No one has brought this up, but since
Trick Room has been (in many people's minds) improved this generation, let's talk about how a full trick room play-style can counter mega-mence.
Basically, with a trick roomer and a slow attacker present, Mega Salamence loses his ability to set up for free, and even when he does attack, his attacks don't do enough to stop trick room from setting up, and when it's set the conditions have changed to strongly incapacitate mega-mence.
Some Popular Setters:
Aromatisse: is imo one of the most reliable setters in the game. untauntable, with decent bulk, here's how the smogon set takes damage from mega-mence.
252+ Atk Aerilate Salamence Double-Edge vs. 252 HP / 200+ Def Aromatisse: 283-334 (69.7 - 82.2%) -- guaranteed 2HKO
252+ Atk Aerilate Salamence Return vs. 252 HP / 200+ Def Aromatisse: 241-285 (59.3 - 70.1%) -- guaranteed 2HKO
Cresselia: It's cress
252+ Atk Aerilate Salamence Double-Edge vs. 252 HP / 80 Def Cresselia: 243-286 (54.7 - 64.4%) -- guaranteed 2HKO
Dusclops: can also will-o-wisp after setting up t-room
252+ Atk Aerilate Salamence Double-Edge vs. 252 HP / 160 Def Eviolite Dusclops: 144-169 (50.7 - 59.5%) -- guaranteed 2HKO
Chandelure: it's barely an ohko but focus sash so?
If the t-room setter is not double-targeted, it will mostly likely live. Take into account the popular fake out/follow me/rage powder stuff to help the t-roomer set up, as well as the presence of another slow bulky offensive member on your team, and it is very likely that your setter will get up t-room. especially aromatisse and mental herb cress.
also, if there's a t-roomer there's a good chance that mega-mence won't be set up.
Now, the slow mon that can strike back hard has hell.
We want:
1. ice beam or other ice move or anything that can ohko
2. maybe have something jirachi and still be able to survive? (lots of mention of jirachi up there)
3. spread is good for redirects
4. special attacker better because of intimidate
Mega-Mence Destruction Mons:
Mega Blastoise:
252+ SpA Mega Blastoise Ice Beam vs. 4 HP / 0 SpD Salamence: 484-572 (145.7 - 172.2%) -- guaranteed OHKO
252+ SpA Mega Launcher Mega Blastoise Dark Pulse vs. 252 HP / 252+ SpD Jirachi: 214-252 (52.9 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery
Mega Mawile:
180+ Atk Huge Power Mega Mawile Play Rough vs. 4 HP / 0 Def Salamence: 420-494 (126.5 - 148.7%) -- guaranteed OHKO
252+ Atk Salamence Earthquake vs. 252 HP / 40 Def Mega Mawile: 208-246 (68.4 - 80.9%) -- guaranteed 2HKO (can take the hit)
180+ Atk Huge Power Mega Mawile Knock Off (97.5 BP) vs. 252 HP / 0 Def Jirachi: 376-444 (93 - 109.9%) -- 62.5% chance to OHKO
Mega Tyranitar:
252+ Atk Mega Tyranitar Rock Slide vs. 4 HP / 0 Def Salamence: 192-228 (57.8 - 68.6%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Salamence Earthquake vs. 252 HP / 0 Def Mega Tyranitar: 182-216 (45 - 53.4%) -- 35.5% chance to 2HKO * can take the hit back
252+ Atk Mega Tyranitar Crunch vs. 252 HP / 0 Def Jirachi: 342-404 (84.6 - 100%) -- 6.3% chance to OHKO
Mega Ampharos:
252+ SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 4 HP / 0 SpD Salamence: 398-470 (119.8 - 141.5%) -- guaranteed OHKO
Conkeldurr:
152+ Atk Iron Fist Conkeldurr Ice Punch vs. 4 HP / 0 Def Salamence: 340-404 (102.4 - 121.6%) -- guaranteed OHKO
152+ Atk Conkeldurr Knock Off (97.5 BP) vs. 252 HP / 0 Def Jirachi: 230-272 (56.9 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
Sylveon: (goes behind sub!!!)
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Salamence: 458-540 (137.9 - 162.6%) -- guaranteed OHKO
Rhyperior: you might want to use physical attackers as switch-ins, but this shows even with intimidate physical attackers can do really well.
-1 252+ Atk Life Orb Rhyperior Rock Slide vs. 4 HP / 0 Def Salamence: 148-174 (44.5 - 52.4%) -- 16% chance to 2HKO
-1 252+ Atk Life Orb Rhyperior Ice Punch vs. 4 HP / 0 Def Salamence: 265-312 (79.8 - 93.9%) -- guaranteed 2HKO
without intimidate (if you switch in)
252+ Atk Life Orb Rhyperior Ice Punch vs. 4 HP / 0 Def Salamence: 395-468 (118.9 - 140.9%) -- guaranteed OHKO
I'm sure I'm missing a bunch of viable t-roomers and t-room attackers that can counter megamence hard and also get rid of the pesky jirachi as well. If there was anything really obvious I missed, please tell me.
I might edit later if I've had my mind changed, but as of now I think well-thought out trick room teams can shut Mega-Mence down without having to completely base their teams off of countering mega-mence.
I leave you with this concluding thought:
0 SpA Aromatisse Moonblast vs. 4 HP / 0 SpD Salamence: 222-264 (66.8 - 79.5%) -- guaranteed 2HKO
edit: in regards to an amoonguss if you see it on the opposing team with mega-mence.
Weesh (Jirachi) @ Safety Goggles
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 252 SpD
Sassy Nature
IVs: 0 Spe
- Follow Me
- Iron Head
- Trick Room
- Protect
T-room first turn, mega-mence prob can't do too much damage unless it predicts the t-room and goes for earthquake o.o
follow me the spore to get the attack. can take returns fairly well.
252+ Atk Salamence Earthquake vs. 252 HP / 0 Def Jirachi: 194-230 (48 - 56.9%) -- 36.3% chance to 2HKO after Leftovers recovery
252+ Atk Aerilate Salamence Return vs. 252 HP / 0 Def Jirachi: 129-153 (31.9 - 37.8%) -- 0.2% chance to 3HKO after Leftovers recovery