Ubers Salamence [QC:3/3] [GP 2/2]

Krauersaut

h.t.d.t.
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"Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish"
_____________________________________

"Set Details
========

  • EVs give max bulk while outspeeding +Spe base 90s
  • An alternative spread of 248 HP / 136 Def / 124 Spe can outspeed base 100s with less bulk"


:P
 
"Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish"
_____________________________________

"Set Details
========

  • EVs give max bulk while outspeeding +Spe base 90s
  • An alternative spread of 248 HP / 136 Def / 124 Spe can outspeed base 100s with less bulk"

:P
I thought I fixed that :/ Ah whatever did that
 

shrang

General Kenobi
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Couple of minor things:
- Add HP Ice Bronzong to C&C
- Maybe add Headbutt to OO? That flinch chance is troll af :D - Mence isn't REALLY lacking slots

Other than that, qc 2/3
 
**Primal Groudon**: If Salamence is lacking EQ and Primal Groudon is carrying Stone Edge, Primal Groudon can 2HKO standard Mega Salamence after Stealth Rock. But, bulky Dragon Dance variants can switch in and be 2HKOd, and Roost from there and wall it. Also, Primal Groudon does not do significant damage to regular Salamence if it has been debuffed by Intimidate.
what does that mean
 
what does that mean
What I meant to say is that bulky dd Megamence can come in on at least one Stone Edge, outspeed PDon, and Roost. Though one can argue that regular MMence can do this too, it has to keep itself in pristine condition, something that bulky dd Mence doesnt have to worry about too much. Changed the wording to "But, bulky Dragon Dance variants can switch in on at least one Stone Edge".
 
95 / 130 / 90 are pretty average (though still good) by Ubers standards, in the intro i'd replace above average with "solid."

Not comfortable with Bronzong in checks & counters, it sucks and isn't even a reliable answer (good luck finding room for HP Ice xD). I'd take it out.

QC 3/3
 
95 / 130 / 90 are pretty average (though still good) by Ubers standards, in the intro i'd replace above average with "solid."

Not comfortable with Bronzong in checks & counters, it sucks and isn't even a reliable answer (good luck finding room for HP Ice xD). I'd take it out.

QC 3/3
Implemented. This is now ready for GP.
 

Weebl

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Overview
########

With its Mega Evolution aileron-rolling into existence in ORAS, Salamence finally assumes its position as a formidable threat in the Ubers tier. Salamence's offensive stats as a whole are absolutely solid, with its base 120 Speed tying with Arceus's and along with its powerful base 145 Attack stat coupled with Aerialate. Another useful aspect of Salamence is it's 95 / 130 / 90 defenses, which are solid by Ubers standards, which and combine with one of its pre-Mega Evolution abilities in Intimidate, giving Salamence a plethora of setup opportunities, (RC) and extra utility, (RC) and making it a chore to revenge kill. By virtue of its typing, bulk, and Intimidate, Salamence also finds it easy to fit in a team slot because it can check by checking Primal Groudon, Extreme Killer Arceus, Ho-Oh, and Mega Blaziken, a role something that many team archetypes greatly appreciate. These traits as a whole make Salamence extremely self-sufficient and great team glue for offense and balance archetypes. However, there are some flaws that have to be addressed with Salamence's Dragon / Flying , and that is in its typing gives it flaws such as. This is because Dragon / Flying gives Salamence a 4x weakness to Ice and a 2x weakness to Stealth Rock, though these can be easily alleviated. Salamence's potency in the Ubers tier cannot be overlooked when teambuilding, as it will steamroll unprepared teams if left unchecked.
(remove space)
Dragon Dance
########
name: Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Double-Edge / Return
move 4: Earthquake / Substitute / Refresh
ability: Intimidate
item: Salamencite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Dragon Dance lets Salamence is the most effective setup move Salamence can utilize, letting it outspeed the entire unboosted metagame and hit extremely hard after a single boost while hitting extremely hard. Roost coupled with Salamence's natural bulk allows Salamence is very useful for Salamence, as the recovery it offers coupled with Salamence's natural bulk gives it the ability to set up consistently throughout the match. Double-Edge makes Salamence's primary STAB be is more powerful than an Adamant Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as which forces Salamence is forced to Roost frequently or risk being revenge killed. Return is the safer but noticeably weaker move to use rather than Double-Edge, but is noticeably weaker than the former. Earthquake gives Salamence the best possible coverage with Return or Double-Edge, hitting the Rock- and Steel-types that resist Flying. Substitute can be used instead of Earthquake to gain more boosts safely boost and behind a damage cushion to avoid revenge kills, (RC) but should not be used with Double-Edge, (AC) as otherwise, (AC) Salamence will be worn down considerably in order to not wear down Salamence considerably. Refresh lets Salamence absorb status and is also a good choice to shake off a burn or paralysis , in addition to making Salamence a decent status absorber. Thrash can be used as an alternate Double-Edge, but be careful of Steel-types such as Klefki and or Skarmory that would take advantage of a move-locked Salamence. Facade is also a formidable move that out-(remove hyphen)damages Double-Edge and means that does not let Salamence will not be crippled by a stray Will-O-Wisp. If Skarmory and Bronzong are concerns to Salamence's team, Fire Blast is a coverage option over Earthquake to hit them, (RC) but leaves Salamence vulnerable to Heatran as a consequence.

Set Details
========

Max Attack and Speed EVs conjoined with a Jolly nature gives Salamence the ability to Speed tie with max Speed Arceus and while having as much power as possible. However, an Adamant nature with Double-Edge bestows Salamence the ability to pose as a solid wallbreaker before a using Dragon Dance is used. An EV Spread of 48 HP / 252 Atk / 212 Spe lets Salamence outspeed the base 100 Speed tier and gives it while having more bulk to ease setup and pose more of a threat to the opposing team's walls.

Usage Tips
========

If Salamence is not running Earthquake, removing opposing Steel-types from the game is a top priority, unless the Steel-types on the opponent's team do not have recovery, such as Klefki and or Aegislash, in which case Salamence can simply wear them down with Double-Edge or Return. Playing cautiously against paralysis and burn spreaders is also recommended, but if Salamence is carrying Substitute or Refresh, this style of play is not completely necessary. Double-Edge has very high deceptive recoil due to the proportions of Salamence's power, so be very aware of the residual damage that Salamence has to take when sweeping with a +1 Double-Edge, especially if Stealth Rock is up.

Team Options
========

Rayquaza is an outstanding teammate for Salamence, as the two exert insane amounts of offensive pressure on the opponent's walls at the cost of defensive synergy. Primal Groudon can set Stealth Rock for Salamence to utilize while taking on damage opposing walls Steel-types and can soak up Stone Edges and Ice Beams that Salamence cannot. Other Stealth Rock setters such as Landorus-T and Dialga are also helpful, and Dialga in particular can save a possible Shuca Berry due to Salamence's useful Ground-(add hyphen)immunity. Darkrai and Yveltal are solid answers to Lugia and Skarmory, two of Salamence's biggest checks. The two have their own ups and downs when partnered with Salamence, as; (SC) Darkrai does not stack a Stealth Rock weakness, but whereas Yveltal has a lot more longevity and bulk than Darkrai. Klefki is an excellent hazard partner with Salamence, as it checks support Arceus and Xerneas, sets up Spikes to help Salamence sweep, and the two have great type synergy with each other. Ho-Oh soft checks Xerneas and can annihilate while annihilating the Steel-types that give Salamence some trouble, but is 4x weak to the Stealth Rock weakness stacking must be attended to. Support Arceus variants with Defog can be useful hazard removers with Defog to alleviate Salamence's Stealth Rock weakness, but other Defoggers such as the Lati Eon twins and Giratina-O can be used, at the cost of sharing weaknesses to Dragon and Ice weakness stacking with Salamence.
(remove space)
Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish

Moves
========

Dragon Dance and Roost allow Salamence to set up throughout the match, which is a very solid win condition with bulk investment. Return is the most reliable move Salamence can use without any drawbacks, (RC) and is very useful when Salamence has set up repeatedly. Refresh allows Salamence to absorb status effectively, which lets it take Sacred Fires from Ho-Oh and Lava Plumes from Primal Groudon, making this variant of Salamence solid checks to them. Earthquake can be an option over Refresh to hit Primal Groudon and Steel-types harder than Return does, (RC) but removes prevents it Salamence's ability to check from checking Ho-Oh and removes its utility as a status sponge. Body Slam can be used over Return to spread paralysis very easily and have even more utility, (RC) but needs more accumulated boosts than Return to do effective damage.

Set Details
========

The above EVs and an Impish nature give Salamence as much bulk as possible while outspeeding the base 90 Speed tier. If threats in the base 100 Speed tier such as Palkia and Mega Kangaskhan pose as threats to Salamence's team, then a spread of 248 HP / 48 Def / 212 Spe with an Impish nature can outspeed the base 100 Speed tier at the cost of bulk.

Usage Tips
========

Bulky Dragon Dance Salamence does not absolutely need to set up to be effective, as it hard checks Ho-Oh, EKiller, Primal Groudon, and Mega Blaziken, so using it as a pivot against these Pokemon early-to-mid game is highly recommended. Using Refresh frequently when afflicted with a status condition is important, since Salamence is weak to Stealth Rock and has no passive recovery when it switches in. Sometimes in matches, Mega Evolving immediately is not always the correct course of action, as Intimidate is extremely useful for Salamence to take hits, but Mega Evolving to outspeed Primal Groudon or Palkia, for example, is also appropriate.

Team Options
========

Rock Arceus can help by providing as a solid backup check to Ho-Oh and Defog support, giving Salamence a lot more wiggle room to set up in a match. Other support Arceus formes work well as Defoggers, as both the Lati Eon twins and Giratina-O stack a weaknesses to Dragon and Ice weakness with Salamence. Aegislash hard checks Xerneas, something that bulky Dragon Dance Salamence has trouble with, can Pursuit trap the Lati twins, and can cripple most of Salamence's non-Steel-type checks such as Lugia and Primal Groudon with Toxic. Support Primal Groudon with Lava Plume is an almost-(add hyphen)devious partner for this variant of Salamence, as it provides Stealth Rock support, a check to Xerneas, and can defeat almost all of Salamence's checks other than Lugia. Speaking of which, Lugia is a very good support Pokemon to Salamence, as it checks Primal Groudon and Xerneas, in addition to providing residual damage with Toxic and Whirlwind, whittling down the opposing teams tank'(apostrophe)s fast. Lugia also appreciates Refresh from Salamence, as having a status absorber eases the pressure put on Lugia to check what it needs to.

Other Options
########

A defensive variant of Salamence with Wish can still hit hard enough with Aerialate-boosted Return and pass relatively solid Wishes, (RC) and is useful when one realizes that Salamence checks a nice amount of the physical Ubers metagame, but the amount of offensive pressure that Salamence offers with Dragon Dance outweighs its defensive capabilities. Salamence is capable of pulling off a specially offensive set with moves such as Hyper Voice and Draco Meteor, but has no way to boost its Special Attack, which is rather mediocre considering its mere its relatively low base 120 Special Attack. Defog is also nice for Salamence, as it can provide entry hazard removal for its team, but usually does not offer as much offensive utility as Salamence's other moves do. Dragon Tail has decent utility on a defensive sets to phaze out opponents or and on offensive sets to wear down Salamence's checks, but doesn't really enforce the offensive pressure Salamence exerts on opponents. Tailwind, on the other hand, is a nice move on wallbreaker sets with Double-Edge to boost its the Speed of itself and its teammates and clean, while supporting its team members with boosted Speed. Dragon Claw or Outrage gives Salamence the ability to utilize its Dragon STAB, (RC) but doesn't offer the coverage or power that Return or Double-Edge do have, respectively, in addition to giving Fairy-types a free switch-in. Iron Defense, though very niche, lets Salamence bypass physically defensive Yveltal variants if used alongside Dragon Dance. Headbutt does not have that much damage output compared to Return, but the 30% chance to flinch chance can be life-saving in difficult situations.


Checks & Counters
########

**Lugia**: By far the most useful check to Salamence, Lugia can take multiple hits from a boosted Salamence and either phaze it out with Whirlwind or 2HKO it with Ice Beam (0 SpA Ice Beam has a 25% chance to OHKO 248 HP Mega Salamence after Stealth Rock damage). However, Lugia cannot switch into a +1 Double-Edge or Return from an Adamant Mega Salamence if Stealth Rock is up.

**Primal Groudon**: Primal Groudon's Stone Edge can 2HKO standard Earthquake-lacking Mega Salamence If Salamence is lacking EQ and Primal Groudon is carrying Stone Edge, Primal Groudon can 2HKO standard Mega Salamence after Stealth Rock. But However, bulky Dragon Dance variants of Salamence can switch into on at least one Stone Edge, Roost, then set up on Primal Groudon and Roost from there and wall it. Also, Primal Groudon does not do significant damage to regular Salamence if it has been debuffed by Intimidated.

**Rock Arceus**: Rock Arceus can cripple Salamence with Will-O-Wisp and OHKO all variants of Mega Salamence after Stealth Rock with Judgment. It should be noted that However, (AC) Rock Arceus without defensive investment does not particularly have an easy time taking on Earthquake variants of Salamence if it is not carrying defensive investment.

**Skamory**: Skarmory can take boosted Returns and Double-Edges from Salamence extremely well from Salamence, and can phaze it out with Whirlwind, hit it with Counter, or set up Stealth Rock as Salamence switches out, discouraging it from coming back in. Unfortunately, Skarmory gets 2HKOd by a 0- SpA Fire Blast, a move something that has to be taken into account.

**Klefki**: Klefki, though it does not appreciate taking boosted Double-Edges and Returns, can cripple Salamence with Thunder Wave and 3HKO it with Play Rough. But However, Refresh or Earthquake variants of Salamence can easily break through Klefki.

**Landorus-T**: Physically defensive variants of Landorus-T can take on both regular and bulky Dragon Dance Salamence decently due to Intimidate, (RC) and can 2HKO Salamence with Stone Edge after Stealth Rock. Unfortunately, unboosted Adamant variants of Salamence can 2HKO Landorus-T through Intimidate after a Dragon Dance boost with either Return or Double-Edge.

**Mega Metagross**: Mega Metagross variants with Ice Punch can adequately deal with and OHKO Mega Salamence with Ice Punch, (RC) and can adequately deal with all variants of Salamence if carrying Ice Punch. However, a +1 Adamant Earthquake from Mega Salamence has a small chance to OHKO 136 HP Mega Metagross after Stealth Rock damage, so exercise caution with against wallbreaker variants of Salamence.

**Electric Arceus**: Similarly to Rock Arceus, Electric Arceus can take boosted Returns or and Double-Edges and OHKO Salamence with Ice Beam or Blizzard. But However, since most Electric Arceus variants are offensive, they and do not typically carry defensive investment, meaning Electric Arceus often falls prey to Earthquake variants of Salamence.

**Deoxys-A**: Though it only soft checks Salamence if it has an intact Focus Sash and it is intact, Deoxys-A can revenge kill a boosted Mega Salamence with a Psycho Boost, but needs Stealth Rock damage to have a chance to KO bulky Dragon Dance variants.

**Shuca Berry Dialga**: Shuca Berry variants of Dialga can take at least one boosted Earthquake from Mega Salamence thanks to the Berry and always OHKO it back with a Draco Meteor or phaze it with Roar, but need their Shuca Berry intact in order to do so.

GP 1/2

There is a LOT of fluff in your sentences. Don't say things like "X is very useful, doing Y." Also, remove the double spaces you have after all of your periods.
 
Last edited:
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Overview
########

With its Mega Evolution aileron-rolling into existence in ORAS, Salamence finally assumes its position as a formidable threat in the Ubers tier. Salamence's offensive stats as a whole are absolutely solid, with its base 120 Speed tying with Arceus's and along with its powerful base 145 Attack stat coupled with Aerialate. Another useful aspect of Salamence is it's 95 / 130 / 90 defenses, which are solid by Ubers standards, which and combine with one of its pre-Mega Evolution abilities in Intimidate, giving Salamence a plethora of setup opportunities, (RC) and extra utility, (RC) and making it a chore to revenge kill. By virtue of its typing, bulk, and Intimidate, Salamence also finds it easy to fit in a team slot because it can check by checking Primal Groudon, Extreme Killer Arceus, Ho-Oh, and Mega Blaziken, a role something that many team archetypes greatly appreciate. These traits as a whole make Salamence extremely self-sufficient and great team glue for offense and balance archetypes. However, there are some flaws that have to be addressed with Salamence's Dragon / Flying , and that is in its typing gives it flaws such as. This is because Dragon / Flying gives Salamence a 4x weakness to Ice and a 2x weakness to Stealth Rock, though these can be easily alleviated. Salamence's potency in the Ubers tier cannot be overlooked when teambuilding, as it will steamroll unprepared teams if left unchecked.
(remove space)
Dragon Dance
########
name: Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Double-Edge / Return
move 4: Earthquake / Substitute / Refresh
ability: Intimidate
item: Salamencite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Dragon Dance lets Salamence is the most effective setup move Salamence can utilize, letting it outspeed the entire unboosted metagame and hit extremely hard after a single boost while hitting extremely hard. Roost coupled with Salamence's natural bulk allows Salamence is very useful for Salamence, as the recovery it offers coupled with Salamence's natural bulk gives it the ability to set up consistently throughout the match. Double-Edge makes Salamence's primary STAB be is more powerful than an Adamant Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as which forces Salamence is forced to Roost frequently or risk being revenge killed. Return is the safer but noticeably weaker move to use rather than Double-Edge, but is noticeably weaker than the former. Earthquake gives Salamence the best possible coverage with Return or Double-Edge, hitting the Rock- and Steel-types that resist Flying. Substitute can be used instead of Earthquake to gain more boosts safely boost and behind a damage cushion to avoid revenge kills, (RC) but should not be used with Double-Edge, (AC) as otherwise, (AC) Salamence will be worn down considerably in order to not wear down Salamence considerably. Refresh lets Salamence absorb status and is also a good choice to shake off a burn or paralysis , in addition to making Salamence a decent status absorber. Thrash can be used as an alternate Double-Edge, but be careful of Steel-types such as Klefki and or Skarmory that would take advantage of a move-locked Salamence. Facade is also a formidable move that out-(remove hyphen)damages Double-Edge and means that does not let Salamence will not be crippled by a stray Will-O-Wisp. If Skarmory and Bronzong are concerns to Salamence's team, Fire Blast is a coverage option over Earthquake to hit them, (RC) but leaves Salamence vulnerable to Heatran as a consequence.

Set Details
========

Max Attack and Speed EVs conjoined with a Jolly nature gives Salamence the ability to Speed tie with max Speed Arceus and while having as much power as possible. However, an Adamant nature with Double-Edge bestows Salamence the ability to pose as a solid wallbreaker before a using Dragon Dance is used. An EV Spread of 48 HP / 252 Atk / 212 Spe lets Salamence outspeed the base 100 Speed tier and gives it while having more bulk to ease setup and pose more of a threat to the opposing team's walls.

Usage Tips
========

If Salamence is not running Earthquake, removing opposing Steel-types from the game is a top priority, unless the Steel-types on the opponent's team do not have recovery, such as Klefki and or Aegislash, in which case Salamence can simply wear them down with Double-Edge or Return. Playing cautiously against paralysis and burn spreaders is also recommended, but if Salamence is carrying Substitute or Refresh, this style of play is not completely necessary. Double-Edge has very high deceptive recoil due to the proportions of Salamence's power, so be very aware of the residual damage that Salamence has to take when sweeping with a +1 Double-Edge, especially if Stealth Rock is up.

Team Options
========

Rayquaza is an outstanding teammate for Salamence, as the two exert insane amounts of offensive pressure on the opponent's walls at the cost of defensive synergy. Primal Groudon can set Stealth Rock for Salamence to utilize while taking on damage opposing walls Steel-types and can soak up Stone Edges and Ice Beams that Salamence cannot. Other Stealth Rock setters such as Landorus-T and Dialga are also helpful, and Dialga in particular can save a possible Shuca Berry due to Salamence's useful Ground-(add hyphen)immunity. Darkrai and Yveltal are solid answers to Lugia and Skarmory, two of Salamence's biggest checks. The two have their own ups and downs when partnered with Salamence, as; (SC) Darkrai does not stack a Stealth Rock weakness, but whereas Yveltal has a lot more longevity and bulk than Darkrai. Klefki is an excellent hazard partner with Salamence, as it checks support Arceus and Xerneas, sets up Spikes to help Salamence sweep, and the two have great type synergy with each other. Ho-Oh soft checks Xerneas and can annihilate while annihilating the Steel-types that give Salamence some trouble, but is 4x weak to the Stealth Rock weakness stacking must be attended to. Support Arceus variants with Defog can be useful hazard removers with Defog to alleviate Salamence's Stealth Rock weakness, but other Defoggers such as the Lati Eon twins and Giratina-O can be used, at the cost of sharing weaknesses to Dragon and Ice weakness stacking with Salamence.
(remove space)
Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish

Moves
========

Dragon Dance and Roost allow Salamence to set up throughout the match, which is a very solid win condition with bulk investment. Return is the most reliable move Salamence can use without any drawbacks, (RC) and is very useful when Salamence has set up repeatedly. Refresh allows Salamence to absorb status effectively, which lets it take Sacred Fires from Ho-Oh and Lava Plumes from Primal Groudon, making this variant of Salamence solid checks to them. Earthquake can be an option over Refresh to hit Primal Groudon and Steel-types harder than Return does, (RC) but removes prevents it Salamence's ability to check from checking Ho-Oh and removes its utility as a status sponge. Body Slam can be used over Return to spread paralysis very easily and have even more utility, (RC) but needs more accumulated boosts than Return to do effective damage.

Set Details
========

The above EVs and an Impish nature give Salamence as much bulk as possible while outspeeding the base 90 Speed tier. If threats in the base 100 Speed tier such as Palkia and Mega Kangaskhan pose as threats to Salamence's team, then a spread of 248 HP / 48 Def / 212 Spe with an Impish nature can outspeed the base 100 Speed tier at the cost of bulk.

Usage Tips
========

Bulky Dragon Dance Salamence does not absolutely need to set up to be effective, as it hard checks Ho-Oh, EKiller, Primal Groudon, and Mega Blaziken, so using it as a pivot against these Pokemon early-to-mid game is highly recommended. Using Refresh frequently when afflicted with a status condition is important, since Salamence is weak to Stealth Rock and has no passive recovery when it switches in. Sometimes in matches, Mega Evolving immediately is not always the correct course of action, as Intimidate is extremely useful for Salamence to take hits, but Mega Evolving to outspeed Primal Groudon or Palkia, for example, is also appropriate.

Team Options
========

Rock Arceus can help by providing as a solid backup check to Ho-Oh and Defog support, giving Salamence a lot more wiggle room to set up in a match. Other support Arceus formes work well as Defoggers, as both the Lati Eon twins and Giratina-O stack a weaknesses to Dragon and Ice weakness with Salamence. Aegislash hard checks Xerneas, something that bulky Dragon Dance Salamence has trouble with, can Pursuit trap the Lati twins, and can cripple most of Salamence's non-Steel-type checks such as Lugia and Primal Groudon with Toxic. Support Primal Groudon with Lava Plume is an almost-(add hyphen)devious partner for this variant of Salamence, as it provides Stealth Rock support, a check to Xerneas, and can defeat almost all of Salamence's checks other than Lugia. Speaking of which, Lugia is a very good support Pokemon to Salamence, as it checks Primal Groudon and Xerneas, in addition to providing residual damage with Toxic and Whirlwind, whittling down the opposing teams tank'(apostrophe)s fast. Lugia also appreciates Refresh from Salamence, as having a status absorber eases the pressure put on Lugia to check what it needs to.

Other Options
########

A defensive variant of Salamence with Wish can still hit hard enough with Aerialate-boosted Return and pass relatively solid Wishes, (RC) and is useful when one realizes that Salamence checks a nice amount of the physical Ubers metagame, but the amount of offensive pressure that Salamence offers with Dragon Dance outweighs its defensive capabilities. Salamence is capable of pulling off a specially offensive set with moves such as Hyper Voice and Draco Meteor, but has no way to boost its Special Attack, which is rather mediocre considering its mere its relatively low base 120 Special Attack. Defog is also nice for Salamence, as it can provide entry hazard removal for its team, but usually does not offer as much offensive utility as Salamence's other moves do. Dragon Tail has decent utility on a defensive sets to phaze out opponents or and on offensive sets to wear down Salamence's checks, but doesn't really enforce the offensive pressure Salamence exerts on opponents. Tailwind, on the other hand, is a nice move on wallbreaker sets with Double-Edge to boost its the Speed of itself and its teammates and clean, while supporting its team members with boosted Speed. Dragon Claw or Outrage gives Salamence the ability to utilize its Dragon STAB, (RC) but doesn't offer the coverage or power that Return or Double-Edge do have, respectively, in addition to giving Fairy-types a free switch-in. Iron Defense, though very niche, lets Salamence bypass physically defensive Yveltal variants if used alongside Dragon Dance. Headbutt does not have that much damage output compared to Return, but the 30% chance to flinch chance can be life-saving in difficult situations.


Checks & Counters
########

**Lugia**: By far the most useful check to Salamence, Lugia can take multiple hits from a boosted Salamence and either phaze it out with Whirlwind or 2HKO it with Ice Beam (0 SpA Ice Beam has a 25% chance to OHKO 248 HP Mega Salamence after Stealth Rock damage). However, Lugia cannot switch into a +1 Double-Edge or Return from an Adamant Mega Salamence if Stealth Rock is up.

**Primal Groudon**: Primal Groudon's Stone Edge can 2HKO standard Earthquake-lacking Mega Salamence If Salamence is lacking EQ and Primal Groudon is carrying Stone Edge, Primal Groudon can 2HKO standard Mega Salamence after Stealth Rock. But However, bulky Dragon Dance variants of Salamence can switch into on at least one Stone Edge, Roost, then set up on Primal Groudon and Roost from there and wall it. Also, Primal Groudon does not do significant damage to regular Salamence if it has been debuffed by Intimidated.

**Rock Arceus**: Rock Arceus can cripple Salamence with Will-O-Wisp and OHKO all variants of Mega Salamence after Stealth Rock with Judgment. It should be noted that However, (AC) Rock Arceus without defensive investment does not particularly have an easy time taking on Earthquake variants of Salamence if it is not carrying defensive investment.

**Skamory**: Skarmory can take boosted Returns and Double-Edges from Salamence extremely well from Salamence, and can phaze it out with Whirlwind, hit it with Counter, or set up Stealth Rock as Salamence switches out, discouraging it from coming back in. Unfortunately, Skarmory gets 2HKOd by a 0- SpA Fire Blast, a move something that has to be taken into account.

**Klefki**: Klefki, though it does not appreciate taking boosted Double-Edges and Returns, can cripple Salamence with Thunder Wave and 3HKO it with Play Rough. But However, Refresh or Earthquake variants of Salamence can easily break through Klefki.

**Landorus-T**: Physically defensive variants of Landorus-T can take on both regular and bulky Dragon Dance Salamence decently due to Intimidate, (RC) and can 2HKO Salamence with Stone Edge after Stealth Rock. Unfortunately, unboosted Adamant variants of Salamence can 2HKO Landorus-T through Intimidate after a Dragon Dance boost with either Return or Double-Edge.

**Mega Metagross**: Mega Metagross variants with Ice Punch can adequately deal with and OHKO Mega Salamence with Ice Punch, (RC) and can adequately deal with all variants of Salamence if carrying Ice Punch. However, a +1 Adamant Earthquake from Mega Salamence has a small chance to OHKO 136 HP Mega Metagross after Stealth Rock damage, so exercise caution with against wallbreaker variants of Salamence.

**Electric Arceus**: Similarly to Rock Arceus, Electric Arceus can take boosted Returns or and Double-Edges and OHKO Salamence with Ice Beam or Blizzard. But However, since most Electric Arceus variants are offensive, they and do not typically carry defensive investment, meaning Electric Arceus often falls prey to Earthquake variants of Salamence.

**Deoxys-A**: Though it only soft checks Salamence if it has an intact Focus Sash and it is intact, Deoxys-A can revenge kill a boosted Mega Salamence with a Psycho Boost, but needs Stealth Rock damage to have a chance to KO bulky Dragon Dance variants.

**Shuca Berry Dialga**: Shuca Berry variants of Dialga can take at least one boosted Earthquake from Mega Salamence thanks to the Berry and always OHKO it back with a Draco Meteor or phaze it with Roar, but need their Shuca Berry intact in order to do so.

GP 1/2

There is a LOT of fluff in your sentences. Don't say things like "X is very useful, doing Y." Also, remove the double spaces you have after all of your periods.
Check implemented. The red sea of death reminds me of the Kyurem-W analysis, ty for the feedback.
 

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Add or Corrections / Remove / Comments
Overview
########

With its Mega Evolution aileron-rolling into existence in ORAS, Salamence finally assumes its position as a formidable threat in the Ubers tier. Salamence's offensive stats as a whole are absolutely solid, with its base 120 Speed tying with Arceus's and its powerful base 145 Attack stat that is backed up by coupled with Aerialate. Salamence's 95 / 130 / 90 bulk is defenses are solid by Ubers standards and when combined with one of its pre-Mega Evolution abilities in Intimidate, it gives giving Salamence a plethora of setup opportunities and extra utility and making it a chore to revenge kill. By virtue of its typing, bulk, and Intimidate, Salamence also finds it easy to fit in a team slot because it can check Primal Groudon, Extreme Killer Arceus, Ho-Oh, and Mega Blaziken, a role that many team archetypes greatly appreciate. These traits as a whole make Salamence extremely self-sufficient and great team glue for offense and balance archetypes. However, Salamence's (remove random space) Dragon / Flying typing gives it flaws such as a 4x weakness to Ice and a 2x weakness to Stealth Rock, though these can be easily alleviated. Salamence's potency in the Ubers tier cannot be overlooked when teambuilding, as it will steamroll unprepared teams if left unchecked.

Dragon Dance
########
name: Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Double-Edge / Return
move 4: Earthquake / Substitute / Refresh
ability: Intimidate
item: Salamencite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Dragon Dance lets Salamence outspeed the entire unboosted metagame and hit extremely hard after a single boost. Roost coupled with Salamence's natural bulk allows it to set up consistently throughout the match. Double-Edge is more powerful than Adamant Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as Salamence is then forced to Roost frequently or risk being revenge killed. Return is safer move but noticeably weaker than Double-Edge. Earthquake gives Salamence the best possible coverage with Return or Double-Edge, hitting the Rock- and Steel-types that resist Flying. Substitute can be used instead of Earthquake to safely boost and avoid revenge kills but should not be used with Double-Edge, as otherwise, Salamence will be worn down considerably. Refresh lets Salamence absorb status and shake off a burn or paralysis. Thrash can be used as an alternate Double-Edge, but be careful of Steel-types such as Klefki and Skarmory that can would take advantage of a move-locked Salamence. Facade is a formidable move that outdamages Double-Edge and means that Salamence will not be crippled by a stray Will-O-Wisp. If Skarmory and Bronzong are concerns to Salamence's team, Fire Blast is a coverage option over Earthquake to hit them but leaves Salamence vulnerable to Heatran as a consequence.

Set Details
========

Maximum Attack and Speed EVs conjoined with a Jolly nature give Salamence the ability to Speed tie with maximum Speed Arceus and to hit as hard much power as possible. However, an Adamant nature with Double-Edge bestows Salamence the ability to pose as a solid wallbreaker before using Dragon Dance. An EV Spread of 48 HP / 252 Atk / 212 Spe lets Salamence outspeed the base 100 Speed tier and gives it more bulk to ease setup and pose more of a threat to opposing walls.

Usage Tips
========

If Salamence is not running Earthquake, removing opposing Steel-types is a top priority, unless the Steel-types on the opponent's team do not have recovery, such as Klefki and Aegislash, in which case Salamence can simply wear them down with Double-Edge or Return. Playing cautiously against paralysis and burn spreaders is also recommended, but if Salamence is carrying Substitute or Refresh, this style of play is not completely necessary. Double-Edge has very high recoil due to the proportions of Salamence's power, so be aware of the residual damage that Salamence has to take when sweeping with a +1 Double-Edge, especially if Stealth Rock is set up.

Team Options
========

Rayquaza is an outstanding teammate for Salamence, as the two exert insane amounts of offensive pressure on the opponent's walls at the cost of defensive synergy. Primal Groudon can set up Stealth Rock for Salamence to damage opposing walls and can soak up the Stone Edges and Ice Beams that Salamence cannot. Other Stealth Rock setters such as Landorus-T and Dialga are also helpful, and Dialga in particular can save a possible Shuca Berry due to Salamence's useful Ground-immunity. Darkrai and Yveltal are solid answers to Lugia and Skarmory, two of Salamence's biggest checks. The two have their own ups and downs when partnered with Salamence; Darkrai does not stack a Stealth Rock weakness, wheras Yveltal has a lot more longevity and bulk than Darkrai. Klefki is an excellent entry hazard partner with Salamence, as it checks support Arceus and Xerneas, sets up Spikes to help Salamence sweep, and the two have great type synergy with each other. Ho-Oh soft checks Xerneas and can annihilate the Steel-types that give Salamence some trouble, but is 4x weak to Stealth Rock. Support Arceus variants with Defog can be useful entry hazard removers and can with to alleviate Salamence's Stealth Rock weakness, but other Defoggers such as the Eon twins Latios, (AC) Latias, (AC) and Giratina-O can be used, at the cost of sharing weaknesses to Dragon and Ice with Salamence.

Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish

Moves
========

Dragon Dance and Roost allow Salamence to set up throughout the match, which is a very solid win condition with bulk investment. Return is the most reliable move Salamence can use without any drawbacks and is very useful when Salamence has set up repeatedly. Refresh allows Salamence to absorb status effectively, which lets it take Sacred Fires from Ho-Oh and Lava Plumes from Primal Groudon, making this variant of Salamence solid checks to them. Earthquake can be an option over Refresh to hit Primal Groudon and Steel-types harder than Return does, (AC) but it removes Salamence's ability to check Ho-Oh and utility as a status sponge. Body Slam can be used over Return to spread paralysis and have even more utility but needs more accumulated boosts than Return to do effective damage.

Set Details
========

The above EVs and an Impish nature give Salamence as much bulk as possible while outspeeding the base 90 Speed tier. If threats in the base 100 Speed tier such as Palkia and Mega Kangaskhan pose as threats to Salamence's team, then a spread of 248 HP / 48 Def / 212 Spe with an Impish nature can outspeed the base 100 Speed tier at the cost of bulk.

Usage Tips
========

Bulky Dragon Dance Salamence does not absolutely need to set up to be effective, as it hard checks Ho-Oh, EKiller Extreme Killer Arceus, Primal Groudon, and Mega Blaziken, so using it as a pivot against these Pokemon early- (space) to- (remove hyphen) mid-game is highly recommended. Using Refresh frequently when afflicted with a status condition is important, since as Salamence is weak to Stealth Rock and has no passive recovery. Mega Evolving immediately is not always the correct course of action, as Intimidate is extremely useful for Salamence and allows it to take hits, but Mega Evolving to outspeed Primal Groudon or Palkia, for example, is also appropriate.

Team Options
========

Rock Arceus can help by providing a solid backup check to Ho-Oh and Defog support, giving Salamence a lot more wiggle room to set up in a match. Other support Arceus formes work well as Defoggers, as both the Eon twins Latios, (AC) Latias, (AC) and Giratina-O stack weaknesses to Dragon and Ice with Salamence. Aegislash hard checks Xerneas, something that bulky Dragon Dance Salamence has trouble with, can Pursuit trap Latios and Latias the Lati twins, and can cripple most of Salamence's non-Steel-type checks such as Lugia and Primal Groudon with Toxic. Support Primal Groudon with Lava Plume is an almost-devious partner for this variant of Salamence, as it provides Stealth Rock support, a check to Xerneas, and can defeat almost all of Salamence's checks other than Lugia. Speaking of which, Lugia is a very good support Pokemon to Salamence, as it checks Primal Groudon and Xerneas, in addition to providing residual damage with Toxic and Whirlwind, whittling down the opposing team's tanks. Lugia also appreciates Refresh from Salamence, as having a status absorber eases the pressure put on Lugia.

Other Options
########

A defensive variant of Salamence with Wish can still hit hard enough with an Aerialate-boosted Return, (AC) and pass relatively solid Wishes, (AC) and is useful when one realizes that Salamence checks a nice amount of the physical Ubers metagame, but the amount of offensive pressure that Salamence offers with Dragon Dance outweighs its defensive capabilities. Salamence is capable of pulling off a specially offensive set with moves such as Hyper Voice and Draco Meteor, but has no way to boost its Special Attack, which is a rather mediocre considering its mere base 120 Special Attack. Defog is also nice for Salamence, as it can provide entry hazard removal for its team, but usually does not offer as much offensive utility as Salamence's other moves do. Dragon Tail has decent utility on defensive sets to phaze out opponents foes and on offensive sets to wear down Salamence's checks, but doesn't really enforce the offensive pressure Salamence exerts on opponents foes. Tailwind, on the other hand, is a nice move on wallbreaker sets with Double-Edge to boost the Speed of Salamence itself and its teammates. Dragon Claw or Outrage gives Salamence the ability to utilize its Dragon STAB, but doesn't offer the coverage or power that Return or Double-Edge do, respectively, in addition to giving Fairy-types a free switch-in. Iron Defense, though very niche, lets Salamence bypass physically defensive Yveltal variants if used alongside Dragon Dance. Headbutt does not have much damage output compared to Return, but the 30% chance to flinch can be life-saving in difficult situations.


Checks & Counters
########

**Lugia**: By far the most useful check to Salamence, Lugia can take multiple hits from a boosted Salamence and either phaze it out with Whirlwind or 2HKO it with Ice Beam (0 SpA Ice Beam has a 25% chance to OHKO 248 HP Mega Salamence after Stealth Rock damage). However, Lugia cannot switch into a +1 Double-Edge or Return from an Adamant Mega Salamence if Stealth Rock is set up.

**Primal Groudon**: Primal Groudon's Stone Edge can 2HKO standard Earthquake-lacking Salamence after Stealth Rock. However, bulky Dragon Dance variants of Salamence can switch into Stone Edge, use Roost, then set up on Primal Groudon. Also, Primal Groudon does not do significant damage to regular Salamence if it has been Intimidated.

**Rock Arceus**: Rock Arceus can cripple Salamence with Will-O-Wisp and OHKO all variants of Mega Salamence after Stealth Rock with Judgment. However, Rock Arceus without defensive investment does not have an easy time taking on Earthquake variants of Salamence.

**Skamory**: Skarmory can take boosted Returns and Double-Edges from Salamence extremely well, and can phaze it out with Whirlwind, hit it with Counter, or set up Stealth Rock as Salamence switches out, discouraging it from coming back in. Unfortunately, Skarmory gets 2HKOd by a 0- SpA Fire Blast, a move that has to be taken into account.

**Klefki**: Klefki, though it does not appreciate taking boosted Double-Edges and Returns, can cripple Salamence with Thunder Wave and 3HKO it with Play Rough. However, Refresh or Earthquake variants of Salamence can easily break through Klefki.

**Landorus-T**: Physically defensive variants of Landorus-T can take on both regular and bulky Dragon Dance Salamence decently due to Intimidate, and can 2HKO Salamence with Stone Edge after Stealth Rock. Unfortunately, unboosted Adamant Salamence can 2HKO Landorus-T with either Return or Double-Edge.

**Mega Metagross**: Mega Metagross with Ice Punch can adequately deal with and OHKO all variants of Salamence. However, +1 Adamant Earthquake from Mega Salamence has a small chance to OHKO 136 HP Mega Metagross after Stealth Rock damage, so exercise caution against wallbreaker variants of Salamence.

**Electric Arceus**: Similarly to Rock Arceus, Electric Arceus can take boosted Returns and Double-Edges and OHKO Salamence with Ice Beam or Blizzard. However, since because most Electric Arceus variants are offensive and do not carry defensive investment, Electric Arceus often falls prey to Earthquake variants of Salamence.

**Deoxys-A**: Though it only soft checks Salamence if it has an intact Focus Sash, Deoxys-A can revenge kill boosted Mega Salamence with Psycho Boost, but needs Stealth Rock damage to have a chance to KO bulky Dragon Dance variants.

**Shuca Berry Dialga**: Shuca Berry variants of Dialga can take at least one boosted Earthquake from Mega Salamence thanks to their Berry and always OHKO it back with Draco Meteor or phaze it with Roar.
2/2
 
Last edited:
Add or Corrections / Remove / Comments
Overview
########

With its Mega Evolution aileron-rolling into existence in ORAS, Salamence finally assumes its position as a formidable threat in the Ubers tier. Salamence's offensive stats as a whole are absolutely solid, with its base 120 Speed tying with Arceus's and its powerful base 145 Attack stat that is backed up by coupled with Aerialate. Salamence's 95 / 130 / 90 bulk is defenses are solid by Ubers standards and when combined with one of its pre-Mega Evolution abilities in Intimidate, it gives giving Salamence a plethora of setup opportunities and extra utility and making it a chore to revenge kill. By virtue of its typing, bulk, and Intimidate, Salamence also finds it easy to fit in a team slot because it can check Primal Groudon, Extreme Killer Arceus, Ho-Oh, and Mega Blaziken, a role that many team archetypes greatly appreciate. These traits as a whole make Salamence extremely self-sufficient and great team glue for offense and balance archetypes. However, Salamence's (remove random space) Dragon / Flying typing gives it flaws such as a 4x weakness to Ice and a 2x weakness to Stealth Rock, though these can be easily alleviated. Salamence's potency in the Ubers tier cannot be overlooked when teambuilding, as it will steamroll unprepared teams if left unchecked.

Dragon Dance
########
name: Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Double-Edge / Return
move 4: Earthquake / Substitute / Refresh
ability: Intimidate
item: Salamencite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Dragon Dance lets Salamence outspeed the entire unboosted metagame and hit extremely hard after a single boost. Roost coupled with Salamence's natural bulk allows it to set up consistently throughout the match. Double-Edge is more powerful than Adamant Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as Salamence is then forced to Roost frequently or risk being revenge killed. Return is safer move but noticeably weaker than Double-Edge. Earthquake gives Salamence the best possible coverage with Return or Double-Edge, hitting the Rock- and Steel-types that resist Flying. Substitute can be used instead of Earthquake to safely boost and avoid revenge kills but should not be used with Double-Edge, as otherwise, Salamence will be worn down considerably. Refresh lets Salamence absorb status and shake off a burn or paralysis. Thrash can be used as an alternate Double-Edge, but be careful of Steel-types such as Klefki and Skarmory that can would take advantage of a move-locked Salamence. Facade is a formidable move that outdamages Double-Edge and means that Salamence will not be crippled by a stray Will-O-Wisp. If Skarmory and Bronzong are concerns to Salamence's team, Fire Blast is a coverage option over Earthquake to hit them but leaves Salamence vulnerable to Heatran as a consequence.

Set Details
========

Maximum Attack and Speed EVs conjoined with a Jolly nature give Salamence the ability to Speed tie with maximum Speed Arceus and to hit as hard much power as possible. However, an Adamant nature with Double-Edge bestows Salamence the ability to pose as a solid wallbreaker before using Dragon Dance. An EV Spread of 48 HP / 252 Atk / 212 Spe lets Salamence outspeed the base 100 Speed tier and gives it more bulk to ease setup and pose more of a threat to opposing walls.

Usage Tips
========

If Salamence is not running Earthquake, removing opposing Steel-types is a top priority, unless the Steel-types on the opponent's team do not have recovery, such as Klefki and Aegislash, in which case Salamence can simply wear them down with Double-Edge or Return. Playing cautiously against paralysis and burn spreaders is also recommended, but if Salamence is carrying Substitute or Refresh, this style of play is not completely necessary. Double-Edge has very high recoil due to the proportions of Salamence's power, so be aware of the residual damage that Salamence has to take when sweeping with a +1 Double-Edge, especially if Stealth Rock is set up.

Team Options
========

Rayquaza is an outstanding teammate for Salamence, as the two exert insane amounts of offensive pressure on the opponent's walls at the cost of defensive synergy. Primal Groudon can set up Stealth Rock for Salamence to damage opposing walls and can soak up the Stone Edges and Ice Beams that Salamence cannot. Other Stealth Rock setters such as Landorus-T and Dialga are also helpful, and Dialga in particular can save a possible Shuca Berry due to Salamence's useful Ground-immunity. Darkrai and Yveltal are solid answers to Lugia and Skarmory, two of Salamence's biggest checks. The two have their own ups and downs when partnered with Salamence; Darkrai does not stack a Stealth Rock weakness, wheras Yveltal has a lot more longevity and bulk than Darkrai. Klefki is an excellent entry hazard partner with Salamence, as it checks support Arceus and Xerneas, sets up Spikes to help Salamence sweep, and the two have great type synergy with each other. Ho-Oh soft checks Xerneas and can annihilate the Steel-types that give Salamence some trouble, but is 4x weak to Stealth Rock. Support Arceus variants with Defog can be useful entry hazard removers and can with to alleviate Salamence's Stealth Rock weakness, but other Defoggers such as the Eon twins Latios, (AC) Latias, (AC) and Giratina-O can be used, at the cost of sharing weaknesses to Dragon and Ice with Salamence.

Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish

Moves
========

Dragon Dance and Roost allow Salamence to set up throughout the match, which is a very solid win condition with bulk investment. Return is the most reliable move Salamence can use without any drawbacks and is very useful when Salamence has set up repeatedly. Refresh allows Salamence to absorb status effectively, which lets it take Sacred Fires from Ho-Oh and Lava Plumes from Primal Groudon, making this variant of Salamence solid checks to them. Earthquake can be an option over Refresh to hit Primal Groudon and Steel-types harder than Return does, (AC) but it removes Salamence's ability to check Ho-Oh and utility as a status sponge. Body Slam can be used over Return to spread paralysis and have even more utility but needs more accumulated boosts than Return to do effective damage.

Set Details
========

The above EVs and an Impish nature give Salamence as much bulk as possible while outspeeding the base 90 Speed tier. If threats in the base 100 Speed tier such as Palkia and Mega Kangaskhan pose as threats to Salamence's team, then a spread of 248 HP / 48 Def / 212 Spe with an Impish nature can outspeed the base 100 Speed tier at the cost of bulk.

Usage Tips
========

Bulky Dragon Dance Salamence does not absolutely need to set up to be effective, as it hard checks Ho-Oh, EKiller Extreme Killer Arceus, Primal Groudon, and Mega Blaziken, so using it as a pivot against these Pokemon early- (space) to- (remove hyphen) mid-game is highly recommended. Using Refresh frequently when afflicted with a status condition is important, since as Salamence is weak to Stealth Rock and has no passive recovery. Mega Evolving immediately is not always the correct course of action, as Intimidate is extremely useful for Salamence and allows it to take hits, but Mega Evolving to outspeed Primal Groudon or Palkia, for example, is also appropriate.

Team Options
========

Rock Arceus can help by providing a solid backup check to Ho-Oh and Defog support, giving Salamence a lot more wiggle room to set up in a match. Other support Arceus formes work well as Defoggers, as both the Eon twins Latios, (AC) Latias, (AC) and Giratina-O stack weaknesses to Dragon and Ice with Salamence. Aegislash hard checks Xerneas, something that bulky Dragon Dance Salamence has trouble with, can Pursuit trap Latios and Latias the Lati twins, and can cripple most of Salamence's non-Steel-type checks such as Lugia and Primal Groudon with Toxic. Support Primal Groudon with Lava Plume is an almost-devious partner for this variant of Salamence, as it provides Stealth Rock support, a check to Xerneas, and can defeat almost all of Salamence's checks other than Lugia. Speaking of which, Lugia is a very good support Pokemon to Salamence, as it checks Primal Groudon and Xerneas, in addition to providing residual damage with Toxic and Whirlwind, whittling down the opposing team's tanks. Lugia also appreciates Refresh from Salamence, as having a status absorber eases the pressure put on Lugia.

Other Options
########

A defensive variant of Salamence with Wish can still hit hard enough with an Aerialate-boosted Return, (AC) and pass relatively solid Wishes, (AC) and is useful when one realizes that Salamence checks a nice amount of the physical Ubers metagame, but the amount of offensive pressure that Salamence offers with Dragon Dance outweighs its defensive capabilities. Salamence is capable of pulling off a specially offensive set with moves such as Hyper Voice and Draco Meteor, but has no way to boost its Special Attack, which is a rather mediocre considering its mere base 120 Special Attack. Defog is also nice for Salamence, as it can provide entry hazard removal for its team, but usually does not offer as much offensive utility as Salamence's other moves do. Dragon Tail has decent utility on defensive sets to phaze out opponents foes and on offensive sets to wear down Salamence's checks, but doesn't really enforce the offensive pressure Salamence exerts on opponents foes. Tailwind, on the other hand, is a nice move on wallbreaker sets with Double-Edge to boost the Speed of Salamence itself and its teammates. Dragon Claw or Outrage gives Salamence the ability to utilize its Dragon STAB, but doesn't offer the coverage or power that Return or Double-Edge do, respectively, in addition to giving Fairy-types a free switch-in. Iron Defense, though very niche, lets Salamence bypass physically defensive Yveltal variants if used alongside Dragon Dance. Headbutt does not have much damage output compared to Return, but the 30% chance to flinch can be life-saving in difficult situations.


Checks & Counters
########

**Lugia**: By far the most useful check to Salamence, Lugia can take multiple hits from a boosted Salamence and either phaze it out with Whirlwind or 2HKO it with Ice Beam (0 SpA Ice Beam has a 25% chance to OHKO 248 HP Mega Salamence after Stealth Rock damage). However, Lugia cannot switch into a +1 Double-Edge or Return from an Adamant Mega Salamence if Stealth Rock is set up.

**Primal Groudon**: Primal Groudon's Stone Edge can 2HKO standard Earthquake-lacking Salamence after Stealth Rock. However, bulky Dragon Dance variants of Salamence can switch into Stone Edge, use Roost, then set up on Primal Groudon. Also, Primal Groudon does not do significant damage to regular Salamence if it has been Intimidated.

**Rock Arceus**: Rock Arceus can cripple Salamence with Will-O-Wisp and OHKO all variants of Mega Salamence after Stealth Rock with Judgment. However, Rock Arceus without defensive investment does not have an easy time taking on Earthquake variants of Salamence.

**Skamory**: Skarmory can take boosted Returns and Double-Edges from Salamence extremely well, and can phaze it out with Whirlwind, hit it with Counter, or set up Stealth Rock as Salamence switches out, discouraging it from coming back in. Unfortunately, Skarmory gets 2HKOd by a 0- SpA Fire Blast, a move that has to be taken into account.

**Klefki**: Klefki, though it does not appreciate taking boosted Double-Edges and Returns, can cripple Salamence with Thunder Wave and 3HKO it with Play Rough. However, Refresh or Earthquake variants of Salamence can easily break through Klefki.

**Landorus-T**: Physically defensive variants of Landorus-T can take on both regular and bulky Dragon Dance Salamence decently due to Intimidate, and can 2HKO Salamence with Stone Edge after Stealth Rock. Unfortunately, unboosted Adamant Salamence can 2HKO Landorus-T with either Return or Double-Edge.

**Mega Metagross**: Mega Metagross with Ice Punch can adequately deal with and OHKO all variants of Salamence. However, +1 Adamant Earthquake from Mega Salamence has a small chance to OHKO 136 HP Mega Metagross after Stealth Rock damage, so exercise caution against wallbreaker variants of Salamence.

**Electric Arceus**: Similarly to Rock Arceus, Electric Arceus can take boosted Returns and Double-Edges and OHKO Salamence with Ice Beam or Blizzard. However, since because most Electric Arceus variants are offensive and do not carry defensive investment, Electric Arceus often falls prey to Earthquake variants of Salamence.

**Deoxys-A**: Though it only soft checks Salamence if it has an intact Focus Sash, Deoxys-A can revenge kill boosted Mega Salamence with Psycho Boost, but needs Stealth Rock damage to have a chance to KO bulky Dragon Dance variants.

**Shuca Berry Dialga**: Shuca Berry variants of Dialga can take at least one boosted Earthquake from Mega Salamence thanks to their Berry and always OHKO it back with Draco Meteor or phaze it with Roar.
2/2
Implemented check. This is now done!
 

Minority

Numquam Vincar
is a Tiering Contributoris a Top Contributoris a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
I know that this is technically done, but I feel that there should be a more defensive Mega Mence set listed.

Something along the lines of Body Slam / D Tail / Roost / Toxic with high defense investment.
 
There are already references in OO about some Defog defensive set so that's fine, maybe you can consider to make it a set outside of OO (something like Defog / Roost / Body Slam / Dragon Tail), but that's no too much important I think (mention it in OO is already ok imo).

Also maybe you can mention the CroMence set Edgar used in SPL (Rest, Sleep Talk, Thrash and DD) in OO too? Not super good but good enough to get mentioned in OO imo (definitely better than stuff like Iron Defense lol)
 

SM979

dank memes
is a Contributor Alumnus
Post-check? I found some errors that I thought should be fixed.
Add Remove Comments
Overview
########

With its Mega Evolution aileron-rolling into existence in ORAS, Salamence finally assumes its position as a formidable threat in the Ubers tier. Mega Salamence's offensive stats as a whole are absolutely solid, with its base 120 Speed tying with Arceus's and its powerful base 145 Attack stat that is backed up by Aerialate. Salamence's Its 95 / 130 / 90 bulk is solid by Ubers standards, (AC) and when combined with one of its pre-Mega Evolution abilities in Intimidate, it gives Mega Salamence a plethora of setup opportunities and extra utility and making it a chore to revenge kill. By virtue of its typing, bulk, and Intimidate, Salamence also finds it easy to fit in a team slot because it can check Primal Groudon, Extreme Killer Arceus, Ho-Oh, and Mega Blaziken, a role that many team archetypes greatly appreciate. These traits as a whole make Salamence it extremely self-sufficient and great team glue for offense and balance archetypes. However, Salamence's its Dragon / Flying typing gives it flaws such as a 4x weakness to Ice and a 2x weakness to Stealth Rock, though these can be easily alleviated. Mega Salamence's potency in the Ubers tier cannot be overlooked when teambuilding, as it will steamroll unprepared teams if left unchecked.

Dragon Dance
########
name: Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Double-Edge / Return
move 4: Earthquake / Substitute / Refresh
ability: Intimidate
item: Salamencite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Dragon Dance lets Mega Salamence outspeed the entire unboosted metagame and hit extremely hard after a single boost. Roost, (AC) coupled with Mega Salamence's natural bulk, (AC) allows it to set up consistently throughout the match. Double-Edge is more powerful than Adamant Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as Mega Salamence is then forced to use Roost frequently or risk being revenge killed. Return is safer move, (AC) but is noticeably weaker than Double-Edge. Earthquake gives Mega Salamence the best possible coverage with Double-Edge or Return or Double-Edge, hitting the Rock- and Steel-types that resist Flying. Substitute can be used instead of Earthquake to safely boost and avoid being revenge kills killed, but should not be used with Double-Edge, as otherwise, Mega Salamence will be worn down considerably. Refresh lets Mega Salamence absorb status and shake off a burn or paralysis. Thrash can be used as an alternate Double-Edge Flying-type STAB attack, but be careful of Steel-types such as Klefki and Skarmory that can take advantage of a move-locked Mega Salamence. Facade is a formidable move that outdamages Double-Edge and means that Mega Salamence will not be crippled by a stray Will-O-Wisp. If Skarmory and Bronzong are concerns to Salamence's your team, Fire Blast is a coverage option over Earthquake to hit them, (AC) but leaves Mega Salamence vulnerable to Heatran as a consequence.

Set Details
========

Maximum Attack and Speed EVs with a Jolly nature give Mega Salamence the ability to hit as hard as possible and to Speed tie with maximum Speed Arceus and to hit as hard as possible. However, an Adamant nature with alongside Double-Edge bestows Mega Salamence the ability to pose as a solid wallbreaker before using Dragon Dance. An EV Spread of 48 44 HP / 252 Atk / 212 Spe (48 + 252 + 212 = 512) lets Mega Salamence outspeed the base 100 Speed tier and gives it more bulk to ease setup and pose more of a threat to opposing walls.

Usage Tips
========

If Mega Salamence is not running Earthquake, removing opposing Steel-types is a top priority, unless the Steel-types on the opponent's team do not have recovery, such as Klefki and Aegislash, in which case Mega Salamence can simply wear them down with Double-Edge or Return. Playing cautiously against paralysis and burn spreaders is also recommended, but if Mega Salamence is carrying Substitute or Refresh, this style of play is not completely necessary. Double-Edge has very high recoil due to the proportions of Mega Salamence's power, so be aware of the residual damage that Salamence it has to take when sweeping with a +1 Double-Edge, especially if Stealth Rock is set up.

Team Options
========

Rayquaza is an outstanding teammate for Mega Salamence, as the two exert insane amounts of offensive pressure on the opponent's walls at the cost of defensive synergy. Primal Groudon can set up Stealth Rock for Mega Salamence to damage opposing walls and can soak up the Stone Edges and Ice Beams that Mega Salamence cannot. Other Stealth Rock setters such as Landorus-T and Dialga are also helpful, and Dialga in particular can save a possible Shuca Berry due to Mega Salamence's useful Ground-immunity. Darkrai and Yveltal are solid answers to Lugia and Skarmory, two of Mega Salamence's biggest checks. The two have their own ups and downs when partnered with Mega Salamence; Darkrai does not stack a Stealth Rock weakness, whereas Yveltal has a lot more longevity and bulk than Darkrai. Klefki is an excellent entry hazard partner with Mega Salamence, as it checks support Arceus and Xerneas, sets up Spikes to help Mega Salamence sweep, and the two have great type synergy with each other. Ho-Oh soft checks Xerneas and can annihilate the Steel-types that give Mega Salamence some trouble, but is 4x weak to Stealth Rock. Support Arceus variants with Defog can be useful entry hazard removers and can alleviate Mega Salamence's Stealth Rock weakness, but other Defoggers such as the Latios, Latias, and Giratina-O can be used, at the cost of sharing weaknesses to Dragon and Ice with Salamence.

Bulky Dragon Dance
########
name: Bulky Dragon Dance
move 1: Dragon Dance
move 2: Roost
move 3: Return
move 4: Refresh
ability: Intimidate
item: Salamencite
evs: 248 HP / 136 Def / 124 Spe
nature: Impish

Moves
========

Dragon Dance and Roost allow Mega Salamence to set up throughout the match, which is a very solid win condition with fair amounts of bulk investment. Return is the most reliable move attack that Mega Salamence can use without any drawbacks and is very useful when Salamence it has set up repeatedly. Refresh allows Mega Salamence to absorb status effectively, which lets it take Sacred Fires from Ho-Oh and Lava Plumes from Primal Groudon, making this variant of Mega Salamence solid checks to them. Earthquake can be is an option (it can't "can be" an option, it as an option) over Refresh to hit Primal Groudon and Steel-types harder than Return does, but it removes Mega Salamence's ability to check Ho-Oh and utility as a status sponge. Body Slam can be used over Return to spread paralysis and have even more utility, (AC) but needs more accumulated boosts than Return to do effective damage.

Set Details
========

The above EVs and an Impish nature give Mega Salamence as much bulk as possible while outspeeding the base 90 Speed tier. If threats in the base 100 Speed tier such as Palkia and Mega Kangaskhan pose as threats to Salamence's your team, then a spread of 248 HP / 48 Def / 212 Spe with an Impish nature can be utilized to outspeed the base 100 Speed tier at the cost of bulk.

Usage Tips
========

Bulky Dragon Dance Mega Salamence does not absolutely need to set up to be effective, as it hard checks Ho-Oh, Extreme Killer Arceus, Primal Groudon, and Mega Blaziken, so using it as a pivot against these Pokemon early- to mid-game is highly recommended. Using Refresh frequently when afflicted with a status condition is important, as Mega Salamence is weak to Stealth Rock and has no passive recovery. Mega Evolving immediately is not always the correct course of action, as Intimidate is extremely useful for Salamence and allows it to take hits, but Mega Evolving to outspeed Primal Groudon or Palkia, for example, is also appropriate.

Team Options
========

Rock Arceus can helps by providing a solid backup check to Ho-Oh and has Defog support, giving Mega Salamence a lot more wiggle room to set up in a match. Other support Arceus formes work well as Defoggers, as Latios, Latias, and Giratina-O stack weaknesses to Dragon and Ice with Mega Salamence. Aegislash hard checks Xerneas, something that bulky Dragon Dance Mega Salamence has trouble with, can Pursuit trap Latios and Latias, and can cripple most of Mega Salamence's non-Steel-type checks such as Lugia and Primal Groudon with Toxic. Support Primal Groudon with Lava Plume is an almost-devious partner for this variant of Mega Salamence, as it provides Stealth Rock support, is a check to Xerneas, and can defeat almost all of Mega Salamence's checks other than Lugia. Speaking of which, Lugia is a very good support Pokemon to for Mega Salamence, as it checks Primal Groudon and Xerneas, in addition to providing residual damage with Toxic and Whirlwind, whittling down the opposing teams tanks. Lugia also appreciates Refresh from Mega Salamence, as having a status absorber eases the pressure put on Lugia.

Other Options
########

A defensive variant of Mega Salamence with Wish can still hit hard enough with an Aerialate-boosted Return, pass relatively solid Wishes, and is useful when one realizes that Salamence it checks a nice amount of the physical Ubers metagame, but the amount of offensive pressure that Mega Salamence offers with Dragon Dance outweighs its defensive capabilities. Mega Salamence is capable of pulling off a specially offensive set with moves such as Hyper Voice and Draco Meteor, but has no way to boost its rather mediocre base 120 Special Attack, which is a rather mediocre base 120 Special Attack. Defog is also nice for Mega Salamence, as it can provide entry hazard removal for its team, but usually does not offer as much offensive utility as Salamence's its other moves do. Dragon Tail has decent utility on defensive sets to phaze out foes and on offensive sets to wear down Mega Salamence's checks, but it doesn't really enforce the offensive pressure that Mega Salamence exerts on foes. Tailwind, on the other hand, is a nice move on wallbreaker sets with Double-Edge to boost the Speed of Mega Salamence and its teammates. Dragon Claw or Outrage gives Mega Salamence the ability to utilize its Dragon-type STAB, but doesn't offer the coverage or power that Double-Edge or Return or Double-Edge do, respectively, in addition to giving Fairy-types a free switch-in. Iron Defense, though very niche, lets Mega Salamence bypass physically defensive variants of Yveltal variants if used alongside Dragon Dance. Headbutt does not have much damage output when compared to Double-Edge or Return, but the its 30% chance to flinch can be life-saving in difficult situations.


Checks & Counters
########

**Lugia**: By far the most useful check to Mega Salamence, Lugia can take multiple hits from a boosted Mega Salamence and can either phaze it out with Whirlwind or 2HKO it with Ice Beam (0 SpA an uninvested Ice Beam has a 25% chance to OHKO 248 HP Mega Salamence after Stealth Rock damage). However, Lugia cannot switch into a +1 Double-Edge or Return from an Adamant Mega Salamence if Stealth Rock is set up.

**Primal Groudon**: Primal Groudon's Stone Edge can 2HKO standard Earthquake-lacking Mega Salamence after Stealth Rock. However, bulky Dragon Dance variants of Mega Salamence can switch into Stone Edge, use Roost, then set up on Primal Groudon. Also, Primal Groudon does not do significant damage to regular Salamence if it has been Intimidated.

**Rock Arceus**: Rock Arceus can cripple Mega Salamence with Will-O-Wisp and OHKO all variants of Mega Salamence it with Judgement after Stealth Rock with Judgment. However, Rock Arceus without defensive investment does not have an easy time taking on Earthquake variants of Mega Salamence.

**Skamory**: Skarmory can take boosted Double-Edges and Returns and Double-Edges from Mega Salamence extremely well, and can phaze it out with Whirlwind, hit it with Counter, or set up Stealth Rock as Mega Salamence switches out, discouraging it from coming back in. Unfortunately, Skarmory gets 2HKOd by a 0- SpA an uninvested Fire Blast, a move that has to be taken into account.

**Klefki**: Klefki, though it does not appreciate taking boosted Double-Edges and Returns, can cripple Mega Salamence with Thunder Wave and 3HKO it with Play Rough. However, Refresh or Earthquake variants of Mega Salamence can easily break through Klefki.

**Landorus-T**: Physically defensive variants of Landorus-T can take on both regular and bulky Dragon Dance Mega Salamence decently due to Intimidate, and can 2HKO Mega Salamence with Stone Edge after Stealth Rock. Unfortunately, unboosted Adamant Mega Salamence can 2HKO Landorus-T with either Double-Edge or Return or Double-Edge.

**Mega Metagross**: Mega Metagross with Ice Punch can adequately deal with and OHKO all variants of Mega Salamence. However, a +1 Adamant Earthquake from Mega Salamence has a small chance to OHKO 136 HP Mega Metagross after Stealth Rock damage, so it has to exercise caution against wallbreaker variants of Mega Salamence.

**Electric Arceus**: Similarly to Rock Arceus, Electric Arceus can take boosted Double-Edges and Returns and Double-Edges and can OHKO Mega Salamence with an Ice Beam or Blizzard. However, because most Electric Arceus variants are offensive and do not carry defensive investment, Electric Arceus it often falls prey to Earthquake variants of Mega Salamence.

**Deoxys-A**: Though it only soft checks Mega Salamence if it has an intact Focus Sash intact, Deoxys-A can revenge kill boosted Mega Salamence with Psycho Boost, but needs Stealth Rock damage to have a chance to OHKO bulky Dragon Dance variants.

**Shuca Berry Dialga**: Shuca Berry variants of Dialga can take at least one boosted Earthquake from Mega Salamence thanks to their Berry and will always OHKO it back with Draco Meteor or phaze out it with Roar.
 
Last edited:
Added a defensive set, but will need time to work on details. Will implement the amcheck afterwards. Also, if Defog needs its own set, that's fine as well.
 

Lemonade

WOOPAGGING
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canman98 You can probably just make a new thread for just the defensive set to reduce clutter and confusion (such as having the set and the discussion on page 1, and so GP knows exactly where to check, etc.), like this. It also means whenever Sweep gets his uploading powers he can put up the main sets and then add this one whenever it is done. That's usually the procedure for adding new sets to already finished analyses iirc.
 
canman98 You can probably just make a new thread for just the defensive set to reduce clutter and confusion (such as having the set and the discussion on page 1, and so GP knows exactly where to check, etc.), like this. It also means whenever Sweep gets his uploading powers he can put up the main sets and then add this one whenever it is done. That's usually the procedure for adding new sets to already finished analyses iirc.
Did this.
 
Double-Edge is more powerful than Adamant Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as Salamence is then forced to Roost frequently or risk being revenge killed.
Just a minor nitpick, but Salamence's Double-Edge only hits harder than LO Adamant Rayquaza's Dragon Ascent after a DD so you should add "After a Dragon Dance, ..."
 
Are you certain that Salamence can even learn Refresh? I've looked through his whole move pool, and haven't found any mention of the move. Is this a new egg move that just hasn't been listed on either Bulbapedia or Serebii?

Sorry if I sound like an ass, but I am planning on making an Intimidate set soon, so it is important that I know how to get Bagon to learn Refresh ahead of time, before I start breeding.

So far otherwise, I think that this is going to be a very useful thread for me. Having a hard time deciding if I should go for a defensive set, or the good 'ole D-Dance variation.
 

Inspirited

There is usually higher ground.
is a Contributor Alumnus
Are you certain that Salamence can even learn Refresh? I've looked through his whole move pool, and haven't found any mention of the move. Is this a new egg move that just hasn't been listed on either Bulbapedia or Serebii?

Sorry if I sound like an ass, but I am planning on making an Intimidate set soon, so it is important that I know how to get Bagon to learn Refresh ahead of time, before I start breeding.

So far otherwise, I think that this is going to be a very useful thread for me. Having a hard time deciding if I should go for a defensive set, or the good 'ole D-Dance variation.
Look through the gen 3 Salamence section, it got it from a gen 3 event.
 

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