Salamence (Doubles)

[OVERVIEW]

Mega Salamence is one of the best Mega Evolutions of the format and should therefore be a top consideration when picking your team. Access to Intimidate before Mega Evolving helps provide excellent support, especially for partners like Amoonguss and Sylveon. Further, its great defensive stats and resistances to common types such as Fire, Water, and Grass make it easy for Salamence to switch in and out to activate it. Sets utilizing Draco Meteor tend to take advantage of this even more, as the Special Attack drops encourage switches. Aerilate and access to moves such as Double-Edge and Hyper Voice allow Mega Salamence to deal massive damage. Flying also has very good neutral coverage, so Mega Salamence can easily get away with running mono-Flying-type attacks. High Attack and Special Attack, and the movepool to support both, allow it to function with a variety of sets. The ability to go mixed is a big advantage Mega Salamence has over other Mega Evolutions. This can also make Mega Salamence difficult to deal with, as the opponent must guess the set in order to handle it appropriately. A high base Speed allows it to outpace the majority of the metagame, even ordinarily very fast foes such as Gengar and Terrakion. It is, however, vulnerable to all forms of speed control. A 4x weakness to Ice often leaves it threatened, as, despite Ice-types being uncommon, it's a common typing for coverage. When Intimidate support is unneeded, Mega Salamence can often face too much competition as a Mega Evolution to be optimal. For example, Mega Kangaskhan has a stronger Double-Edge, and Mega Gardevoir has a more powerful Hyper Voice.

[SET]
name: Mixed
move 1: Double-Edge
move 2: Hyper Voice
move 3: Draco Meteor / Fire Blast
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Naive
evs: 44 Atk / 212 SpA / 252 Spe

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

Double-Edge, boosted by Aerilate, is one of Mega Salamence's strongest attacks, but it comes at the cost of inflicting recoil damage. Double-Edge notably provides an option for when Mega Salamence's Special Attack has been lowered by the use of Draco Meteor. Hyper Voice, which also gets the boost from Aerilate, deals spread damage backed by Mega Salamence's Special Attack. It makes for a good option when Mega Salamence's Attack has been lowered by a foe's Intimidate. Draco Meteor provides a finisher for dealing with opposing Dragons or picking up KOs on foes with low Special Defense. It also provides a means to hit Electric-types such as Thundurus and Rotom-A at least neutrally. A Fire-type attack such as Fire Blast or Flamethrower can be used in place of Draco Meteor if needed, as it's important to have at least one Fire-type attack on your team in order to deal with Ferrothorn. In a similar vein, Earthquake can be used over Hyper Voice or Draco Meteor if you need a way to hit Heatran super effectively. Protect allows Salamence to defend itself for a turn, allowing its partner time to eliminate a foe or switch, or gain the Speed increase from Mega Evolving safely.

Set Details
========

Intimidate is the far better ability compared to the alternative, Moxie, as it provides support by lowering the foe's Attack. A Naive nature and 252 Speed EVs are used to outspeed as many foes as possible, notably opposing Mega Salamence, Terrakion, and Gengar. A Hasty nature is not used, as it takes less advantage of Intimidate and Mega Salamence's Special Defense is not so much of a factor in surviving attacks. 44 Attack EVs are used to allow Mega Salamence to OHKO 252 HP / 4 Def Mega Gardevoir with Double-Edge. The 212 Special Attack EVs are mostly leftover, but they importantly make Hyper Voice a 2HKO against 4 HP Landorus-T the majority of the time. You may opt to change the number of Attack EVs used to suit your needs, such as dropping to 20 Attack EVs to OHKO maximum Defense Amoonguss. If Earthquake is chosen, an EV spread of 252 Atk / 4 SpA / 252 Spe is recommended to OHKO uninvested Heatran.

Usage Tips
========

This set aims to deal as much damage as possible with Double-Edge and Draco Meteor to pick up quick KOs. Generally, you'll want to use Hyper Voice until a foe is put into KO range of either Double-Edge or Draco Meteor. Try to bring Salamence in during the early-game or as a lead, as this allows it to take better advantage of Intimidate. An exception is if a Defiant or Competitive user is seen at Team Preview, when caution should be given to doing so. Don't always Mega Evolve if you plan to simply use Protect, as Intimidate can be good to preserve for later on in the battle. Be aware of Mega Salamence's higher Speed compared to its base forme on the you choose to Mega Evolve it; utilize Protect to gain this safely where necessary. Don't be too afraid of Draco Meteor's Special Attack drops, as Mega Salamence can just switch to using Double-Edge afterwards. Be cautious of Double-Edge's recoil, and use another move if you think it'll put Mega Salamence into KO range of a foe's move.

Team Options
========

Teammates that are able to beat users of Ice-type moves such as Water-types and Cresselia are valuable. Electric-types such as Rotom-W and Thundurus can accomplish the former with their STAB Thunderbolt. Grass-types such as Amoonguss, Ludicolo, and Serperior also beat Water-types and are able to beat Rock-types as well. Amoonguss, as a Poison-type, further provides resistances to Fairy, which Mega Salamence is weak to. The Grass / Fighting types Virizion and Breloom can also handily beat Water-types as well as Steel-types such as Bisharp. Dark-types such as Bisharp, Tyranitar, and Weavile deal excellently with Cresselia, being immune to Psychic. Bisharp and Milotic can also dissuade opposing Intimidate users with Defiant and Competitive. Tyranitar is notable as well, since it pairs well with Mega Salamence on a sand archetype with partners like Landorus. Allies capable of dealing with Fairy-types are great, as Fairy-types can very often OHKO Mega Salamence. Steel-types such as Aegislash, Excadrill, and Ferrothorn can beat Fairies and also help beat Rock-types. Aegislash can also use Wide Guard to defend Mega Salamence against spread moves like Icy Wind and Rock Slide.

Fairies of your own such as Azumarill and Sylveon can switch into Dragon-type moves and OHKO Dragons back. Sylveon and Assault Vest Azumarill specifically also appreciate Intimidate to patch up their weaker Defense stat. Steel-types wall both of Mega Salamence's STAB moves, so teammates that can beat them are useful. Ground-types such as Excadrill, Swampert, and Gastrodon can do this as well as beat Rock-types. Swampert, like Aegislash, can also use Wide Guard to defend Mega Salamence against spread moves. Fire-types such as Talonflame, Arcanine, and Heatran beat Steel-types and provide a resistance to Fairy. Greninja can beat a variety of threats such as opposing Dragons with Ice Beam and Fairies with Gunk Shot. Politoed enjoys Mega Salamence's presence on rain teams, as Mega Salamence can beat Grass-types for them. In return, Politoed's Water-type moves help deal with Heatran and Rock-type attackers such as Tyranitar and Terrakion. Rain teams often also struggle with balancing physical and special attackers, which Double-Edge helps with.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Return / Double-Edge
move 3: Earthquake / Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

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

Dragon Dance is the biggest reason to use a physically based Mega Salamence, boosting Attack and Speed by one stage. Return is Mega Salamence's best option for an Aerilate-boosted attack without any drawbacks. Double-Edge is an alternative if you need an increase in damage output at the cost of recoil damage, notably guaranteeing an immediate OHKO against Sylveon. Earthquake helps to deal with the Steel-, Rock-, and Electric-types that wall Mega Salamence's Flying-type STAB move. Heatran is a prime example of this, as it ordinarily takes little damage from Mega Salamence's STAB moves, but is very threatened by Earthquake. It also gives Mega Salamence a spread move to better sweep through teams with, which this set would otherwise lack. If you prefer Mega Salamence be able to stick around for extended periods, Roost can accomplish this by healing it for half of its health. It also briefly removes Mega Salamence's Flying typing, which can be notable for surviving super effective attacks like Stone Edge. Roost is particularly attractive if Salamence is using a bulkier EV spread, as that would take better advantage of it. Protect shields Salamence for a turn, allowing a partner to potentially KO a threat or switch to improve positioning. Since regular Salamence is slower than Mega Salamence, Protect can also be used to speed up in safety. Further, since Mega Salamence can be a big threat to the opponent's team after setting up, Protect is useful for punishing attacks that are more likely to be aimed at it.

Set Details
========

Intimidate is Salamence's better ability, as dropping the foe's Attack stat helps it set up with Dragon Dance. An Adamant nature and 252 Attack EVs are used to improve Mega Salamence's damage output as much as possible. A Jolly nature can be used instead if you'd prefer to outspeed foes such as Terrakion and Gengar before a Dragon Dance. The remaining 252 EVs are placed in Speed to allow Mega Salamence to outpace the greatest number of foes. Bulkier spreads such as 84 HP / 132 Atk / 4 Def / 148 SpD / 140 Spe are viable to improve Mega Salamence's bulk. They allow Return to OHKO 252 HP / 4 Def Mega Gardevoir nearly all the time, make Terrakion's Rock Slide a 3HKO and neutral-natured Politoed's Ice Beam a 2HKO, and let Mega Salamence outspeed Jolly Landorus-T. Bulkier spreads with a Jolly nature are a possibility as well, such as 52 HP / 172 Atk / 4 Def / 84 SpD / 196 Spe. These outrun Mega Lucario, make Terrakion's Rock Slide a 3HKO and Suicune's Ice Beam a 2HKO, and OHKO the majority of Suicune with a +1 Helping Hand-boosted Return. Don't use either of these spreads with Double-Edge, however, as the recoil damage will mean Mega Salamence won't survive those attacks anyway.

Usage Tips
========

This set aims to set up a Dragon Dance before sweeping through the opponent's team with powerful attacks. While most setup sweepers prefer being brought out in the late-game, Salamence is an exception due to Intimidate. Be wary of Defiant and Competitive users should you choose to lead with Salamence, though. Try to keep Mega Salamence defended by a redirector for as long as it's on the field so that it can continue setting up and sweeping safely. You may not want to Mega Evolve immediately if you're using Protect in order to preserve Intimidate for later in the battle. Be aware of Salamence's lower base Speed in comparison to Mega Salamence's on the turn you Mega Evolve it to avoid being caught off guard. Dragon Dance, while generally good, is especially nice when used on a predicted Protect, switch, or weak attack from a foe. If Double-Edge is chosen, be careful that the recoil damage it inflicts doesn't put Mega Salamence into a foe's KO range.

Team Options
========

Follow Me or Rage Powder support is very valuable for helping Mega Salamence set up, as it can defend it against damage and crippling status. Follow Me Clefable and Clefairy, being Fairy-types, are generally the best candidates for this, being immune to Dragon-type attacks. Clefable has the advantage of not being forced into using Eviolite and can instead use items such as Sitrus Berry or Rocky Helmet, although Clefairy's Friend Guard is valuable to reduce the damage of spread attacks like Rock Slide. Both can also use Moonblast to KO opposing Dragons or Helping Hand to further boost the power of Mega Salamence's attacks. Amoonguss or Togekiss may also be considered for the role, although you must bear in mind they share some weaknesses with Mega Salamence. Partners capable of dealing with users of Ice-type attacks such as Cresselia and Water-types are also helpful. Electric-types such as Rotom-W and Thundurus can handle Water-types with their STAB Thunderbolt. Grass-types such as Ludicolo and Serperior can equally beat Water-types in addition to Rock-types. Breloom and Virizion, being part Fighting-type, are also great, as they resist Rock and beat Steel-types.

Dark-types such as Bisharp, Tyranitar, and Weavile can beat Cresselia with their STAB moves. Weavile is notable, as Fake Out can grant Mega Salamence the opportunity to set up a Dragon Dance more safely. Bisharp and Milotic are also able to deter Intimidate users with Defiant and Competitive, respectively. Pokemon capable of dealing with Fairy-types are also good teammates, as Mega Salamence is weak to their STAB attacks. Steel-types such as Aegislash, Excadrill, and Ferrothorn are good options that can deal with Rock-types as well. Aegislash is particularly great, as Wide Guard can shield Mega Salamence from spread moves like Rock Slide. Fairy-types of your own such as Azumarill and Sylveon are also useful to switch in on and beat opposing Dragons. Assault Vest Azumarill and Sylveon in particular really appreciate Intimidate for patching up their lower Defense. While this set can carry Earthquake, allies that beat Steel-types are still useful, as they wall Flying-type moves. For example, Ground-types such as Swampert and Gastrodon can deal a lot of damage to them with their STAB moves. Swampert, similarly to Aegislash, can also use Wide Guard to defend Mega Salamence against spread attacks. Fire-types such as Talonflame, Arcanine, and Heatran can also beat Steel-types and resist Fairy-type attacks. Greninja can aid Mega Salamence with a variety of coverage, such as Ice Beam to KO opposing Dragons or Gunk Shot to KO Fairies.

[SET]
name: Special
move 1: Hyper Voice
move 2: Draco Meteor / Dragon Pulse
move 3: Fire Blast / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

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

Hyper Voice is boosted by Aerilate and deals a good amount of spread damage. Draco Meteor serves as a strong single-target STAB attack able to KO even bulky Dragons, at the cost of lowering Mega Salamence's Special Attack. A Dragon-type move is also valuable for dealing at least neutral damage to Electric-types such as Rotom-W. Dragon Pulse can be used instead if you'd prefer to use a Dragon-type move without Draco Meteor's drawback. Fire Blast can hit Steel-types that resist Flying and Dragon super effectively, although it only has 85% accuracy. Flamethrower is an alternative if you'd prefer more accuracy, though the drop in power means that Mega Salamence is no longer guaranteed to pick up the OHKO on Ferrothorn, for example. Protect can shield Salamence for a turn, allowing its partner to KO a threat or switch out to improve positioning. Protect can also be used to help Salamence gain its all-important Speed from Mega Evolving more safely.

Set Details
========

Intimidate is the ability of choice, as Moxie is useless on a special attacker and Intimidate provides support by dropping both foes' Attack. 252 Speed EVs and a Timid nature are used to outspeed as many foes as possible. While a Modest nature may be tempting to increase Mega Salamence's damage output further, missing out on outspeeding key threats such as Gengar and Terrakion is generally not worth it. The remaining 252 EVs are then invested into Special Attack to improve Mega Salamence's damage output.

Usage Tips
========

This set is mostly aiming to deal as much damage as possible with Hyper Voice. Try to bring Salamence out in the early-game, or as a lead, in order get the maximum opportunities to take advantage of Intimidate. However, be aware of Defiant and Competitive users from Team Preview should you choose to lead with Salamence. Don't feel as though you have to Mega Evolve if you're just opting to Protect Salamence, as preserving Intimidate for later in the battle can be useful. Be conscious of the fact that Salamence has a lower Speed than Mega Salamence on the turn you Mega Evolve in order to avoid being outsped unnecessarily. Be careful of killing momentum with Draco Meteor if you have it, as this set has no physical move to fall back on. If Mega Salamence is your team's only option against Ferrothorn, be sure to preserve Mega Salamence until it's been eliminated.

Team Options
========

Because Mega Salamence is 4x weak to Ice, allies that beat Ice-type attackers such as Cresselia and Water-types are valuable. Electric-types such as Rotom-W and Thundurus are able to do this with their strong STAB Thunderbolt. Grass-types such as Amoonguss, Ludicolo, and Serperior can also beat Water-types in addition to Rock-types. Amoonguss is further a Poison-type and therefore resists Fairy-type attacks for Mega Salamence. Breloom and Virizion, as Grass / Fighting types, beat Water-types and Steel-types such as Bisharp. Dark-types such as Tyranitar, Weavile, and Bisharp can beat Cresselia with their super effective STAB attacks. Tyranitar pairs particularly well with Mega Salamence on a sand archetype with partners such as Sand Rush Excadrill that can eliminate Rock- and Fairy-types. Other Steel-types such as Aegislash and Ferrothorn equally do a good job at eliminating the aforementioned foes. Aegislash can also use Wide Guard to shield Mega Salamence against spread moves like Icy Wind and Rock Slide. Using Fairy-types of your own such as Azumarill and Sylveon can be useful to beat opposing Dragons. Sylveon and Assault Vest Azumarill especially enjoy Salamence's Intimidate to patch up their lower Defense. Steel-types wall Mega Salamence's STAB moves, and it's therefore useful to have partners that can beat them. Ground-types such as Swampert and Gastrodon can beat Steel-types and also help beat Rock-types. Swampert, like Aegislash, can also use Wide Guard to block spread attacks. Fire-types such as Talonflame, Arcanine, and Heatran also beat Steel-types and resist Fairy-type attacks. Greninja can beat a variety of threats to Mega Salamence such as Dragons with Ice Beam and Fairies with Gunk Shot.

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

A physical set without Dragon Dance is viable, but in general it's outclassed by the mixed set, which is able to accomplish almost the same thing with exclusively Double-Edge. Hydro Pump can be used to hit Fire- and Rock-types, particularly Rotom-H and Aerodactyl, which are immune to Earthquake. Rock Slide and Stone Edge are options to hit foes like Talonflame and Charizard super effectively. Rock Slide is particularly effective given Salamence's high Speed, as it's more likely than not that at least one foe will flinch. Dragon Claw could be used over Earthquake on the Dragon Dance set to hit a greater number of foes neutrally. Tailwind can be used over Draco Meteor on the mixed set in order to provide a form of speed control. Substitute could be used in the same slot in order to capitalize on passive turns from your opponent, allowing Mega Salamence to avoid being KOed by threatening attacks or crippled by status such as paralysis. Giga Impact hits very hard at the cost of a recharge turn, but it can OHKO foes that EV to survive Double-Edge. This can be particularly appealing if Mega Salamence is used with a teammate that knows Roar, such as Suicune, to help skip the recharge turn. Running different items such as Choice Scarf and Life Orb is possible if you'd like to bring Salamence and another Mega Pokemon.

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

**Dragon-type Pokemon**: While Mega Salamence beats the majority of opposing Dragons, there are some exceptions. Choice Scarf Hydreigon, for example, can outspeed non-Dragon Dance variants of Mega Salamence and OHKO them with Draco Meteor. Opposing Mega Salamence are also able to at least Speed tie with it and can threaten an OHKO with a Draco Meteor of their own.

**Electric-type Pokemon**: Electric-types resist Mega Salamence's Flying-type moves and often carry Hidden Power Ice. Rotom-W, Zapdos, and Thundurus are great examples, as they're also immune to Mega Salamence's Earthquake. They should still be wary of Draco Meteor, however, as it can deal a large amount of damage to them if they're not specially defensive.

**Fairy-type Pokemon**: While they're often OHKOed by Double-Edge, Fairies have an easy time OHKOing Mega Salamence themselves with their high-powered STAB attacks. Sylveon's and Mega Gardevoir's Hyper Voice can hit Mega Salamence through Substitute and bypass redirection. Azumarill can survive Double-Edge and has a chance to OHKO Mega Salamence with an unboosted Play Rough. Mega Mawile takes reduced damage from Mega Salamence's Flying-type moves as a result of its Steel typing, and Play Rough deals excellent damage to it. It does have to be wary of Fire Blast, however, as, with some prior damage, it can be KOed by the move.

**Ice-type Attacks**: Ice-type Pokemon themselves are uncommon, but Ice is a common typing for coverage, which is problematic due to Mega Salamence's 4x weakness to it. Weavile is the most common Ice-type and has a great matchup against Mega Salamence, as it can outspeed and OHKO it. Cresselia and Porygon2 have the bulk to survive any attack from Mega Salamence and can retaliate with Ice Beam. Bulky Water-types such as Milotic, Suicune, and Politoed can also threaten an OHKO on Mega Salamence with Ice Beam and additionally have the option of Icy Wind, which can hit Mega Salamence through redirection and lower its Speed. Gengar is also a notable user of Icy Wind, and it may have multiple opportunities to use the move because it commonly runs Focus Sash. Swift Swim users such as Ludicolo and Kingdra can outspeed Mega Salamence in the rain and can OHKO it with Ice Beam. Greninja outspeeds maximum Speed Mega Salamence and gains STAB on Ice Beam thanks to its Protean ability.

**Rock-type Pokemon**: Rock-types often resist Flying-type attacks, and Rock Slide hits Mega Salamence through redirection. Tyranitar takes little damage from Mega Salamence's special moves as a result of sand boosting its Special Defense. Aerodactyl easily outpaces Mega Salamence and can use Wide Guard to block Mega Salamence's Hyper Voice. Mega Aerodactyl is also notable, as it can deal excellent damage to Mega Salamence with a Tough Claws-boosted Ice Fang. Terrakion doesn't resist Flying as a result of its Fighting typing, but it can deal good damage with Rock Slide or Stone Edge.

**Steel-type Pokemon**: Steel-types resist both Flying- and Dragon-type attacks and therefore have a relatively easy time against Mega Salamence. Heatran, while 4x weak to Earthquake, is free to either set up a Substitute or use Flash Cannon against Mega Salamence. Further, if Heatran carries Hidden Power Ice, it can just outright OHKO it. Aegislash takes little damage from Fire- and Ground-type moves and can gain boosts from them thanks to its Weakness Policy. In fact, the boost from Weakness Policy is enough to allow Aegislash to OHKO Mega Salamence with its STAB moves. Its access to Wide Guard also means it can block Mega Salamence's Hyper Voice and Earthquake. Mega Metagross is not affected by Intimidate before Mega Evolving due to Clear Body and can OHKO Mega Salamence with Ice Punch. Its massive Defense stat also means that it takes Earthquake very well, not even being OHKOed at +2.

**Intimidate and Burns**: While the commonness of mixed and special sets means Intimidate and burns won't necessarily hamper all Mega Salamence, they are nevertheless effective at reducing the damage output of Mega Salamence's physical attacks. Intimidate users such as Landorus-T, Gyarados, and opposing Salamence are able to lower Mega Salamence's Attack one stage when switched in. Will-O-Wisp users such as Talonflame, Gengar, and Rotom-W can halve Mega Salamence's Attack stat and inflict residual damage through burn. Entei can also attempt to fish for burns with Sacred Fire, as the move has a 50% chance to burn its target.

**Speed Control**: As most Mega Salamence sets rely on their very high Speed, ways of reducing it are harmful for it. Thunder Wave users such as Thundurus and Gyarados are able to quarter Mega Salamence's Speed and reduce the chance of it moving. Tailwind users such as Talonflame, Whimsicott, and Zapdos can temporarily double their team's Speed. Trick Room users such as Gardevoir, Cresselia, and Gothitelle can allow normally slower foes to move before Mega Salamence.

**Defiant and Competitive**: Salamence's Intimidate activates Defiant and Competitive, causing their users' respective stats to increase. Bisharp and Milotic are the most prominent users and can significantly threaten Mega Salamence with Sucker Punch and Ice Beam or Icy Wind after a boost.
 
Last edited:

Demantoid

APMS Founder
is a Top Tiering Contributor
Comments in bold
[OVERVIEW]

  • Mega Salamence is one of the best mega evolutions of the format and should therefore be a top consideration.
  • Access to Intimidate before mega evolving is a big reason it stands out, as it's therefore a team supporter.
    • Its good resistances and access to Draco Meteor mean it doesn't mind switching in and out to activate it. This sentence seems weird because it looks like you're talking about activating Draco
  • Aerilate and access to moves such as Double-Edge and Hyper Voice allow it to deal massive damage.
    • Flying is good neutral coverage, so Salamence can even get away with running mono-Flying attacks.
  • High Attack and Special Attack, and a movepool to support both, allow it to function with a variety of sets. Mention the ability to go mixed is a plus over other megas
    • This can make Salamence difficult to deal with as the opponent must guess the set in order to handle it.
  • High base Speed allows it to outpace the majority of the metagame, even foes such as Gengar and Terrakion.
    • However, this leaves it vulnerable to almost all forms of speed control, particularly Icy Wind and Trick Room.
  • 4x weakness to Ice often leaves it threatened as, despite Ice-types being uncommon, it's common for coverage.
  • When Intimidate support is unneeded it can often face too much competition as a mega to be optimal.
    • For example, Mega Kangaskhan has a stronger Double-Edge and Mega Gardevoir has a stronger Hyper Voice.

[SET]
name: Mixed
move 1: Double-Edge
move 2: Hyper Voice
move 3: Draco Meteor I would slash Earthquake and the fire attacks here
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Naive
evs: 44 Atk / 212 SpA / 252 Spe

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

  • Double-Edge, boosted by Aerilate, is one of Mega Salamence's strongest attacks, although it inflicts recoil.
    • Double-Edge also provides an option when Salamence's Special Attack has been lowered by Draco Meteor.
  • Hyper Voice, also getting the boost from Aerilate, deals spread damage backed by Salamence's Special Attack.
    • It makes for a good option when Salamence's attack has been lowered by means such as Intimidate.
  • Draco Meteor provides a finisher for dealing with Dragons or picking up KOs on foes with low Special Defense. Also hits Thundurus and Rotoms neutrally
    • A Fire-type attack such as Fire Blast or Flamethrower can be used in place of Draco Meteor if needed.
      • It's important to have at least one Fire-type attack on your team in order to deal with Ferrothorn.
  • Protect allows Salamence to defend itself for a turn, allowing its partner time to eliminate a foe or switch.
    • Mega Salamence has higher Speed than Salamence so Protect also provides a means to speed up safely.

Set Details
========

  • Intimidate is the far better ability over the alternative, Moxie, as it provides support by lowering foe's Attack.
  • A Naive nature and 252 Speed EVs are used to outspeed many foes, such as Mega Lopunny and Gengar. Mence doesn't outspeed Mega Lopunny
    • A Hasty nature is not used as it takes less advantage of Intimidate and Special Defense is less important.
  • 44 Attack EVs are used to allow Mega Salamence to OHKO 252 HP / 4 Def Mega Gardevoir with Double-Edge.
  • 212 SpA EVs are mostly leftover, but make Hyper Voice a 2HKO against 4 HP Landorus-T most of the time.
  • You may opt to change the amount of Attack EVs used, such as 20 Atk EVs to OHKO max Defense Amoonguss.
  • If you add EQ mention that a more physically invested EV spread is better

Usage Tips
========

  • This set aims to deal as much damage as possible with Double-Edge and Draco Meteor to pick up quick KOs.
  • Generally, you'll want to use Hyper Voice until a foe is put into KO range of either Double-Edge or Draco Meteor.
  • Try to bring Salamence in the early game or as a lead, as this allows it to take better advantage of Intimidate.
    • An exception is if a Defiant or Competitive user is seen at team preview, when caution should be given.
  • Don't always mega evolve if you plan to just use Protect, as Intimidate can be good to preserve for later.
  • Be aware of Mega Salamence's higher Speed compared to its base form when mega evolving; utilize Protect.
  • Don't be too afraid of Draco Meteor's Special Attack drops, as Salamence can just switch to using Double-Edge.
  • Be cautious of Double-Edge's recoil and use another move if you think it'll put you into KO range of a foe's move.

Team Options
========

  • Teammates that are able to beat users of Ice-type moves such as Water-types and Cresselia are valuable.
    • Electric-types such as Rotom-W and Thundurus can accomplish the former with their STAB Thunderbolt.
    • Grass-types such as Amoonguss, Ludicolo, and Serperior beat Water-types and can also beat Rock-types.
      • Amoonguss as a Poison-type provides a resistance to Fairy-types which Mega Salamence is weak to.
    • Fighting/Grass-types Virizion and Breloom can also beat Water-types and beat Steel-types such as Bisharp.
    • Dark-types such as Bisharp, Tyranitar, and Weavile deal excellently with Cresselia being immune to Psychic.
      • Bisharp, along with Milotic, can also disuade opposing Intimidate users with Defiant and Competitive.
  • Allies capable of dealing with Fairy-types are great as Fairy-types can very often OHKO Mega Salamence.
    • Steel-types such as Aegislash, Excadrill, and Ferrothorn can beat Fairies and also help beat Rock-types.
      • Aegislash can use Wide Guard to defend Salamence against spread moves like Icy Wind and Rock Slide.
  • Fairies of your own such as Azumarill and Sylveon can switch into Dragon moves and OHKO opposing Dragons.
    • Sylveon, and Assault Vest Azumarill especially, appreciate Intimidate to patch-up their weaker Defense stat.
  • Steel-types wall both of Mega Salamence's STAB moves, so teammates that can beat them are useful.
    • Ground-types such as Excadrill, Swampert, and Gastrodon beat Steel-types as well as Rock-types.
      • Swampert, like Aegislash, can also use Wide Guard to defend Mega Salamence against spread moves.
    • Fire-types such as Talonflame, Arcanine, and Heatran beat Steel-types and provide a resistance to Fairy.
  • Greninja can beat a variety of threats such as opposing Dragons with Ice Beam and Fairies with Gunk Shot.
  • Politoed enjoys Mega Salamence's presence on Rain teams as Mega Salamence can beat Grass-types for them.
    • In return Politoed's Water-type moves help deal with Rock-type attackers such as Tyranitar and Terrakion.
    • Rain teams often struggle with balancing physical and special attackers, which Double-Edge helps with.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Return / Double-Edge
move 3: Earthquake / Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

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

  • Dragon Dance is the biggest reason to use physically-based Salamence; boosting Attack and Speed one stage.
  • Return is Mega Salamence's best option for an Aerilate-boosted attack without any drawbacks.
    • Double-Edge is an alternative if you need an increase in damage output at the cost of recoil damage.
      • Double-Edge can guarantee being able to threaten an immediate OHKO against Sylveon, for example.
  • Earthquake helps to deal with the Steel-, and Rock-, and Electric-types that wall Salamence's Flying move.
    • Heatran is a prime example of this, as it ordinarily takes little damage, but is very threatened by Earthquake.
  • If you'd prefer Salamence was able to stick around for extended periods, Roost accomplish this by healing it.
    • It also briefly removes Salamence's Flying type which can be notable for surviving super effective attacks.
    • Roost is particularly attractive if Salamence is using a bulkier EV spread as it takes better advantage of it.
  • Protect shields Salamence for a turn, allowing a partner to possibly KO a threat or switch to improve positioning.
    • Since Salamence is slower than Mega Salamence, Protect can also be used to speed up in safety.

Set Details
========

  • Intimidate is Salamence's better ability as dropping the opponent's Attack stat helps it setup with Dragon Dance.
  • An Adamant nature and 252 Attack EVs are used to improve Salamence's damage output as much as possible.
    • A Jolly nature can be used if you'd prefer to outspeed foes such as Terrakion and Gengar before boosting.
  • The remaining 252 EVs are placed in Speed to allow Mega Salamence to outpace the greatest amount of foes.
  • Bulkier EVs such as 84 HP / 132 Atk / 4 Def / 148 SpD / 140 Spe are viable to improve Mega Salamence's bulk.
    • Return KOs Mega Gardevoir mention what type of Gard, survives 2 Terrakion Rock Slides and Ludicolo Ice Beam Remove Ludicolo's Ice Beam since no one uses 148 SpA Ludi anymore, outspeeds Landorus-T.
  • Bulkier EVs with a Jolly nature are a possibility as well, such as 52 HP / 172 Atk / 4 Def / 84 SpD / 196 Spe.
    • Outruns M-Lucario, survives 2 Terrakion Rock Slide and Suicune Ice Beam, KOs Suicune with +1 HH Return.
  • Don't use either with Double-Edge, however, as the recoil damage will mean you won't survive those anyway.

Usage Tips
========

  • This set aims to setup a Dragon Dance before sweeping through the opponent's team with powerful attacks.
  • While most setup sweepers prefer being brought in the late-game, Salamence is an exception due to Intimidate.
    • Be wary of Defiant and Competitive users should you choose to lead with Salamence for the same reason.
  • Try to keep Mega Salamence defended by a redirector for as long as possible so that it can continue sweeping.
  • You may not want to mega evolve immediately if you're just using Protect to preserve Intimidate for later.
  • Be aware of Salamence's lower base Speed in comparison to Mega Salamence on the turn you mega evolve.
  • Dragon Dance, while generally good, is especially good on a predicted Protect, switch, or weak attack.
  • If Double-Edge is chosen, be careful that the recoil damage it inflicts doesn't put you into a foe's KO range.

Team Options
========

  • Follow Me or Rage Powder support is great for helping Mega Salamence setup as they defend it against damage.
    • Follow Me Clefable and Clefairy, being Fairy-types, are generally the best candidates for the role.
      • Clefable has more item choices, but Clefairy's Friend Guard reduces the damage of spread attacks notably Rock Slide.
      • Both can use Moonblast to KO opposing Dragons or Helping Hand to further boost Salamence's attacks.
    • Amoonguss or Togekiss may also be considered, although they share some weaknesses with Salamence.
  • Partners capable of dealing with users of Ice-type attacks such as Cresselia or Water-types are helpful.
    • Electric-types such as Rotom-W and Thundurus can handle Water-types with their STAB Thunderbolt.
    • Grass-types such as Ludicolo and Serperior can beat equally Water-types in addition to Rock-types.
      • Breloom and Virizion, being part Fighting-type, are also great as they resist Rock and beat Steel-types.
    • Dark-types such as Bisharp, Tyranitar, and Weavile can beat Cresselia with their Dark-type STAB moves.
      • Weavile is notable, as Fake Out can grant Mega Salamence the opportunity to setup a Dragon Dance.
      • Bisharp, along with Milotic, are also able to deter Intimidate users with Defiant and Competitive.
  • Pokemon capable of dealing with Fairy-types are also good teammates as Mega Salamence is weak to them.
    • Steel-types such as Aegislash, Excadrill, and Ferrothorn beat Fairy-types and can deal with Rock-types too.
      • Aegislash is particularly great, as Wide Guard can shield Salamence from spread moves like Rock Slide.
  • Fairy-types of your own such as Azumarill and Sylveon are also useful to switch-in and beat opposing Dragons.
    • Assault Vest Azumarill and Sylveon in particular really appreciate Intimidate for patching up their Defense.
  • While this set can carry Earthquake, allies that beat Steel-types are still useful as they wall Flying-type moves.
    • Ground-types such as Swampert and Gastrodon can deal a lot of damage to them with their STABs.
      • Swampert, similar to Aegislash, can use Wide Guard to protect Salamence against spread attacks.
    • Fire-types such as Talonflame, Arcanine, and Heatran can also beat Steel-types and resist Fairy attacks.
  • Greninja can aid it with a variety of coverage, such as Ice Beam to KO Dragons or Gunk Shot to KO Fairies.

[SET]
name: Special
move 1: Hyper Voice
move 2: Dragon Pulse / Draco Meteor
move 3: Fire Blast / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
ivs: 0 Atk

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

  • Hyper Voice is an Aerilate-boosted staple as a result of it dealing a good amount of spread damage.
  • Dragon Pulse provides a secondary STAB option and can hit Electric-types such as Rotom-W neutrally. I would remove D Pulse as it is very weak
    • Draco Meteor has a better chance at KOing bulky Dragon-types, but at the cost of lowering Special Attack.
  • Fire Blast can hit Steel-types that resist Flying and Dragon super effectively although only has 85% accuracy.
    • Flamethrower is an option if you'd prefer more accuracy, but the drop in power is rather significant. I would mention it often misses the ohko on Ferrothorn as an example
  • Protect can shield Salamence for a turn, allowing its partner to KO a threat or switch out to improve positioning.
    • Protect can also be used to help Salamence gain its all-important Speed from mega evolving more safely.

Set Details
========

  • Intimidate is the ability of choice as Moxie is useless on a special attacker and Intimidate provides support.
  • 252 Speed EVs and a Timid nature are used to outspeed as many foes as possible.
    • While a Modest nature may be tempting, missing out on outspeeding key threats is not worth it.
      • For example, Gengar and Terrakion could outspeed it and deal good damage with Icy Wind or Rock Slide.
  • The remaining 252 EVs are then invested into Special Attack to improve Mega Salamence's damage output.

Usage Tips
========

  • This set is mostly aiming to deal as much spread damage as possible with Hyper Voice.
  • Try to bring Salamence out in the early game, or as a lead, to take maximum advantage of Intimidate.
    • But beware of Defiant and Competitive users from team preview should you choose to lead with Salamence.
  • Don't feel like you have to mega evolve if you're just using Protect, as preserving Intimidate can be handy.
  • Be conscious of the fact that Salamence has a lower Speed than Mega Salamence on the turn you mega evolve.
  • Be careful of killing momentum using Draco Meteor if you have it as, unlike the mixed set, you have no fallback.
  • It's important to preserve Salamence if Ferrothorn is spotted and Salamence is the team's only option against it, as a Fire-type attack is crucial to removing it.

Team Options
========

  • Being 4x weak them, allies that can beat Ice-type attackers such as Cresselia and Water-types are valuable.
    • Electric-types such as Rotom-W and Thundurus are able to do this with their strong STAB Thunderbolt.
    • Grass-types such as Amoonguss, Ludicolo, and Serperior can beat Water-types in addition to Rock-types.
      • Amoonguss is also a Poison-type and therefore resists Fairy-type attacks for Mega Salamence.
    • Breloom and Virizion, as Grass/Fighting-types, beat Water-types and additionally beat Steel-types such as Bisharp.
    • Dark-types such as Tyranitar, Weavile, and Bisharp can beat Cresselia with their super effective STABs.
  • Fairy-types deal massive damage to Salamence, so Pokemon that can beat them make great allies for it.
    • Steel-types such as Aegislash, Excadrill, and Ferrothorn can do so and also beat Rock-types for it.
      • Aegislash can also Wide Guard to shield Salamence against spread moves like Icy Wind and Rock Slide.
  • Using Fairy-types of your own such as Azumarill and Sylveon can be useful to beat opposing Dragon-types.
    • Sylveon and Assault Vest Azumarill especially also enjoy Salamence's Intimidate to patch up their Defense.
  • Steel-types wall Mega Salamence's STAB moves and it's therefore useful to have partners that can beat them.
    • Ground-types such as Swampert and Gastrodon can beat Steel-types and also help beat Rock-types.
      • Swampert, like Aegislash, can also use Wide Guard to block spread attacks from harming Salamence.
    • Fire-types such as Talonflame, Arcanine, and Heatran also beat Steel-types and resist Fairy-type attacks.
  • Greninja can beat a variety of threats to Salamence such as Dragons with Ice Beam and Fairies with Gunk Shot.
  • Mention Salamence and the "Japan Sand" cores either here or on the mixed set

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

  • A physical set without Dragon Dance is viable, but it's outclassed by the mixed set which can also Double-Edge.
  • Items such as Choice Scarf or Life Orb are possible if you'd like to bring Salamence and have another mega.
  • Hydro Pump can hit Fire- and Rock-types, particularly Rotom-H and Aerodactyl which are immune to Earthquake.
  • Rock Slide and Stone Edge are possible options to hit foes such as Talonflame and Charizard super effectively.
  • Dragon Claw could be used over Earthquake on the Dragon Dance set to hit a greater amount of foes neutrally.
  • Tailwind can be used over Draco Meteor on the mixed set as a form of speed control for Salamence's team.
  • Likewise, Substitute can be used in the same slot to capitalize off of passive turns from your opponent.
    • This allows Salamence to avoid being KOed by threatening attacks and crippling status such as paralysis.
  • Round could be used with other teammates knowing the move, but this on the whole is rarely worthwhile.
  • Heat Wave is an alternative to Fire Blast or Flamethrower to hit multiple targets, but is pretty weak individually. Remove Round and Heat Wave
  • Giga Impact hits very hard at the cost of a recharge turn, but can OHKO foes that EV to survive Double-Edge.
    • This can be more appealing with a teammate that knows Roar, such as Suicune, to skip the recharge turn.

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

**Ice-type Attacks**: Ice-type Pokemon are uncommon, but Ice-type attacks are both common and very harmful.
  • Weavile is by far the most common Ice-type and can outspeed and OHKO Mega Salamence with Icicle Crash.
  • Cresselia has the bulk to survive any one attack from Mega Salamence and can then retaliate with an Ice Beam. Put Porygon2 with Cresselia
  • Bulky Water-types such as Milotic, Suicune, and Politoed can threaten an OHKO on Salamence with Ice Beam.
    • Both All of the above can also use Icy Wind, which hits Salamence despite redirection and lowers its Speed.
  • Swift Swim users such as Ludicolo and Kingdra can outspeed Mega Salamence in Rain and OHKO with Ice Beam.
  • Greninja outspeeds max Speed Mega Salamence and also has access to STAB Ice Beam thanks to Protean.
**Rock-type Pokemon**: Rock-types resist Flying-type attacks and Rock Slide hits Salamence through redirection.
  • Tyranitar takes little damage from Salamence's special moves as a result Sand boosting its Special Defense.
  • While Terrakion doesn't resist Flying because of its Fighting typing, it can deal good damage with Rock Slide.
  • Aerodactyl easily outpaces Mega Salamence and can use Wide Guard to block Salamence's Hyper Voice.
    • Mega Aerodactyl can also deal good damage to Mega Salamence with a Tough Claws-boosted Ice Fang.
**Fairy-type Pokemon**: While often OHKOed by Double-Edge, most Fairies can OHKO Salamence back with STABs.
  • Sylveon and Gardevoir can OHKO Salamence with Hyper Voice which hits it through Substitute and redirection.
  • Azumarill can survive Double-Edge and has a chance to OHKO Salamence with an unboosted Play Rough
  • Mega Mawile takes little damage from Salamence thanks to its Steel-typing and Play Rough does great damage. Weakened Mawile can be taken out by Fire Blast
**Steel-type Pokemon**: Steel-types resist both Flying- and Dragon-type attacks meaning they take little damage.
  • Heatran, while 4x weak to Earthquake, is free to either setup a Substitute or start firing off Flash Cannon.
    • Further, if Heatran carries Hidden Power Ice it can just outright OHKO Mega Salamence with the move.
  • Aegislash takes little damage from Fire- and Ground-type moves and can gain boosts thanks to Weakness Policy. Mention Aegislash OHKOs with +2 attacks
    • Its access to Wide Guard also means it can potentially block Mega Salamence's Hyper Voice and Earthquake.
  • Mega Metagross is less affected by Intimidate due to Clear Body and can KO Mega Salamence with Ice Punch.
    • Its massive Defense stat also means it takes Earthquake very well; not even being OHKOed at +2.
**Intimidate and Burn**: Intimidate and burn reduce the damage output of Mega Salamence's physical attacks.
  • Intimidate users such as Landorus-T, Gyarados, and Salamence lower Attack one stage when switched in.
  • Will-O-Wisp users such as Talonflame, Gengar, and Rotom-W half the Attack stat and inflict residual damage.
    • Rotom-W is notable as its Electric-typing means that it resist Mega Salamence's Flying-type attacks.
  • Entei can also attempt to fish for burns with Sacred Fire, as the move has a 50% chance to burn its target.
**Speed Control**: As most Salamence sets rely on their very high Speed, ways of disrupting that are harmful to it.
  • Thunder Wave users such as Thundurus, Ferrothorn, and Gyarados quarter Speed and reduce chance of moving. Remove Ferro from T-Wave users
  • Tailwind users such as Talonflame, Whimsicott, and Zapdos can temporarily double their team's Speed
  • Trick Room users such as Gardevoir, Cresselia, and Meowstic can allow slow foes to move before Salamence. Remove Meowstic from TR setter, add Gothitelle if you want three
**Defiant and Competitive**: Bisharp and Milotic have their respective stats boosted by Salamence's Intimidate.

I would add a section for Electric-types like Rotom-W, Zapdos, and Thundurus; mention they often have HP Ice
After implementing these I'll look over this again and give you a check
 
Comments in bold

After implementing these I'll look over this again and give you a check
Implemented! The only two things I gave some thought to and didn't incorporate are:
  1. Adding Fire Blast / Flamethrower / Earthquake to move 3 on the 'Mixed' set - I like those moves just being Set Details mentions because I want to make clear that the combination of moves originally listed are usually the best options and that the aforementioned moves are more like techs for if you struggle against certain Steel-types. I also think Earthquake can occasionally be seen replacing Hyper Voice instead, which could end up making the set very "slashy".
  2. Removing Dragon Pulse from the 'Special' set - It seems odd to mention Japan Sand and not acknowledge Dragon Pulse in some way given that the move was featured on the original team. I really liked having a Dragon move that didn't kill Salamence's momentum when I tried the team wholesale myself, although I may have noticed Dragon Pulse's lower base power less as a result of Sand in general having a lot of ways of inflicting chip damage on the opponent's team. Perhaps it's best to just drop it down to a Moves mention and take it off the main set? I made Draco Meteor the main slash either way.
I also already mentioned all of the members of Japan Sand individually in Team Options, but I couldn't think of a way of incorporating a description of the archetype that seemed natural. Tell me if you think the addition I made is OK. For the Mixed set I cited Cybertron's variant, as it's probably the most famous example of a Mixed Salamence in the core. I'll no doubt be a bit wordier in the write up.
 

Demantoid

APMS Founder
is a Top Tiering Contributor
Only thing I forgot to mention in the DD set is that a flaw is that it relies on a single target move for most of its damage.

Other than that looks good to me QC: 1/2
 
I'm not QC and haven't actually played this format in awhile, but Gengar might deserve a mention as an Icy Wind threat.

ScarfHydreigon checks any Salamence set that doesn't boost its Speed (and DD before a boost) and should definitely be listed under Checks and Counters.

DD Mega Mence also loses to opposing Mixed/Special Mega Mence, because they aren't crippled by Intimidate, actually have a super effective STAB to hit you with and will often outspeed you.
 
Last edited:
I'm not QC and haven't actually played this format in awhile, but Gengar might deserve a mention as an Icy Wind threat.

ScarfHydreigon checks any Salamence set that doesn't boost its Speed (and DD before a boost) and should definitely be listed under Checks and Counters.

DD Mega Mence also loses to opposing Mixed/Special Mega Mence, because they aren't crippled by Intimidate, actually have a super effective STAB to hit you with and will often outspeed you.
Added.
 
I'm not QC, and this is an oddly specific detail, but did you have Scarfed Dark Void Smeargle in mind when writing this article? His popularity seems, on the surface to be fluctuating, but he really trivializes teams that don't have a deliberate answer to his Dark Void. The sad thing is, a lot of Prankster Taunters share type weaknesses with Salamence...

Klefki's Safeguard is something to consider. Screens can help Salamence Dragon Dance more, too. Fake Out Users are good! Raichu, Weavile, Hitmontop, Meowstic. Oh! Meowstic can offer Prankster support, too. I know these are all pretty low-ranked usage options, but Dark Void Smeargle -needs- to be talked about in BS Doubles, right?
 
I'm not QC, and this is an oddly specific detail, but did you have Scarfed Dark Void Smeargle in mind when writing this article? His popularity seems, on the surface to be fluctuating, but he really trivializes teams that don't have a deliberate answer to his Dark Void. The sad thing is, a lot of Prankster Taunters share type weaknesses with Salamence...

Klefki's Safeguard is something to consider. Screens can help Salamence Dragon Dance more, too. Fake Out Users are good! Raichu, Weavile, Hitmontop, Meowstic. Oh! Meowstic can offer Prankster support, too. I know these are all pretty low-ranked usage options, but Dark Void Smeargle -needs- to be talked about in BS Doubles, right?
If we started taking Choice Scarf Smeargle into consideration when writing these analyses then I'd have to include checks to it on the analyses of 95% of Pokemon, which isn't neccesary given that making sure your team has answers to status is simply proper general teambuilding practice. If Choice Scarf Smeargle was particularly threatening to Mega Salamence compared to the majority of the metagame I might feel differently, but it isn't.

With regards to the other Pokemon mentions: I think you answered that for yourself. Most of them are too low in terms of viability in order to be solid recommendations on an analysis. I did already mention Weavile, however, as it's a fine Pokemon and can help to check foes like Cresselia in addition to providing Fake Out support.
 
Right, that makes sense. Its easy to forgot about something when people stop talking about it, though, so I feel I need to chime in. In such an obvious thing to keep in mind, as long as you don't forget. This is probably part of why Smeargle had his BS dubs analysis done ages ago.
 

Psynergy

Triumph and Glory
is a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Contributor to Smogonis a Social Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Battle Stadium Head
I feel as if some of the things I'm pointing out might be better off waiting to see what GP says, but otherwise this pretty great as usual. Let's get that revamp done.

[OVERVIEW]

Access to Intimidate before mega evolving is a big reason it stands out, as this enables it to support its team. I might reword this slightly, maybe take out the "big reason it stands out" bit and just mention that Intimidate is amazing support, especially for partners like Amoonguss and Sylveon.

When Intimidate support is unneeded, it can often face too much competition as a mega to be optimal. For example, Mega Kangaskhan has a strong Double-Edge and Mega Gardevoir has a stronger Hyper Voice. I'd probably compress this a bit but GP can probably handle that better than I can.

[SET]
name: Mixed
move 1: Double-Edge
move 2: Hyper Voice
move 3: Draco Meteor
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Naive
evs: 44 Atk / 212 SpA / 252 Spe

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

A Fire-type attack such as Fire Blast or Flamethrower can be used in place of Draco Meteor if needed, as it's important to have at least one Fire-type attack on your team in order to deal with Ferrothorn. In a similar vein, Earthquake can be used over Hyper Voice or Draco Meteor if you need a way to hit Heatran super effectively. Given that you mention them here, I would slash at least Fire Blast after Draco Meteor on the main set, perhaps Earthquake as well though given you could use it in place of any of the three slots idk, whatever feels appropriate without making it a mess of slashes.

Team Options
========

Finally, while the original "Japan Sand" archetype used a special set, a mixed set can also provide an effective substitute. An example of a team utilizing it would be Salamence / Choice Scarf Tyranitar / Landorus-I / Aegislash / Amoonguss / Rotom-W. Not entirely sure a full team example is okay for Team Options though definitely worth the mentions of fitting it on a sand archetype with Tyranitar and Landorus-I. You can wait and see what GP says if you'd prefer though.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Return / Double-Edge
move 3: Earthquake / Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

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

Protect shields Salamence for a turn, allowing a partner to potentially KO a threat or switch to improve positioning. Since Salamence is slower than Mega Salamence, Protect can also be used to speed up in safety. Might also be worth mentioning that since Mence is super dangerous after setting up it becomes a bigger target, this makes Protect useful for punishing attacks that are more likely to be aimed at it.

[SET]
name: Special
move 1: Hyper Voice
move 2: Draco Meteor / Dragon Pulse
move 3: Fire Blast / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
ivs: 0 Atk

Team Options
========

Finally, it's hard to talk about about teammates for special Mega Salamence without acknowledging the "Japan Sand" archetype which consists of Choice Scarf Tyranitar / Excadrill / Salamence / Amoonguss / Aegislash / Assault Vest Azumarill. Same deal as above.

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

Rock Slide and Stone Edge are possible options to hit foes like Talonflame and Charizard super effectively. Maybe I'm sadistic but I'd suggest mentioning the threat of flinching with Rock Slide being effective thanks to Salamence's Speed.

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

**Electric-type Pokemon**: Electric-types resist Mega Salamence's Flying-type moves and often carry Hidden Power Ice. Rotom-W, Zapdos, and Thundurus are great examples as they're also immune to Mega Salamence's Earthquake. I'd warn that Draco Meteor still does a ton to these if they're not specially defensive.

**Fairy-type Pokemon**: Azumarill can survive Double-Edge and has a chance to OHKO Mega Salamence wiht (typo) an unboosted Play Rough.

**Intimidate and Burn**: Intimidate and burn reduce the damage output of Mega Salamence's physical attacks. Intimidate users such as Landorus-T, Gyarados, and opposing Salamence are able to lower Mega Salamence's Attack one stage when switched in. Will-O-Wisp users such as Talonflame, Gengar, and Rotom-W are able to half Mega Salamence's Attack stat and inflict residual damage through burn. Entei can also attempt to fish for burns with Sacred Fire, as the move has a 50% chance to burn its target. May be worth noting that since many run special or mixed Mence, this won't necessarily stop all Mence.

2/2
 
Last edited:
Implemented the above. I changed the sand mentions in Team Options for both sets to more of a general recommendation with their respective partners, hopefully that flows better.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
wow that was easier than i expected
[OVERVIEW]

Mega Salamence is one of the best Mega Evolutions of the format (RC) and should therefore be a top consideration when picking your team. Access to Intimidate before Mega Evolving is helps provide excellent support, especially for partners like Amoonguss and Sylveon. Further, its great defensive stats and resistances to common types such as Fire, Water, and Grass make it easy for Salamence to switch in and out to activate it. Sets utilising utilizing Draco Meteor support tend to take advantage of this even more, as the Special Attack drops encourage switches. Aerilate and access to moves such as Double-Edge and Hyper Voice allow Mega Salamence to deal massive damage. Flying is also has very good neutral coverage, so Mega Salamence can therefore easily get away with running mono-Flying-type (AH) attacks. High Attack and Special Attack, and the movepool to support both, allow it to function with a variety of sets. The ability to go mixed is a big advantage Mega Salamence has over other megas Mega Evolutions. This can also make Mega Salamence difficult to deal with, as the opponent must guess the set in order to handle it appropriately. A high base Speed allows it to outpace the majority of the metagame, even ordinarily very fast foes such as Gengar and Terrakion. It is, (AC) however, vulnerable to all forms of speed control. A 4x weakness to Ice often leaves it threatened, (AC) as, despite Ice-types being uncommon, it's a common typing for coverage. When Intimidate support is unneeded, it can often face too much competition as a Mega Evolution to be optimal. For example, Mega Kangaskhan has a stronger Double-Edge, (AC) and Mega Gardevoir has a more powerful Hyper Voice.

[SET]
name: Mixed
move 1: Double-Edge
move 2: Hyper Voice
move 3: Draco Meteor / Fire Blast
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Naive
evs: 44 Atk / 212 SpA / 252 Spe

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

Double-Edge, boosted by Aerilate, is one of Mega Salamence's strongest attacks, but it comes at the cost of inflicting recoil damage. Double-Edge notably provides an option for when Mega Salamence's Special Attack has been lowered by the use of Draco Meteor. Hyper Voice, which also getting gets the boost from Aerilate, deals spread damage backed by Mega Salamence's Special Attack. It makes for a good option when Mega Salamence's Attack has been lowered by a foe's Intimidate. Draco Meteor provides a finisher for dealing with opposing Dragons or picking up KOs on foes with low Special Defense. It also provides a means to hit Electric-types such as Thundurus and Rotom-A at least neutrally. A Fire-type attack such as Fire Blast or Flamethrower can be used in place of Draco Meteor if needed, as it's important to have at least one Fire-type attack on your team in order to deal with Ferrothorn. In a similar vein, Earthquake can be used over Hyper Voice or Draco Meteor if you need a way to hit Heatran super effectively. Protect allows Salamence to defend itself for a turn, allowing its partner time to eliminate a foe or switch, (comma) Mega Salamence has higher Speed than Salamence, so Protect also provides a means to or gain the Speed increase from Mega Evolving safely.

Set Details
========

Intimidate is the far better ability compared to the alternative, Moxie, as it provides support by lowering the foe's Attack. A Naive nature and 252 Speed EVs are used to outspeed as many foes as possible, notably opposing Mega Salamence, Terrakion, and Gengar. A Hasty nature is not used, (AC) as it takes less advantage of Intimidate (RC) and because Mega Salamence's Special Defense is not so much of a factor in surviving attacks. 44 Attack EVs are used to allow Mega Salamence to OHKO 252 HP / 4 Def Mega Gardevoir with Double-Edge. The 212 Special Attack EVs are mostly leftover, but they importantly make Hyper Voice a 2HKO against 4 HP Landorus-T the majority of the time. You may opt to change the amount number of Attack EVs used to suit your needs, such as dropping to 20 Attack EVs to OHKO maximum Defense Amoonguss. If Earthquake is chosen, then an EV spread of 252 Atk / 4 SpA / 252 Spe is recommended to OHKO uninvested Heatran.

Usage Tips
========

This set aims to deal as much damage as possible with Double-Edge and Draco Meteor to pick up quick KOs. Generally, you'll want to use Hyper Voice until a foe is put into KO range of either Double-Edge or Draco Meteor. Try to bring Salamence in during the early-game (AH) or as a lead, as this allows it to take better advantage of Intimidate. An exception is if a Defiant or Competitive user is seen at Team Preview, when caution should be given to doing so. Don't always Mega Evolve if you plan to simply use Protect, as Intimidate can be good to preserve for later on in the battle. Be aware of Mega Salamence's higher Speed compared to its base form forme on the you choose to Mega Evolve it; utilize Protect to gain this safely where necessary. Don't be too afraid of Draco Meteor's Special Attack drops, as Mega Salamence can just switch to using Double-Edge afterwards. Be cautious of Double-Edge's recoil, (AC) and use another move if you think it'll put you Mega Salamence into KO range of a foe's move.

Team Options
========

Teammates that are able to beat users of Ice-type moves such as Water-types and Cresselia are valuable. Electric-types such as Rotom-W and Thundurus can accomplish the former with their STAB Thunderbolt. Grass-types such as Amoonguss, Ludicolo, and Serperior also beat Water-types (RC) and are able to beat Rock-types as well. Amoonguss, as a Poison-type, further provides resistances to Fairy-types, (ACH) which Mega Salamence is weak to. Fighting/Grass-types The Grass / Fighting types Virizion and Breloom can also handily beat Water-types and in addition as well as beat Steel-types such as Bisharp. Dark-types such as Bisharp, Tyranitar, and Weavile deal excellently with Cresselia, being immune to Psychic. Bisharp (RC) along with and Milotic (RC) (implied Bisharp had Competitive; alternatively just remove the abilities) can also dissuade opposing Intimidate users with Defiant and Competitive. Tyranitar is notable as well, since it pairs well with Mega Salamence on a sand archetype with partners like Landorus-I Landorus. Allies capable of dealing with Fairy-types are great, (AC) as Fairy-types can very often OHKO Mega Salamence. Steel-types such as Aegislash, Excadrill, and Ferrothorn can beat Fairies and also help beat Rock-types. Aegislash can also use Wide Guard to defend Mega Salamence against spread moves like Icy Wind and Rock Slide.

Fairies of your own such as Azumarill and Sylveon can switch into Dragon-type moves and OHKO Dragons back. Sylveon, and Assault Vest Azumarill specifically, additionally appreciate Intimidate to patch up their weaker Defense stat. Steel-types wall both of Mega Salamence's STAB moves, so teammates that can beat them are useful. Ground-types such as Excadrill, Swampert, and Gastrodon beat Steel-types can do this as well as beat Rock-types. Swampert, like Aegislash, can also use Wide Guard to defend Mega Salamence against spread moves. Fire-types such as Talonflame, Arcanine, and Heatran beat Steel-types and provide a resistance to Fairy. Greninja can beat a variety of threats such as opposing Dragons with Ice Beam and Fairies with Gunk Shot. Politoed enjoys Mega Salamence's presence on rain teams, (AC) as Mega Salamence can beat Grass-types for them. In return, Politoed's Water-type moves help deal with Heatran and Rock-type attackers such as Tyranitar and Terrakion. Rain teams often also struggle with balancing physical and special attackers, which Double-Edge helps with.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Return / Double-Edge
move 3: Earthquake / Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

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

Dragon Dance is the biggest reason to use a physically based Mega Salamence, (comma) boosting Attack and Speed by one stage. Return is Mega Salamence's best option for an Aerilate-boosted attack without any drawbacks. Double-Edge is an alternative if you need an increase in damage output at the cost of recoil damage, (comma) Double-Edge can guarantee being able to threaten notably guaranteeing an immediate OHKO against Sylveon, for example. Earthquake helps to deal with the Steel-, Rock-, and Electric-types that wall Mega Salamence's Flying-type STAB move. Heatran is a prime example of this, as it ordinarily takes little damage from Mega Salamence's STAB moves, but is very threatened by Earthquake. It also gives Mega Salamence a spread move to better sweep through teams with, which this set would otherwise lack. If you'd prefer Mega Salamence was be able to stick around for extended periods, Roost can accomplish this by healing it for half of its health. It also briefly removes Mega Salamence's Flying typing, which can be notable for surviving super effective attacks like Stone Edge. Roost is particularly attractive if Salamence is using a bulkier EV spread, as that would take better advantage of it. Protect shields Salamence for a turn, allowing a partner to potentially KO a threat or switch to improve positioning. Since regular Salamence is slower than Mega Salamence, Protect can also be used to speed up in safety. Further, since Mega Salamence can be a big threat to the opponent's team after setting up, Protect is useful for punishing attacks that are more likely to be aimed at it.

Set Details
========

Intimidate is Salamence's better ability, as dropping the opponent's foe's Attack stat helps it set(space)up with Dragon Dance. An Adamant nature and 252 Attack EVs are used to improve Mega Salamence's damage output as much as possible. A Jolly nature can be used instead if you'd prefer to outspeed foes such as Terrakion and Gengar before a Dragon Dance. The remaining 252 EVs are placed in Speed to allow Mega Salamence to outpace the greatest amount number of foes. Bulkier EVs such as 84 HP / 132 Atk / 4 Def / 148 SpD / 140 Spe are viable to improve Mega Salamence's bulk. They allow Return to OHKO 252 HP / 4 Def Mega Gardevoir 15/16 times nearly all the time, make Terrakion's Rock Slide a 3HKO and neutral-natured Politoed's Ice Beam a 2HKO, in addition to outspeeding and let Mega Salamence outspeed Jolly Landorus-T. Bulkier EVs with a Jolly nature are a possibility as well, such as 52 HP / 172 Atk / 4 Def / 84 SpD / 196 Spe. These outrun Mega Lucario, make Terrakion's Rock Slide a 3HKO and Suicune's Ice Beam a 2HKO, and OHKO the majority of Suicune with a +1 Helping Hand-boosted Return. Don't use either of these spreads with Double-Edge, (AC) however, as the recoil damage will mean you Mega Salamence won't survive those attacks anyway.

Usage Tips
========

This set aims to set(space)up a Dragon Dance before sweeping through the opponent's team with powerful attacks. While most setup sweepers prefer being brought out in the late-game, Salamence is an exception due to Intimidate. Be wary of Defiant and Competitive users should you choose to lead with Salamence, (AC) though. Try to keep Mega Salamence defended by a redirector for as long as it's on the field so that it can continue setting up and sweeping safely. You may not want to Mega Evolve immediately if you're using Protect in order to preserve Intimidate for later in the battle. Be aware of Salamence's lower base Speed in comparison to Mega Salamence's on the turn you mega evolve to avoid being caught off guard. (RH) Dragon Dance, while generally good, is especially nice when used on a predicted Protect, switch, or weak attack from a foe. If Double-Edge is chosen, be careful that the recoil damage it inflicts doesn't put you Mega Salamence into a foe's KO range.

Team Options
========

Follow Me or Rage Powder support are is very valuable for helping Mega Salamence set(space)up, as they it can defend it against damage and crippling status. Follow Me Clefable and Clefairy, being Fairy-types, are generally the best candidates for this, (AC) being immune to Dragon-type attacks. Clefable has the advantage of not being forced into using Eviolite (RC) and can instead use items such as Sitrus Berry or Rocky Helmet, although Clefairy's Friend Guard is valuable to reduce the damage of spread attacks like Rock Slide. Both can also use Moonblast to KO opposing Dragons or Helping Hand to further boost the power of Mega Salamence's attacks. Amoonguss or Togekiss may also be considered for the role, although you must bear in mind they share some weaknesses with Mega Salamence. Partners capable of dealing with users of Ice-type attacks such as Cresselia and Water-types are also helpful. Electric-types such as Rotom-W and Thundurus can handle Water-types with their STAB Thunderbolt. Grass-types such as Ludicolo and Serperior can equally beat Water-types in addition to Rock-types. Breloom and Virizion, being part Fighting type, (RH) are also great, (AC) as they resist Rock and beat Steel-types.

Dark-types such as Bisharp, Tyranitar, and Weavile can beat Cresselia with their Dark-type STAB moves. Weavile is notable, as Fake Out can grant Mega Salamence the opportunity to set(space)up a Dragon Dance more safely. Bisharp, along with and Milotic (RC) (same) are also able to deter Intimidate users with Defiant and Competitive, (AC) respectively. Pokemon capable of dealing with Fairy-types are also good teammates, (AC) as Mega Salamence is weak to them their STAB attacks. Steel-types such as Aegislash, Excadrill, and Ferrothorn beat Fairy-types and are good options that can deal with Rock-types as well. Aegislash is particularly great, as Wide Guard can shield Mega Salamence from spread moves like Rock Slide. Fairy-types of your own such as Azumarill and Sylveon are also useful to switch in (RH) on and beat opposing Dragons. Assault Vest Azumarill and Sylveon in particular really appreciate Intimidate for patching up their lower Defense. While this set can carry Earthquake, allies that beat Steel-types are still useful, (AC) as they wall Flying-type moves. For example, Ground-types such as Swampert and Gastrodon can deal a lot of damage to them with their STAB moves. Swampert, similarly to Aegislash, can also use Wide Guard to defend Mega Salamence against spread attacks. Fire-types such as Talonflame, Arcanine, and Heatran can also beat Steel-types and resist Fairy-type attacks. Greninja can aid Mega Salamence with a variety of coverage, such as Ice Beam to KO opposing Dragons or Gunk Shot to KO Fairies.

[SET]
name: Special
move 1: Hyper Voice
move 2: Draco Meteor / Dragon Pulse
move 3: Fire Blast / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
ivs: 0 Atk (standard)

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

Hyper Voice is an Aerilate-boosted staple as a result of it dealing boosted by Aerilate and deals a good amount of spread damage. Draco Meteor serves as a strong single-target (AH) STAB attack able to KO even bulky Dragons, at the cost of lowering Mega Salamence's Special Attack. A Dragon-type move is also valuable for dealing at least neutral damage to Electric-types such as Rotom-W. Dragon Pulse can be used instead if you'd prefer to use a Dragon-type move without Draco Meteor's drawback. Fire Blast can hit Steel-types that resist Flying and Dragon super effectively, although it only has 85% accuracy. Flamethrower is an alternative if you'd prefer more accuracy, though the drop in power means that Mega Salamence is no longer guaranteed to pick up the OHKO on Ferrothorn, for example. Protect can shield Salamence for a turn, allowing its partner to KO a threat or switch out to improve positioning. Protect can also be used to help Salamence gain its all-important Speed from Mega Evolving more safely.

Set Details
========

Intimidate is the ability of choice, as Moxie is useless on a special attacker and Intimidate provides support by dropping both foe's Attack. 252 Speed EVs and a Timid nature are used to outspeed as many foes as possible. While a Modest nature may be tempting to increase Mega Salamence's damage output further, missing out on outspeeding key threats such as Gengar and Terrakion is generally not worth it. The remaining 252 EVs are then invested into Special Attack to improve Mega Salamence's damage output.

Usage Tips
========

This set is mostly aiming to deal as much damage as possible with Hyper Voice. Try to bring Salamence out in the early-game, (AH) or as a lead, in order get the maximum opportunities to take advantage of Intimidate foes. However, be aware of Defiant and Competitive users from Team Preview should you choose to lead with Salamence. Don't feel as though you have to Mega Evolve if you're just opting to Protect Salamence, as preserving Intimidate for later in the battle can be useful. Be conscious of the fact that Salamence has a lower Speed than Mega Salamence on the turn you Mega Evolve in order to avoid being outsped unnecessarily. Be careful of killing momentum with Draco Meteor if you have it, (AC) as, unlike the mixed set, you don't have Double-Edge this set has no physical move to fall back on. If Mega Salamence is your team's only option against Ferrothorn, be sure to preserve Mega Salamence until it's been eliminated.

Team Options
========

Being Because Mega Salamence is 4x weak to Ice, allies that beat Ice-type attackers such as Cresselia and Water-types are valuable. Electric-types such as Rotom-W and Thundurus are able to do this with their strong STAB Thunderbolt. Grass-types such as Amoonguss, Ludicolo, and Serperior can also beat Water-types in addition to Rock-types. Amoonguss is further a Posion-type and therefore resists Fairy-type attacks for Mega Salamence. Breloom and Virizion, as Grass / Fighting types, (RH, spaces) beat Water-types and Steel-types such as Bisharp. Dark-types such as Tyranitar, Weavile, and Bisharp can beat Cresselia with their super effective STAB attacks. Tyranitar pairs particularly well with Mega Salamence on a sand archetype with partners such as Sand Rush Excadrill whothat can eliminate Rock- and Fairy-types. Other Steel-types such as Aegislash and Ferrothorn equally do a good job at eliminating the aforementioned types foes. Aegislash can also Wide Guard to shield Mega Salamence against spread moves like Icy Wind and Rock Slide. Using Fairy-types of your own such as Azumarill and Sylveon can be useful to beat opposing Dragons. Sylveon, (AC) and (RC) Assault Vest Azumarill especially, also enjoy Salamence's Intimidate to patch up their lower Defense. Steel-types wall Mega Salamence's STAB moves, (AC) and it's therefore useful to have partners that can beat them. Ground-types such as Swampert and Gastrodon can beat Steel-types and also help beat Rock-types. Swampert, like Aegislash, can also use Wide Guard to block spread attacks. Fire-types such as Talonflame, Arcanine, and Heatran also beat Steel-types and resist Fairy-type attacks. Greninja can beat a variety of threats to Mega Salamence such as Dragons with Ice Beam and Fairies with Gunk Shot.

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

A physical set without Dragon Dance is viable, but in general it's outclassed by the mixed set, (AC) which is able to accomplish almost the same thing with exclusively Double-Edge. Hydro Pump can be used to hit Fire- and Rock-types, particularly Rotom-H and Aerodactyl, (AC) which are immune to Earthquake. Rock Slide and Stone Edge are possible options to hit foes like Talonflame and Charizard super effectively. Rock Slide is particularly effective given Salamence's high Speed, as it's more likely than not that at least one foe will flinch. Dragon Claw could be used over Earthquake on the Dragon Dance set to hit a greater number of foes neutrally. Tailwind can be used over Draco Meteor on the mixed set in order to provide a form of speed control. Substitute could be used in the same slot in order to capitalize off of on passive turns from your opponent, allowing Mega Salamence to avoid being KOed by threatening attacks or crippled by status such as paralysis. Giga Impact hits very hard at the cost of a recharge turn, but it can OHKO foes that EV to survive Double-Edge. This can be particularly appealing if Mega Salamence is used with a teammate that knows Roar, such as Suicune, to help skip the recharge turn. Running different items such as Choice Scarf or and Life Orb are is possible if you'd like to bring Salamence and another Mega Pokemon.

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

**Dragon-type Pokemon**: While Mega Salamence beats the majority of opposing Dragons, there are some exceptions. Choice Scarf Hydreigon, for example, can outspeed non-Dragon Dance variants of Mega Salamence and OHKO it them with Draco Meteor. Opposing Mega Salamence are also able to at least Speed tie with it and can threaten an OHKO with a Draco Meteor of their own.

**Electric-type Pokemon**: Electric-types resist Mega Salamence's Flying-type moves and often carry Hidden Power Ice. Rotom-W, Zapdos, and Thundurus are great examples, as they're also immune to Mega Salamence's Earthquake. They should still be wary of Draco Meteor, however, as it can deal a large amount of damage to them if they're not specially defensive.

**Fairy-type Pokemon**: While they're often OHKOed by Double-Edge, Fairies have an easy time OHKOing Mega Salamence themselves with high-powered (AH) STAB attacks. Sylveon and Mega Gardevoir's Hyper Voice can hit Mega Salamence through Substitute and bypass redirection. Azumarill can survive Double-Edge and has a chance to OHKO Mega Salamence with an unboosted Play Rough. Mega Mawile takes reduced damage from Mega Salamence's Flying-type moves as a result of its Steel typing, (AC) and Play Rough deals excellent damage to it. It does have to be wary of Fire Blast, (AC) however, (AC) as, given with some prior damage, it can be KOed by the move.

**Ice-type Attacks**: Ice-type Pokemon themselves are uncommon, but Ice is a common typing for coverage, which is problematic due to Mega Salamence's 4x weakness to it. Weavile is the most common Ice-type and has a great match-up matchup against Mega Salamence, (AC) as it can outspeed and OHKO it. Cresselia and Porygon2 have the bulk to survive any attack from Mega Salamence and can retaliate with Ice Beam. Bulky Water-types such as Milotic, Suicune, and Politoed can also threaten an OHKO on Mega Salamence with Ice Beam (RC) and additionally have the option of Icy Wind, (AC) which can hit Mega Salamence through redirection and lower its Speed. Gengar is also a notable user of Icy Wind, and it may have multiple opportunities to use the move thanks to its common because it commonly runs Focus Sash. Swift Swim users such as Ludicolo and Kingdra can outspeed Mega Salamence in the rain and can OHKO it with Ice Beam. Greninja outspeeds maximum Speed Mega Salamence and gains STAB on Ice Beam thanks to its Protean ability.

**Rock-type Pokemon**: Rock-types often resist Flying-type attacks, (AC) and Rock Slide hits Mega Salamence through redirection. Tyranitar takes little damage from Mega Salamence's special moves as a result of sand boosting its Special Defense. Aerodactyl easily outpaces Mega Salamence and can use Wide Guard to block Mega Salamence's Hyper Voice. Mega Aerodactyl is also notable, (AC) as it can deal excellent damage to Mega Salamence with a Tough Claws-boosted Ice Fang. Terrakion doesn't resist Flying as a result of its Fighting typing, but it can deal good damage with Rock Slide or Stone Edge.

**Steel-type Pokemon**: Steel-types resist both Flying- and Dragon-type attacks and therefore have a relatively easy time against it Mega Salamence. Heatran, while 4x weak to Earthquake, is free to either set up a Substitute or use Flash Cannon against Mega Salamence. Further, if Heatran carries Hidden Power Ice, (AC) it can just outright OHKO it. Aegislash takes little damage from Fire- and Ground-type moves and can gain boosts from them thanks to its Weakness Policy. In fact, the boost from Weakness Policy is enough to allow Aegislash to OHKO Mega Salamence with its STAB moves. Its access to Wide Guard also means it can block Mega Salamence's Hyper Voice and Earthquake. Mega Metagross is not affected by Intimidate before Mega Evolving due to Clear Body (RC) and can OHKO Mega Salamence with Ice Punch. Its massive Defense stat also means that it takes Earthquake very well, (comma) not even being OHKOed at +2.

**Intimidate and Burns**: While many Mega Salamence being the commonness of mixed or and special sets means Intimidate and Burn burns won't necessarily hamper all Mega Salamence, they are nevertheless effective at reducing the damage output of Mega Salamence's physical attacks. Intimidate users such as Landorus-T, Gyarados, and opposing Salamence are able to lower Mega Salamence's Attack one stage when switched in. Will-O-Wisp users such as Talonflame, Gengar, and Rotom-W are able to half can halve Mega Salamence's Attack stat and inflict residual damage through burn. Entei can also attempt to fish for burns with Sacred Fire, as the move has a 50% chance to burn its target.

**Speed Control**: As most Mega Salamence sets rely on their very high Speed, ways of reducing it are harmful for it. Thunder Wave users such as Thundurus and Gyarados are able to quarter Mega Salamence's Speed and reduce the chance of it moving. Tailwind users such as Talonflame, Whimsicott, and Zapdos can temporarily double their team's Speed. Trick Room users such as Gardevoir, Cresselia, and Gothitelle can allow normally slower foes to move before Mega Salamence.

**Defiant and Competitive**: Salamence's Intimidate activates Defiant and Competitive, causing their users' respective stats to increase. Bisharp and Milotic are the most prominent users and can significantly threaten Mega Salamence with Sucker Punch and Ice Beam or Icy Wind after a boost.
 
Last edited:

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
why's it gotta be so long tho
GP 2/2
[OVERVIEW]

Mega Salamence is one of the best Mega Evolutions of the format and should therefore be a top consideration when picking your team. Access to Intimidate before Mega Evolving helps provide excellent support, especially for partners like Amoonguss and Sylveon. Further, its great defensive stats and resistances to common types such as Fire, Water, and Grass make it easy for Salamence to switch in and out to activate it. Sets utilizing Draco Meteor tend to take advantage of this even more, as the Special Attack drops encourage switches. Aerilate and access to moves such as Double-Edge and Hyper Voice allow Mega Salamence to deal massive damage. Flying also has very good neutral coverage, so Mega Salamence can easily get away with running mono-Flying-type attacks. High Attack and Special Attack, and the movepool to support both, allow it to function with a variety of sets. The ability to go mixed is a big advantage Mega Salamence has over other Mega Evolutions. This can also make Mega Salamence difficult to deal with, as the opponent must guess the set in order to handle it appropriately. A high base Speed allows it to outpace the majority of the metagame, even ordinarily very fast foes such as Gengar and Terrakion. It is, however, vulnerable to all forms of speed control. A 4x weakness to Ice often leaves it threatened, as, despite Ice-types being uncommon, it's a common typing for coverage. When Intimidate support is unneeded, it Mega Salamence can often face too much competition as a Mega Evolution to be optimal. For example, Mega Kangaskhan has a stronger Double-Edge, and Mega Gardevoir has a more powerful Hyper Voice.

[SET]
name: Mixed
move 1: Double-Edge
move 2: Hyper Voice
move 3: Draco Meteor / Fire Blast
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Naive
evs: 44 Atk / 212 SpA / 252 Spe

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

Double-Edge, boosted by Aerilate, is one of Mega Salamence's strongest attacks, but it comes at the cost of inflicting recoil damage. Double-Edge notably provides an option for when Mega Salamence's Special Attack has been lowered by the use of Draco Meteor. Hyper Voice, which also gets the boost from Aerilate, deals spread damage backed by Mega Salamence's Special Attack. It makes for a good option when Mega Salamence's Attack has been lowered by a foe's Intimidate. Draco Meteor provides a finisher for dealing with opposing Dragons or picking up KOs on foes with low Special Defense. It also provides a means to hit Electric-types such as Thundurus and Rotom-A at least neutrally. A Fire-type attack such as Fire Blast or Flamethrower can be used in place of Draco Meteor if needed, as it's important to have at least one Fire-type attack on your team in order to deal with Ferrothorn. In a similar vein, Earthquake can be used over Hyper Voice or Draco Meteor if you need a way to hit Heatran super effectively. Protect allows Salamence to defend itself for a turn, allowing its partner time to eliminate a foe or switch, or gain the Speed increase from Mega Evolving safely.

Set Details
========

Intimidate is the far better ability compared to the alternative, Moxie, as it provides support by lowering the foe's Attack. A Naive nature and 252 Speed EVs are used to outspeed as many foes as possible, notably opposing Mega Salamence, Terrakion, and Gengar. A Hasty nature is not used, as it takes less advantage of Intimidate and Mega Salamence's Special Defense is not so much of a factor in surviving attacks. 44 Attack EVs are used to allow Mega Salamence to OHKO 252 HP / 4 Def Mega Gardevoir with Double-Edge. The 212 Special Attack EVs are mostly leftover, but they importantly make Hyper Voice a 2HKO against 4 HP Landorus-T the majority of the time. You may opt to change the number of Attack EVs used to suit your needs, such as dropping to 20 Attack EVs to OHKO maximum Defense Amoonguss. If Earthquake is chosen, an EV spread of 252 Atk / 4 SpA / 252 Spe is recommended to OHKO uninvested Heatran.

Usage Tips
========

This set aims to deal as much damage as possible with Double-Edge and Draco Meteor to pick up quick KOs. Generally, you'll want to use Hyper Voice until a foe is put into KO range of either Double-Edge or Draco Meteor. Try to bring Salamence in during the early-game or as a lead, as this allows it to take better advantage of Intimidate. An exception is if a Defiant or Competitive user is seen at Team Preview, when caution should be given to doing so. Don't always Mega Evolve if you plan to simply use Protect, as Intimidate can be good to preserve for later on in the battle. Be aware of Mega Salamence's higher Speed compared to its base forme on the you choose to Mega Evolve it; utilize Protect to gain this safely where necessary. Don't be too afraid of Draco Meteor's Special Attack drops, as Mega Salamence can just switch to using Double-Edge afterwards. Be cautious of Double-Edge's recoil, and use another move if you think it'll put Mega Salamence into KO range of a foe's move.

Team Options
========

Teammates that are able to beat users of Ice-type moves such as Water-types and Cresselia are valuable. Electric-types such as Rotom-W and Thundurus can accomplish the former with their STAB Thunderbolt. Grass-types such as Amoonguss, Ludicolo, and Serperior also beat Water-types and are able to beat Rock-types as well. Amoonguss, as a Poison-type, further provides resistances to Fairy, which Mega Salamence is weak to. The Grass / Fighting types Virizion and Breloom can also handily beat Water-types as well as beat Steel-types such as Bisharp. Dark-types such as Bisharp, Tyranitar, and Weavile deal excellently with Cresselia, being immune to Psychic. Bisharp and Milotic can also dissuade opposing Intimidate users with Defiant and Competitive. Tyranitar is notable as well, since it pairs well with Mega Salamence on a sand archetype with partners like Landorus. Allies capable of dealing with Fairy-types are great, as Fairy-types can very often OHKO Mega Salamence. Steel-types such as Aegislash, Excadrill, and Ferrothorn can beat Fairies and also help beat Rock-types. Aegislash can also use Wide Guard to defend Mega Salamence against spread moves like Icy Wind and Rock Slide.

Fairies of your own such as Azumarill and Sylveon can switch into Dragon-type moves and OHKO Dragons back. Sylveon, (RC) and Assault Vest Azumarill specifically, (RC) additionally appreciate Intimidate to patch up their weaker Defense stat. Steel-types wall both of Mega Salamence's STAB moves, so teammates that can beat them are useful. Ground-types such as Excadrill, Swampert, and Gastrodon can do this as well as beat Rock-types. Swampert, like Aegislash, can also use Wide Guard to defend Mega Salamence against spread moves. Fire-types such as Talonflame, Arcanine, and Heatran beat Steel-types and provide a resistance to Fairy. Greninja can beat a variety of threats such as opposing Dragons with Ice Beam and Fairies with Gunk Shot. Politoed enjoys Mega Salamence's presence on rain teams, as Mega Salamence can beat Grass-types for them. In return, Politoed's Water-type moves help deal with Heatran and Rock-type attackers such as Tyranitar and Terrakion. Rain teams often also struggle with balancing physical and special attackers, which Double-Edge helps with.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Return / Double-Edge
move 3: Earthquake / Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

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

Dragon Dance is the biggest reason to use a physically based Mega Salamence, boosting Attack and Speed by one stage. Return is Mega Salamence's best option for an Aerilate-boosted attack without any drawbacks. Double-Edge is an alternative if you need an increase in damage output at the cost of recoil damage, notably guaranteeing an immediate OHKO against Sylveon. Earthquake helps to deal with the Steel-, Rock-, and Electric-types that wall Mega Salamence's Flying-type STAB move. Heatran is a prime example of this, as it ordinarily takes little damage from Mega Salamence's STAB moves, but is very threatened by Earthquake. It also gives Mega Salamence a spread move to better sweep through teams with, which this set would otherwise lack. If you prefer Mega Salamence be able to stick around for extended periods, Roost can accomplish this by healing it for half of its health. It also briefly removes Mega Salamence's Flying typing, which can be notable for surviving super effective attacks like Stone Edge. Roost is particularly attractive if Salamence is using a bulkier EV spread, as that would take better advantage of it. Protect shields Salamence for a turn, allowing a partner to potentially KO a threat or switch to improve positioning. Since regular Salamence is slower than Mega Salamence, Protect can also be used to speed up in safety. Further, since Mega Salamence can be a big threat to the opponent's team after setting up, Protect is useful for punishing attacks that are more likely to be aimed at it.

Set Details
========

Intimidate is Salamence's better ability, as dropping the foe's Attack stat helps it set up with Dragon Dance. An Adamant nature and 252 Attack EVs are used to improve Mega Salamence's damage output as much as possible. A Jolly nature can be used instead if you'd prefer to outspeed foes such as Terrakion and Gengar before a Dragon Dance. The remaining 252 EVs are placed in Speed to allow Mega Salamence to outpace the greatest number of foes. Bulkier spreads EVs such as 84 HP / 132 Atk / 4 Def / 148 SpD / 140 Spe are viable to improve Mega Salamence's bulk. They allow Return to OHKO 252 HP / 4 Def Mega Gardevoir nearly all the time, make Terrakion's Rock Slide a 3HKO and neutral-natured Politoed's Ice Beam a 2HKO, and let Mega Salamence outspeed Jolly Landorus-T. Bulkier EVs spreads with a Jolly nature are a possibility as well, such as 52 HP / 172 Atk / 4 Def / 84 SpD / 196 Spe. These outrun Mega Lucario, make Terrakion's Rock Slide a 3HKO and Suicune's Ice Beam a 2HKO, and OHKO the majority of Suicune with a +1 Helping Hand-boosted Return. Don't use either of these spreads with Double-Edge, however, as the recoil damage will mean Mega Salamence won't survive those attacks anyway.

Usage Tips
========

This set aims to set up a Dragon Dance before sweeping through the opponent's team with powerful attacks. While most setup sweepers prefer being brought out in the late-game, Salamence is an exception due to Intimidate. Be wary of Defiant and Competitive users should you choose to lead with Salamence, though. Try to keep Mega Salamence defended by a redirector for as long as it's on the field so that it can continue setting up and sweeping safely. You may not want to Mega Evolve immediately if you're using Protect in order to preserve Intimidate for later in the battle. Be aware of Salamence's lower base Speed in comparison to Mega Salamence's on the turn you Mega Evolve it to avoid being caught off guard. Dragon Dance, while generally good, is especially nice when used on a predicted Protect, switch, or weak attack from a foe. If Double-Edge is chosen, be careful that the recoil damage it inflicts doesn't put Mega Salamence into a foe's KO range.

Team Options
========

Follow Me or Rage Powder support is very valuable for helping Mega Salamence set up, as it can defend it against damage and crippling status. Follow Me Clefable and Clefairy, being Fairy-types, are generally the best candidates for this, being immune to Dragon-type attacks. Clefable has the advantage of not being forced into using Eviolite and can instead use items such as Sitrus Berry or Rocky Helmet, although Clefairy's Friend Guard is valuable to reduce the damage of spread attacks like Rock Slide. Both can also use Moonblast to KO opposing Dragons or Helping Hand to further boost the power of Mega Salamence's attacks. Amoonguss or Togekiss may also be considered for the role, although you must bear in mind they share some weaknesses with Mega Salamence. Partners capable of dealing with users of Ice-type attacks such as Cresselia and Water-types are also helpful. Electric-types such as Rotom-W and Thundurus can handle Water-types with their STAB Thunderbolt. Grass-types such as Ludicolo and Serperior can equally beat Water-types in addition to Rock-types. Breloom and Virizion, being part Fighting-type, are also great, as they resist Rock and beat Steel-types.

Dark-types such as Bisharp, Tyranitar, and Weavile can beat Cresselia with their STAB moves. Weavile is notable, as Fake Out can grant Mega Salamence the opportunity to set up a Dragon Dance more safely. Bisharp and Milotic are also able to deter Intimidate users with Defiant and Competitive, respectively. Pokemon capable of dealing with Fairy-types are also good teammates, as Mega Salamence is weak to their STAB attacks. Steel-types such as Aegislash, Excadrill, and Ferrothorn are good options that can deal with Rock-types as well. Aegislash is particularly great, as Wide Guard can shield Mega Salamence from spread moves like Rock Slide. Fairy-types of your own such as Azumarill and Sylveon are also useful to switch in on and beat opposing Dragons. Assault Vest Azumarill and Sylveon in particular really appreciate Intimidate for patching up their lower Defense. While this set can carry Earthquake, allies that beat Steel-types are still useful, as they wall Flying-type moves. For example, Ground-types such as Swampert and Gastrodon can deal a lot of damage to them with their STAB moves. Swampert, similarly to Aegislash, can also use Wide Guard to defend Mega Salamence against spread attacks. Fire-types such as Talonflame, Arcanine, and Heatran can also beat Steel-types and resist Fairy-type attacks. Greninja can aid Mega Salamence with a variety of coverage, such as Ice Beam to KO opposing Dragons or Gunk Shot to KO Fairies.

[SET]
name: Special
move 1: Hyper Voice
move 2: Draco Meteor / Dragon Pulse
move 3: Fire Blast / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

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

Hyper Voice is boosted by Aerilate and deals a good amount of spread damage. Draco Meteor serves as a strong single-target STAB attack able to KO even bulky Dragons, at the cost of lowering Mega Salamence's Special Attack. A Dragon-type move is also valuable for dealing at least neutral damage to Electric-types such as Rotom-W. Dragon Pulse can be used instead if you'd prefer to use a Dragon-type move without Draco Meteor's drawback. Fire Blast can hit Steel-types that resist Flying and Dragon super effectively, although it only has 85% accuracy. Flamethrower is an alternative if you'd prefer more accuracy, though the drop in power means that Mega Salamence is no longer guaranteed to pick up the OHKO on Ferrothorn, for example. Protect can shield Salamence for a turn, allowing its partner to KO a threat or switch out to improve positioning. Protect can also be used to help Salamence gain its all-important Speed from Mega Evolving more safely.

Set Details
========

Intimidate is the ability of choice, as Moxie is useless on a special attacker and Intimidate provides support by dropping both foe's foes' Attack. 252 Speed EVs and a Timid nature are used to outspeed as many foes as possible. While a Modest nature may be tempting to increase Mega Salamence's damage output further, missing out on outspeeding key threats such as Gengar and Terrakion is generally not worth it. The remaining 252 EVs are then invested into Special Attack to improve Mega Salamence's damage output.

Usage Tips
========

This set is mostly aiming to deal as much damage as possible with Hyper Voice. Try to bring Salamence out in the early-game, or as a lead, in order get the maximum opportunities to take advantage of Intimidate. However, be aware of Defiant and Competitive users from Team Preview should you choose to lead with Salamence. Don't feel as though you have to Mega Evolve if you're just opting to Protect Salamence, as preserving Intimidate for later in the battle can be useful. Be conscious of the fact that Salamence has a lower Speed than Mega Salamence on the turn you Mega Evolve in order to avoid being outsped unnecessarily. Be careful of killing momentum with Draco Meteor if you have it, as this set has no physical move to fall back on. If Mega Salamence is your team's only option against Ferrothorn, be sure to preserve Mega Salamence until it's been eliminated.

Team Options
========

Because Mega Salamence is 4x weak to Ice, allies that beat Ice-type attackers such as Cresselia and Water-types are valuable. Electric-types such as Rotom-W and Thundurus are able to do this with their strong STAB Thunderbolt. Grass-types such as Amoonguss, Ludicolo, and Serperior can also beat Water-types in addition to Rock-types. Amoonguss is further a Posion-type Poison-type and therefore resists Fairy-type attacks for Mega Salamence. Breloom and Virizion, as Grass / Fighting types, beat Water-types and Steel-types such as Bisharp. Dark-types such as Tyranitar, Weavile, and Bisharp can beat Cresselia with their super effective STAB attacks. Tyranitar pairs particularly well with Mega Salamence on a sand archetype with partners such as Sand Rush Excadrill that can eliminate Rock- and Fairy-types. Other Steel-types such as Aegislash and Ferrothorn equally do a good job at eliminating the aforementioned foes. Aegislash can also use Wide Guard to shield Mega Salamence against spread moves like Icy Wind and Rock Slide. Using Fairy-types of your own such as Azumarill and Sylveon can be useful to beat opposing Dragons. Sylveon, (RC) and Assault Vest Azumarill especially, (RC) also enjoy Salamence's Intimidate to patch up their lower Defense. Steel-types wall Mega Salamence's STAB moves, and it's therefore useful to have partners that can beat them. Ground-types such as Swampert and Gastrodon can beat Steel-types and also help beat Rock-types. Swampert, like Aegislash, can also use Wide Guard to block spread attacks. Fire-types such as Talonflame, Arcanine, and Heatran also beat Steel-types and resist Fairy-type attacks. Greninja can beat a variety of threats to Mega Salamence such as Dragons with Ice Beam and Fairies with Gunk Shot.

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

A physical set without Dragon Dance is viable, but in general it's outclassed by the mixed set, which is able to accomplish almost the same thing with exclusively Double-Edge. Hydro Pump can be used to hit Fire- and Rock-types, particularly Rotom-H and Aerodactyl, which are immune to Earthquake. Rock Slide and Stone Edge are options to hit foes like Talonflame and Charizard super effectively. Rock Slide is particularly effective given Salamence's high Speed, as it's more likely than not that at least one foe will flinch. Dragon Claw could be used over Earthquake on the Dragon Dance set to hit a greater number of foes neutrally. Tailwind can be used over Draco Meteor on the mixed set in order to provide a form of speed control. Substitute could be used in the same slot in order to capitalize on passive turns from your opponent, allowing Mega Salamence to avoid being KOed by threatening attacks or crippled by status such as paralysis. Giga Impact hits very hard at the cost of a recharge turn, but it can OHKO foes that EV to survive Double-Edge. This can be particularly appealing if Mega Salamence is used with a teammate that knows Roar, such as Suicune, to help skip the recharge turn. Running different items such as Choice Scarf and Life Orb is possible if you'd like to bring Salamence and another Mega Pokemon.

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

**Dragon-type Pokemon**: While Mega Salamence beats the majority of opposing Dragons, there are some exceptions. Choice Scarf Hydreigon, for example, can outspeed non-Dragon Dance variants of Mega Salamence and OHKO them with Draco Meteor. Opposing Mega Salamence are also able to at least Speed tie with it and can threaten an OHKO with a Draco Meteor of their own.

**Electric-type Pokemon**: Electric-types resist Mega Salamence's Flying-type moves and often carry Hidden Power Ice. Rotom-W, Zapdos, and Thundurus are great examples, as they're also immune to Mega Salamence's Earthquake. They should still be wary of Draco Meteor, however, as it can deal a large amount of damage to them if they're not specially defensive.

**Fairy-type Pokemon**: While they're often OHKOed by Double-Edge, Fairies have an easy time OHKOing Mega Salamence themselves with their high-powered STAB attacks. Sylveon's and Mega Gardevoir's Hyper Voice can hit Mega Salamence through Substitute and bypass redirection. Azumarill can survive Double-Edge and has a chance to OHKO Mega Salamence with an unboosted Play Rough. Mega Mawile takes reduced damage from Mega Salamence's Flying-type moves as a result of its Steel typing, and Play Rough deals excellent damage to it. It does have to be wary of Fire Blast, however, as, with some prior damage, it can be KOed by the move.

**Ice-type Attacks**: Ice-type Pokemon themselves are uncommon, but Ice is a common typing for coverage, which is problematic due to Mega Salamence's 4x weakness to it. Weavile is the most common Ice-type and has a great matchup against Mega Salamence, as it can outspeed and OHKO it. Cresselia and Porygon2 have the bulk to survive any attack from Mega Salamence and can retaliate with Ice Beam. Bulky Water-types such as Milotic, Suicune, and Politoed can also threaten an OHKO on Mega Salamence with Ice Beam and additionally have the option of Icy Wind, which can hit Mega Salamence through redirection and lower its Speed. Gengar is also a notable user of Icy Wind, and it may have multiple opportunities to use the move because it commonly runs Focus Sash. Swift Swim users such as Ludicolo and Kingdra can outspeed Mega Salamence in the rain and can OHKO it with Ice Beam. Greninja outspeeds maximum Speed Mega Salamence and gains STAB on Ice Beam thanks to its Protean ability.

**Rock-type Pokemon**: Rock-types often resist Flying-type attacks, and Rock Slide hits Mega Salamence through redirection. Tyranitar takes little damage from Mega Salamence's special moves as a result of sand boosting its Special Defense. Aerodactyl easily outpaces Mega Salamence and can use Wide Guard to block Mega Salamence's Hyper Voice. Mega Aerodactyl is also notable, as it can deal excellent damage to Mega Salamence with a Tough Claws-boosted Ice Fang. Terrakion doesn't resist Flying as a result of its Fighting typing, but it can deal good damage with Rock Slide or Stone Edge.

**Steel-type Pokemon**: Steel-types resist both Flying- and Dragon-type attacks and therefore have a relatively easy time against Mega Salamence. Heatran, while 4x weak to Earthquake, is free to either set up a Substitute or use Flash Cannon against Mega Salamence. Further, if Heatran carries Hidden Power Ice, it can just outright OHKO it. Aegislash takes little damage from Fire- and Ground-type moves and can gain boosts from them thanks to its Weakness Policy. In fact, the boost from Weakness Policy is enough to allow Aegislash to OHKO Mega Salamence with its STAB moves. Its access to Wide Guard also means it can block Mega Salamence's Hyper Voice and Earthquake. Mega Metagross is not affected by Intimidate before Mega Evolving due to Clear Body and can OHKO Mega Salamence with Ice Punch. Its massive Defense stat also means that it takes Earthquake very well, not even being OHKOed at +2.

**Intimidate and Burns**: While the commonness of mixed and special sets means Intimidate and burns won't necessarily hamper all Mega Salamence, they are nevertheless effective at reducing the damage output of Mega Salamence's physical attacks. Intimidate users such as Landorus-T, Gyarados, and opposing Salamence are able to lower Mega Salamence's Attack one stage when switched in. Will-O-Wisp users such as Talonflame, Gengar, and Rotom-W can halve Mega Salamence's Attack stat and inflict residual damage through burn. Entei can also attempt to fish for burns with Sacred Fire, as the move has a 50% chance to burn its target.

**Speed Control**: As most Mega Salamence sets rely on their very high Speed, ways of reducing it are harmful for it. Thunder Wave users such as Thundurus and Gyarados are able to quarter Mega Salamence's Speed and reduce the chance of it moving. Tailwind users such as Talonflame, Whimsicott, and Zapdos can temporarily double their team's Speed. Trick Room users such as Gardevoir, Cresselia, and Gothitelle can allow normally slower foes to move before Mega Salamence.

**Defiant and Competitive**: Salamence's Intimidate activates Defiant and Competitive, causing their users' respective stats to increase. Bisharp and Milotic are the most prominent users and can significantly threaten Mega Salamence with Sucker Punch and Ice Beam or Icy Wind after a boost.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top