Salamence [QC 2/2] [GP2/2]

Jibaku

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salamence-mega.gif
[OVERVIEW]

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.
Likewise, its Attack stat has several benchmarks. Here are some examples:
  • 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.
Mega Salamence can also invest in bulk to better take certain powerful attacks, such as Mega Kangaskhan's Double-Edge and Ho-Oh's Life Orb-boosted Brave Bird. With the help of Intimidate, some physical bulk investment allows it to not be 2HKOed by those attacks.
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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Elaborate more on not having priority, like say that I gets revenge killed easier by Sucker Punch due to the fact it has no priority. I would also mention it faces competition from Rayquaza but doesn't cost a Legendary Slot. Also I think the set name is "Mixed Attack". Dragon Dance doesn't get its own set? That's actually surprising.
 
Jibaku

Other Options:
I'd elaborate on why Choice Scarf and Lum Berry are bad options for Salamence to use

Checks & Counters:
You should combine Aegislash, Dialga, and Mawile into one weakness tab being "Steel-types" or something similar. I know that not every Steel type beats Mega Salamence but something like "Steel-types, most notably Aegislash, Dialga, etc" is a nice way to group those three together. The same applies to "Mewtwo, Mega Mewtwo Y, Weavile, Greninja" tab. I'd change that to "Fast Revenge Killers" and have those 4 Pokemon as examples. It just makes the checks and counters section more concise.

Once implemented QC: 1/2. That looks really amazing, please continue to help! :]
 
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Changed Flamethrower to Fire Blast on the main set because it needs the extra power to actually OHKO Ferrothorn in normal weather.

Added the above suggestions

@ Dragon Dance: I may reconsider writing a set for it, but right now I'm not so sure. It's not something I've seen but in theory has potential, since it basically dumpsters everything that doesnt resist it except Cresselia and Lugia after a DD. That said, its damage is purely single target and isn't easy to set up, and you lose some utility in the process.

"Mixed Attacker" isn't really an appropriate name since the 2nd and 3rd slot aren't physical moves.

Also, I don't think Mega Salamence faces competition from Mega Ray all that much. That freed restricted slot makes all the difference in the world.
 
Jibaku usually when we have a Pokemon like this we go mixed attacker because unless it's a mon that can afford it no mixed attacker can run 2-2 physical / special move spread, as one of those moves has to be Protect. This applied in VGC'15 for mixed Talonflame, Mixed Landorus-T, mixed Infernape and equally applied for Mixed Mega Salamence. I don't see a reason why this moveset cannot be called Mixed Attacker.
All-Out Attacker can't be used so you kinda have to stick to Mixed Attacker for the time being imo.
Also for my experience with Mega Salamence Double-Edge shouldn't be slashed with the other 3rd slot options, but rather, Hyper Voice. Salamence's damage output without it is pretty underwhelming, and without it you can't use Draco Meteor without being forced out the following turn. So far i think Double-Edge is mandatory on every Salamence because it just nukes through everything that can take Draco Meteor.
Hyper Voice / Tailwind / Fire Blast to slash tbh.

EDIT: Also in the Intimidate part you mentioned Geomancy Xerneas having poor physical bulk. Xerneas in general have that issue, can't see why Geomancy was mentioned together with it. LO Xerneas also has the same problem, so i'd just stick with Xerneas
 
personally I also am a big fan of double edge on mence over the other options when using it because I like being able to chunk xerneas with a physical attack, but I do feel the way Jibaku has it now encompasses almost all the mence sets currently in use. This includes the full special one which I have to acknowledge still has its uses even if I dont personally like using it myself.

1. Generally mixed is just hyper voice, draco, double edge. (My personal favorite set)
2. Full special is the other variant which generally has hyper voice, draco, along with either tailwind or one fire move between fire blast or flamethrower.

I dont think Hyper Voice should ever be dropped at the moment. The beautiful thing about hyper voice is that its a spread special move that can be used to pick off or dent multiple mons such as Groudon, which take around 40% while having difficulty killing mence due to the dragon/flying typing. Also mence avoids the recoil and can better win 1v1 situations vs Groudon which can often pop up endgame.
 
Metagame's been out for a while, not much has changed for Salamence. Still strong and fits into so many teams.

- Xerneas moved to 2nd place in Checks & Counters because it takes a lot of damage from Salamence and that may be worth it for the Mence user.
- Hydro Pump added to Other Options to take down primal Groudon in rain
- Mentioned the viability of the primary set without Draco Meteor.
 
Update:
- Set reworked: Now has Double Edge and Hyper Voice as the main options as Draco Meteor isn't -that- useful. Draco moved to 3rd slot. Tailwind and Substitute are there as well
- Snore added to OO
- Sleep Talk added to OO
 
jio your pachirisu avatar was so much better...

hrmmm this was a good read (I think it would be a really nice article), but it's kind of on the casual side for a C&C analysis? idk we'll see what the second checker thinks

GP 1/2
add remove comment

[OVERVIEW]

Mega Salamence is one of the most defining non-restricted Pokemon in VGC 2016, boasting sky-high stats that rival those of many restricted Pokemon in addition to having solid offensive and supportive presence. Its 145 base 145 Attack and 120 base 120 Special Attack, combined with its empowered Flying-type STAB attacks due to Aerilate, turn it into a fearsome attacker. Flying is a rather difficult type to resist (hrmm this is a funny word choice here imo; you either resist it or you don't, no effort or investment or anything is required. can you replace it with something else? idk if "wall" is appropriate, but maybe that or something like it?) in VGC 2016, which makes Mega Salamence even more threatening. It possesses an extremely high base 120 base Speed stat, outrunning much of the metagame. It; it notably outruns Mega Rayquaza, serving as a solid check. Mega Salamence also comes with solid physical bulk, having a sturdy 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 physical ones (unclear whether you mean physical Salamence or physical Primal Groudon). 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 a very splashable easy to fit Pokemon in various team archetypes.

Despite its being a massive ball of stats and possessing so many compelling qualities, Salamence's is kept in check by its several notable flaws. Its special bulk is rather average, and it Mega Salamence can take very heavy damage from some of the powerful special attacks that it resists, such as Primal Groudon's Eruption or and Primal Kyogre's Origin Pulse or Water Spout. Its crippling weaknesses to Ice, Dragon, and Fairy-type attacks 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 this 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. In fact, Double-Edge is also Salamence's most powerful move in terms of raw power (excluding Hyper Beam or and Giga Impact). It also swiftly removes Amoonguss and punishes Xerneas for trying to set up Geomancy in front of Mega Salamence. Furthermore, it also allows Mega Salamence to continue having offensive presence after its Special Attack is reduced from Draco Meteor. Protect is a necessity, (AC) as Mega Salamence's weaknesses are very exploitable, (AC) and helps prolong its terror. It also helps that Hyper Voice and Double-Edge deal such a high percentage of Mega Salamence's damage ("percentage" and "damage" together make me think, like, damage percent you know, which is not what you mean here, so I would think of a different way to word this), ensuring that it doesn't have to give up a valuable moveslot for it.

Mega Salamence's final moveslot is actually quite flexible. Due to how strong its Hyper Voice and Double-Edge are, the flexibility of its final moveslot 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 as 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. It 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. The Other Options section will cover more moves that Mega Salamence can run on this slot, but these are just the main ones.

Set Details
========
Salamencite is required for Salamence to Mega Evolve. Don't bother running anything else.

252 Speed EVs allows it Mega Salamence to be as fast as possible, outrunning Mega Rayquaza and Whimsicott. It is also useful before it Mega Evolves, outrunning maximum Speed Xerneas and Yveltal, (RC) and Speed tying with Mega Kangaskhan.

The Special Attack EVs can be variable. 252 Special Attack EVs maximize Hyper Voice and Draco Meteor damage, but it 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 minimum 4 HP / 0 SpD Mega Gengar with Hyper Voice. (AP)
  • Only 36 Special Attack EVs are required to OHKO Mega Rayquaza with Draco Meteor. (AP)
Likewise, its Attack stat has several benchmarks. Here are some examples:
  • 60 Attack EVs allow it to OHKO 252 HP / 0 Def Primal Kyogre with Helping Hand Double-Edge. 76 Attack EVs allow it OHKO 0 HP / 0 Def Xerneas with under the same boost.
  • 108 Attack EVs allow it to 2HKO 4 HP / 0 Def Primal Groudon with Double-Edge. (AP)
  • 252 Attack EVs allow it to 2HKO 252 HP / 0 Def Primal Kyogre with Double-Edge at -1 Attack.
(you can just paste the raw calcs instead if you want)

There are more examples than these - you’ll have to figure them out yourself.
It
Mega Salamence
can also invest in bulk to better take on certain powerful attacks, such as Mega Kangaskhan's Double-Edge and Ho-Oh's Life Orb-boosted Brave Bird. With the help of Intimidate, some physical bulk investment allows it to not be 2HKOed by those attacks.
Naive is preferred to preserve 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 it 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 that it throw out and can be brought in at any point in the game. It can be used recklessly to distract opponents from your team's win conditions wincons (coined term a la v0x), as Mega Salamence is a deadly threat that requires quick addressing. It can leave numerous dents early-game for the its team's restricted Pokemon to clean up. Likewise, Mega Salamence itself can be a solid win condition 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 to help check Flying-resistant Pokemon resists like Thundurus and Mega Mawile, (RC) 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 (change apostrophe) ability to heavily damage or even outright remove Pokemon such as Ferrothorn or and Amoonguss, and it appreciates (or a similar verb). (RC) Mega Salamence's ability to check Primal Groudon is always helpful. (make sure that change is still accurate?) 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. Due to Because Mega slots being 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, (RC) and is often recommended. Mega Salamence is often seen with Mega Kangaskhan, (AC) as they are both 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 do Smeargle things (too casual, sorry :s rephrase the last three words. or just "to ensure it doesn't get a free turn" if that works? idk, you know best here). 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. These are perhaps Mega Salamence's best other options on its final moveslot. (AP)

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 moves it Salamence 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, (AC) and Mega Mawile, (RC) and is another source of spread damage. Unlike its 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, (RC) and doesn't take too much from Draco Meteor. In return, Dialga it can OHKO with its own Draco Meteor, and/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 can OHKO), and it Mega Mawile can retaliate with Huge Power-boosted Play Rough. Aegislash's high bulk in Shield forme, combined with its resistances to Flying- and Dragon-type moves, allows it to tank Mega Salamence's attacks extremely easily. It can then 2HKO back with Shadow Ball. Should Salamence carry a super effective move, Aegislash can retaliate by activating Weakness Policy (hrmm I kinda don't like the way this is phrased because it implies Aegi is choosing to activate Weakness Policy, instead of it happening automatically. I'll leave it up to you whether you wanna rephrase cuz I don't want to accidentally change the meaning and it isn't a big problem...), OHKOing back with 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, (RC) or set up Geomancy. However, Double-Edge will still leave a huge dent, leaving rendering (leaving is fine but you use "leave" earlier in the sentence; you can pick a different word if you want) Xerneas vulnerable to revenge killing. Keep in mind that this may be a favorable trade for the Salamence, and be careful when doing this trade when Xerneas may be needed to cover other Pokemon on the opposing team. (AP)

**Cresselia**: Cresselia is bulky enough to avoid being 2HKOed by Double-Edge and can deal heavy damage back with Ice Beam. Like Dialga, it 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, (RC) 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-type 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 can trap Mega Salamence with Shadow Tag.
 
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Whoops didnt see that the GP post was updated since it was a placeholder when I last saw it. Anyways, updated
 
mm ok

re. casualness, eh yeah I can see where that's coming from, but it's sort of in the same ballpark as a Tmon analysis in that way... i'll probably end up tinkering a bit with sentence structure and cutting fluff here and there for that purpose but it's not much of an issue otherwise imo

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

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 empowered boosted Flying-type STAB attacks due to Aerilate, turn it into a fearsome attacker. The amount number of Pokemon that resist Flying resists 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 sturdy excellent (a numerical value can't be sturdy) 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 makes make it a good Primal Groudon check, especially against physical ones. All of this is further bolstered by having Intimidate in its base form 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 even 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. In fact, Double-Edge It is also Salamence's most powerful strongest (repetition. also add "viable" here if you feel Hyper Beam / Giga Impact are relevant enough to allude to) (update: just got to OO and you can also keep the explicit mention if you think they're relevant enough lol, assumed initially you mentioned them just to be completely accurate) move in terms of raw power (excluding 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 sacrifices ("regrets sacrificing"? it "sacrifices" a slot by default) a moveslot for Protect, (AC) as Double-Edge and Hyper Voice combined grants grant Salamence an overwhelming majority of the power it needs to succeed.

Mega Salamence's final moveslot is actually quite flexible. However, (AC) due to how strong its Hyper Voice and Double-Edge are, the flexibility of its final moveslot this does not mean that Mega Salamence suffers from a four-moveslot syndrome; (SC) 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. Don't bother running anything else. 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, outrunning to outrun maximum Speed Xerneas and Yveltal and Speed tying tie with Mega Kangaskhan.

The Special Attack EVs can be 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 minimum (I think? seems redundant with the specified EVs) 4 HP / 0 SpD Mega Gengar with Hyper Voice.
  • Only 36 Special Attack EVs are required to OHKO Mega Rayquaza with Draco Meteor.
Likewise, its Attack stat has several benchmarks. Here are some examples:
  • 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 under 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.
Mega Salamence can also invest in bulk to better take on certain powerful attacks, such as Mega Kangaskhan's Double-Edge and Ho-Oh's (apo) Life Orb-boosted Brave Bird. With the help of Intimidate, some physical bulk investment allows it to not be 2HKOed by those attacks.
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 (apo) 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 (apo) 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 a the dice (or "roll a die" I guess) 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. These are perhaps Mega Salamence's best other options on its final moveslot

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 (apo) 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 (RC) 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, (AC) neither of which can OHKO, (remove parentheses) and it can retaliate with Huge Power-boosted (pretty much implied on MMaw) 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, (AC) should Mega Salamence carry a super effective (RH) move, it risks the possibility of Aegislash holding a Weakness Policy, as it can 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 can also trap Mega Salamence with Shadow Tag.
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