np: Doubles Stage 1 — Dragontown — Salamencite Suspect Discussion IT'S BANNED

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Bughouse

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Reposting a slightly edited version of something I said in council discussion. These, I think, are the 3 central factors to why Salamencite must be banned. These arguments are made in comparison to Kangaskhanite, the closest thing Dubs has ever had to broken.

1) Mence has too much control over its own speed, making stopping it more difficult than any other threat. It has a considerably higher base speed than Mega Kangaskhan does, and has redefined what "fast" is in Doubles. Latios and the musketeers are now SLOW. Yeah. 108 and 110 are now slow. WTF. Oh and Mence easily boosts its own speed with Dragon Dance. And Mence at +1 easily outruns tons of things at +2, including all the Base 70s, so Tailwind isn't even the most reliable thing, and yes 70s at +2 also includes Ludicolo and Swampert under Rain. Yeah it's more vulnerable to Trick Room than Kanga, but to say that Mence is more vulnerable to speed control overall, as some have said, is ridiculous. Moreover, Mence can even afford to run Sub or Protect, which protect it from many forms of speed control, most notably Thunder Wave (and also help stall those nasty TR turns).

2) Mence's defensive typing is a massive ADVANTAGE. Its many (five more than Kanga) resistances and immunities along with its bulk and pre-Mega Intimidate make setting up Dragon Dances incredibly easy against a large part of the metagame. Yeah it sucks that it has three more weaknesses than Kanga does, but Jirachi or Amoonguss can easily redirect a lot of those attacks, and Aegislash et al can Wide Guard Hyper Voices. Like any other good attacker, you're gonna support it, and Mence happens to work exceedingly well with many already good supporters in Dubs.

3) Flying resists may be relatively common, but Mence can get around almost any of them by using Dragon Claw (for non-grounded electrics) or Earthquake (for grounded electrics, rocks, and steels), and even if you run a monoattacker, like I have been, most are very easy to play around with redirection. Moreover, unless you always have those specific mons out, Mence is almost guaranteed to get a Dragon Dance off, at which point those checks are very tough to switch in. They're more revenge killers than anything, and not even the most reliable ones on earth. Also, several resistances, such as Heatran aren't checks unless you're running a special set - standard Heatran is just free Dragon Dances for Mence. And the need for Flying-resistances is definitely impacting Dubs. It's become harder to run Steels that don't resist Flying, such as Ferrothorn and Escavalier, because you want your Steel type(s) to be able to stop not only Fairies and Mega Kangaskhan, but also Mence. And that's a real shame, since mons like Ferrothorn and Escavalier are two of the best options against another top threat, Mega Diancie.
 
So I'm actually now leaning more towards banning this thing after doing some damage calcs and coming up with a custom set.

Salamence (M) @ Salamencite
Ability: Intimidate
EVs: 248 HP / 124 Atk / 136 Spe
Adamant Nature
- Dragon Dance
- Return
- Roost
- Protect/Substitute

Roost lets Salamence stall out its checks that can't do a ton of damage back to it and Protect lets its partner take out a problem Pokemon. Substitute is useful to block status and some Pokemon can't even break it letting Salamence set up further. The EVs let Mega Salamence outspeed Jolly Landorus-T, as well as Scarfed variants after a DD, and 2HKOs standard offensive Heatran at +1 with the rest in HP.

Huge damage calc dump:
+1 124+ Atk Aerilate Salamence Return vs. 56 HP / 0 Def Heatran: 169-199 (50.1 - 59%) -- guaranteed 2HKO
252+ SpA Heatran Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 316-372 (80.4 - 94.6%) -- guaranteed 2HKO
252+ SpA Heatran Heat Wave vs. 248 HP / 0 SpD Salamence: 69-82 (17.5 - 20.8%) -- possible 5HKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 0 Def Rotom-W: 168-198 (55.2 - 65.1%) -- possible 2HKO through Sitrus
136 SpA Rotom-W Thunderbolt vs. 248 HP / 0 SpD Salamence: 127-150 (32.3 - 38.1%) -- 97.2% chance to 3HKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 0 Def Aegislash-Shield: 125-147 (38.5 - 45.3%) -- guaranteed 3HKO after Leftovers recovery
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 0 Def Aegislash-Blade: 309-363 (95.3 - 112%) -- 68.8% chance to OHKO
252+ SpA Aegislash-Blade Shadow Ball vs. 248 HP / 0 SpD Salamence: 175-207 (44.5 - 52.6%) -- 21.5% chance to 2HKO
4 Atk Aegislash-Blade Shadow Sneak vs. 248 HP / 0 Def Salamence: 51-60 (12.9 - 15.2%) -- possible 7HKO
+1 124+ Atk Aerilate Salamence Return vs. 212 HP / 128 Def Thundurus: 201-237 (57.1 - 67.3%) -- possible 2HKO through Sitrus
52+ SpA Thundurus Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 264-312 (67.1 - 79.3%) -- guaranteed 2HKO through Sitrus
+1 124+ Atk Aerilate Salamence Return vs. 0 HP / 4 Def Thundurus: 237-279 (79.2 - 93.3%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 364-432 (92.6 - 109.9%) -- 56.3% chance to OHKO
124+ Atk Aerilate Salamence Return vs. 44 HP / 0 Def Landorus-T: 259-306 (78.4 - 92.7%) -- guaranteed 2HKO
252+ Atk Landorus-T Rock Slide vs. 248 HP / 0 Def Salamence: 116-138 (29.5 - 35.1%) -- 13.2% chance to 3HKO
252+ Atk Landorus-T Stone Edge vs. 248 HP / 0 Def Salamence: 208-246 (52.9 - 62.5%) -- guaranteed 2HKO
252+ Atk Landorus-T Stone Edge vs. 248 HP / 0 Def Roosting Salamence: 104-123 (26.4 - 31.2%) -- guaranteed 4HKO
+1 124+ Atk Aerilate Salamence Return vs. 232 HP / 252+ Def Suicune: 232-274 (58.1 - 68.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Suicune Ice Beam vs. 248 HP / 0 SpD Salamence: 260-308 (66.1 - 78.3%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 28 HP / 0 Def Suicune: 315-372 (90.5 - 106.8%) -- 43.8% chance to OHKO
252+ SpA Suicune Ice Beam vs. 248 HP / 0 SpD Salamence: 368-436 (93.6 - 110.9%) -- 62.5% chance to OHKO
124+ Atk Aerilate Salamence Return vs. 252 HP / 208+ Def Gyarados: 208-246 (52.7 - 62.4%) -- guaranteed 2HKO
0 Atk Gyarados Ice Fang vs. 248 HP / 0 Def Salamence: 180-216 (45.8 - 54.9%) -- 53.9% chance to 2HKO
0- SpA Gyarados Icy Wind vs. 248 HP / 0 SpD Salamence: 76-92 (19.3 - 23.4%) -- possible 5HKO
+1 124+ Atk Aerilate Salamence Return vs. 240 HP / 12 Def Cresselia: 301-355 (68.2 - 80.4%) -- guaranteed 2HKO through Sitrus
60 SpA Cresselia Icy Wind vs. 248 HP / 0 SpD Salamence: 112-132 (28.4 - 33.5%) -- Very low chance to 3HKO
60 SpA Cresselia Ice Beam vs. 248 HP / 0 SpD Salamence: 244-288 (62 - 73.2%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 0 Def Cresselia: 306-360 (68.9 - 81%) -- guaranteed 2HKO through Sitrus
252+ SpA Expert Belt Cresselia Ice Beam vs. 248 HP / 0 SpD Salamence: 394-466 (100.2 - 118.5%) -- guaranteed OHKO
252+ SpA Expert Belt Cresselia Moonblast vs. 248 HP / 0 SpD Salamence: 206-245 (52.4 - 62.3%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Terrakion: 390-459 (120.3 - 141.6%) -- guaranteed OHKO
252 Atk Life Orb Terrakion Rock Slide vs. 248 HP / 0 Def Salamence: 190-226 (48.3 - 57.5%) -- 93.4% chance to 2HKO
252 Atk Terrakion Stone Edge vs. 248 HP / 0 Def Salamence: 260-308 (66.1 - 78.3%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 0 HP / 4 Def Garchomp: 370-436 (103.6 - 122.1%) -- guaranteed OHKO
252 Atk Garchomp Dragon Claw vs. 248 HP / 0 Def Salamence: 210-248 (53.4 - 63.1%) -- guaranteed 2HKO
-1 252 Atk Garchomp Dragon Claw vs. 248 HP / 0 Def Salamence: 140-168 (35.6 - 42.7%) -- guaranteed 3HKO
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Hydreigon: 390-459 (119.6 - 140.7%) -- guaranteed OHKO
252 SpA Hydreigon Draco Meteor vs. 248 HP / 0 SpD Salamence: 452-534 (115 - 135.8%) -- guaranteed OHKO
252 SpA Hydreigon Dragon Pulse vs. 248 HP / 0 SpD Salamence: 296-350 (75.3 - 89%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 80 HP / 0 Def Talonflame: 472-556 (148.8 - 175.3%) -- guaranteed OHKO
252+ Atk Life Orb Talonflame Brave Bird vs. 248 HP / 0 Def Salamence: 164-192 (41.7 - 48.8%) -- guaranteed 3HKO
+1 124+ Atk Aerilate Salamence Return vs. 0 HP / 0 Def Mega Diancie: 164-193 (68 - 80%) -- guaranteed 2HKO
208 Atk Mega Diancie Diamond Storm vs. 248 HP / 0 Def Salamence: 296-350 (75.3 - 89%) -- guaranteed 2HKO
48 SpA Mega Diancie Moonblast vs. 248 HP / 0 SpD Salamence: 348-410 (88.5 - 104.3%) -- 25% chance to OHKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 0 Def Tyranitar: 164-193 (40.5 - 47.7%) -- guaranteed 3HKO
252+ Atk Tyranitar Rock Slide vs. 248 HP / 0 Def Salamence: 164-194 (41.7 - 49.3%) -- 19.1% chance to 2HKO after sandstorm damage
252+ Atk Tyranitar Stone Edge vs. 248 HP / 0 Def Salamence: 294-348 (74.8 - 88.5%) -- guaranteed 2HKO after sandstorm damage
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Bisharp: 178-210 (65.4 - 77.2%) -- guaranteed 2HKO
252+ Atk Life Orb Bisharp Iron Head/Sucker Punch vs. 248 HP / 0 Def Salamence: 144-172 (36.6 - 43.7%) -- guaranteed 3HKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 40 Def Mega Mawile: 141-167 (46.3 - 54.9%) -- 64.5% chance to 2HKO
180+ Atk Huge Power Mega Mawile Play Rough vs. 248 HP / 0 Def Salamence: 420-494 (106.8 - 125.6%) -- guaranteed OHKO
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Mega Metagross: 125-147 (41.3 - 48.6%) -- guaranteed 3HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 248 HP / 0 Def Salamence: 169-201 (43 - 51.1%) -- 4.7% chance to 2HKO
252 Atk Tough Claws Mega Metagross Ice Punch vs. 248 HP / 0 Def Salamence: 380-448 (96.6 - 113.9%) -- 75% chance to OHKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 68 Def Jirachi: 165-195 (40.8 - 48.2%) -- guaranteed 3HKO
0 Atk Jirachi Iron Head vs. 248 HP / 0 Def Salamence: 69-82 (17.5 - 20.8%) -- possible 5HKO
0- SpA Jirachi Icy Wind vs. 248 HP / 0 SpD Salamence: 116-140 (29.5 - 35.6%) -- 16.3% chance to 3HKO
252 SpA Shaymin-S Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 272-324 (69.2 - 82.4%) -- guaranteed 2HKO
252 SpA Shaymin-S Air Slash vs. 248 HP / 0 SpD Salamence: 127-150 (32.3 - 38.1%) -- 97.2% chance to 3HKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 4 Def Mega Swampert: 327-385 (80.9 - 95.2%) -- guaranteed 2HKO
252+ Atk Mega Swampert Ice Punch vs. 248 HP / 0 Def Salamence: 320-380 (81.4 - 96.6%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Excadrill: 269-317 (74.3 - 87.5%) -- guaranteed 2HKO
252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 0 Def Salamence: 146-172 (37.1 - 43.7%) -- guaranteed 3HKO
252+ Atk Life Orb Excadrill Stone Edge vs. 248 HP / 0 Def Salamence: 255-302 (64.8 - 76.8%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Mega Gardevoir: 505-595 (181.6 - 214%) -- guaranteed OHKO
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 0 SpD Salamence: 374-444 (95.1 - 112.9%) -- 68.8% chance to OHKO
+1 124+ Atk Aerilate Salamence Return vs. 244 HP / 0 Def Sylveon: 505-595 (128.8 - 151.7%) -- guaranteed OHKO
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 248 HP / 0 SpD Salamence: 458-540 (116.5 - 137.4%) -- guaranteed OHKO
+1 124+ Atk Aerilate Salamence Return vs. 200 HP / 0 Def Rotom-H: 168-198 (57.7 - 68%) -- chance to 2HKO through Sitrus
88+ SpA Rotom-H Thunderbolt vs. 248 HP / 0 SpD Salamence: 132-156 (33.5 - 39.6%) -- guaranteed 3HKO
124+ Atk Aerilate Salamence Return vs. 24 HP / 0 Def Mega Manectric: 143-168 (49.8 - 58.5%) -- 99.6% chance to 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 296-352 (75.3 - 89.5%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 4 HP / 0 Def Thundurus-T: 238-281 (79.3 - 93.6%) -- guaranteed 2HKO
252 SpA Thundurus-T Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 312-368 (79.3 - 93.6%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus-T Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 406-478 (103.3 - 121.6%) -- guaranteed OHKO
+1 124+ Atk Aerilate Salamence Return vs. 252 HP / 168+ Def Zapdos: 154-182 (40.1 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
68 SpA Zapdos Thunderbolt vs. 248 HP / 0 SpD Salamence: 136-162 (34.6 - 41.2%) -- guaranteed 3HKO
252 SpA Zapdos Hidden Power Ice vs. 248 HP / 0 SpD Salamence: 280-332 (71.2 - 84.4%) -- guaranteed 2HKO
+1 124+ Atk Aerilate Salamence Return vs. 0 HP / 0 Def Genesect: 372-438 (131.4 - 154.7%) -- guaranteed OHKO
252 SpA Genesect Ice Beam vs. 248 HP / 0 SpD Salamence: 408-480 (103.8 - 122.1%) -- guaranteed OHKO


How it fairs against so called checks after a DD:
Heatran: Return 2HKO's offensive Heatran. Can't OHKO in return with HP Ice. Sub Heatran can't even break Mence's Sub.
Rotom-W: Has a chance to be 2HKO'd through Sitrus with +1 Return. Can only 3HKO in return.
Aegislash: Can possibly 2HKO back with Shadow Ball. Mence can nearly KO it in Blade Form with Return. Mence needs to not attack while Aegislash uses King's Shield but attack if it decides not to in blade form. Mence will 3HKO Shield.
Thundurus: Thundurus can hit with a priority T-Wave which is a problem. Offensive ones can potentially KO with HP Ice but LO recoil will mean Mence will have probably KO it in Return. Defensive ones are 2HKO'd through Sitrus and can't OHKO back through HP Ice.
Landorus-T: Outspeeds Scarf and 2HKOs. Can Roost to full, take a non SE Stone Edge and then another SE one next turn.
Suicune: Gets XHKO'd but can only XHKO back so it loses.
Gyarados: Gets 2HKO'd when factoring in Intimidate but can only 2HKO in return. Icy Wind doesn't even break Sub.
Cresselia: Offensive ones will OHKO with Ice Beam without being OHKO'd in return.
Terrakion: Needs Scarf to outspeed and can't OHKO but gets OHKO'd in return.
Garchomp: Needs Scarf to outspeed. Mence can come in and Intimidate it, get up a DD, and then kill it.
Hydreigon: Needs Timid and Scarf to outspeed. Can OHKO with Draco Meteor.
Talonflame: Adamant LO Brave Bird does 41.7 - 48.8%.
Mega Diancie: Can take a Return and has a chance to OHKO back with Moonblast.
Tyranitar: Only 3HKO'd but Roost can stall out Stone Edge and Rock Slide.
Bisharp: Mence can't come in due to Defiant but can 2HKO after a DD and won't be KO'd by Iron Head+Sucker Punch.
Mega Mawile: Intimidate makes taking the hit easy and will OHKO with Play Rough.
Mega Metagross: Only 3HKO'd and can potentially OHKO in return with Ice Punch.
Jirachi: 3HKO'd but Iron Head can't even break its Sub.
Shaymin-S: Scarf has a 30% chance to KO Mence with 3 Air Slashes due to the flinch rate. HP Ice will only 2HKO.
Mega Swampert: 2HKO'd and 2HKO's back with Ice Punch. Max Speed Adamant barely outruns in Rain so Mence should probably have more Speed.
Excadrill: Needs Sand or Tailwind to outspeed. 2HKO's but Mence should be able to stall Sand with Roost and Protect.
Mega Gardevoir: Needs Tailwind to outspeed. Hyper Voice still isn't a guaranteed OHKO.
Sylveon: Can't OHKO with Scarf. Needs Timid and Tailwind to outspeed.
Rotom-H: Chance to be 2HKO'd through Sitrus but can only 3HKO in return.
Mega Manectric: Almost guarenteed 2HKO after Intimidate. Only 2HKO'd by HP Ice in return.
Thundurus-T: Scarf can 2HKO before being 2HKO'd. LO can take a hit and KO back with HP Ice but might kill itself.
Zapdos: Scarf Zapdos can outspeed and 2HKO with HP Ice.
Genesect: Scarfed needs Timid but can OHKO with Ice Beam.


What is actually a check if it gets a DD:
Mega Mawile: Can take a hit pretty easily and kill it with Play Rough.
Mega Metagross: Can take a hit and kill it with Ice Punch.
Genesect/Hydreigon: Need +Speed Natures and a Scarf but will OHKO.
Cresselia: Offensive ones will kill it with Ice Beam.
Aegislash: Guaranteed kill with 2 Shadow Balls+Shadow Sneak but will almost certainly lose the prediction war vs. Substitute variants.
Thundurus: Can Paralyze it but will probably die as well if it tries to kill it.
Thudurus-T: Can kill with HP Ice. Might go down as well if using a LO.
Zapdos: Can kill it if Scarfed or at least Paralyze it if not.
Mega Swampert/Excadrill/Sylveon/Mega Gardevoir: Need Tailwind or a weather boost if they want to outspeed.
Talonflame: Can kill a weakened one with Brave Bird.
Rotom-W/Rotom-H/Klefki/Heatran: Can really only Paralyze/Burn it.
Various Scarf and priority users: Can kill a weakened one but won't be able to kill from full HP.
 
I honestly feel like mega mence shouldn't be banned because

1.Everyone is saying that with this mon redirection can turn a 2-6 into a 2-0 not really amoongus' rage powder you can run max speed talon flame and will o,jirachi and togekiss can both easily get bopped by Land dog.I am just saying mence is not as OP as everyone thinks.

2."Oh it has no counters" all you really need to do is keep it from not getting a sub up and ice shard,that is a bit over centralizing but if it's that broken why wouldn't you be bringing a check.Oh mega table can easily live one, there are are a few reliable checks the pair ttar and excadrill. With Ttar's sand stream they can both take a hyper voice and for the physical set excadrill can break the sub with rock slide and ttar can ohko With ice beam.Another pair I use is the thundurus land doge,because land dog can rock slide and thundur dog can either t-wave or hp-ice which might kill depending on their spread.

3.It's god speed tier. If you are running a TR team is something going to spam rage powder and mence protect stall it out no! Most things can handle mence well in TR i'm not saying it's the best but one of the points for banning it is it's speed.

4. I don't see it very often.When I was laddering before the suspect all I was running into was kang,rainpert and sceptile w/ wastom discharge spam.If it's as broken as everyone says it is every 1000 player to 1800 player should be using it.
 

Laga

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4. I don't see it very often.When I was laddering before the suspect all I was running into was kang,rainpert and sceptile w/ wastom discharge spam.If it's as broken as everyone says it is every 1000 player to 1800 player should be using it.
No one cared enough to build a team for it lol.

I, on the other hand, was responsible enough to ask mizu to send me a team so I could actually share my experience with using it.

While I didn't have any eye opening moments on the ladder, I also found that it was able to set up ridiculously easy against any standard team I faced, even if the player behind the team was a "known" player.

http://replay.pokemonshowdown.com/smogondoublescurrent-191858709
http://replay.pokemonshowdown.com/smogondoublescurrent-191862204

^ G1 and G2 of a tourney that i ended up winning, but the third game wasn't saved, and also i haxed a bit that battle so xd. Mence also put in a shitload of work the third game tho.

Despite my experience of the ease of setup, the way people with the mindset of "It has to set up" is ridiculous though; you can often take advantage of the fact that your opponent doesn't want you to set up on on the switch and attack with it's retarded power and speed. The fact is that too many people base their entire team around it when in reality, you should be basing your mence around your team. Some setup teams work (like the one I used in the tourney with the replays listed above), but a setup bulky mence won't work on HO; mixmence would be much better on such a team.

Most of the reasons I find mence broken have already been stated, especially Totem, who's post I found to hit the nail on the head. I could quote like half of his post on how well it synergiyses with a lot of already good mons. The best argument for it not being broken is how doubles is by far the hardest meta to break, which is a bit too arbitrary to convince me.
 
1.Everyone is saying that with this mon redirection can turn a 2-6 into a 2-0 not really amoongus' rage powder you can run max speed talon flame and will o,jirachi and togekiss can both easily get bopped by Land dog.I am just saying mence is not as OP as everyone thinks.
The whole 2-6 to 2-0 thing doesn't happen or is at least misleading. It's really more like 2-4 to 2-0 or your opponent has 6 Pokemon that have been weakened enough for Salamence to OHKO them. You redirecter will likely only be able to survive for 2 turns if your opponent can actually hurt it meaning Mence will get a DD+1 free attack off. After that, Mence will be in a 2v1 situation and will be targeted down easily.

Of course, a big problem arises if Salamence Protects your double target and the support Pokemon kills or cripples one of Mence's counters. And the Roost set I posted can stall out the targeting long enough for something like Amoongus to Spore Mence's biggest problems or Giga Drain some of them into KO range.
 

Pastelle

we're all star stuff
I suppose it's time I make my contribution to this thread, and I'm sorry if I reiterate any points that have already been made. I don't believe that Mega Salamence should be banned, and here's why. For starters, I use Mega Salamence on a semi trick room team. Its sounds a little strange, but I figured that I could use it as an all-out-attacker for when I couldn't get Trick Room up. And I've found that Mega Mence can be countered in a variety of ways. For clarification, this is the set I'm using, its the standard Dragon Dance set, but just i case you want to see it:

Mothership (Salamence) (F) @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Frustration
- Dragon Dance
- Protect


Reason #1- Burns and Paralysis
This is by far the most common set that I've seen, and while special sets are certainty possible, I believe that the physical sets are far more effective. This means that Mega Salamence is incredibly burn weak. And on a set set that sometimes requires setting up, that lost turn can be crucial. As mentioned earlier by Clefairy, Rotom-W and Rotom-H are excellent at walling and burning Mega Mence. Even something like Sableye can live a hit and burn it

252 Atk Salamence Dragon Claw vs. 252 HP / 252+ Def Sableye: 123-145 (40.4 - 47.6%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Aerilate Salamence Double-Edge vs. 252 HP / 252+ Def Sableye: 238-282 (78.2 - 92.7%) -- guaranteed 2HKO after Leftovers recovery

Once Mega Salamence is burned, it cant do anything
-2 252 Atk Aerilate Salamence Double-Edge vs. 252 HP / 184 Def Amoonguss: 294-348 (68 - 80.5%) -- guaranteed 2HKO
-2 252 Atk Aerilate Salamence Double-Edge vs. 4 HP / 0 Def Terrakion: 151-178 (46.6 - 54.9%) -- 64.8% chance to 2HKO
-2 252 Atk Aerilate Salamence Double-Edge vs. 24 HP / 0 Def Keldeo: 302-356 (91.7 - 108.2%) -- 50% chance to OHKO

One may argue that even when Salamence's attack is cut in half, I can still 2HKO most things because it outspeeds. That's where paralysis comes in. Paralyzing Salamence, then coming in with a fast offensive Pokemon who knows a powerful Ice move (Such as Keldeo, Ludicolo, etc.), is almost a guarenteed OHKO. In conclusion, statusing Mega Mence is almost a sure fire way to cripple and beat it.

Reason #2- Ice = Death
The again has been brought up, but any Ice attack can cause tons of trouble to Mega Salamence, as its obviously 4x weak. What many are failing to consider is that a myriad amount of extremely good Pokemon, that can easily take out Mega Mence with just one or two Ice attacks

252+ SpA Suicune Ice Beam vs. 0 HP / 4 SpD Salamence: 364-432 (109.9 - 130.5%) -- guaranteed OHKO
232 SpA Life Orb Keldeo Icy Wind vs. 0 HP / 4 SpD Salamence: 333-395 (100.6 - 119.3%) -- guaranteed OHKO
252 SpA Ludicolo Ice Beam vs. 4 HP / 0 SpD Salamence: 336-396 (101.2 - 119.2%) -- guaranteed OHKO (Ludicolo can be EV'd to outspeed Mence in the rain)
252+ Atk Swampert Ice Punch vs. 4 HP / 0 Def Salamence: 320-380 (96.3 - 114.4%) -- 81.3% chance to OHKO (Not reliable, but a Fake Out beforehand would certainty do the job)

Reason #3- Pre-Mega = Golden Opportunity to Take Away Massive Damage
Lastly, no one here has talked about how Salamence is pretty weak BEFORE IT MEGA EVOLVES. Because regular Salamence has an awesome ability, deciding when to go Mega can be crucial. When your opponent is doing this, it can be a perfect opportunity to get massive damage on an otherwise solid mon. 95/80/80 is not amazing bulk, but its significantly weaker than Mega Mence. And if you can predict a switch, you can chip off a massive amount of its health from any Rock Slide or Ice attack.

Note: This Salamence Set is the "Doubles Special Attacker" found in the Calculator
-1 252 Atk Landorus-T Rock Slide vs. 0 HP / 0 Def Salamence: 144-170 (43.5 - 51.3%) -- 5.9% chance to 2HKO (Almost half of Salamence's health gone for free.)
-1 252 Atk Life Orb Terrakion Rock Slide vs. 0 HP / 0 Def Salamence: 257-304 (77.6 - 91.8%) -- guaranteed 2HKO
-1 252+ Atk Mega Tyranitar Rock Slide vs. 0 HP / 0 Def Salamence: 258-306 (77.9 - 92.4%) -- guaranteed 2HKO after sandstorm damage
1 252+ Atk Life Orb Excadrill Rock Slide vs. 0 HP / 0 Def Salamence: 192-229 (58 - 69.1%) -- guaranteed 2HKO

In conclusion, Mega Salamence should not be banned because it can be handled by basic status infliction like Burn and Paralysis, then can be taken down be Ice or Rock. Is it tough? Most defiantly, but with the right predictions, strategy, and perhaps a little hacks, it can be taken down eZ, thus making it balanced and un-banworthy
 
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Reason #1- Burns and Paralysis
It can take care of status itself with sub, and can be supported with redirection, and can switch.

Reason #2- Ice = Death
4x weak to something does not equal bad, ice is one of the worst typings in the game and there are hardly any viable ice mons out there, leaving it to be a coverage move on most mons. Again redirection partners take care of this and salamence will take out most ice users.

Reason #3- Pre-Mega = Golden Opportunity to Take Away Massive Damage
Protect, and also its bulk is applied on the turn it megas.
 

tape

i woke up in a new bugatti
I'm leaning towards no-ban so far, I am vastly unimpressed by Mega-Salamence so far. Sorry but I'll be randomly addressing a few points previously mentioned in this thread.

Getting status on mega-mence is not particularly difficult, especially with the crazy abundance of Prankster TWave or WoW (Thundurus and Sableye come to mind). I also don't think Ice is a particularly uncommon type because of all the important stuff it hits for super-effective (Landorus, Thundurus, Zapdos, Salamence [even before Salamencite], Sceptile, etc). Turns where mega-Sala is Roosting/DDing/Subing (roughly the 3 most popular moves at the moment?) are prime opportunities to switch better answers to MegaSal and friends. Speaking of friends...

One pokemon in particular clius didnt mention in the first page is Hydreigon, who actually handles the 2 most common redirectors in Doubles very well while not being particularly threatened by both of them (Amoonguss could Spore it but I'll get to that later). Here are only a few calcs I've gotten on this suspect trifecta of doom:

vs
-1 252+ SpA Hydreigon Draco Meteor vs. 0 HP / 0 SpD Salamence: 330-390 (99.6 - 117.8%) -- 93.8% chance to OHKO (without Life Orb, plus -1 SpA from random snarl just in case)
252+ SpA Life Orb Hydreigon Dark Pulse vs. 0 HP / 0 SpD Salamence: 199-235 (60.1 - 70.9%) -- guaranteed 2HKO

vs
252+ SpA Life Orb Hydreigon Fire Blast vs. 252 HP / 76+ SpD Amoonguss: 333-393 (77 - 90.9%) -- guaranteed 2HKO
252+ SpA Hydreigon Helping Hand Fire Blast vs. 252 HP / 76+ SpD Amoonguss: 384-452 (88.8 - 104.6%) -- 31.3% chance to OHKO (without Life Orb)

vs
252+ SpA Life Orb Hydreigon Dark Pulse vs. 252 HP / 224+ SpD Jirachi: 268-320 (66.3 - 79.2%) -- guaranteed 2HKO with Sitrus Berry
252+ SpA Life Orb Hydreigon Helping Hand Dark Pulse vs. 252 HP / 224+ SpD Jirachi: 400-476 (99 - 117.8%) -- 93.8% chance to OHKO

With these damage calcs, you really could forgo Life Orb to use Scarf to outspeed Sala at +0 or use Safety Goggles to not get spored by Amoonguss. Worse Jirachi can do is para you (in which case it wouldnt be using Follow me!). MegaSala at +0 can not 2HKO Hydreigon with Return and it also can't OHKO with neither Return nor OHKO with Double-Edge at +1.
edit: correction; it can't OHKO Hydreigon with no boosts, and has a 43% chance to OHKO with +1 Return (4/0 for Drei's bulk)

This is also looking at Hydreigon alone. Remember you, too, can also use a Jirachi to redirect Sala/Jirachi/Amoonguss. Tailwind support goes great ways to aid you as well.

Very short mention to rain teams as they deal particularly well against Salamence and Jirachi at least. As mentioned earlier TR also has solid answers versus Sala&Friends team. Teams that have 1 or 2 intimidate users (Landorus being the most obvious mention really) can switch in to quickly lower Sala's Atk before it Subs, in which case Sala wasted a precious turn to get +1 Spe.

This post got a bit longer than I thought it would be @.@ TL;DR hydreigon is rad and so is Tailwind/Prankster stats, there's not a drought of ways to put the offense on Sala&Friends and I feel it has a very tough time trying to fit in.
 
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Why I think Mega - Salamence should be banned?

Quick general vision:

Mega Salamence is a great pokemon, thanks to his great ability which helps alot in this tier, it has good bulk and thanks to his great attack and enough special attack.

After mega evolution, it becomes a monster, great ability, I'd like to point out that salamence can learn double edge, return and hyper voice, and it increased a lot on stats. Talking about stats, same bulk (95 is enough for a sweeper, like seriously), more attack, it increase from 135 to 145 ("broken"), the defense increased a lot, really from a 80
base defense, to a 130, holy crap, as a testament he can't even be ohkoed by STAB Ice Shard, you know a x4 weakness, rock slide do funny damage, you can even try to sub lol. 110 -> 120, not bad, now
it can learn hyper voice, thanks to aerilate it become a great special STAB, and has double target tho. Special defense 80 -> 90, really not bad, he can put a sub, because icy wind users usually do not have a
lot of Special Attack investment, like Jirachi and Cresselia (though it should be noted that thanks to mega salamence's rase, people now use ice beam with investment in special attack).
Speed raised from 100 to 120, a big rase in my opinion, becuase it outspeed a lot of speedy pokemon in doubles, and KO thanks to his great attack + huge stabs.

I think the only offensive pokemon or strategy to stop this, is the intimidate users, but if it is behind the sub, it is a good game, because usally the use Rage powder or follow me strategy, so only blizzard could be really threatening, and if that worries you Wide Guard Aegislash has great sinergy but hail teams are declassed tho.
I think it is a great pokemon, no counters and unpredictable in doubles, it makes huge damage to each kind of pokemon, both stabs are are resisted by heatran, but after a Dragon Dance, it is 2HKOed, and really, behind a sub Heatran is a set up fodder, so it is a very annoying pokemon too.
Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Protect
- Substitute
I use this physical set, Dragon Dance is an important boost move, return could be slashed with double edge, but recoil is threatning can be problematic, protect a staple on many 'mons here in doubles is pretty much required, and Substitute, I like this move because it gives you an immunity from status, icy wind drops and resisted moves, but it
could be slashed with Dragon Claw or Draco Meteor.

In conclusion, it is unpredictable, has one hell of a bulk, has a great ability in intimidate and aerilate which gives him easier set up, and powerful flying moves respectively. this pushs him a bit over the edge for this metagame.
 
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I'm leaning towards no-ban so far, I am vastly unimpressed by Mega-Salamence so far. Sorry but I'll be randomly addressing a few points previously mentioned in this thread.

Getting status on mega-mence is not particularly difficult, especially with the crazy abundance of Prankster TWave or WoW (Thundurus and Sableye come to mind). I also don't think Ice is a particularly uncommon type because of all the important stuff it hits for super-effective (Landorus, Thundurus, Zapdos, Salamence [even before Salamencite], Sceptile, etc). Turns where mega-Sala is Roosting/DDing/Subing (roughly the 3 most popular moves at the moment?) are prime opportunities to switch better answers to MegaSal and friends. Speaking of friends...

One pokemon in particular clius didnt mention in the first page is Hydreigon, who actually handles the 2 most common redirectors in Doubles very well while not being particularly threatened by both of them (Amoonguss could Spore it but I'll get to that later). Here are only a few calcs I've gotten on this suspect trifecta of doom:

vs
-1 252+ SpA Hydreigon Draco Meteor vs. 0 HP / 0 SpD Salamence: 330-390 (99.6 - 117.8%) -- 93.8% chance to OHKO (without Life Orb, plus -1 SpA from random snarl just in case)
252+ SpA Life Orb Hydreigon Dark Pulse vs. 0 HP / 0 SpD Salamence: 199-235 (60.1 - 70.9%) -- guaranteed 2HKO

vs
252+ SpA Life Orb Hydreigon Fire Blast vs. 252 HP / 76+ SpD Amoonguss: 333-393 (77 - 90.9%) -- guaranteed 2HKO
252+ SpA Hydreigon Helping Hand Fire Blast vs. 252 HP / 76+ SpD Amoonguss: 384-452 (88.8 - 104.6%) -- 31.3% chance to OHKO (without Life Orb)

vs
252+ SpA Life Orb Hydreigon Dark Pulse vs. 252 HP / 224+ SpD Jirachi: 268-320 (66.3 - 79.2%) -- guaranteed 2HKO with Sitrus Berry
252+ SpA Life Orb Hydreigon Helping Hand Dark Pulse vs. 252 HP / 224+ SpD Jirachi: 400-476 (99 - 117.8%) -- 93.8% chance to OHKO

With these damage calcs, you really could forgo Life Orb to use Scarf to outspeed Sala at +0 or use Safety Goggles to not get spored by Amoonguss. Worse Jirachi can do is para you (in which case it wouldnt be using Follow me!). MegaSala and +0 can not 2HKO Hydreigon with Return and it also can't OHKO with neither Return nor Double-Edge at +1.

This is also looking at Hydreigon alone. Remember you, too, can also use a Jirachi to redirect Sala/Jirachi/Amoonguss. Tailwind support goes great ways to aid you as well.

Very short mention to rain teams as they deal particularly well against Salamence and Jirachi at least. As mentioned earlier TR also has solid answers versus Sala&Friends team. Teams that have 1 or 2 intimidate users (Landorus being the most obvious mention really) can switch in to quickly lower Sala's Atk before it Subs, in which case Sala wasted a precious turn to get +1 Spe.

This post got a bit longer than I thought it would be @.@ TL;DR hydreigon is rad and so is Tailwind/Prankster stats, there's not a drought of ways to put the offense on Sala&Friends and I feel it has a very tough time trying to fit in.
First, Hydreigon is slower than mega Salamence, and if you use scarf Hydreigon, it'll lost power without Life Orb, so 3HKO on Jirachi, and with scarf you'll be locked.
And this is a "way" to revenge kill Mega Salamence, there are not safe switch in.
The best "check" of Mega Salamence is Aegislash, thanks to King's Shield and its type, but Heatran has nice syngery with Mega Salemence.
Certainly Hydreigon is not the best way to deal with Mega Salamence.
 

tape

i woke up in a new bugatti
First, Hydreigon is slower than mega Salamence, and if you use scarf Hydreigon, it'll lost power without Life Orb, so 3HKO on Jirachi, and with scarf you'll be locked.
And this is a "way" to revenge kill Mega Salamence, there are not safe switch in.
The best "check" of Mega Salamence is Aegislash, thanks to King's Shield and its type, but Heatran has nice syngery with Mega Salemence.
Certainly Hydreigon is not the best way to deal with Mega Salamence.
certainly it is not. but in doubles you make do with what you have, and hydreigon happens to be a very common pokemon.

I was also mostly expanding on clius' list of threats. After revising the list I'm further convinced about my argument regarding Hydreigon.
 
One team framework I've been seeing a lot of is DDMence+Defiant+redirection+two tailwind setters, and it puts an incredible amount of pressure on all team archetypes.

I had a good match versus user metleon which i feel deomonstrates how threatening this framework is.
http://replay.pokemonshowdown.com/smogondoublescurrent-192608759

This replay also shows how useful Mono-attacking mence is, since even after i got a lucky burn, i couldn't take it out.

I would say this framework is the most viable by far, being impossible to counter, and when played right, it can only be beaten with correct predictions and luck (lgi swagger spam teams)

Even trick room is not a viable stop, as this framwork has access to mons like amoonguss and bisharp.
 
The best "check" of Mega Salamence is Aegislash, thanks to King's Shield and its type, but Heatran has nice syngery with Mega Salemence.
252 SpA Salamence Fire Blast vs. 252 HP / 0 SpD Aegislash-Shield: 160-190 (49.3 - 58.6%) -- 69.5% chance to 2HKO after Leftovers recovery

There's a metagaming aspect to using a special Megamence. Everyone over-prepares for the physical variety and here comes one that more or less ignores Intimidates and Burns. Rotoms stop being shaky checks and become lunch. Nearly every game, they try their solutions to physical ones, Hyper Voice hits, and they can't do anything because everything gambled on a Return. The lack of a special equivalent for Intimidate or Will-o-Wisp is a major boon. The Hyper Voice is never dulled, and nearly every game I just keep flinging them until the opponent crumples.

Seriously, it looks exactly the same as a physical Mega Salamence right up until it Hyper Voices and there's no way to tell until it is too late. How do you deal with that?
 
So reading through the thread, running some calcs and seeing it used in battlespot, I feel that the most broken aspect of M-mence is its use of DD.

252+ Atk Aerilate Salamence Double-Edge vs. 252 HP / 196 Def Milotic: 295-348 (74.8 - 88.3%) -- guaranteed 2HKO
56+ SpA Milotic Ice Beam vs. 4 HP / 0 SpD Salamence: 332-392 (100 - 118%) -- guaranteed OHKO

252+ Atk Aerilate Salamence Double-Edge vs. 252 HP / 116 Def Suicune: 243-286 (60.1 - 70.7%) -- guaranteed 2HKO
136+ SpA Suicune Ice Beam vs. 4 HP / 0 SpD Salamence: 332-392 (100 - 118%) -- guaranteed OHKO

These aren't factoring in the recoil from double-edge or competitive on milotic which would change this a bit. If M-mence was unable to use DD, Milotic and Suicune could easily counter it with bulk and SpA investment. (Though this is probably stilll difficult to switch into).

I'm new to Smogon Doubles, so I'm not sure if these kinds of bans are done, but just banning the Salamencite+DD on the same set would probably work. If complex bans aren't done, then disregard this post entirely.
 

Empress

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252 SpA Salamence Fire Blast vs. 252 HP / 0 SpD Aegislash-Shield: 160-190 (49.3 - 58.6%) -- 69.5% chance to 2HKO after Leftovers recovery

There's a metagaming aspect to using a special Megamence. Everyone over-prepares for the physical variety and here comes one that more or less ignores Intimidates and Burns. Rotoms stop being shaky checks and become lunch. Nearly every game, they try their solutions to physical ones, Hyper Voice hits, and they can't do anything because everything gambled on a Return. The lack of a special equivalent for Intimidate or Will-o-Wisp is a major boon. The Hyper Voice is never dulled, and nearly every game I just keep flinging them until the opponent crumples.

Seriously, it looks exactly the same as a physical Mega Salamence right up until it Hyper Voices and there's no way to tell until it is too late. How do you deal with that?
"Rotoms stop being checks and become lunch." This isn't true for Rotom-W, as the vast majority of them invest in Sp. Defense.
252+ SpA Aerilate Salamence Hyper Voice vs. 252 HP / 120+ SpD Rotom-W: 57-67 (18.7 - 22%) -- possible 5HKO
252+ SpA Salamence Draco Meteor vs. 252 HP / 120+ SpD Rotom-W: 169-199 (55.5 - 65.4%) -- guaranteed 2HKO

It can get the one-two punch on Rotom-H, though- even those that go Specially Defensive.
252+ SpA Salamence Hydro Pump vs. 252 HP / 252+ SpD Rotom-H: 170-202 (55.9 - 66.4%) -- guaranteed 2HKO

Even though burns don't harm Mega Mence's Attack stat, they will nonetheless cause chip damage to it. And with the above calcs on Rotom-H, you're banking on a shaky Hydro Pump. Moreover, in the calcs on Rotom-W, it shows that Hyper Voice will do little to help your cause.

Though I do agree that Mega Mence's unpredictability contributes to its power in the Doubles metagame, it isn't as unstoppable as you make it out to be. Additionally, without the aid of a Dragon Dance (special variants never run it, of course), you'll find yourself outsped by Scarfers like Hydreigon, and even naturally faster mons like the up-and-coming Greninja. (Key term is up-and-coming; Greninja was never that great in Dubs until ORAS.)

Also, Enki is right in that Aegi makes a great check, even with Aegi being weak to Fire like you mentioned. Weakness Policy Aegislash will gladly tank a Fire Blast and retaliate.
+2 252+ SpA Aegislash-Blade Shadow Ball vs. 0 HP / 4 SpD Salamence: 348-409 (105.1 - 123.5%) -- guaranteed OHKO
It can even take a +1 EQ from Mega Mence and hit back.
+1 252 Atk Salamence Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 186-220 (57.4 - 67.9%) -- guaranteed 2HKO
Granted, if Aegi doesn't run WP, then it has a good chance to lose 1v1 against Mega Mence. But nearly 40% of them run it, so…

With all that in mind, still on the fence for the reasons I've stated in my previous posts.
 
"Rotoms stop being checks and become lunch." This isn't true for Rotom-W, as the vast majority of them invest in Sp. Defense.
252+ SpA Aerilate Salamence Hyper Voice vs. 252 HP / 120+ SpD Rotom-W: 57-67 (18.7 - 22%) -- possible 5HKO
252+ SpA Salamence Draco Meteor vs. 252 HP / 120+ SpD Rotom-W: 169-199 (55.5 - 65.4%) -- guaranteed 2HKO
I must be battling idiots because the lowest Hyper Voice has hit a Rotom-W for is 25%. I hate it when that happens.

It can get the one-two punch on Rotom-H, though- even those that go Specially Defensive.
252+ SpA Salamence Hydro Pump vs. 252 HP / 252+ SpD Rotom-H: 170-202 (55.9 - 66.4%) -- guaranteed 2HKO
Rotom-H has a Rock Slide weakness that Megamence's best friend Terrakion is happy to exploit.

Even though burns don't harm Mega Mence's Attack stat, they will nonetheless cause chip damage to it. And with the above calcs on Rotom-H, you're banking on a shaky Hydro Pump. Moreover, in the calcs on Rotom-W, it shows that Hyper Voice will do little to help your cause.
It's chip damage, considering Rotom can't take out the Megamence very fast and needs to deal with Mence's partner as well - I've been using physical heavy-hitters like Terrakion and Excadrill to get guys like Rotom.

252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 0 Def Rotom-W: 239-282 (78.6 - 92.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Rotom-W: 260-308 (85.5 - 101.3%) -- 6.3% chance to OHKO

Megamence partners with these guys stupidly well.

Though I do agree that Mega Mence's unpredictability contributes to its power in the Doubles metagame, it isn't as unstoppable as you make it out to be. Additionally, without the aid of a Dragon Dance (special variants never run it, of course), you'll find yourself outsped by Scarfers like Hydreigon, and even naturally faster mons like the up-and-coming Greninja. (Key term is up-and-coming; Greninja was never that great in Dubs until ORAS.)
I have seen a weird increase in scarfers as I've laddered, I admit. Salamence learns Tailwind if I really need it, so it's not like a special Megamence is completely without ways to speed up. Hyper Voice/Fire Blast is such good offense and Megamence's buddies are great at handling Rock types like Tyranitar, so I have a move slot to spare.
 
I must be battling idiots because the lowest Hyper Voice has hit a Rotom-W for is 25%. I hate it when that happens.



Rotom-H has a Rock Slide weakness that Megamence's best friend Terrakion is happy to exploit.



It's chip damage, considering Rotom can't take out the Megamence very fast and needs to deal with Mence's partner as well - I've been using physical heavy-hitters like Terrakion and Excadrill to get guys like Rotom.

252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 0 Def Rotom-W: 239-282 (78.6 - 92.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Rotom-W: 260-308 (85.5 - 101.3%) -- 6.3% chance to OHKO

Megamence partners with these guys stupidly well.



I have seen a weird increase in scarfers as I've laddered, I admit. Salamence learns Tailwind if I really need it, so it's not like a special Megamence is completely without ways to speed up. Hyper Voice/Fire Blast is such good offense and Megamence's buddies are great at handling Rock types like Tyranitar, so I have a move slot to spare.
Why are these even all special sets physical mence is like 80 times better.
 
Why are these even all special sets physical mence is like 80 times better.
Because countermeasures to the physical sets whiff entirely against it.

This is a megamence's hyper voice:

252 SpA Aerilate Salamence Hyper Voice vs. 184 HP / 0 SpD Landorus-T: 162-192 (44.3 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

This is its Return:

252 Atk Aerilate Salamence Return vs. 184 HP / 0 Def Landorus-T: 244-288 (66.8 - 78.9%) -- guaranteed 2HKO after Leftovers recovery

Here's the Return after Intimidate and burn:

-1 252 Atk Aerilate burned Salamence Return vs. 184 HP / 0 Def Landorus-T: 81-96 (22.1 - 26.3%) -- possible 5HKO after Leftovers recovery

Here is the Hyper Voice under the same circumstances:

252 SpA Aerilate Salamence Hyper Voice vs. 184 HP / 0 SpD Landorus-T: 162-192 (44.3 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

While physical Megamence is better in a vacuum, special Megamence is answered in different ways. That's its use. A physical Mega Salamence demands you answer it immediately and I have a Mega Salamence that laughs those off. People switch in their Intimidates and fling their Will-o-Wisps and it does nothing to Hyper Voice's damage output. They've wasted their turn and a chunk of their guy's HP and there's still a Mega Salamence in prime offensive condition bearing down on them.

It's a lot like mence in 4th gen, actually. While DD+Outrage was best, the ability to run Mixmence or Specsmence sets meant that Mence wasn't easily answerable. Things that can take an Outrage usually aren't so keen on Draco Meteor. It's the same thing with Return and Hyper Voice. While one is better, the other isn't bad and needs different answers.

Also, Hyper Voice is a spread move. The calcs don't show the part where both enemies are getting hit at once, which makes the damage quickly rack up. Good Protect guesses don't matter as much and redirection is useless against it. Between those and burns/intimidate, I'm thriving off of this dismissal of the special set. It means no one's ready for me.

I saw an Amoonguss use Rage Powder as though it were offering itself, so the partner could Will-o-Wisp it. Hyper Voice fucked up the plan on both accounts. It's kind of my point: Return would've one-shot that Amoonguss, but their whole plan was a wasted effort because I wasn't using Return.
 
Because countermeasures to the physical sets whiff entirely against it.

Here's the Return after Intimidate and burn:

-1 252 Atk Aerilate burned Salamence Return vs. 184 HP / 0 Def Landorus-T: 81-96 (22.1 - 26.3%) -- possible 5HKO after Leftovers recovery
Yeah I keep my mence in and allow it to get intimidated and burned too, i feel like there's no fun in switching and having it live. Also, i'm glad landorus finally has a way to burn mega-mence, that's an interesting set you must be running.
 
Yeah I keep my mence in and allow it to get intimidated and burned too, i feel like there's no fun in switching and having it live.
Do you really not see the difference in having to switch the mence out of those, and in letting it take them as they do not hinder its offensive momentum? People overprepare for physical Megamence and it lets me shove Hyper Voices in their face. They waste time, I don't.
 

Pastelle

we're all star stuff
What I've been seeing a lot of people saying is that with redirection, Salamence can wreak face, and it seems to be the answer for every flaw someone brings up about Mega Mence.

Well you can burn it!.. Redirection
You can use any Ice move!. Redirection

Consider this, if Mega Salamence needs redirection in order to not be crippled, doesn't that mean that its not broken since it requires extra support?
 

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I feel like a lot of the arguments in favour of banning Mega Salamence stem from the fact that once it gets a DD up and is behind a Substitute, it can basically put paid to the opponent's entire team. While this may be true, the point is that it's going to take quite some doing to get Mega Salamence at +1/+1 and behind a Substitute. First of all, it takes two moveslots to get this degree of setup, and secondly, a lot of people here are falling back on 'redirection' as an argument. A lot of things are threatening given proper redirection. Heck, even NP Mega Houndoom can be threatening, provided it gets a similar chance at setup. Please stop using redirection as your sole argument (important: the word sole).

Of course, Mega Salamence's natural bulk work in its favour to this end. While I acknowledge that its 95/130/90 defences are extremely helpful for setting up, it's still prone to a lot of chip damage as a result of attempting to set up. Substitute takes out ~25% of its health which it cannot recover unless it takes another moveslot (leaving it with one attack and no Protect) for Roost, Sandstorm and Hail exacerbate this condition, and of course spread moves and attacks in general can provide some degree of annoyance if you don't get your redirector in / your Substitute up in time. I don't think it's as easy as people make it out to be to get Mega-Salamence set up with your redirector still intact and in play.

On the other hand, if you use Mega Salamence without Dragon Dance, you're forgoing a lot of the potential power Mega Salamence could have, and you're leaving it rather vulnerable to Landorus-T, Heatran, Aegislash, Rotom-W, and so on, which are all very common in this tier. Sure you get better coverage, but you lose quite a bit of power, meaning that lots of Pokemon can take a hit and fire back at you. Mega Salamence without Substitute is in a similar boat, and gets whittled down by Intimidate and spread moves in general since it no longer has a Substitute to block Intimidate and soak up hits.

What I'm trying to say is that Mega Salamence is good, but it relies a lot on (a) being able to set up a DD and (b) redirection from a partner. In similar circumstances a lot of other Pokemon could be equally good. Feel free to shoot me down, whatever.
 
After testing a bunch of mence teams, I'm against a ban.

The main reason why I don't think Mence is broken is that it's extremely easy to wear down. Its weaknesses (Ice, Fairy, Rock, Dragon), are extremely common. And while half of the mons get sniped by Return/Double Edge if weakened, it means that Mence usually just straight up dies if your opponent gets up Tailwind/Trick Room and you can't counter, and that even if your opponent can't switch in a mence counter or doesn't have any, they can simply "outplay" Mence by protecting one of the mons and KOing it with the other. Counters exist as well, Zapdos, Rotom forms,and Steel types like Rachi (Provided you don't switch into and EQ). While most Intimidators get 2HKOed by a Return, Mence's attack is significantly lowered and it misses out on a lot of Koes (which is huge, because a lot of the things will KO it back)
-1 252 Atk Aerilate Salamence Return vs. 0 HP / 0 Def Mega Gardevoir: 223-264 (80.5 - 95.3%) -- guaranteed 2HKO
-1 252 Atk Salamence Dragon Claw vs. 4 HP / 0 Def Latios: 228-270 (75.4 - 89.4%) -- guaranteed 2HKO
-1 252 Atk Aerilate Salamence Return vs. 4 HP / 0 Def Mega Kangaskhan: 157-186 (44.6 - 52.8%) -- 24.6% chance to 2HKO
-1 252 Atk Aerilate Salamence Return vs. 248 HP / 192 Def Togekiss: 135-160 (36.1 - 42.8%) -- guaranteed 3HKO


Covering up your counters with your teammates works to an extent ( I ran Excadrill and Rachi), but I found that not only was it difficult to get them both in without leading (and they tend to have bad lead matchups against Fake Out/Intimidate) as qsns said, even if you do get them in, they're not unstoppable since your opponent also has a second slot to counter both of your mons (Lando+Zapdos, for example beats most of the cores mentioned).

The Mence special set, in my opinion, is bad. Unless you want to hit Ferrothorn, Aegislash, or Rhyperior, it's really not worth sacrificing the power of the Physical set. I feel that this is rather similar to the Kangaskhan discussion, when people were bringing up things like Crunch, Sub, Ice Punch, but ultimately it was settled that most of the time Kangashan couldn't do without its usual moveset (PuP, Return, Fake Out, Sucker Punch). It's the same here.

pwnemon edit: why the fuck would you put your post in hide tags
 
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Joim

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Don't forget that mence can very well switch in favourably after a faint, Intimidarte, force a switch out and get that mega + dd. That's far easier and more common than redirection and requires no support.
 
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