
Mega Salamence is one of the most defining non-restricted Pokemon in VGC 2016, boasting sky-high stats that rival those of restricted Pokemon in addition to having solid offensive and supportive presence. Its base 145 Attack and base 120 Special Attack, combined with its boosted Flying-type STAB attacks due to Aerilate, turn it into a fearsome attacker. The number of Pokemon that resist Flying in VGC 2016 is fairly low, making Salamence's assaults difficult to wall. It possesses an extremely high base 120 Speed , outrunning much of the metagame; it notably outruns Mega Rayquaza, serving as a solid check. Mega Salamence also comes with solid physical bulk, having excellent 95 HP / 130 Defense to enable it to take hits from notable physical attackers in the metagame such as Mega Kangaskhan and Talonflame. Immunity to Ground and a resistance to Fire crucially make it a good Primal Groudon check, especially against physical ones. All of this is further bolstered by having Intimidate in its base forme, providing excellent support before it opts to Mega Evolve and unleash its terror. With numerous appealing traits, Mega Salamence is very easy to fit in various team archetypes.
Despite its many compelling qualities, Salamence's special bulk is rather average, and it can take very heavy damage from some of the powerful special attacks that it resists, such as Primal Groudon's Eruption and Primal Kyogre's Origin Pulse or Water Spout. Its crippling weaknesses to Ice, Dragon, and Fairy means that it is often in danger of being swiftly OHKOed, as they are all very common attacking types in VGC 2016. Its amazing Speed can backfire under Trick Room (but don't stop yourself from slapping Mega Salamence on a Trick Room team!), and it lacks a priority attack, making it somewhat vulnerable to Prankster.
[SET]
name: Mixed Attacker
move 1: Hyper Voice
move 2: Double-Edge
move 3: Protect
move 4: Draco Meteor / Tailwind
item: Salamencite
ability: Intimidate
nature: Naive / Hasty
evs: 4 Atk / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
======
Hyper Voice is a reliable, moderately powerful spread move; Mega Salamence will be using it fairly liberally to weaken multiple targets. Double-Edge deals a significant amount of single-target damage and makes Mega Salamence difficult to wall by specially bulky Pokemon such as Primal Kyogre and Ho-Oh. It is also Salamence's most powerful move in terms of raw power (excluding the extremely situational Hyper Beam and Giga Impact). It also swiftly removes Amoonguss and punishes Xerneas for trying to set up Geomancy in front of Mega Salamence. Furthermore, it allows Mega Salamence to continue having significant offensive presence after its Special Attack is reduced from Draco Meteor. Protect is a necessity, as Mega Salamence's weaknesses are very exploitable, and helps prolong its terror. Mega Salamence is not a Pokemon that regrets sacrificing a moveslot for Protect as Double-Edge and Hyper Voice combined grants Salamence an overwhelming majority of the power it needs to succeed.
Mega Salamence's final moveslot is actually quite flexible. However, due to how strong its Hyper Voice and Double-Edge are, this does not mean that Mega Salamence suffers from a four-moveslot syndrome; rather, this moveslot is often used as a form of reinforcement. Draco Meteor is often preferred because Mega Salamence can OHKO Mega Rayquaza with it, taking advantage of its superior base Speed. It also deals heavy damage to Thundurus, Dialga, and Primal Groudon, and it destroys opposing Mega Salamence. Teams that do not feel the need to swiftly remove Mega Rayquaza with Mega Salamence can opt for various different moves. Tailwind provides speed control, while Substitute can protect Mega Salamence for an extended period of time and punish overly defensive play. Mega Salamence can also use Fire Blast or Flamethrower to threaten the Steel-type Pokemon that normally give it some trouble, such as Mega Mawile and Aegislash.
Set Details
========
Salamencite is required for Salamence to Mega Evolve.
252 Speed EVs allow Mega Salamence to be as fast as possible, outrunning Mega Rayquaza and Whimsicott. It is also useful before it Mega Evolves to outrun maximum Speed Xerneas and Yveltal and Speed tie with Mega Kangaskhan.
The Special Attack investment is variable. 252 Special Attack EVs maximize Hyper Voice and Draco Meteor damage, but Mega Salamence has several other benchmarks it can hit with less:
- 124 Special Attack EVs allow it to KO 4 HP / 0 SpD Primal Groudon with Draco Meteor and Hyper Voice. It also allows Mega Salamence to 3HKO 252 HP / 0 SpD Groudon with Hyper Voice.
- Approximately 176 Special Attack EVs are required to OHKO minimum bulk Kyurem-W with Draco Meteor. This also allows it to 2HKO 4 HP / 0 SpD Mega Gengar with Hyper Voice.
- Only 36 Special Attack EVs are required to OHKO Mega Rayquaza with Draco Meteor.
- 60 Attack EVs allow it to OHKO 252 HP / 0 Def Primal Kyogre with Helping Hand-boosted Double-Edge. 76 Attack EVs allow it OHKO 0 HP / 0 Def Xerneas with the same boost.
- 108 Attack EVs allow it to 2HKO 4 HP / 0 Def Primal Groudon with Double-Edge.
- 252 Attack EVs allow it to 2HKO 252 HP / 0 Def Primal Kyogre with Double-Edge at -1 Attack.
Naive is the preferred nature to preserve Mega Salamence's high physical bulk, allowing it to avoid being 2HKOed by Primal Groudon's Rock Slide for example. Hasty is viable, however, if you are more concerned about taking Special Attacks. For example, Timid Primal Groudon's Flamethrower will never 2HKO Mega Salamence, and Timid Xerneas will often fail to OHKO with Dazzling Gleam.
Usage Tips
========
It may be a wise idea to not Mega Evolve early to preserve Intimidate. Intimidate is an extremely valuable ability; do not sacrifice it if you do not plan to attack immediately. If you see a bad matchup, it is a good idea to switch Salamence out without Mega Evolving so it can fire off Intimidates at more opportune moments. Try saving its teammates with it.
Mega Salamence can be used quite flexibly due to its relatively safe and powerful moves and can be brought in at any point in the game. It can be used recklessly to distract opponents from your team's wincons, as Mega Salamence is a deadly threat that requires quick addressing. It can leave numerous dents early-game for its team's restricted Pokemon to clean up. Likewise, Mega Salamence itself can be a solid wincon thanks to its high Speed and deadly attacks. Knowing when to preserve or sacrifice Mega Salamence comes with practice.
Team Options
========
Primal Groudon helps check Flying-resistant Pokemon like Thundurus and Mega Mawile and can also check Xerneas. Mega Salamence can help check Landorus-T and opposing Primal Groudon in return. Primal Kyogre appreciates the Intimidate support and Salamence's ability to heavily damage or even outright remove Pokemon such as Ferrothorn and Amoonguss and it appreciates Mega Salamence's ability to check Primal Groudon. Xerneas appreciates the Intimidate support and can set up Geomancy more safely, even against a usual check like physical Primal Groudon.
Ferrothorn checks Xerneas and Weavile, while Mega Salamence checks Primal Groudon and Talonflame. Beware that the combination will not stop them if they are both on the field, and having Primal Kyogre in the back is recommended. Ho-Oh becomes a powerful tank with the help of Salamence's Intimidate. It also removes Mega Mawile and checks Xerneas. Be careful of the double Rock weakness, however.
Overall, Salamence's versatility allows it to fit into a lot of teams. You don't have to worry about a specific partner for Mega Salamence. Just don't stack up too many weaknesses with it. Because Mega slots are less of a premium in VGC 2016 due to restricted Pokemon being primary sources of offense, running a secondary Mega Evolution is not a bad idea at all and is often recommended. Mega Salamence is often seen with Mega Kangaskhan, as they are the two most powerful non-restricted Mega Evolutions in the game.
[STRATEGY COMMENTS]
Other Options
=============
Hydro Pump allows Salamence to pick up a surprise OHKO on Primal Groudon when harsh sunlight is not present on the field. It can also deal significant damage to Mega Mawile and Landorus-T. Snore allows it to take a Dark Void and still be relevant, threatening a KO on Smeargle on the following turn to ensure it doesn't get another turn to fire off another Dark Void or roll the dice with Moody. Sleep Talk can also allow it to take a Dark Void. Its payoff potential is far greater than Snore, but it is subject to multiple RNG rolls from its random targeting and choice of moves.
Dragon Dance turns Mega Salamence into a fearsome sweeper, given the strength and safety of its STAB Return or Double-Edge. However, it loses some utility, depending on what move it gives up in order to accommodate for this playstyle. Dragon Dance is also not very easy to set up due to all the powerful attacks flying around in this metagame. Earthquake provides Salamence with a way to hit Steel-types such as Aegislash, Dialga, and Mega Mawile and is another source of spread damage. Unlike Salamence's Fire-type attacks, Earthquake is not hindered by weather, but it being a spread move reduces its power. Roost extends Mega Salamence's lifespan, but the fast-paced format and prevalence of extremely powerful special attacks make this goal difficult to accomplish. Giga Impact OHKOes uninvested Kyogre and can potentially even OHKO Xerneas. The recharge turn, however, can easily be extremely devastating for Salamence and its team. Use it with extreme caution.
Checks and Counters
===================
**Steel-type Pokemon**: Not all Steel-type Pokemon can handle Mega Salamence, but there are a few notable exceptions, such as Dialga, Mega Mawile, and Aegislash. Dialga resists Double-Edge and Hyper Voice and doesn't take too much from Draco Meteor. In return, it can OHKO with its own Draco Meteor or Dragon Pulse or set up Trick Room to nullify Salamence's Speed advantage for the next few turns. Mega Mawile resists Flying and is immune to Dragon, only fearing the somewhat rare Flamethrower or Fire Blast, neither of which can OHKO and it can retaliate with Play Rough. Aegislash's high bulk in Shield forme, combined with its resistances to Flying- and Dragon- type moves, allow it to tank Mega Salamence's attacks extremely easily. It can 2HKO back with Shadow Ball. Additionally, should Mega Salamence carry a super effective move, it risks the possibility of Aegislash holding a Weakness Policy, allowing it to OHKO Mega Salamence back with a +2 Shadow Ball. Aegislash must be careful to not be hit in its Blade forme, however. Bronzong can Skill Swap Aerilate away from Mega Salamence and leave it with a useless Levitate, heavily crippling its offensive presence.
**Xerneas**: Xerneas is immune to Draco Meteor and is not OHKOed by Double-Edge. It can proceed to OHKO Salamence with Moonblast or set up Geomancy. However, Double-Edge will still leave a huge dent, rendering Xerneas vulnerable to revenge killing. Keep in mind that this may be a favorable trade for the Salamence user, and be careful when doing this trade when Xerneas may be needed to cover other Pokemon on the opposing team.
**Cresselia**: Cresselia is bulky enough to avoid being 2HKOed by Double-Edge and can deal heavy damage back with Ice Beam. Like Dialga, it can also set up Trick Room.
**Primal Kyogre**: Although Double-Edge deals a lot of damage, Primal Kyogre can survive a hit and OHKO with Ice Beam. Primal Kyogre also has no issues handling pure special variants.
**Thundurus**: Thundurus resists Mega Salamence's Flying-type attacks and can take a Draco Meteor if it invests in Special Defense. It can paralyze Mega Salamence with Thunder Wave or remove it with Hidden Power Ice.
**Faster Users of Ice-type Attacks**: Pokemon such as Mewtwo, Mega Mewtwo Y, Weavile, Greninja, and Choice Scarf Kyurem-W are all faster than Mega Salamence and can OHKO it with an Ice attack. Keep in mind that Weavile without Life Orb will not OHKO Mega Salamence if it is Intimidated.
**Speed Control**: Mega Salamence's high Speed can be turned against it by Trick Room. Thunder Wave also cripples it greatly, and its 4x weakness to Ice means that Icy Wind from almost anything will surely leave a dent. It also lacks priority attacks to bypass them. The primary user of Icy Wind is Gengar.
**Surprise Ice-type Attacks**: Mega Gengar, Primal Groudon, and Mega Kangaskhan can normally be beaten by Mega Salamence, but they may carry Ice-type attacks; Hidden Power Ice for the first two, and Ice Beam or Ice Punch for Mega Kangaskhan. Mega Gengar carrying Hidden Power Ice is somewhat common, and it also can trap Mega Salamence with Shadow Tag.
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