I need help with instantiate - Overloads

theres 2 errors which says : the best overloaded method,argument #3 cant convert…

     using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;

 public class bulletDestruction : MonoBehaviour {

	public GameObject particleEffect;
	public Transform particleSpawn;


	void OnCollisionEnter()
	{
		Destroy ();
	}
	
	void Destroy()
	{
		Instantiate (particleEffect,particleSpawn,particleSpawn.rotation);
		Destroy (gameObject);
	}
}

You should not create a Function with the name of an existing method. Destroy already exists and you may well confuse the compiler by calling Destroy(object) from within a function called Destroy(). You are redefining the function so to speak.
You also need to reference the transform position for your Vector3 and not the whole Transform.

void OnCollisionEnter()
     {
         DestroyGO ();
     }
     
     void DestroyGO()
     {
         Instantiate (particleEffect,particleSpawn.position,particleSpawn.rotation);
         Destroy (gameObject);
     }

If you look at Instantiate in the scripting API youll see at the top of the page a list of 5 versions of Instantiate. These are ‘Overloads’ and you must match one of those patterns. It is this to which the error specifically refers. You can see that as Argument #2 in your Instantiate is actually referring to Transform. As a result it looks at the list of Overloads and picks the one this currently fits. This would either be #3 Nothing or #3 bool instantiateInWorldSpace as that’s what is in the Overloads that have the pattern 'Instantiate(Object,Transform' . When it sees the rotation it gets confused and can no longer find a matching Overload, hence why it says #3.

instead of rotation u need to use quaternion.
public void Instantiate(Object original, Vector3 position, Quaternion rotation);

The problem i can see is that you are using particlespawn to set the place where to spawn the object. But it’s asking for a vector and not a transform.

Meaning that the instantiate part should look like this:
Instantiate (particleEffect,particleSpawn.position,particleSpawn.rotation);

Since transform.position = vector