LC Salandit (Poisonium Z}

[SET]
name: Poisonium Z
move 1: Sludge Bomb
move 2: Fire Blast
move 3: Hidden Power Grass
move 4: Flame Charge
item: Poisonium Z
ability: Corrosion
nature: Timid
evs: 36 Def / 192 SpA / 36 SpD / 220 Spe

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

Sludge Bomb is Salandit's main Poison-type STAB move, and in combination with Poisonium Z, it grants Salandit one extremely powerful attack per game, usually OHKOing Staryu, Ponyta, and Mienfoo after Stealth Rock and almost always KOing Slowpoke after a regular Sludge Bomb—all of these Pokemon are able to easily take any other move. Fire Blast is Salandit's other STAB option and is its most powerful move bar Acid Downpour, OHKOing Pawniard after Stealth Rock an Ferroseed from full HP. Hidden Power Grass hits Rock-types, which would otherwise wall Salandit, for super effective damage. It can also hit Water- and Ground-types, but the former are usually hit harder by Sludge Bomb and the latter by Fire Blast. Flame Charge allows Salandit to boost its Speed to let it sweep and provides a bit of chip damage on foes, which can really help in KOing certain Pokemon such as Staryu and Choice Scarf users such as Chinchou, Mienfoo, and Pawniard. Additionally, if Salandit gets to +1 Speed via Flame Charge, it can outspeed Life Orb Diglett, which would otherwise trap and OHKO it.

Set Details
========

Poisonium Z gives Salandit a one-use super powerful move. 220 Speed EVs and a Timid nature give Salandit 18 Speed, letting it outspeed much of the metagame before a Flame Charge boost and even most Choice Scarf users after. 192 Special Attack EVs help Salandit do maximum damage, and the leftover EVs are put into Defense and Special Defense to help Salandit survive more hits. It is notable that the remaining EVs are not put into HP to let Salandit switch into Stealth Rock four times without fainting.

Usage Tips
========

Poisonium Z Salandit's main function is to sweep, clean, wallbreak, and in some cases revenge kill. Due to Salandit's poor defensive stats, it should rarely be directly switched into attacks and should instead be used as a revenge killer or simply be brought in through a U-turn or Volt Switch user. Flame Charge should only be used in a two certain scenarios: if a Pokemon that can't do much to Salandit such as Spritzee is in, and if a Pokemon that can be KOed is brought in, usually either a Pokemon on a sliver of HP due to Focus Sash or Sturdy or a weakened Grass- or Ice-type. If the opponent has a Pokemon with Weak Armor, such as Onix or Kabuto, you should be extra careful about using Flame Charge, as if these Pokemon switch in on it, it can give them a Speed boost. In fact, if necessary, you can try and predict the switch, then pick off the incoming Pokemon with Hidden Power Grass. Salandit should usually be saved for late in the game, but if necessary, it can function as a fairly good revenge killer. Sweeping with Salandit is also best done when a good opportunity to use Flame Charge presents itself. Try to save Acid Downpour for when it can KO a Pokemon that would otherwise be a big threat, such as Staryu. All of Salandit's checks should be removed before an attempted sweep. If Diglett is alive on your opponent's team, Salandit is in a position where if it scores a KO without being at +1 Speed, it will easily be trapped and eliminated. Therefore, be sure to always eliminate Diglett before using Salandit. As a riskier option, Salandit can use Flame Charge on a predicted switch of a faster Pokemon, Choice Scarf Chinchou and Ponyta being notable, but, again, this is extremely risky. It can also user Acid Downpour in these situations to merely remove these threats.

Team Options
========

Bulky Grass-types such as Pumpkaboo-XL, Foongus, and Ferroseed can all check the Water- and Ground-types that give Salandit trouble. Slow U-turn and Volt Switch users such as Chinchou, Mienfoo, and Vullaby can help safely get Salandit in. Vullaby as well as Alolan Grimer can also deal with Abra, a Pokemon that otherwise greatly threatens Salandit, although having too many Poison-types on one team can leave you open to Diglett and other Ground-types. Additionally, Vullaby can remove entry hazards for Salandit, as it is quite weak to them, although Staryu, Drilbur, or Kabuto can also fulfill this role. On the other side, hazard setters such as Dwebble, Ferroseed, and Onix can help give Salandit the chip damage it so often needs to KO major threats, primarily Staryu. Fighting-types, mainly Mienfoo and Timburr, can remove Munchlax and commonly carry Knock Off, which can remove items from other bulky threats. Croagunk in particular makes for a good Water-type check, although as mentioned above too many Poison-types leaves one weak to Ground-types. Knock Off users in general can help Salandit sweep through bulkier Pokemon, with Pawniard and Kabuto utilizing it quite well. Corphish in particular can wear down Salandit's checks for it, easily defeating Ground-, Rock-, and Fire-types, while Salandit can take down almost all of Corphish's checks, such as Croagunk, Ferroseed, Foongus, and Cottonee.
 
Last edited:

Nineage

Pugnacious.
is a Programmeris a Community Contributoris a Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
[SET] what in tarnation

name: Poisonium Z
move 1: Sludge Bomb
move 2: Fire Blast
move 3: Hidden Power Grass
move 4: Flame Charge
item: Poisonium Z
ability: Corrosion
nature: Timid

evs: 36 Def / 192 SpA / 36 SpD / 220 Spe

[SET COMMENTS]
Moves
========
  • specify that acid downpour is used to take out pokemon that would otherwise tank a hit once per game
  • i dont like that you say ferroseed would wall salandit without fire blast since its a stab attack- that kind of language makes more sense for coverage moves
  • hp grass is objectively better than hp ground, it still hits chou but also hits like onix mudbray etc. the only disadvantages are u dont hit marinara and skrelp, but thats not worth it. you also get way better evs
  • mention that flame charge is generally used to outspeed scarfers (since you are already quite fast)

Set Details
========
  • Change nature to Timid- id rather take priority attacks slightly better than get no notable difference in rolls on flame charge (which is mostly a utility role anyway)
  • specify a flame charge boost when talking about speed
  • Add the defense point into your ev discussion
  • make sure you specify that attack and speed are raised as much as possible

Usage Tips
========
  • you can also use flame charge when you predict that a pokemon that will outspeed and rk you is coming in, but this is riskier
  • talk about how if you want to sweep with salandit late-game, you should try and bring it in during one of the situations where it can safely use flame charge so it doesnt get surprised by an opposing scarfer

Team Options
========
  • specify why hazard removal is so important

1/3
 
[SET] what in tarnation

name: Poisonium Z
move 1: Sludge Bomb
move 2: Fire Blast
move 3: Hidden Power Grass
move 4: Flame Charge
item: Poisonium Z
ability: Corrosion
nature: Timid

evs: 36 Def / 192 SpA / 36 SpD / 220 Spe

[SET COMMENTS]
Moves
========
  • specify that acid downpour is used to take out pokemon that would otherwise tank a hit once per game
  • i dont like that you say ferroseed would wall salandit without fire blast since its a stab attack- that kind of language makes more sense for coverage moves
  • hp grass is objectively better than hp ground, it still hits chou but also hits like onix mudbray etc. the only disadvantages are u dont hit marinara and skrelp, but thats not worth it. you also get way better evs
  • mention that flame charge is generally used to outspeed scarfers (since you are already quite fast)

Set Details
========
  • Change nature to Timid- id rather take priority attacks slightly better than get no notable difference in rolls on flame charge (which is mostly a utility role anyway)
  • specify a flame charge boost when talking about speed
  • Add the defense point into your ev discussion
  • make sure you specify that attack and speed are raised as much as possible

Usage Tips
========
  • you can also use flame charge when you predict that a pokemon that will outspeed and rk you is coming in, but this is riskier
  • talk about how if you want to sweep with salandit late-game, you should try and bring it in during one of the situations where it can safely use flame charge so it doesnt get surprised by an opposing scarfer

Team Options
========
  • specify why hazard removal is so important

1/3
implemented
 

Fiend

someguy
is a Social Media Contributoris a Community Leaderis a Community Contributoris a Top Contributoris a Top Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC Leader
[SET]
fine.
might need a change: see set details

[SET COMMENTS]
Moves
========
mention how hp grass effectively hits rock types which wall the fire/poison stabs.
flame charge prevents it from being trapped by diglett

Set Details
========
  • It is notable that the remaining EVs are not put into HP to keep Salandit's HP at an odd number and letting it switch into Stealth Rock 4 times without fainting.
so the math here is bad, as 22/4 is 5.5 which is 5 switch ins while 21/4 is still 5 switch ins w/ 5.25. please do several calcs to see if the additional hp stat would be helpful/more helpful than 11 defenses. i assume that it isn't of the utmost importance either way, but 22/11/10 vs 21/11/11 could be significant?

Usage Tips
========

  • Due to Salandit's poor defensive stats, it should never rarely be switched into direct attacks, and should instead be used as a revenge killer or simply be brought in through a U-Turn or Volt Switch user.
  • Flame Charge should only be used in a two certain scenarios. First, if a Pokemon who can't do much to Salandit, such as Spritzee is brought in (???). Next if a Pokemon that can be KOed is brought in, usually a Pokemon on a sliver HP due to a Focus Sash or Sturdy or a weakened Grass- or Ice-type, Salandit may safely use Flame Charge.
honestly reread this and reword it. i think i get it but you should make it clear and make gp not hate you.
  • As a riskier option, Salandit can use Flame Charge on a predicted switch of a faster Pokemon, Choice Scarf Chinchou and Diglett being notable but, again, this is extremely risky. who switches in diglett? huh. these just seem like good times to drop an acid downpour

Team Options
========
  • The latter as well as Alolan Grimer can also deal with Abra, a Pokemon that otherwise greatly threatens Salandit.
mention how stacking psns is generally not recommended as that leaves you with a massive ground weakness!
  • Fighting-types, mainly Mienfoo and Timburr, can remove Munchlax and commonly carry Knock Off which can remove items from other bulky threats.
Croagunk also is a sturdy water check!
  • Knock Off users in general can help Salandit sweep through bulkier Pokemon.
name a few things you want to knock (ie timburr?)

2/3
make sure your write up is english!
 

jake

underdog of the year
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Top Dedicated Tournament Host Alumnusis a Battle Simulator Moderator Alumnusis a Past SPL Champion
fiend beat me but wutevz

moves:
  • is it worth using sludge wave here? i don't know what the typical process is for sludge bomb vs sludge wave (i figure the additional psn chance usually takes priority, which is why many people stick with bomb) but wave has several notably better damage rolls, including vs chinchou and lo staryu:
192 SpA Salandit Sludge Wave vs. 76 HP / 0 SpD Chinchou: 15-18 (60 - 72%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)

192 SpA Salandit Sludge Bomb vs. 76 HP / 0 SpD Chinchou: 13-16 (52 - 64%) -- guaranteed 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)

192 SpA Salandit Sludge Wave vs. 0 HP / 0 SpD Staryu: 15-18 (78.9 - 94.7%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)

192 SpA Salandit Sludge Bomb vs. 0 HP / 0 SpD Staryu: 13-16 (68.4 - 84.2%) -- guaranteed 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)​

both have the same damage when used as a z-move. just a thought​
  • sludge bomb hits chinchou harder than hp grass does and also has a poison chance, don't mention it when talking about hpgrass. if you want to mention drilbur, be aware that fire blast is also more powerful; hpg is just a more accurate option. hpg is really just for rocks not named dwebble, its stabs hit everything else harder because of the hidden power nerf from a couple gens back
  • flame charge reference implies that the chip damage assists in koes on the scarf users which is not true, the speed allows it to outrun foo/chou. be sure to clarify this when writing up
set details:
  • no way will salandit be able to flame charge a boosted sweeper to catch up to it, it's just gonna break to whatever move they wanna use. flame charge is mostly useful for outrunning staryu/abra/diglett. if you mean it can FC to chip while something is trying to set up on it, that makes sense, but it is a bit clunky
usage tips:
  • just a language fix, but nobody in their right mind will ever switch spritzee into salandit; if spritzee is *currently* in, it can flame charge away though
  • also agree that rarely is the word of choice, i'll always switch it into spritz or cottonee
  • isn't part of the role of this set to break stuff, too? on predicted switches it's often worth dropping the acid downpour like fiend said
  • diglett does deserve a special mention but clarify why (the trappy bit)
  • playing against diglett adds a dynamic to the game in which any non-fc KO with salandit means you lose salandit, so they should be wary of this in some capacity
  • "All of Salandit's checks should be removed before an attempted sweep." what does this mean? what are its checks? how is someone meant to remove them?
  • generally i think this section is ok but could use some cleaning. could also benefit from a clear definition of the set's purpose or how it works (to clean / break, depending on the stage of the game and salandit's usefulness in the particular matchup)
team options:
  • not much else to add, but good knock targets include literally everything that you mention it *almost* kos. for example a good teammate would be something like corp because it'll drag in staryus and knock them, and salandit can switch in pretty comfortably on stuff like pumpkaboo or foong (if spore is burned) that scares corp out
 
[SET]
fine.
might need a change: see set details

[SET COMMENTS]
Moves
========
mention how hp grass effectively hits rock types which wall the fire/poison stabs.
flame charge prevents it from being trapped by diglett

Set Details
========
  • It is notable that the remaining EVs are not put into HP to keep Salandit's HP at an odd number and letting it switch into Stealth Rock 4 times without fainting.
so the math here is bad, as 22/4 is 5.5 which is 5 switch ins while 21/4 is still 5 switch ins w/ 5.25. please do several calcs to see if the additional hp stat would be helpful/more helpful than 11 defenses. i assume that it isn't of the utmost importance either way, but 22/11/10 vs 21/11/11 could be significant?

Usage Tips
========

  • Due to Salandit's poor defensive stats, it should never rarely be switched into direct attacks, and should instead be used as a revenge killer or simply be brought in through a U-Turn or Volt Switch user.
  • Flame Charge should only be used in a two certain scenarios. First, if a Pokemon who can't do much to Salandit, such as Spritzee is brought in (???). Next if a Pokemon that can be KOed is brought in, usually a Pokemon on a sliver HP due to a Focus Sash or Sturdy or a weakened Grass- or Ice-type, Salandit may safely use Flame Charge.
honestly reread this and reword it. i think i get it but you should make it clear and make gp not hate you.
  • As a riskier option, Salandit can use Flame Charge on a predicted switch of a faster Pokemon, Choice Scarf Chinchou and Diglett being notable but, again, this is extremely risky. who switches in diglett? huh. these just seem like good times to drop an acid downpour

Team Options
========
  • The latter as well as Alolan Grimer can also deal with Abra, a Pokemon that otherwise greatly threatens Salandit.
mention how stacking psns is generally not recommended as that leaves you with a massive ground weakness!
  • Fighting-types, mainly Mienfoo and Timburr, can remove Munchlax and commonly carry Knock Off which can remove items from other bulky threats.
Croagunk also is a sturdy water check!
  • Knock Off users in general can help Salandit sweep through bulkier Pokemon.
name a few things you want to knock (ie timburr?)

2/3
make sure your write up is english!
fiend beat me but wutevz

moves:
  • is it worth using sludge wave here? i don't know what the typical process is for sludge bomb vs sludge wave (i figure the additional psn chance usually takes priority, which is why many people stick with bomb) but wave has several notably better damage rolls, including vs chinchou and lo staryu:
192 SpA Salandit Sludge Wave vs. 76 HP / 0 SpD Chinchou: 15-18 (60 - 72%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)

192 SpA Salandit Sludge Bomb vs. 76 HP / 0 SpD Chinchou: 13-16 (52 - 64%) -- guaranteed 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)

192 SpA Salandit Sludge Wave vs. 0 HP / 0 SpD Staryu: 15-18 (78.9 - 94.7%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)

192 SpA Salandit Sludge Bomb vs. 0 HP / 0 SpD Staryu: 13-16 (68.4 - 84.2%) -- guaranteed 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)​

both have the same damage when used as a z-move. just a thought​
  • sludge bomb hits chinchou harder than hp grass does and also has a poison chance, don't mention it when talking about hpgrass. if you want to mention drilbur, be aware that fire blast is also more powerful; hpg is just a more accurate option. hpg is really just for rocks not named dwebble, its stabs hit everything else harder because of the hidden power nerf from a couple gens back
  • flame charge reference implies that the chip damage assists in koes on the scarf users which is not true, the speed allows it to outrun foo/chou. be sure to clarify this when writing up
set details:
  • no way will salandit be able to flame charge a boosted sweeper to catch up to it, it's just gonna break to whatever move they wanna use. flame charge is mostly useful for outrunning staryu/abra/diglett. if you mean it can FC to chip while something is trying to set up on it, that makes sense, but it is a bit clunky
usage tips:
  • just a language fix, but nobody in their right mind will ever switch spritzee into salandit; if spritzee is *currently* in, it can flame charge away though
  • also agree that rarely is the word of choice, i'll always switch it into spritz or cottonee
  • isn't part of the role of this set to break stuff, too? on predicted switches it's often worth dropping the acid downpour like fiend said
  • diglett does deserve a special mention but clarify why (the trappy bit)
  • playing against diglett adds a dynamic to the game in which any non-fc KO with salandit means you lose salandit, so they should be wary of this in some capacity
  • "All of Salandit's checks should be removed before an attempted sweep." what does this mean? what are its checks? how is someone meant to remove them?
  • generally i think this section is ok but could use some cleaning. could also benefit from a clear definition of the set's purpose or how it works (to clean / break, depending on the stage of the game and salandit's usefulness in the particular matchup)
team options:
  • not much else to add, but good knock targets include literally everything that you mention it *almost* kos. for example a good teammate would be something like corp because it'll drag in staryus and knock them, and salandit can switch in pretty comfortably on stuff like pumpkaboo or foong (if spore is burned) that scares corp out
implemented both and ready for 3
 

Berks

has a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Team Options
Make that last section really highlight Corphish; the two have some pretty phenomenal synergy in my experience as they each break most if not all of each other's checks!

Outside of that, this is thoroughly well done, kick it to GP!

QC 3/3
 
Team Options
Make that last section really highlight Corphish; the two have some pretty phenomenal synergy in my experience as they each break most if not all of each other's checks!

Outside of that, this is thoroughly well done, kick it to GP!

QC 3/3
berks is my favorite human being. Ready for GP
 

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
hi, gp 1/2

[SET]
name: Poisonium Z
move 1: Sludge Bomb
move 2: Fire Blast
move 3: Hidden Power Grass
move 4: Flame Charge
item: Poisonium Z
ability: Corrosion
nature: Timid
evs: 36 Def / 192 SpA / 36 SpD / 220 Spe

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

Sludge Bomb is Salandit's main Poison-type STAB move, but and in combination with Poisonium Z, it grants Salandit one extremely powerful attack per game, usually OHKOing Staryu, Ponyta, and Mienfoo after Stealth Rock, (RC) and almost always KOing Slowpoke after a regular Sludge Bomb—all of these Pokemon being are able to easily take any other move. Fire Blast is Salandit's other STAB option and is its most powerful move bar Acid Downpour, and it OHKOes Pawniard after Stealth Rock and it also OHKOs Ferroseed from full HP. Hidden Power Grass hits Rock-types, (AC) which would otherwise wall Salandit, for super effective (RH) damage, as without it most would wall Salandit. It can also hit Water- and Ground-types, but the former are usually hit harder by Sludge Bomb and the latter by Fire Blast. Flame Charge allows Salandit to boost its Speed and to let it sweep, (RC) and provides a bit of chip damage on opponents foes, which can really help in KOing certain Pokemon such as Staryu and Choice Scarf users such as Chinchou, Mienfoo, and Pawniard. Additionally, if Salandit gets to +1 Speed via Flame Charge, (AC) the Speed boost it lets it outspeed Life Orb Diglett, (AC) which would otherwise trap and OHKO it.

Set Details
========

As mentioned above, Poisonium Z lets Salandit deal use one, super powerful (RH) move. 220 Speed EVs and a Timid nature raise Salandit's EVs as much as possible and give Salandit 18 Speed (aren't they just saying the same thing pretty much?), letting it outspeed much of the metagame before a Flame Charge boost, (RC) and even most Choice Scarf users after a Flame Charge boost. 192 Special Attack EVs are also invested to help Salandit do maximum damage (this is worded kinda awkwardly), and the leftover EVs are put into Defense and Special Defense to help Salandit survive more hits. It is notable that the remaining EVs are not put into HP to keep Salandit's HP at an odd number, (AC) and letting it switch into Stealth Rock 4 four times without fainting.

Usage Tips
========

Poisonium Z Salandit's main function is to sweep, clean, wallbreak, and in some cases revenge kill. Due to Salandit's poor defensive stats, it should rarely be directly switched into direct attacks, (RC) and should instead be used as a revenge killer or simply be brought in through a U-turn or Volt Switch user. Flame Charge should only be used in a two certain scenarios;(semicolon) first, if a Pokemon who can't do much to Salandit, (RC) such as Spritzee is in. Next, (AC) if a Pokemon that can be KOed is brought in, usually either a Pokemon on a sliver of HP due to a Focus Sash or Sturdy or a weakened Grass- or Ice-type, Salandit may safely use Flame Charge. Salandit should usually be saved for late in the game, but if necessary, (AC) it can function as a fairly good revenge killer. Sweeping with Salandit is also best done when a good opportunity to use Flame Charge presents itself. Try to save Acid Downpour for when it can KO a Pokemon that would otherwise be a big threat, such as Staryu, as it can only be used once per game. All of Salandit's checks should be removed before an attempted sweep. If Diglett is alive on your opponent's team, (AC) then Salandit is in a position where if it scores a kill KO without being at +1 Speed, it will easily be trapped and eliminated. Therefore, (AC) be sure to always eliminate Diglett before using Salandit. As a riskier option, Salandit can use Flame Charge on a predicted switch of a faster Pokemon, Choice Scarf Chinchou and Ponyta being notable, (AC) but, again, this is extremely risky. It can also user Acid Downpour in these situations to merely remove these threats

Team Options
========

Bulky Grass-types such as Pumpkaboo-XL, Foongus, and Ferroseed can all check the Water- and Ground-types that give Salandit trouble. Slow U-turn and Volt Switch users such as Chinchou, Mienfoo, and Vullaby can help safely get Salandit in. The latter Vullaby as well as Alolan Grimer can also deal with Abra, a Pokemon that otherwise greatly threatens Salandit, although having too many Poison-types on one team can leave you open to Diglett and other Ground-types. Additionally, Vullaby can remove entry hazards for Salandit, (AC) as it is quite weak to them, although Staryu, Drilbur, or Kabuto can also fulfill this role. On the other side, (other side sounds kinda odd) hazard setters such as Dwebble, Ferroseed, and Onix can help give Salandit the chip damage it so often needs to KO major threats, primarily Staryu. Fighting-types, mainly Mienfoo and Timburr, can remove Munchlax and commonly carry Knock Off, (AC) which can remove items from other bulky threats. Croagunk in particular makes for a good Water-type check, although as mentioned above too many Poison-types leaves one weak to Ground-types. Knock Off users in general can help Salandit sweep through bulkier Pokemon, with Pawniard, (RC) and Kabuto utilizing it quite well. Corphish in particular can wear down Salandit's checks for it, easily defeating Ground-, Rock-, and Fire-types, while Salandit can take down almost all of Corphish's checks, such as Croagunk, Ferroseed, Foongus, and Cottonee.
 
hi, gp 1/2

[SET]
name: Poisonium Z
move 1: Sludge Bomb
move 2: Fire Blast
move 3: Hidden Power Grass
move 4: Flame Charge
item: Poisonium Z
ability: Corrosion
nature: Timid
evs: 36 Def / 192 SpA / 36 SpD / 220 Spe

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

Sludge Bomb is Salandit's main Poison-type STAB move, but and in combination with Poisonium Z, it grants Salandit one extremely powerful attack per game, usually OHKOing Staryu, Ponyta, and Mienfoo after Stealth Rock, (RC) and almost always KOing Slowpoke after a regular Sludge Bomb—all of these Pokemon being are able to easily take any other move. Fire Blast is Salandit's other STAB option and is its most powerful move bar Acid Downpour, and it OHKOes Pawniard after Stealth Rock and it also OHKOs Ferroseed from full HP. Hidden Power Grass hits Rock-types, (AC) which would otherwise wall Salandit, for super effective (RH) damage, as without it most would wall Salandit. It can also hit Water- and Ground-types, but the former are usually hit harder by Sludge Bomb and the latter by Fire Blast. Flame Charge allows Salandit to boost its Speed and to let it sweep, (RC) and provides a bit of chip damage on opponents foes, which can really help in KOing certain Pokemon such as Staryu and Choice Scarf users such as Chinchou, Mienfoo, and Pawniard. Additionally, if Salandit gets to +1 Speed via Flame Charge, (AC) the Speed boost it lets it outspeed Life Orb Diglett, (AC) which would otherwise trap and OHKO it.

Set Details
========

As mentioned above, Poisonium Z lets Salandit deal use one, super powerful (RH) move. 220 Speed EVs and a Timid nature raise Salandit's EVs as much as possible and give Salandit 18 Speed (aren't they just saying the same thing pretty much?), letting it outspeed much of the metagame before a Flame Charge boost, (RC) and even most Choice Scarf users after a Flame Charge boost. 192 Special Attack EVs are also invested to help Salandit do maximum damage (this is worded kinda awkwardly), and the leftover EVs are put into Defense and Special Defense to help Salandit survive more hits. It is notable that the remaining EVs are not put into HP to keep Salandit's HP at an odd number, (AC) and letting it switch into Stealth Rock 4 four times without fainting.

Usage Tips
========

Poisonium Z Salandit's main function is to sweep, clean, wallbreak, and in some cases revenge kill. Due to Salandit's poor defensive stats, it should rarely be directly switched into direct attacks, (RC) and should instead be used as a revenge killer or simply be brought in through a U-turn or Volt Switch user. Flame Charge should only be used in a two certain scenarios;(semicolon) first, if a Pokemon who can't do much to Salandit, (RC) such as Spritzee is in. Next, (AC) if a Pokemon that can be KOed is brought in, usually either a Pokemon on a sliver of HP due to a Focus Sash or Sturdy or a weakened Grass- or Ice-type, Salandit may safely use Flame Charge. Salandit should usually be saved for late in the game, but if necessary, (AC) it can function as a fairly good revenge killer. Sweeping with Salandit is also best done when a good opportunity to use Flame Charge presents itself. Try to save Acid Downpour for when it can KO a Pokemon that would otherwise be a big threat, such as Staryu, as it can only be used once per game. All of Salandit's checks should be removed before an attempted sweep. If Diglett is alive on your opponent's team, (AC) then Salandit is in a position where if it scores a kill KO without being at +1 Speed, it will easily be trapped and eliminated. Therefore, (AC) be sure to always eliminate Diglett before using Salandit. As a riskier option, Salandit can use Flame Charge on a predicted switch of a faster Pokemon, Choice Scarf Chinchou and Ponyta being notable, (AC) but, again, this is extremely risky. It can also user Acid Downpour in these situations to merely remove these threats

Team Options
========

Bulky Grass-types such as Pumpkaboo-XL, Foongus, and Ferroseed can all check the Water- and Ground-types that give Salandit trouble. Slow U-turn and Volt Switch users such as Chinchou, Mienfoo, and Vullaby can help safely get Salandit in. The latter Vullaby as well as Alolan Grimer can also deal with Abra, a Pokemon that otherwise greatly threatens Salandit, although having too many Poison-types on one team can leave you open to Diglett and other Ground-types. Additionally, Vullaby can remove entry hazards for Salandit, (AC) as it is quite weak to them, although Staryu, Drilbur, or Kabuto can also fulfill this role. On the other side, (other side sounds kinda odd) hazard setters such as Dwebble, Ferroseed, and Onix can help give Salandit the chip damage it so often needs to KO major threats, primarily Staryu. Fighting-types, mainly Mienfoo and Timburr, can remove Munchlax and commonly carry Knock Off, (AC) which can remove items from other bulky threats. Croagunk in particular makes for a good Water-type check, although as mentioned above too many Poison-types leaves one weak to Ground-types. Knock Off users in general can help Salandit sweep through bulkier Pokemon, with Pawniard, (RC) and Kabuto utilizing it quite well. Corphish in particular can wear down Salandit's checks for it, easily defeating Ground-, Rock-, and Fire-types, while Salandit can take down almost all of Corphish's checks, such as Croagunk, Ferroseed, Foongus, and Cottonee.
Implemented
 

Lumari

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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[SET]
name: Poisonium Z
move 1: Sludge Bomb
move 2: Fire Blast
move 3: Hidden Power Grass
move 4: Flame Charge
item: Poisonium Z
ability: Corrosion
nature: Timid
evs: 36 Def / 192 SpA / 36 SpD / 220 Spe

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

Sludge Bomb is Salandit's main Poison-type STAB move, and in combination with Poisonium Z, it grants Salandit one extremely powerful attack per game, usually OHKOing Staryu, Ponyta, and Mienfoo after Stealth Rock and almost always KOing Slowpoke after a regular Sludge Bomb—all of these Pokemon are able to easily take any other move. Fire Blast is Salandit's other STAB option and is its most powerful move bar Acid Downpour, and it OHKOes OHKOing Pawniard after Stealth Rock an Ferroseed from full HP. Hidden Power Grass hits Rock-types, which would otherwise wall Salandit, for super effective damage. It can also hit Water- and Ground-types, but the former are usually hit harder by Sludge Bomb and the latter by Fire Blast. Flame Charge allows Salandit to boost its Speed to let it sweep and provides a bit of chip damage on foes, which can really help in KOing certain Pokemon such as Staryu and Choice Scarf users such as Chinchou, Mienfoo, and Pawniard. Additionally, if Salandit gets to +1 Speed via Flame Charge, the Speed boost lets it it can outspeed Life Orb Diglett, which would otherwise trap and OHKO it.

Set Details
========

Poisonium Z lets gives Salandit use one, a one-use super powerful move. 220 Speed EVs and a Timid nature give Salandit 18 Speed, letting it outspeed much of the metagame before a Flame Charge boost and even most Choice Scarf users after a Flame Charge boost. 192 Special Attack EVs are also invested to help Salandit do maximum damage, and the leftover EVs are put into Defense and Special Defense to help Salandit survive more hits. It is notable that the remaining EVs are not put into HP to keep Salandit's HP at an odd number, letting it let Salandit (correct investment, wrong reasoning, what matters is that it's not divisible by 4) switch into Stealth Rock four times without fainting.

Usage Tips
========

Poisonium Z Salandit's main function is to sweep, clean, wallbreak, and in some cases revenge kill. Due to Salandit's poor defensive stats, it should rarely be directly switched into attacks and should instead be used as a revenge killer or simply be brought in through a U-turn or Volt Switch user. Flame Charge should only be used in a two certain scenarios: (colon) first, if a Pokemon who that can't do much to Salandit such as Spritzee is in, Next, and if a Pokemon that can be KOed is brought in, usually either a Pokemon on a sliver of HP due to Focus Sash or Sturdy or a weakened Grass- or Ice-type, Salandit may safely use Flame Charge. Salandit should usually be saved for late in the game, but if necessary, it can function as a fairly good revenge killer. Sweeping with Salandit is also best done when a good opportunity to use Flame Charge presents itself. Try to save Acid Downpour for when it can KO a Pokemon that would otherwise be a big threat, such as Staryu, as it can only be used once per game. All of Salandit's checks should be removed before an attempted sweep. If Diglett is alive on your opponent's team, then Salandit is in a position where if it scores a KO without being at +1 Speed, it will easily be trapped and eliminated. Therefore, be sure to always eliminate Diglett before using Salandit. As a riskier option, Salandit can use Flame Charge on a predicted switch of a faster Pokemon, Choice Scarf Chinchou and Ponyta being notable, but, again, this is extremely risky. It can also user Acid Downpour in these situations to merely (outright?) remove these threats. (AP)

Team Options
========

Bulky Grass-types such as Pumpkaboo-XL, Foongus, and Ferroseed can all check the Water- and Ground-types that give Salandit trouble. Slow U-turn and Volt Switch users such as Chinchou, Mienfoo, and Vullaby can help safely get Salandit in. Vullaby as well as Alolan Grimer can also deal with Abra, a Pokemon that otherwise greatly threatens Salandit, although having too many Poison-types on one team can leave you open to Diglett and other Ground-types. Additionally, Vullaby can remove entry hazards for Salandit, as it is quite weak to them, although Staryu, Drilbur, or Kabuto can also fulfill this role. On the other side, hazard setters such as Dwebble, Ferroseed, and Onix can help give Salandit the chip damage it so often needs to KO major threats, primarily Staryu. Fighting-types, mainly Mienfoo and Timburr, can remove Munchlax and commonly carry Knock Off, which can remove items from other bulky threats. Croagunk in particular makes for a good Water-type check, although as mentioned above too many Poison-types leaves one weak to Ground-types. Knock Off users in general can help Salandit sweep through bulkier Pokemon, with Pawniard and Kabuto utilizing it quite well. Corphish in particular can wear down Salandit's checks for it, easily defeating Ground-, Rock-, and Fire-types, while Salandit can take down almost all of Corphish's checks, such as Croagunk, Ferroseed, Foongus, and Cottonee.
 
Last edited:
If the opponent has a Pokemon with Weak Armor, such as Onix or Kabuto, you should be extra careful about using Flame Charge, as if these Pokemon switch in on it it can give them a Speed boost. In fact, if necessary you can try and predict the switch, then pick off the incoming Pokemon with Hidden Power Grass.

I think this would be a good inclusion in Usage Tips, but if QC has any objections or GP finds a mistake, please say so. If no one comments in 24 hours I'm going to include it. If Levi or OP upload before then they can make the decision.
 

lotiasite

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If the opponent has a Pokemon with Weak Armor, such as Onix or Kabuto, you should be extra careful about using Flame Charge, as if these Pokemon switch in on it, (AC) it can give them a Speed boost. In fact, if necessary, (AC) you can try and predict the switch, then pick off the incoming Pokemon with Hidden Power Grass.

if you needed that, there you go
 

Berks

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If the opponent has a Pokemon with Weak Armor, such as Onix or Kabuto, you should be extra careful about using Flame Charge, as if these Pokemon switch in on it it can give them a Speed boost. In fact, if necessary you can try and predict the switch, then pick off the incoming Pokemon with Hidden Power Grass.

I think this would be a good inclusion in Usage Tips, but if QC has any objections or GP finds a mistake, please say so. If no one comments in 24 hours I'm going to include it. If Levi or OP upload before then they can make the decision.
If the opponent has a Pokemon with Weak Armor, such as Onix or Kabuto, you should be extra careful about using Flame Charge, as if these Pokemon switch in on it, (AC) it can give them a Speed boost. In fact, if necessary, (AC) you can try and predict the switch, then pick off the incoming Pokemon with Hidden Power Grass.

if you needed that, there you go
yes do these
 
If the opponent has a Pokemon with Weak Armor, such as Onix or Kabuto, you should be extra careful about using Flame Charge, as if these Pokemon switch in on it, (AC) it can give them a Speed boost. In fact, if necessary, (AC) you can try and predict the switch, then pick off the incoming Pokemon with Hidden Power Grass.

if you needed that, there you go
yes do these
Implemented thanks for the mini GP check lotiasite ;)
 

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