What it does
Salt Cure is a Rock-type status move that inflicts a unique condition: the target loses 1/16 of its max HP at the end of each turn. Against Water or Steel types, that doubles to 1/8. The condition sticks through switches — your opponent can't shake it by rotating.
That persistence is what separates Salt Cure from weather damage. One hit, and the clock is ticking regardless of what the opponent does. In a metagame packed with Water and Steel types — Urshifu, Kingambit, Iron Hands — the 1/8 rate hits a large portion of common threats.
In doubles, putting Salt Cure on both opposing slots simultaneously turns every subsequent spread move into a near-lethal sweep.
Who runs it
Garganacl (88% usage) is the carrier — full stop. Its Purifying Salt ability makes it immune to all status conditions, so it can't be shut down with burn or paralysis in retaliation. Its exceptional bulk lets it stay on field long enough to let the chip accumulate.
How to use it
Target the opponent with the highest sustain dependency or the highest Water/Steel priority. You don't need to KO immediately — Garganacl's job is to apply the status and stay alive. Pair it with a spread attacker: every turn of Salt Cure plus spread damage compounds fast.
Opponents can't reset by switching, so the only clean answers are a KO on Garganacl or carrying Covert Cloak (which blocks application). Watch for Covert Cloak and adjust your targeting.
Tips & strategy
If Garganacl moves slowly, lead with Wide Guard or Protect to survive the first wave, then apply Salt Cure on a safe turn. In doubles, targeting the opposing faster slot first means they eat a chip tick before their next action — small but psychologically brutal.
Once Urshifu or Palafin has 1/8 chip ticking, Garganacl's own Rock moves stack on top. The combination is hard to outrun in a long game. Purifying Salt only covers Garganacl itself — your partner still needs protection against opposing status moves.