After a year and 4 months the analysis is finally published

Time for a QC check
https://www.smogon.com/dex/rs/pokemon/salamence/ (just say click here so the link opens in a new tab or something)

Getting the best utility out of mixed Salamence frequently involves aggressively exploiting Salamence's tendency to force switches.
edit: also
Mixed Salamence is a staple on momentum-based offensive teams. Metagross and mixed Salamence make for a great physically defensive backbone on offensive teams, providing short-term defensive coverage without losing momentum. Metagross can chip walls such as defensive Swampert and Skarmory so that Salamence can more easily OHKO them. Likewise, Salamence can weaken these walls to give Metagross an easier time breaking through them. Note that Metagross's set choice is highly flexible and depends on the team's needs; Choice Band Metagross's Meteor Mash, mixed Metagross's Psychic, and even defensive Metagross's Toxic can heavily cripple Swampert or even defeat it with some luck, and all sets can use Explosion on Water-types. In particular, Choice Band Metagross's Meteor Mash has a high probability of breaking through Water-types with an Attack boost or a critical hit. Mixed Metagross can potentially pack Pursuit, which takes out Gengar after some chip damage from Salamence, or at least limits its ability to check Salamence. Agility Metagross variants especially enjoy Rock Slide Salamence removing Zapdos, Gyarados, and Moltres.

Since mixed Salamence dismantles physically defensive cores that incorporate Skarmory and Swampert, physical sweepers such as Dragon Dance Tyranitar and Aerodactyl pair well with it. Salac Berry Heracross is also a synergistic sweeper for a different reason — mixed Salamence frequently lures in and chips Flying-types and Gengar, which prevent Heracross from sweeping. Generally, Fighting-types like Heracross, Hariyama, and Breloom benefit from Salamence luring in their checks and tend to do well against teams that wall Salamence with Milotic, defensive Suicune, or defensive Starmie.

Snorlax checks common special attackers that Salamence struggles against such as Starmie, Zapdos, and Jolteon. It also pressures mixed Salamence's walls—Milotic, defensive Starmie, Blissey, Porygon2—and can help put Skarmory and Metagross in KO range of Fire Blast with its coverage and Self-Destruct. Salamence can switch into Heracross and Breloom, which take advantage of Snorlax. Spikes support from Pokemon such as Skarmory, Forretress, and Cloyster can help put Pokemon such as Blissey, Tyranitar, and Swampert in KO range of Salamence's coverage moves. Spikes can also greatly reduce the need for prediction. In return, Salamence can give Spikes setters support against Fighting-types and be a strong, fast cleaner. Defensive Jirachi can provide mixed Salamence with Wish support while Salamence pressures its checks—Swampert, Tyranitar, Metagross, and Snorlax—with its coverage moves. In some matchups, Jirachi will need to predict moves and switch-ins like Earthquake and Celebi to pass Wish to Salamence. Tyranitar's summoned sand is important for retaining chip damage on bulkier Pokemon such as Porygon2 and Blissey so Brick Break 2HKOes them. Additionally, sand preserves damage on checks like Zapdos and Gengar.
 

BT89

go on, take everything
is a Pre-Contributor
the bw hoppip analysis is one of the funniest things i’ve read in a while, like look at thus

The purpose of a lead in a Pokemon battle is to intimidate the other trainer and leave a streak in their undergarments that they won't soon forget. I have no idea why you'd want to use the cute innocuous Hoppip for this role, but just in case you do, Smogon's here to walk you through the stages. Start off with a little sprinkling of Sleep Powder, and then while the foe's snoozing, use Sunny Day to do your part to exacerbate global warming. That'll show those locavore idiots and their fancy schmancy herb gardens and homemade compost. By this time, Hoppip will have been carried away by a strong breeze and you'll be forced to forfeit the battle on the third turn in order to chase it back, but if by some miracle of weather your Hoppip is still by your side, feel free to use one of the remaining moves, though I don't recommend Memento since it's really confusing the first time you see it and you'll have to replay the battle at least twice to understand what actually happened.

So apparently Hoppip's Chlorophyll ability gives it a massive boost in Speed under intense sunlight, which is good news for Hoppip but not so good for you, since if Hoppip floats away you'll be chasing a leafy pink balloon floating away at 30 Speed, whatever the hell that means. Hoppip is holding Heat Rock too, which means the rays lasts 60% longer, so be sure to slap on some sunscreen beforehand. You wouldn't want to get skin cancer like my Aunt Hilda. Yeah, I know she has cancer and all but that woman is dreadful.

meanwhile the adv salamence analysis is pretty good i guess
 

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