
[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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