis and Exeggutor's Stun Spore, both of which cripple its effectiveness. Swords Dance can somewhat compensate for this if the opponent foe is also paralyzed, as boosting a stat will reapply drops to the opponent, using it will reapply their Speed drop, rendering them slower. That being said, losing its already-middling Speed tier is a death sentence with such a Sandslash's vulnerability to special attacks, especially considering the prevalence of Ice Beam and Blizzard on slow Pokemon like Chansey, Lapras, and even Snorlax. Even independent of the speed drop, having turns interrupted by Paralysis is Speed drop, any full paralysis turns are particularly devastating for a sweeper, preventing it from setting up or attacking when offense is often its best defense.

[CREDITS]
- Written by: [[Gen1UUFan, 477337]]
- Quality checked by: [[Amaranth, 265630], [Plague von Karma, 236353], [FriendOfMrGolem120, 424525], [Zokuru, 263906]]
- Grammar checked by: [[Finland, 517429], [, ]]
 
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