Doubles Salamence (Revamp)

MajorBowman

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[OVERVIEW]

For what is generally considered a purely offensive Pokemon, Mega Salamence boasts impressive defenses and a unique support movepool, making it a top threat in the Doubles OU tier. Salamence has a lot of flexibility in its ability to use a mixed set or specialize in either physical or special attacks. However, it often relies on its speed to maintain offensive pressure, so if it's not attacking first, it can be liable to taking a lot of damage. The all-out attacking and Dragon Dance sets have somewhat similar checks but are played to entirely different win conditions, so any opponent of Mega Salamence must tread lightly until its set is revealed. Unfortunately, the prevalence of other Pokemon 4x weak to Ice in the tier, such as Landorus-T and Zygarde, means that most teams have built-in Salamence checks. Additionally, the prevalence of Stealth Rock means that Salamence has to be careful about how many times it switches in and out.

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Tailwind / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Hasty
evs: 180 Atk / 76 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge is Mega Salamence's primary attack, dealing large amounts of damage to any target that doesn't resist it. Some common Pokemon, such as Mega Charizard Y and Tapu Lele, are even knocked out by a single Double-Edge. Hyper Voice is a very spammable attack and provides Mega Salamence with a means of consistent spread damage, often chipping foes into range for a Double-Edge knockout. Hyper Voice also has the added bonus of circumventing the omnipresent Intimidate, which would otherwise deter physical sets. Tailwind gives Salamence a means of all-important speed control, adding some utility to an otherwise purely offensive toolkit. Flamethrower turns Mega Salamence from a very good Kartana check to arguably the best Kartana check while also enabling it to hit problematic Steel-types like Metagross and Aegislash. Protect is important on a Pokemon with a major offensive presence like Mega Salamence to buy a turn of safety while under fire so its partner can hopefully deal with the threat at hand.

Set Details
========

To take advantage of its high base Speed and ensure that Mega Salamence is attacking first as often as possible, a Hasty nature and 252 EVs in Speed are employed. 180 Attack EVs allow Mega Salamence to OHKO all of Mega Charizard Y, Hasty Genesect, and Tapu Lele. The remaining EVs are dumped into Special Attack to boost the power of Hyper Voice. Intimidate is chosen due to its vast utility in DOU, adding to Mega Salamence's already above average physical bulk and supporting its teammates to boot. While the Hasty nature seems to contradict this point, losing a little bit of Defense is less harmful than losing a little bit of Special Defense, since Intimidate covers this loss and the extra special bulk allows Mega Salamence to stand up to special attackers more comfortably. If Flamethrower is chosen in the third moveslot, 20 EVs should be moved from Attack to Special Attack for a total of 96, which allows Mega Salamence to 2HKO Mega Metagross.

Usage Tips
========

As one of the primary damage dealers on its team, Mega Salamence should be maneuvered into positions where it can start firing off powerful attacks at low risk. Salamence can switch into weak physical attacks and resisted special attacks fairly easily thanks to its natural bulk. Since a significant portion of Salamence's utility comes from Intimidate, Mega Evolving and using Protect on the same turn is almost never advised. In fact, if you want to use Tailwind but have not yet Mega Evolved Salamence, it can even be advantageous to hold off on Mega Evolving for that turn. Once you're ready to start attacking, that's when Mega Evolution becomes necessary. You almost never want to attack before Mega Evolving because Mega Salamence's Aerilate ability is the only reason this set can pump out damage. Hyper Voice can either be used to chip foes into knockout range for partners or clean up weakened foes in endgame scenarios. Double-Edge is very powerful and capable of OHKOing some frailer Pokemon, but you must be wary of taking too much recoil damage and compromising Salamence's survivability. Similarly, you must be careful to not switch Salamence in and out too often when Stealth Rock is on the field, as taking 25% chip damage multiple times can be disastrous.

Team Options
========

Mega Salamence fits on a wide variety of teams thanks to its decent synergy with all four Island Guardians, something that does not apply to many Pokemon. Tapu Fini can support Salamence with options like Icy Wind and Heal Pulse while using Nature's Madness to prime opposing Pokemon for knockouts at Salamence's hand. Tapu Koko and Tapu Bulu both threaten troublesome bulky Water-type Pokemon, while Tapu Lele and Mega Salamence can combine for insane damage output thanks to their outstanding neutral power and, in conjunction, can threaten most of the top Pokemon in the tier. Steel-type Pokemon make good partners for Salamence as well, as Salamence threatens Fire-types while Steel-types can withstand Ice-, Fairy-, and Rock-type moves sent Salamence's way. Aegislash fills this role very well defensively, while Genesect can act as a more offensive partner. Checks to Steel- and Rock-types are important for any team, so a Pokemon like Volcanion also partners well with Salamence thanks to its ability to offensively threaten both. Even though Salamence resists Water-type attacks, most bulky Water-types can stand up to Mega Salamence's strong offense and fire back with threatening attacks like Ice Beam or Icy Wind. As a result, alongside Tapu Koko and Tapu Bulu, Kartana and Zapdos make for good Salamence teammates thanks to their ability to clear out or at least significantly damage Water-types. Most of the suggested partners for Salamence experience a symbiotic relationship with it, as they allow Salamence to do its job effectively while also benefiting from the Tailwind support it can provide. However, Salamence's typing leaves it weak to more types than the average Pokemon, so you must be wary not to start stacking weakness when building a team around Mega Salamence.

[SET]
name: Dragon Dance
move 1: Return
move 2: Dragon Dance
move 3: Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant
evs: 252 HP / 8 Atk / 4 Def / 20 SpD / 224 Spe

[SET COMMENTS]
Moves
========

Return is preferred over Double-Edge in order to maximize Salamence's longevity. When its Attack is boosted, Mega Salamence's damage output is high enough that the difference in Base Power between Return and Double-Edge is largely negligible. Dragon Dance is used to raise Salamence's Attack and Speed to sky-high levels and transform Salamence from a general chip damage machine to a sweeper. Roost can negate damage Salamence might incur as it switches in or sets up a Dragon Dance. Given this set's emphasis on bulk, Salamence is often able to Roost away more damage than it takes on a given turn, allowing it to safely remain on the field until it can begin its sweep. Protect is a staple in DOU and is often the fourth move of choice, but Substitute can be used instead to block status moves and Intimidate or gain free turns on predicted Protects or switches. Substitute also synergizes well with Roost, since Salamence can easily recover the damage lost from creating a Substitute.

Set Details
========

The given investment in HP and Special Defense allows Mega Salamence to survive a Moonblast from standard Tapu Lele, which means that Salamence can beat what would be a hard stop to its sweep in a vacuum. This bulk investment also means that Mega Salamence can survive a -1 Ice Punch from Mega Metagross after Stealth Rock. Speed is invested to the point where Mega Salamence will always outspeed Landorus, and the remaining EVs are dumped into Attack. An Adamant nature is used in order to boost Salamence's Attack even further. Dragon Dance Salamence should still use Intimidate in order to facilitate its own setup while leaving it with an element of team support.

Usage Tips
========

Dragon Dance Mega Salamence operates best as a late-game sweeper. It can certainly be used to deal some damage earlier on in battles, but you should only start setting up with Dragon Dance when you think you can win the game from that point. Before that, feel free to use regular Salamence's Intimidate ability to support its team or Mega Evolve to fire off a Return or two. Keep in mind that, even though Salamence can Roost off any damage incurred, Stealth Rock damage must still be considered carefully when switching in and out. The beauty of bulky Dragon Dance Mega Salamence is its forgiving nature—Roost and above average bulk allow it to take hits more comfortably and recover back up to full health. One more unique way to use this bulkier set is to check Speed stats on turn 1. For example, if you lead off a battle with this Salamence set and your opponents leads with Tapu Lele, the order of activation of Intimidate and Psychic Surge can tell you something about the Tapu Lele's EVs. Once the time comes for Mega Salamence to start boosting, it can effectively set up for free in the face of a lot of common Pokemon such as Incineroar, standard bulky Landorus-T, Tapu Bulu, Kartana, and non-Hidden Power Ice Volcanion. Staying healthy with Roost is important, as a bit of unexpected damage is one of the best ways to counteract a Mega Salamence sweep. Using Roost often can put you in a better position if your opponent tries to switch into a better matchup. Remember that Return still does a lot of damage without a boost, so against frail or Flying-weak Pokemon that threaten Salamence with super effective damage or status like Tapu Lele and Amoonguss, it's more advantageous to attack immediately. Finally, Dragon Dance can be used not only to boost Mega Salamence's stats but also to counteract Intimidate on a predicted switch or after the drop.

Team Options
========

Dragon Dance Mega Salamence loves having teammates that can buy it free turns. Scrafty and Incineroar are both good partners thanks to their access to Fake Out and Intimidate, both of which ease Salamence's stay on the field. Scrafty provides much-needed assistance against Tyranitar and aid against some Steel-types but adds a Fairy weakness, while Incineroar handles all relevant Steel-types but stacks a weakness to Rock and struggles to deal with bulky Water-types. Zeraora is another Pokemon that can provide Fake Out support while also improving the matchup against Electric-types, threatening most bulky Water-types, and using its nice access to Snarl to facilitate Salamence's setup. Redirection can also pave the way for a Mega Salamence sweep; Amoonguss and Volcarona are both effective Rage Powder users that also provide sleep and Tailwind support, respectively. Amoonguss has the added bonus of checking both Tapu Koko and Tapu Fini, while Volcarona can roast Steel-types. Steel-types also make good partners for Mega Salamence to check Rock-, Ice-, and Fairy-types. Genesect is an offensive option that heavily threatens Diancie, Kyurem-B, and Tapu Lele. Aegislash takes a more defensive role and can protect Salamence from moves that would otherwise deal big damage like Rock Slide or Icy Wind with its access to Wide Guard. Bulky Water-types also present a problem thanks to their ability to take hits from Mega Salamence and threaten with an Ice-type move or, in Tapu Fini's case, a STAB Moonblast. Kartana and Tapu Bulu can both use their strong Grass-type attacks to neutralize Water-types while also threatening the other three Island Guardians. Finally, Zapdos presents a problem for Mega Salamence thanks to its deadly combination of bulk, typing, and access to both Static to threaten paralysis and Tailwind to neutralize Speed boosts. Kyurem-B makes for a good partner thanks to its ability to threaten Zapdos with a strong Ice-type attack while also eliminating a common Intimidate user in Landorus-T.

[STRATEGY COMMENTS]
Other Options
=============

Fire Blast can be used instead of Flamethrower on the mixed set if you are in desperate need for more damage, but the slight increase in Base Power is generally not worth the lower accuracy. Flamethrower and Fire Blast both 2HKO standard Mega Metagross, while Fire Blast fails to guarantee a knockout against standard Ferrothorn. Roost is an alternative to Tailwind on the mixed attacker set that bolsters Mega Salamence's longevity at the cost of coverage or utility. If you want to more effectively check Dragon-types like Zygarde and Kyurem-B, a fully special set of Hyper Voice / Draco Meteor / Flamethrower / Protect can be used in conjunction with an EV spread of 4 HP / 252 SpA / 252 Spe and a Timid nature. Earthquake is an option over Roost on the Dragon Dance set if you want a way to better damage Steel-types, but it is far inferior to Roost as Steel-types are better left to Salamence's partners.

Checks and Counters
===================

**Rock-types**: Rock-types take very little damage from any of Salamence's attacks and threaten big damage in return. Tyranitar often carries an Ice-type attack to threaten Salamence even harder and summons sand to chip away at Salamence's health, reducing the longevity of the Dragon Dance set. Diancie can set up Trick Room to neutralize Salamence's high speed, threaten it with either of its STAB attacks, or boost its Defense with Diamond Storm, effectively making it one of the best Salamence checks.

**Ice-type moves**: Given Salamence's 4x weakness to Ice, it wants to avoid taking Ice-type attacks at all costs. Kyurem-B can take at least one hit from Salamence and either blow it back with Ice Beam or lower its Speed with Icy Wind. This applies to non-STAB Ice-type coverage moves too; Landorus-T often carries Hidden Power Ice, while Mew and Porygon2 usually pack Ice Beam.

**Bulky Water-types**: Tapu Fini is one of the bulkiest Pokemon in the tier and can threaten Salamence with Icy Wind and Moonblast while also negating damage its partner has taken with Heal Pulse. Milotic takes advantage of Salamence's Intimidate with its Competitive ability and can lower Salamence's Speed with Icy Wind. Mega Swampert is bulky enough to take a hit from Mega Salamence and fire back with an Ice Punch, and Volcanion will occasionally run Hidden Power Ice.

**Electric-types**: Electric-types resist Mega Salamence's Flying-type STAB attacks, which is often the only type of attack it will carry. Tapu Koko outspeeds Salamence and threatens it with any of Terrain-boosted Thunderbolt, Dazzling Gleam, or Gigavolt Havoc. Zapdos can passively paralyze Salamence with Static, neutralize its high speed with Tailwind, and threaten to negate any Dragon Dance boosts with Whirlwind.

**Steel-types**: Bulky Steel-types that resist Flying-type attacks are strong defensive checks to Mega Salamence. Aegislash can continuously take hits from Mega Salamence lacking a Fire-type attack while either threatening it with a strong Shadow Ball or cutting its longevity with Toxic. Celesteela can use Leech Seed to slowly drain Salamence's health, but it struggles to break through Roost sets. While not bulky and not resistant to Flying, Choice Scarf Genesect will outspeed unboosted Salamence and cleanly OHKO it with Ice Beam.

**Status**: Toxic from Pokemon like Chansey and Aegislash severely threatens Salamence's longevity, especially for the Dragon Dance set, which relies on its bulk. Paralysis takes away one of Mega Salamence's biggest assets in its Speed and can be incurred from Pokemon like Static Zapdos and Thunder Wave Chansey.

**Faster Pokemon**: While fast, Mega Salamence is not the fastest Pokemon in the tier. Tapu Koko, Choice Scarf Tapu Lele, and Choice Scarf Genesect all outspeed Mega Salamence and are capable of scoring a clean OHKO.

**Speed Control**: Salamence generally relies on its speed to either safely KO opposing Pokemon or Roost off damage, so ensuring that it won't be attacking first is a good way to take it down. Zapdos and Suicune are both Tailwind setters capable of taking a hit and threatening it with a possible Ice-type attack or phazing move. Diancie, Cresselia, and Porygon2 can all set up Trick Room and threaten Salamence with a super effective attack in the form of Diamond Storm or Ice Beam. Icy Wind and Electroweb combine speed control and damage and are often seen on Cresselia, Kyurem-B, and Tapu Koko.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[shaian, 221349]]
- Quality checked by: [[talkingtree, 232101], [Level 51, 118474]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [martha, 384270]]
 
Last edited:

talkingtree

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  • [Mixed Attacker Moves] Aegislash is probably a better mention than Ferrothorn for Flamethrower - the latter already takes decent damage from Hyper Voice and isn't nearly as common
  • [MA Moves] I would never run Roost over Hyper Voice; though you could theoretically do this, I'd prefer that we only recommend it over the third slot. Also, saying "if coverage/flexibility isn't desired" has a pretty negative tone imo, maybe use "isn't needed" instead.
  • [MA Set Details] I honestly don't know whether I'd prefer this, but here's another option for an Attack benchmark:
    • 180 Atk Aerilate Salamence-Mega Double-Edge vs. 0 HP / 0- Def Genesect: 283-334 (100 - 118%) -- guaranteed OHKO
  • [MA Set Details] If you run Flamethrower, use at least this much SpA:
    • 96 SpA Salamence-Mega Flamethrower vs. 0 HP / 4 SpD Metagross-Mega: 152-180 (50.4 - 59.8%) -- guaranteed 2HKO
  • [MA Team Options] You could say something about how Tailwind supports a lot of your suggested partners too, but I don't think this is crucial so it's just something to consider during writeup
  • [Dragon Dance Moves] Sub could also talk about gaining free turns and having the HP cut mitigated by Roost
  • [DD Usage Tips] idk whether I'd mention Volcanion, HP Ice sets are reasonably common
  • [DD Usage Tips] Using DD to counteract Intimidate, either on a predicted Intim switchin or after incurring the drop, is prob worth a mention
  • [DD Team Options] Zeraora is a pretty solid FO option on Mence teams, shutting down Zapdos and chunking Fini is nice, and it also has access to Snarl for easier setup
  • [DD Team Options] Speaking of Zapdos, I'd mention things that take it out as good teammates - Kyurem-B comes to mind
  • [DD Team Options] When you talk about redirection, make sure that you clarify that DD Mence doesn't *need* redirection to function, it's just nice to have
  • [Other Options] Don't bother mentioning Aqua Tail, and honestly I'd never use non-STAB EQ, so this could section probably just be Fire Blast and Draco Meteor. Nothing wrong with making it clear that Mence doesn't have much worth using outside of the listed sets
  • [Checks and Counters] On Rock-types, you can also mention that Ttar's summoned sand makes it harder for DD mence to stay healthy but like... that's not really why it's a check so this is fine as-is
  • [Checks and Counters] Ice-type moves should mention Porygon2; Genesect should prob stay in Faster Pokemon only since it can be taken out by Double-Edge or +1 Return if Mence has the speed advantage
  • [Checks and Counters] I agree that bulky Water-types are checks to Salamence, but to me it feels like they're not checks to Salamence because they're bulky Water-types, they're bulky Water-types that happen to be checks to Salamence. Does that make sense? idk phrasing this section might be tricky
  • [Checks and Counters] Nitpicky but in Electric-types, they don't resist *every* attack, seeing as we have Flamethrower slashed
  • [Checks and Counters] On Status, it's worth clarifying that these are especially problematic for the DD set
  • [Checks and Counters] Icy Wind Cress is prob worth a mention in Speed Control, and you could throw out that Koko has Eweb in its mention under Electric-types and give Icy Wind AV Kyurem-B a special note in Ice-types, since those sets can take even boosted Returns

There's a fair number of points here but many are trivial things and there's only so many because this is a long analysis. Well done, take this QC 1/2
 

Level 51

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[OVERVIEW]
  • "Mega Salamence finds itself at the top of DOU" - I think this line is outdated
  • is its SR weakness relevant enough to mention here?
[Mixed Attacker - SET COMMENTS]
  • [Moves] "Protect is important on a Pokemon like Mega Salamence that will often find itself in a sticky situation " - maybe clarify the "sticky situation" to say that Mega Salamence often draws a lot of fire due to it being a major offensive threat, making Protect important
  • [Moves] I'd personally move Roost to OO because I can't see a situation where I'd really want Roost on a non-DD mence, seems like a waste of a moveslot
  • [Set Details] relatively minor but I don't think mentioning Moxie is particularly necessary, perhaps better to emphasize Intimidate's utility (is it relevant to mention that it supports teammates? idk but that could be worth considering)
  • [Usage Tips] mention SR along with mence's survivability?
  • [Usage Tips] second-person kind of format seems kinda weird but i guess gp will fix this if it's really a problem
  • [Usage Tips] if roost is moved to OO, remove roost mention here
  • [Team Options] "while Tapu Lele and Mega Salamence can combine for insane damage output" - maybe elaborate on this more? do they do so because of type synergy, or because they just deal a lot of damage? (those aren't rhetorical qns, it's 2:30am and i can't think atm)
  • [Team Options] "Even though Salamence resists Water-type attacks, most bulky Water-types can stand up to Mega Salamence's strong offense and fire back with threatening attacks like Ice Beam or Icy Wind. Alongside Tapu Koko and Tapu Bulu, Kartana and Zapdos make for good Salamence teammates thanks to their ability to clear out or at least significantly damage Water-types." - might want to make it more clear that these two ideas are connected, since it wasn't really clear to me at first, or maybe i'm stupid
[Dragon Dance - SET COMMENTS]
  • [Set Details] i think the bit about enabling its own setup is probably the primary driving factor for using intimidate, so maybe make the last sentence more about that
  • [Usage Tips] "Before that, feel free to use Salamence's Intimdiate ability to support its team or mega evolve to fire off a Return or two." - i guess it might be worthwhile to mention SR here, since that limits its ability to use intimidate and still get a sweep in later, even with roost
[STRATEGY COMMENTS]
  • [C&C - Bulky Water-types] probably remove Nature's Madness from the Fini mention?
  • [C&C - Electric-types] "which is usually the only type of attack it will carry" - usually -> often, since we do have a flamethrower slash on the first set
  • [C&C - Steel-types] mention that steel-types that don't outspeed salamence need to be wary of being chunked by flamethrower
QC 2/2
 

deetah

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[OVERVIEW]

For what is generally considered a purely offensive Pokemon, Mega Salamence boasts impressive defenses and a unique support movepool, making it a top threat in the Doubles OU tier. Salamence has a lot of flexibility in its ability to use a mixed set or specialize in either physical or special attacks. However, it often relies on its speed Speed to maintain offensive pressure, so if it's not attacking first it can be liable to taking a lot of damage. The all-out attacking set and Dragon Dance sets have somewhat similar checks but are played to entirely different win conditions, so any opponent of Mega Salamence must tread lightly until its set is revealed. Unfortunately, the prevalence of other Pokemon severely weak to Ice in the tier, such as Landorus-T and Zygarde, means that most teams have built-in Salamence checks. Additionally, the prevalence of Stealth Rock means that Salamence has to be careful about how many times it switches in and out. Despite its downfalls, Mega Salamence remains a top choice as a Mega Evolution in DOU thanks to its ability to consistently punch holes in opposing teams while simultaneously providing support to its teammates.

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Tailwind / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Hasty
evs: 180 Atk / 76 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge is Mega Salamence's primary attack, dealing large amounts of damage to any unresisted target. Some common Pokemon, such as Mega Charizard Y and Tapu Lele, are even knocked out by a single Double-Edge. Hyper Voice is a very spammable attack and provides Mega Salamence with a means of consistent spread damage, often chipping opponents foes into range for a Double-Edge knockout. Hyper Voice also has the added bonus of circumventing the omnipresent Intimidate, which would otherwise deter a physical attacker. Tailwind gives Salamence a means of all-important speed control, adding some utility to an otherwise purely offensive toolkit. Flamethrower turns Mega Salamence from a very good Kartana check to arguably the best Kartana check allows Mega Salamence to check Kartana while also enabling it to hit problematic Steel-types like Metagross and Aegislash. Protect is important on a Pokemon with a major offensive presence like Mega Salamence, since Protect buys Mega Salamence a turn of safety while under fire so its partner can hopefully deal with the threat at hand.

Set Details
========

To take advantage of its high base Speed and ensure that Mega Salamence is attacking first as often as possible, a Hasty nature and 252 EVs in Speed are employed. 180 Attack EVs allows Mega Salamence to OHKO all of Mega Charizard Y, Hasty Genesect, and Tapu Lele. The remaining EVs are dumped into Special Attack to boost the power of Hyper Voice. Intimidate is chosen due to its vast utility in DOU, adding to Mega Salamence's already above average physical bulk and supporting its teammates to boot. While the Hasty nature seems to contradict this point, losing a little bit of Defense is less harmful than losing a little bit of Special Defense, since Intimidate covers this loss and allows Mega Salamence to stand up to special attackers more comfortably. If Flamethrower is chosen in the third moveslot, 20 EVs should be moved from Attack to Special Attack for a total of 96, which allows Mega Salamence to 2HKO Mega Metagross.

Usage Tips
========

Using Mega Salamence is fairly straightforward—as As one of the primary damage dealers on its team, it Mega Salamence should be maneuvered into positions where it can start firing off powerful attacks at low risk. Salamence can switch into weak physical attacks and resisted special attacks fairly easily thanks to its natural bulk. Since a significant portion of Salamence's utility comes from its base form's Intimidate ability, mega evolving Mega Evolving and using Protect on the same turn is almost never advised. You gain nothing from a turn like this except in very fringe scenarios, and you lose the option to take advantage of Intimidate again if you Salamence switches out before attacking. In fact, if you want to use Tailwind but have not yet mega evolved Mega-Evolved Salamence, it can even be advantageous to remain in normal form for that turn. Once you're ready to start attacking, that's when mega evolution Mega Evolution becomes necessary. You almost never want to attack before mega evolving Mega Evolving because Mega Salamence's Aerilate ability is the only reason this set can pump out damage. Hyper Voice can either be used to chip opponents foes into knockout range for partners or clean up weakened foes in endgame scenarios. Double-Edge is very powerful and capable of OHKOing some frailer Pokemon, but you must be wary of taking too much recoil damage and compromising Salamence's survivability longevity. Similarly, you must be careful to not switch in and out too often when Stealth Rock is on the field, as taking 25% chip damage multiple times can be disastrous for Mega Salamence.

Team Options
========

Mega Salamence fits on a wide variety of teams thanks to its decent synergy with all four Island Guardians, something that does not apply to many Pokemon. Tapu Fini can support Salamence with options like Icy Wind and Heal Pulse while using Nature's Madness to prime opposing Pokemon for knockouts at Salamence's hand. Tapu Koko and Tapu Bulu both threaten troublesome bulky Water-type Pokemon, while Tapu Lele and Mega Salamence can combine for insane damage output thanks to their outstanding neutral power and, in conjunction, can threaten most of the top Pokemon in the tier. Steel-type Pokemon make good partners for Salamence as well, as Salamence threatens Fire-types while Steel-types can withstand Ice-, Fairy-, and Rock-type moves sent Salamence's way. Aegislash fills this role very well defensively, while Genesect can act as a more offensive Steel-type partner. Checks to Steel- and Rock-types are important for any team, so a Pokemon like Volcanion also partners well with Salamence thanks to its ability to offensively threaten both. Even though Salamence resists Water-type attacks, most bulky Water-types can stand up to Mega Salamence's strong offense and fire back with threatening attacks like Ice Beam or Icy Wind. As such, alongside Tapu Koko and Tapu Bulu, Kartana and Zapdos make for good Salamence teammates thanks to their ability to clear out or at least significantly damage Water-types. Most of the suggested partners to for Salamence experience a symbiotic relationship with the Dragon Pokemon it, as they allow Salamence to do its job effectively while also benefiting from the Tailwind support it can provide. However, Salamence's typing leaves it weak to more types than the average Pokemon, so you must be wary not to start stacking weaknesses when building a team around Mega Salamence.

[SET]
name: Dragon Dance
move 1: Return
move 2: Dragon Dance
move 3: Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant
evs: 252 HP / 8 Atk / 4 Def / 20 SpD / 224 Spe

[SET COMMENTS]
Moves
========

Return is preferred over Double-Edge in order to maximize Salamence's longevity. When its Attack is boosted, Mega Salamence's damage output is high enough that the difference in base power between Return and Double-Edge is largely negligible. Dragon Dance is used to raise Salamence's Attack and Speed to sky-high levels and transform Salamence from a general chip damage machine to a sweeper. Roost is key to this set, as it can negate damage Salamence might incur as it switches in or sets up a Dragon Dance. Given this set's emphasis on bulk, Salamence is often able to Roost away more damage than it takes on a given turn, allowing it to safely remain on the field until it can begin its sweep. Protect is a staple in DOU and is often the fourth attack of choice, but Substitute can be used instead to block status moves and Intimidate or gain free turns on predicted Protects or switches. Substitute synergizes well with Roost since Salamence can easily recover the damage lost from creating a Substitute.

Set Details
========

The given investment in HP and Special Defense allows Mega Salamence to survive a Moonblast from standard Tapu Lele, which means that Salamence can beat what would be a hard stop to its sweep in a vacuum. This bulk investment also means that Mega Salamence can survive a -1 Ice Punch from Mega Metagross after Stealth Rock. Speed is invested to the point where Mega Salamence will always outspeed Landorus-I Landorus, and the remaining EVs are dumped into Attack. An Adamant nature is used in order to boost Salamence's attack Attack even further. Dragon Dance Salamence should still use Intimidate in order to facilitate its own setup while leaving it with an element of team support.

Usage Tips
========

Dragon Dance Mega Salamence operates best as a late-game (AH) sweeper. It can certainly be used to deal some damage earlier on in battles, but you it should only start setting up Dragon Dances when you think you can win the game from that point. Before that, feel free to use Salamence's Intimdiate Intimidate ability to support its team or mega evolve Mega Evolve to fire off a Return or two. Keep in mind that, even though Salamence can Roost off any damage incurred, Stealth Rock damage must still be considered carefully when switching in and out. The beauty of bulky Dragon Dance Mega Salamence is its forgiving nature— access to Roost and above-average (AH) bulk allowing it to take hits more comfortably and recover back up to full health. One more unique way to use this bulkier set is to check Speed stats on turn 1. For example, if you lead off a battle with this Salamence set and your opponents leads with Tapu Lele, the order of activation of Intimidate and Psychic Terrain can tell you something about how the Tapu Lele is trained. Once the time comes for Mega Salamence to start boosting, it can effectively set up for free in the face of a lot of common Pokemon. Incineroar, standard bulky Landorus-T, Tapu Bulu, Kartana, and non-Hidden Power Ice Volcanion all lack ways to significantly damage Mega Salamence and can therefore be used as setup bait. Staying healthy with Roost is important, as a bit of unexpected burst damage is one of the best ways to counteract a Mega Salamence sweep. Roosting aggressively Using Roost often can put you in a better position if your opponent tries to switch into a better matchup. Remember that Return still does a lot of damage without a boost. (RP) (AC), Especially especially against Pokemon that threaten Salamence, whether it be with damage like Tapu Lele or with status like Amoonguss, but will be knocked out by an attack, it's more advantageous to attack immediately than to try to find an opening to setup like Tapu Lele or Amoonguss, so it would be more beneficial to attack immediately. (Reworded this sentence to help it flow better and make it easier to read) Finally, Dragon Dance can be used not only to boost Mega Salamence's stats, but to counteract Intimidate on a predicted switch or after the drop.

Team Options
========

Dragon Dance Mega Salamence loves having appreciates teammates that can buy it free turns. Scrafty and Incineroar are both good partners thanks to their access to Fake Out and Intimidate, both of which ease Salamence's stay on the field. Scrafty provides much-needed assistance against Tyranitar and provides aid against some Steel-types, (AC) but adds a Fairy weakness, (RC) (AP). while Incineroar handles all relevant Steel-types but stacks a weakness to Rock-types and bulky Water-types. Zeraora is another Pokemon that can provide Fake Out support while also improving the matchup against Electric-types, threatening most bulky Water-types, and using its nice access to Snarl to facilitate Salamence's setup. Redirection can also pave the way for a Mega Salamence sweep, allowing Salamence some space to set up Dragon Dance without the threat of being targeted. Amoonguss and Volcarona are both effective Rage Powder users while also providing that also provide sleep and Tailwind support, respectively. Amoonguss has the added bonus of checking both Tapu Koko and Tapu Fini, while Volcarona can roast Steel-types. Speaking of which, Steel-types also make good partners for Mega Salamence to check Rock-, Ice-, and Fairy-types. Genesect is an offensive Steel-type that heavily threatens Diancie, Kyurem-B, and Tapu Lele, among others. Aegislash takes a more defensive role and can protect Salamence from moves that would otherwise deal big damage like Rock Slide or Icy Wind with its access to Wide Guard. Bulky Water-types also present a problem thanks to their ability to take hits from Mega Salamence and threaten with an Ice-type move or, in Tapu Fini's case, a STAB Moonblast. Kartana and Tapu Bulu can both use their strong Grass-type attacks to neutralize Water-types while also threatening the other three Island Guardians. Finally, Zapdos presents a problem for Mega Salamence thanks to its deadly combination of bulk, typing, and access to both Static to threaten paralysis and Tailwind to neutralize Speed boosts. Kyurem-B makes for a good partner to Mega Salamence thanks to its ability to threaten Zapdos with a strong Ice-type attack while also eliminating a common Intimidate user in Landorus-T.

[STRATEGY COMMENTS]
Other Options
=============

Fire Blast can be used instead of Flamethrower on the mixed set if you are in desperate need for more damage, but the slight increase in base power is generally not worth the lower accuracy. Flamethrower and Fire Blast both 2HKO standard Mega Metagross, while Fire Blast fails to guarantee a knockout against standard Ferrothorn. Roost is an alternative to Tailwind on the Mixed Attacker set that bolsters Mega Salamence's longevity at the cost of coverage or utility. If you want to more effectively check Dragon-types like Zygarde or Kyurem-B, a fully special set of Hyper Voice / Draco Meteor / Flamethrower can be used in conjunction with an EV spread of 4 HP / 252 SpA / 252 Spe and a Timid nature. Earthquake is an option over Roost on the Dragon Dance set if you want a way to better damage Steel-types, but it is pretty far inferior to Roost as Steel-types are better left to Salamence's partners.

Checks and Counters
===================

**Rock-types**: Rock-types take very little damage from any of Salamence's attacks and threaten with big damage on Salamence in return. Tyranitar often carries an Ice-type attack to threaten Salamence even harder and summons Sand sand to chip away at Salamence's health, reducing the longevity of the Dragon Dance set. Diancie can set up Trick Room to neutralize Salamence's high speed Speed, threaten Salamence it with either of its STAB attacks, or boost its Defense with Diamond Storm, effectively making it one of the best Salamence checks.

**Ice-type moves**: Given Salamence's double weakness to Ice, it wants to avoid taking Ice-type attacks at all costs. Kyurem-B can take at least one hit from Salamence and either blow it back with Ice Beam or lower its Speed with Icy Wind. This applies to non-STAB Ice-type coverage moves too; Landorus-T often carries Hidden Power Ice, while Mew and Porygon2 usually pack Ice Beam.

**Bulky Water-types**: Tapu Fini is one of the bulkiest Pokemon in the tier and can threaten Salamence with Icy Wind and Moonblast while also negating damage its partner has taken with Heal Pulse. Milotic abuses Salamence's Intimidate with its Competitive ability and will can lower Salamence's Speed with Icy Wind. Mega Swampert is bulky enough to take a hit from Mega Salamence and fire back with an Ice Punch, and Volcanion will occassionally occasionally run Hidden Power Ice.

**Electric-types**: Electric-types resist Mega Salamence's Flying-type STAB attacks, which is often the only type of attack it will carry. Tapu Koko outspeeds Salamence and threatens it with any of terrain-boosted Thunderbolt, Dazzling Gleam, or Gigavolt Havoc. Zapdos can passively paralyze Salamence with Static, neutralize its high speed Speed with Tailwind, and threaten to negate any Dragon Dance boosts with Whirlwind.

**Steel-types**: Bulky Steel-types that resist Flying-type attacks are strong defensive checks to Mega Salamence. Aegislash can take hits from Mega Salamence lacking a Fire-type attack ad nauseam while either threatening it with a strong Shadow Ball or cutting Salamence's its longevity with Toxic. Celesteela can use Leech Seed to slowly drain Salamence's health, (AC) but it struggles to break through Roost sets. While not bulky and not resistant to Flying, Choice Scarf Genesect will outspeed unboosted Salamence and cleanly OHKO it with Ice Beam.

**Status**: Catching a Toxic from Pokemon like Chansey or Aegislash severely threatens Salamence's longevity, especially for the Dragon Dance set that relies on its bulk. Paralysis takes away one of Mega Salamence's biggest assets in its Speed and can be incurred from Pokemon like Static Zapdos or Thunder Wave Chansey.

**Faster Pokemon**: While fast, Mega Salamence is not the fastest Pokemon in the tier. Tapu Koko, Choice Scarf Tapu Lele, and Choice Scarf Genesect all outspeed Mega Salamence and are capable of scoring a clean OHKO.

**Speed Control**: Salamence generally relies on its speed Speed to either take knockouts or Roost off damage, so ensuring that it won't be attacking first is a good way to take it down. Zapdos and Suicune are both capable of taking a hit and threatening it with a possible Ice-type attack or phasing phazing move. Diancie, Cresselia, and Porygon2 can all set up Trick Room and threaten Salamence with a super effective attack in the form of Diamond Storm or Ice Beam. Icy Wind and Electroweb combine speed control and damage and are often seen on Cresselia, Kyurem-B, and Tapu Koko.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[shaian, 221349]]
- Quality checked by: [[talkingtree, 232101], [Level 51, 118474]]
- Grammar checked by: [[name, ID], [name, ID]]
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
deetah: Add Remove Comments (AH) = Add Hyphen (AC) = Add Comma (RC) = Remove Comma (RP) = Remove Period
tdp: add / fix remove (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

For what is generally considered a purely offensive Pokemon, Mega Salamence boasts impressive defenses and a unique support movepool, making it a top threat in the Doubles OU tier. Salamence has a lot of flexibility in its ability to use a mixed set or specialize in either physical or special attacks. However, it often relies on its speed Speed (you can keep it lowercase when it doesn't refer to the Speed stat specifically, like is the case here) to maintain offensive pressure, so if it's not attacking first it can be liable to taking a lot of damage. The all-out attacking set and Dragon Dance sets have somewhat similar checks but are played to entirely different win conditions, so any opponent of Mega Salamence must tread lightly until its set is revealed. Unfortunately, the prevalence of other Pokemon severely weak to Ice in the tier, such as Landorus-T and Zygarde, means that most teams have built-in Salamence checks. Additionally, the prevalence of Stealth Rock means that Salamence has to be careful about how many times it switches in and out. Despite its downfalls, Mega Salamence remains a top choice as a Mega Evolution in DOU thanks to its ability to consistently punch holes in opposing teams while simultaneously providing support to its teammates.

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Tailwind / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Hasty
evs: 180 Atk / 76 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge is Mega Salamence's primary attack, dealing large amounts of damage to any unresisted target that doesn't resist it. Some common Pokemon, such as Mega Charizard Y and Tapu Lele, are even knocked out by a single Double-Edge. Hyper Voice is a very spammable attack and provides Mega Salamence with a means of consistent spread damage, often chipping opponents foes into range for a Double-Edge knockout. Hyper Voice also has the added bonus of circumventing the omnipresent Intimidate, which would otherwise deter a physical attacker sets. Tailwind gives Salamence a means of all-important speed control, adding some utility to an otherwise purely offensive toolkit. Flamethrower turns Mega Salamence from a very good Kartana check to arguably the best Kartana check allows Mega Salamence to check Kartana (at the very least add "even more effectively" imo, wanting to cut down wordiness is ok but make sure no content / nuance gets lost) while also enabling it to hit problematic Steel-types like Metagross and Aegislash. Protect is important on a Pokemon with a major offensive presence like Mega Salamence, since Protect buys Mega Salamence to buy a turn of safety while under fire so its partner can hopefully deal with the threat at hand.

Set Details
========

To take advantage of its high base Speed and ensure that Mega Salamence is attacking first as often as possible, a Hasty nature and 252 EVs in Speed are employed. 180 Attack EVs allows Mega Salamence to OHKO all of Mega Charizard Y, Hasty Genesect, and Tapu Lele. The remaining EVs are dumped into Special Attack to boost the power of Hyper Voice. Intimidate is chosen due to its vast utility in DOU, adding to Mega Salamence's already above average physical bulk and supporting its teammates to boot. While the Hasty nature seems to contradict this point, losing a little bit of Defense is less harmful than losing a little bit of Special Defense, since Intimidate covers this loss and the extra special bulk allows Mega Salamence to stand up to special attackers more comfortably. If Flamethrower is chosen in the third moveslot, 20 EVs should be moved from Attack to Special Attack for a total of 96, which allows Mega Salamence to 2HKO Mega Metagross.

Usage Tips
========

Using Mega Salamence is fairly straightforward—as As one of the primary damage dealers on its team, it Mega Salamence should be maneuvered into positions where it can start firing off powerful attacks at low risk. Salamence can switch into weak physical attacks and resisted special attacks fairly easily thanks to its natural bulk. Since a significant portion of Salamence's utility comes from its base form's Intimidate ability, (ok rest of the sentence preserves this nuance fine enough) mega evolving Mega Evolving and using Protect on the same turn is almost never advised. You gain nothing from a turn like this except in very fringe scenarios, and you lose the option to take advantage of Intimidate again if you Salamence switches out before attacking. (repeat basically) In fact, if you want to use Tailwind but have not yet mega evolved Mega Evolved Salamence, (no hyphen) it can even be advantageous to remain in normal form hold off on Mega Evolving for that turn. Once you're ready to start attacking, that's when mega evolution Mega Evolution becomes necessary. You almost never want to attack before mega evolving Mega Evolving because Mega Salamence's Aerilate ability is the only reason this set can pump out damage. Hyper Voice can either be used to chip opponents foes into knockout range for partners or clean up weakened foes in endgame scenarios. Double-Edge is very powerful and capable of OHKOing some frailer Pokemon, but you must (keep "you must", having an imperative in only one of the two half-sentences is inconsistent / p ugly) be wary of taking too much recoil damage and compromising Salamence's survivability longevity. (both are good) Similarly, you must (yup can go either way here) be careful to not switch in and out too often when Stealth Rock is on the field, as taking 25% chip damage multiple times can be disastrous for Mega Salamence.

Team Options
========

Mega Salamence fits on a wide variety of teams thanks to its decent synergy with all four Island Guardians, something that does not apply to many Pokemon. Tapu Fini can support Salamence with options like Icy Wind and Heal Pulse while using Nature's Madness to prime opposing Pokemon for knockouts at Salamence's hand. Tapu Koko and Tapu Bulu both threaten troublesome bulky Water-type Pokemon, while Tapu Lele and Mega Salamence can combine for insane damage output thanks to their outstanding neutral power and, in conjunction, can threaten most of the top Pokemon in the tier. Steel-type Pokemon make good partners for Salamence as well, as Salamence threatens Fire-types while Steel-types can withstand Ice-, Fairy-, and Rock-type moves sent Salamence's way. Aegislash fills this role very well defensively, while Genesect can act as a more offensive Steel-type (implied, redundant) partner. Checks to Steel- and Rock-types are important for any team, so a Pokemon like Volcanion also partners well with Salamence thanks to its ability to offensively threaten both. Even though Salamence resists Water-type attacks, most bulky Water-types can stand up to Mega Salamence's strong offense and fire back with threatening attacks like Ice Beam or Icy Wind. As such a result, alongside Tapu Koko and Tapu Bulu, Kartana and Zapdos make for good Salamence teammates thanks to their ability to clear out or at least significantly damage Water-types. Most of the suggested partners to for (both work) Salamence experience a symbiotic relationship with the Dragon Pokemon it, as they allow Salamence to do its job effectively while also benefiting from the Tailwind support it can provide. However, Salamence's typing leaves it weak to more types than the average Pokemon, so you must (keep, same as UT) be wary not to start stacking weaknesses when building a team around Mega Salamence.

[SET]
name: Dragon Dance
move 1: Return
move 2: Dragon Dance
move 3: Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant
evs: 252 HP / 8 Atk / 4 Def / 20 SpD / 224 Spe

[SET COMMENTS]
Moves
========

Return is preferred over Double-Edge in order to maximize Salamence's longevity. When its Attack is boosted, Mega Salamence's damage output is high enough that the difference in Base Power between Return and Double-Edge is largely negligible. Dragon Dance is used to raise Salamence's Attack and Speed to sky-high levels and transform Salamence from a general chip damage machine to a sweeper. Roost is key to this set, as it can negate damage Salamence might incur as it switches in or sets up a Dragon Dance. Given this set's emphasis on bulk, Salamence is often able to Roost away more damage than it takes on a given turn, allowing it to safely remain on the field until it can begin its sweep. Protect is a staple in DOU and is often the fourth attack of choice, but Substitute can be used instead to block status moves and Intimidate or gain free turns on predicted Protects (keep the plural, not wrong-wrong and the inconsistency is off) or switches. Substitute also synergizes well with Roost, (AC) since Salamence can easily recover the damage lost from creating a Substitute.

Set Details
========

The given investment in HP and Special Defense allows Mega Salamence to survive a Moonblast from standard Tapu Lele, which means that Salamence can beat what would be a hard stop to its sweep in a vacuum. This bulk investment also means that Mega Salamence can survive a -1 Ice Punch from Mega Metagross after Stealth Rock. Speed is invested to the point where Mega Salamence will always outspeed Landorus-I Landorus, and the remaining EVs are dumped into Attack. An Adamant nature is used in order to boost Salamence's attack Attack even further. Dragon Dance Salamence should still use Intimidate in order to facilitate its own setup while leaving it with an element of team support.

Usage Tips
========

Dragon Dance Mega Salamence operates best as a late-game (AH) sweeper. It can certainly be used to deal some damage earlier on in battles, but you it (either keep this you or change "you can win" to "it" too, none are technically incorrect but should be consistent) should only start setting up Dragon Dances when you think you can win the game from that point. Before that, feel free to use regular Salamence's Intimdiate Intimidate ability to support its team or mega evolve Mega Evolve to fire off a Return or two. Keep in mind that, even though Salamence can Roost off any damage incurred, Stealth Rock damage must still be considered carefully when switching in and out. The beauty of bulky Dragon Dance Mega Salamence is its forgiving nature&mdash; access to (keep as is imo, some nuance lost and this kinda errs on the side of changing voice imo) Roost and above-average (AH) (no hyphen) bulk allowing it to take hits more comfortably and recover back up to full health. One more unique way to use this bulkier set is to check Speed stats on turn 1. For example, if you lead off a battle with this Salamence set and your opponents leads with Tapu Lele, the order of activation of Intimidate and Psychic Terrain can tell you something about how the Tapu Lele's is trained EVs. Once the time comes for Mega Salamence to start boosting, it can effectively set up for free in the face of a lot of common Pokemon (RP) such as Incineroar, standard bulky Landorus-T, Tapu Bulu, Kartana, and non-Hidden Power Ice Volcanion all lack ways to significantly damage Mega Salamence and can therefore be used as setup bait. Staying healthy with Roost is important, as a bit of unexpected burst damage is one of the best ways to counteract a Mega Salamence sweep. Roosting aggressively Using Roost often can put you in a better position if your opponent tries to switch into a better matchup. Remember that Return still does a lot of damage without a boost. (RP) (AC), Especially especially (misreads what especially goes with) against Pokemon that threaten Salamence, whether it be with damage like Tapu Lele or with status like Amoonguss, but will be knocked out by an attack, it's more advantageous to attack immediately than to try to find an opening to setup like Tapu Lele or Amoonguss, so it would be more beneficial to attack immediately. (Reworded this sentence to help it flow better and make it easier to read) (", so against frail or Flying-weak Pokemon that threaten Salamence with super effective damage or status like Tapu Lele and Amoonguss, it's more advantageous to attack immediately" <- do this) Finally, Dragon Dance can be used not only to boost Mega Salamence's stats (RC) but also to counteract Intimidate on a predicted switch or after the drop.

Team Options
========

Dragon Dance Mega Salamence loves having appreciates (either works) teammates that can buy it free turns. Scrafty and Incineroar are both good partners thanks to their access to Fake Out and Intimidate, both of which ease Salamence's stay on the field. Scrafty provides much-needed assistance against Tyranitar and provides aid against some Steel-types, (AC) (no comma) but adds a Fairy weakness, (RC) (AP). while (fine as is) Incineroar handles all relevant Steel-types but stacks a weakness to Rock-types and bulky Water-types. Zeraora is another Pokemon that can provide Fake Out support while also improving the matchup against Electric-types, threatening most bulky Water-types, and using its nice access to Snarl to facilitate Salamence's setup. Redirection can also pave the way for a Mega Salamence sweep; (SC) allowing Salamence some space to set up Dragon Dance without the threat of being targeted. Amoonguss and Volcarona are both effective Rage Powder users while also providing that also provide sleep and Tailwind support, respectively. Amoonguss has the added bonus of checking both Tapu Koko and Tapu Fini, while Volcarona can roast Steel-types. Speaking of which, Steel-types also make good partners for Mega Salamence to check Rock-, Ice-, and Fairy-types. Genesect is an offensive Steel-type option that heavily threatens Diancie, Kyurem-B, and Tapu Lele, among others. Aegislash takes a more defensive role and can protect Salamence from moves that would otherwise deal big damage like Rock Slide or Icy Wind with its access to Wide Guard. Bulky Water-types also present a problem thanks to their ability to take hits from Mega Salamence and threaten with an Ice-type move or, in Tapu Fini's case, a STAB Moonblast. Kartana and Tapu Bulu can both use their strong Grass-type attacks to neutralize Water-types while also threatening the other three Island Guardians. Finally, Zapdos presents a problem for Mega Salamence thanks to its deadly combination of bulk, typing, and access to both Static to threaten paralysis and Tailwind to neutralize Speed boosts. Kyurem-B makes for a good partner to Mega Salamence thanks to its ability to threaten Zapdos with a strong Ice-type attack while also eliminating a common Intimidate user in Landorus-T.

[STRATEGY COMMENTS]
Other Options
=============

Fire Blast can be used instead of Flamethrower on the mixed set if you are in desperate need for more damage, but the slight increase in base power is generally not worth the lower accuracy. Flamethrower and Fire Blast both 2HKO standard Mega Metagross, while Fire Blast fails to guarantee a knockout against standard Ferrothorn. Roost is an alternative to Tailwind on the mixed attacker set that bolsters Mega Salamence's longevity at the cost of coverage or utility. If you want to more effectively check Dragon-types like Zygarde or and Kyurem-B, a fully special set of Hyper Voice / Draco Meteor / Flamethrower can be used in conjunction with an EV spread of 4 HP / 252 SpA / 252 Spe and a Timid nature. Earthquake is an option over Roost on the Dragon Dance set if you want a way to better damage Steel-types, but it is pretty far inferior to Roost, (AC) as Steel-types are better left to Salamence's partners.

Checks and Counters
===================

**Rock-types**: Rock-types take very little damage from any of Salamence's attacks and threaten with (not needed) big damage on Salamence in return. Tyranitar often carries an Ice-type attack to threaten Salamence even harder and summons Sand sand to chip away at Salamence's health, reducing the longevity of the Dragon Dance set. Diancie can set up Trick Room to neutralize Salamence's high speed Speed, (not needed, see comment in intro) threaten Salamence it with either of its STAB attacks, or boost its Defense with Diamond Storm, effectively making it one of the best Salamence checks.

**Ice-type moves**: Given Salamence's double weakness to Ice, it wants to avoid taking Ice-type attacks at all costs. Kyurem-B can take at least one hit from Salamence and either blow it back with Ice Beam or lower its Speed with Icy Wind. This applies to non-STAB Ice-type coverage moves too; Landorus-T often carries Hidden Power Ice, while Mew and Porygon2 usually pack Ice Beam.

**Bulky Water-types**: Tapu Fini is one of the bulkiest Pokemon in the tier and can threaten Salamence with Icy Wind and Moonblast while also negating damage its partner has taken with Heal Pulse. Milotic abuses takes advantage of Salamence's Intimidate with its Competitive ability and will can lower Salamence's Speed with Icy Wind. Mega Swampert is bulky enough to take a hit from Mega Salamence and fire back with an Ice Punch, and Volcanion will occassionally occasionally run Hidden Power Ice.

**Electric-types**: Electric-types resist Mega Salamence's Flying-type STAB attacks, which is often the only type of attack it will carry. Tapu Koko outspeeds Salamence and threatens it with any of Terrain-boosted Thunderbolt, Dazzling Gleam, or Gigavolt Havoc. Zapdos can passively paralyze Salamence with Static, neutralize its high speed Speed (same here) with Tailwind, and threaten to negate any Dragon Dance boosts with Whirlwind.

**Steel-types**: Bulky Steel-types that resist Flying-type attacks are strong defensive checks to Mega Salamence. Aegislash can continuously take hits from Mega Salamence lacking a Fire-type attack ad nauseam while either threatening it with a strong Shadow Ball or cutting Salamence's its longevity with Toxic. Celesteela can use Leech Seed to slowly drain Salamence's health, (AC) but it struggles to break through Roost sets. While not bulky and not resistant to Flying, Choice Scarf Genesect will outspeed unboosted Salamence and cleanly OHKO it with Ice Beam.

**Status**: Catching a Toxic from Pokemon like Chansey or Aegislash severely threatens Salamence's longevity, especially for the Dragon Dance set, (AC) that which relies on its bulk. Paralysis takes away one of Mega Salamence's biggest assets in its Speed and can be incurred from Pokemon like Static Zapdos or and Thunder Wave Chansey.

**Faster Pokemon**: While fast, Mega Salamence is not the fastest Pokemon in the tier. Tapu Koko, Choice Scarf Tapu Lele, and Choice Scarf Genesect all outspeed Mega Salamence and are capable of scoring a clean OHKO.

**Speed Control**: Salamence generally relies on its speed Speed (same) to either take knockouts safely KO opposing Pokemon or Roost off damage, so ensuring that it won't be attacking first is a good way to take it down. Zapdos and Suicune are both capable of taking a hit and threatening it with a possible Ice-type attack or phasing phazing move. Diancie, Cresselia, and Porygon2 can all set up Trick Room and threaten Salamence with a super effective attack in the form of Diamond Storm or Ice Beam. Icy Wind and Electroweb combine speed control and damage and are often seen on Cresselia, Kyurem-B, and Tapu Koko.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[shaian, 221349]]
- Quality checked by: [[talkingtree, 232101], [Level 51, 118474]]
- Grammar checked by: [[name, ID], [name, ID]]
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
GP 2/2
[OVERVIEW]

For what is generally considered a purely offensive Pokemon, Mega Salamence boasts impressive defenses and a unique support movepool, making it a top threat in the Doubles OU tier. Salamence has a lot of flexibility in its ability to use a mixed set or specialize in either physical or special attacks. However, it often relies on its speed to maintain offensive pressure, so if it's not attacking first, (AC) it can be liable to taking a lot of damage. The all-out attacking and Dragon Dance sets have somewhat similar checks but are played to entirely different win conditions, so any opponent of Mega Salamence must tread lightly until its set is revealed. Unfortunately, the prevalence of other Pokemon severely (I'd say 4x to be more clear but optional) weak to Ice in the tier, such as Landorus-T and Zygarde, means that most teams have built-in Salamence checks. Additionally, the prevalence of Stealth Rock means that Salamence has to be careful about how many times it switches in and out. Despite its downfalls, Mega Salamence remains a top choice as a Mega Evolution in DOU thanks to its ability to consistently punch holes in opposing teams while simultaneously providing support to its teammates. (this last sentence reads like filler and doesn't really add anything / concludion sentences aren't really needed in overviews)

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Tailwind / Flamethrower
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Hasty
evs: 180 Atk / 76 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Double-Edge is Mega Salamence's primary attack, dealing large amounts of damage to any target that doesn't resist it. Some common Pokemon, such as Mega Charizard Y and Tapu Lele, are even knocked out by a single Double-Edge. Hyper Voice is a very spammable attack and provides Mega Salamence with a means of consistent spread damage, often chipping foes into range for a Double-Edge knockout. Hyper Voice also has the added bonus of circumventing the omnipresent Intimidate, which would otherwise deter physical sets. Tailwind gives Salamence a means of all-important speed control, adding some utility to an otherwise purely offensive toolkit. Flamethrower turns Mega Salamence from a very good Kartana check to arguably the best Kartana check while also enabling it to hit problematic Steel-types like Metagross and Aegislash. Protect is important on a Pokemon with a major offensive presence like Mega Salamence to buy a turn of safety while under fire so its partner can hopefully deal with the threat at hand.

Set Details
========

To take advantage of its high base Speed and ensure that Mega Salamence is attacking first as often as possible, a Hasty nature and 252 EVs in Speed are employed. 180 Attack EVs allow Mega Salamence to OHKO all of Mega Charizard Y, Hasty Genesect, and Tapu Lele. The remaining EVs are dumped into Special Attack to boost the power of Hyper Voice. Intimidate is chosen due to its vast utility in DOU, adding to Mega Salamence's already above average physical bulk and supporting its teammates to boot. While the Hasty nature seems to contradict this point, losing a little bit of Defense is less harmful than losing a little bit of Special Defense, since Intimidate covers this loss and the extra special bulk allows Mega Salamence to stand up to special attackers more comfortably. If Flamethrower is chosen in the third moveslot, 20 EVs should be moved from Attack to Special Attack for a total of 96, which allows Mega Salamence to 2HKO Mega Metagross.

Usage Tips
========

As one of the primary damage dealers on its team, Mega Salamence should be maneuvered into positions where it can start firing off powerful attacks at low risk. Salamence can switch into weak physical attacks and resisted special attacks fairly easily thanks to its natural bulk. Since a significant portion of Salamence's utility comes from Intimidate, Mega Evolving and using Protect on the same turn is almost never advised. In fact, if you want to use Tailwind but have not yet Mega Evolved Salamence, it can even be advantageous to hold off on Mega Evolving for that turn. Once you're ready to start attacking, that's when Mega Evolution becomes necessary. You almost never want to attack before Mega Evolving because Mega Salamence's Aerilate ability is the only reason this set can pump out damage. Hyper Voice can either be used to chip foes into knockout range for partners or clean up weakened foes in endgame scenarios. Double-Edge is very powerful and capable of OHKOing some frailer Pokemon, but you must be wary of taking too much recoil damage and compromising Salamence's survivability. Similarly, you must be careful to not switch Salamence in and out too often when Stealth Rock is on the field, as taking 25% chip damage multiple times can be disastrous for Mega Salamence it.

Team Options
========

Mega Salamence fits on a wide variety of teams thanks to its decent synergy with all four Island Guardians, something that does not apply to many Pokemon. Tapu Fini can support Salamence with options like Icy Wind and Heal Pulse while using Nature's Madness to prime opposing Pokemon for knockouts at Salamence's hand. Tapu Koko and Tapu Bulu both threaten troublesome bulky Water-type Pokemon, while Tapu Lele and Mega Salamence can combine for insane damage output thanks to their outstanding neutral power and, in conjunction, can threaten most of the top Pokemon in the tier. Steel-type Pokemon make good partners for Salamence as well, as Salamence threatens Fire-types while Steel-types can withstand Ice-, Fairy-, and Rock-type moves sent Salamence's way. Aegislash fills this role very well defensively, while Genesect can act as a more offensive partner. Checks to Steel- and Rock-types are important for any team, so a Pokemon like Volcanion also partners well with Salamence thanks to its ability to offensively threaten both. Even though Salamence resists Water-type attacks, most bulky Water-types can stand up to Mega Salamence's strong offense and fire back with threatening attacks like Ice Beam or Icy Wind. As a result, alongside Tapu Koko and Tapu Bulu, Kartana and Zapdos make for good Salamence teammates thanks to their ability to clear out or at least significantly damage Water-types. Most of the suggested partners for Salamence experience a symbiotic relationship with it, as they allow Salamence to do its job effectively while also benefiting from the Tailwind support it can provide. However, Salamence's typing leaves it weak to more types than the average Pokemon, so you must be wary not to start stacking weakness when building a team around Mega Salamence.

[SET]
name: Dragon Dance
move 1: Return
move 2: Dragon Dance
move 3: Roost
move 4: Protect
item: Salamencite
ability: Intimidate
nature: Adamant
evs: 252 HP / 8 Atk / 4 Def / 20 SpD / 224 Spe

[SET COMMENTS]
Moves
========

Return is preferred over Double-Edge in order to maximize Salamence's longevity. When its Attack is boosted, Mega Salamence's damage output is high enough that the difference in Base Power between Return and Double-Edge is largely negligible. Dragon Dance is used to raise Salamence's Attack and Speed to sky-high levels and transform Salamence from a general chip damage machine to a sweeper. Roost can negate damage Salamence might incur as it switches in or sets up a Dragon Dance. Given this set's emphasis on bulk, Salamence is often able to Roost away more damage than it takes on a given turn, allowing it to safely remain on the field until it can begin its sweep. Protect is a staple in DOU and is often the fourth attack move (not an attack) of choice, but Substitute can be used instead to block status moves and Intimidate or gain free turns on predicted Protects or switches. Substitute also synergizes well with Roost, since Salamence can easily recover the damage lost from creating a Substitute.

Set Details
========

The given investment in HP and Special Defense allows Mega Salamence to survive a Moonblast from standard Tapu Lele, which means that Salamence can beat what would be a hard stop to its sweep in a vacuum. This bulk investment also means that Mega Salamence can survive a -1 Ice Punch from Mega Metagross after Stealth Rock. Speed is invested to the point where Mega Salamence will always outspeed Landorus, and the remaining EVs are dumped into Attack. An Adamant nature is used in order to boost Salamence's Attack even further. Dragon Dance Salamence should still use Intimidate in order to facilitate its own setup while leaving it with an element of team support.

Usage Tips
========

Dragon Dance Mega Salamence operates best as a late-game sweeper. It can certainly be used to deal some damage earlier on in battles, but you should only start setting up with Dragon Dance when you think you can win the game from that point. Before that, feel free to use regular Salamence's Intimidate ability to support its team or Mega Evolve to fire off a Return or two. Keep in mind that, even though Salamence can Roost off any damage incurred, Stealth Rock damage must still be considered carefully when switching in and out. The beauty of bulky Dragon Dance Mega Salamence is its forgiving nature&mdash;Roost and above average bulk allow it to take hits more comfortably and recover back up to full health. One more unique way to use this bulkier set is to check Speed stats on turn 1. For example, if you lead off a battle with this Salamence set and your opponents leads with Tapu Lele, the order of activation of Intimidate and Psychic Surge can tell you something about the Tapu Lele's EVs. Once the time comes for Mega Salamence to start boosting, it can effectively set up for free in the face of a lot of common Pokemon such as Incineroar, standard bulky Landorus-T, Tapu Bulu, Kartana, and non-Hidden Power Ice Volcanion. Staying healthy with Roost is important, as a bit of unexpected burst damage (what's burst damage? ignore me if its a common dou term) is one of the best ways to counteract a Mega Salamence sweep. Using Roost often can put you in a better position if your opponent tries to switch into a better matchup. Remember that Return still does a lot of damage without a boost, so against frail or Flying-weak Pokemon that threaten Salamence with super effective damage or status like Tapu Lele and Amoonguss, it's more advantageous to attack immediately. Finally, Dragon Dance can be used not only to boost Mega Salamence's stats but also to counteract Intimidate on a predicted switch or after the drop.

Team Options
========

Dragon Dance Mega Salamence loves having teammates that can buy it free turns. Scrafty and Incineroar are both good partners thanks to their access to Fake Out and Intimidate, both of which ease Salamence's stay on the field. Scrafty provides much-needed assistance against Tyranitar and aid against some Steel-types but adds a Fairy weakness, while Incineroar handles all relevant Steel-types but stacks a weakness to Rock-types and struggles to deal with bulky Water-types. (reworded bc you're not weak to rock-type mons you're weak to rock/ rock-type moves) Zeraora is another Pokemon that can provide Fake Out support while also improving the matchup against Electric-types, threatening most bulky Water-types, and using its nice access to Snarl to facilitate Salamence's setup. Redirection can also pave the way for a Mega Salamence sweep; Amoonguss and Volcarona are both effective Rage Powder users that also provide sleep and Tailwind support, respectively. Amoonguss has the added bonus of checking both Tapu Koko and Tapu Fini, while Volcarona can roast Steel-types. Steel-types also make good partners for Mega Salamence to check Rock-, Ice-, and Fairy-types. Genesect is an offensive option that heavily threatens Diancie, Kyurem-B, and Tapu Lele. Aegislash takes a more defensive role and can protect Salamence from moves that would otherwise deal big damage like Rock Slide or Icy Wind with its access to Wide Guard. Bulky Water-types also present a problem thanks to their ability to take hits from Mega Salamence and threaten with an Ice-type move or, in Tapu Fini's case, a STAB Moonblast. Kartana and Tapu Bulu can both use their strong Grass-type attacks to neutralize Water-types while also threatening the other three Island Guardians. Finally, Zapdos presents a problem for Mega Salamence thanks to its deadly combination of bulk, typing, and access to both Static to threaten paralysis and Tailwind to neutralize Speed boosts. Kyurem-B makes for a good partner thanks to its ability to threaten Zapdos with a strong Ice-type attack while also eliminating a common Intimidate user in Landorus-T.

[STRATEGY COMMENTS]
Other Options
=============

Fire Blast can be used instead of Flamethrower on the mixed set if you are in desperate need for more damage, but the slight increase in Base Power is generally not worth the lower accuracy. Flamethrower and Fire Blast both 2HKO standard Mega Metagross, while Fire Blast fails to guarantee a knockout against standard Ferrothorn. Roost is an alternative to Tailwind on the mixed attacker set that bolsters Mega Salamence's longevity at the cost of coverage or utility. If you want to more effectively check Dragon-types like Zygarde and Kyurem-B, a fully special set of Hyper Voice / Draco Meteor / Flamethrower (protect last?) can be used in conjunction with an EV spread of 4 HP / 252 SpA / 252 Spe and a Timid nature. Earthquake is an option over Roost on the Dragon Dance set if you want a way to better damage Steel-types, but it is far inferior to Roost as Steel-types are better left to Salamence's partners.

Checks and Counters
===================

**Rock-types**: Rock-types take very little damage from any of Salamence's attacks and threaten big damage in return. Tyranitar often carries an Ice-type attack to threaten Salamence even harder and summons sand to chip away at Salamence's health, reducing the longevity of the Dragon Dance set. Diancie can set up Trick Room to neutralize Salamence's high speed, threaten it with either of its STAB attacks, or boost its Defense with Diamond Storm, effectively making it one of the best Salamence checks.

**Ice-type moves**: Given Salamence's double 4x weakness to Ice, it wants to avoid taking Ice-type attacks at all costs. Kyurem-B can take at least one hit from Salamence and either blow it back with Ice Beam or lower its Speed with Icy Wind. This applies to non-STAB Ice-type coverage moves too; Landorus-T often carries Hidden Power Ice, while Mew and Porygon2 usually pack Ice Beam.

**Bulky Water-types**: Tapu Fini is one of the bulkiest Pokemon in the tier and can threaten Salamence with Icy Wind and Moonblast while also negating damage its partner has taken with Heal Pulse. Milotic takes advantage of Salamence's Intimidate with its Competitive ability and can lower Salamence's Speed with Icy Wind. Mega Swampert is bulky enough to take a hit from Mega Salamence and fire back with an Ice Punch, and Volcanion will occasionally run Hidden Power Ice.

**Electric-types**: Electric-types resist Mega Salamence's Flying-type STAB attacks, which is often the only type of attack it will carry. Tapu Koko outspeeds Salamence and threatens it with any of Terrain-boosted Thunderbolt, Dazzling Gleam, or Gigavolt Havoc. Zapdos can passively paralyze Salamence with Static, neutralize its high speed with Tailwind, and threaten to negate any Dragon Dance boosts with Whirlwind.

**Steel-types**: Bulky Steel-types that resist Flying-type attacks are strong defensive checks to Mega Salamence. Aegislash can continuously take hits from Mega Salamence lacking a Fire-type attack while either threatening it with a strong Shadow Ball or cutting its longevity with Toxic. Celesteela can use Leech Seed to slowly drain Salamence's health, but it struggles to break through Roost sets. While not bulky and not resistant to Flying, Choice Scarf Genesect will outspeed unboosted Salamence and cleanly OHKO it with Ice Beam.

**Status**: Toxic from Pokemon like Chansey or and Aegislash severely threatens Salamence's longevity, especially for the Dragon Dance set, which relies on its bulk. Paralysis takes away one of Mega Salamence's biggest assets in its Speed and can be incurred from Pokemon like Static Zapdos and Thunder Wave Chansey.

**Faster Pokemon**: While fast, Mega Salamence is not the fastest Pokemon in the tier. Tapu Koko, Choice Scarf Tapu Lele, and Choice Scarf Genesect all outspeed Mega Salamence and are capable of scoring a clean OHKO.

**Speed Control**: Salamence generally relies on its speed to either safely KO opposing Pokemon or Roost off damage, so ensuring that it won't be attacking first is a good way to take it down. Zapdos and Suicune are both capable of taking a hit and threatening it with a possible Ice-type attack or phazing move. (how is a slower pokemon using an ice move relevant to speed control?) Diancie, Cresselia, and Porygon2 can all set up Trick Room and threaten Salamence with a super effective attack in the form of Diamond Storm or Ice Beam. Icy Wind and Electroweb combine speed control and damage and are often seen on Cresselia, Kyurem-B, and Tapu Koko.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[shaian, 221349]]
- Quality checked by: [[talkingtree, 232101], [Level 51, 118474]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [name, ID]]
 

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