Doubles Salamence

shaian

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mence

[OVERVIEW]
A combination of amazing, super cool offenses and great defenses, bolstered even further by Intimidate as its pre-Mega ability, allows Mega Salamence to reside comfortably in the upper echelon of the metagame as a really cute looking physical or mixed sweeper. Salamence's great offensive stats are boosted further by Aerilate, providing it with powerful STAB options such as Double-Edge and Hyper Voice that allow it to OHKO or 2HKO every common offensive Pokemon in the metagame that does not resist them. The ability to seamlessly switch between a physical and special options, or to specialize in either to a high degree, also provides Salamence with a degree of flexibility few Pokemon possess. Salamence also has access to both Dragon Dance, which allows it to become one of the most threatening setup sweepers in the game, and Tailwind, which allows it to support its teammates with speed control. However, the high frequency of Fairy- and Steel-type Pokemon, as well as the occasional Rock-type, means that Salamence does have to be used patiently. Additionally, the prevalence of Landorus-T and Zygarde in the metagame means that Ice-type coverage is plentiful, which limits Mega Salamence's ability to make full use of its resistances. Pokemon such as Tapu Lele, Tapu Koko, and Tyranitar all pose some degree of trouble for Salamence, being able to OHKO it or tank its attacks with ease.

Overall, Salamence is a Pokemon that has the potential to offer a very high rate of return on investment. It does bring about a few issues, though they can be mitigate quite readily by competent teambuilding when utilizing more orthodox sets, or through the various options that Salamence is capable of running for more unorthodox builds. Salamence is a Pokemon that is, when given an inch, capable of taking a mile.

[SET]
name: ABBA
move 1: Double-Edge
move 2: Dragon Dance
move 3: Substitute / Protect
move 4: Roost
item: Salamencite
ability: Intimidate
nature: Jolly
evs: 252 HP / 60 Atk / 8 Def / 92 SpD / 96 Spe

[SET COMMENTS]
Moves
========
Double-Edge is typically the sole attacking option when using Dragon Dance Mega Salamence. After a boost or two only the bulkiest Pokemon that resist it are capable of tanking it, and those Pokemon are rarely able to deal significant damage to Mega Salamence. Dragon Dance is used in order to raise Mega Salamence's Attack and Speed, making Salamence a highly threatening presence. Substitute is used in order to avoid pesky status ailments, such as burn and paralysis, which may curtail Salamence's setup or sweep. It also allows Salamence to avoid taking unnecessary chip damage. Protect may be used instead in order to scout for opposing moves, temporarily avoid a status move, and wait out opposing field effects. Roost restores HP in order to extend Salamence's longevity, mitigating the long-term effects of Double-Edge recoil, as well as any attacks Salamence may have taken.

Set Details
========
The focus of this spread is to make the most of Mega Salamence's fantastic combination of durability and offensive capability. Maximum HP investment is used in order to work with Mega Salamence's good defensive stats; 8 Defense EVs along with the HP EV investment allow Mega Salamence to take two Hyperspace Furies from a maximum Attack Hoopa-U, allowing it to Roost off the damage. Running 60 Attack EVs allows Mega Salamence to OHKO 0 HP / 4 Def Tapu Lele without an Attack boost. 96 Speed EVs and a Jolly nature allow Mega Salamence to outrun maximum Speed base 100 Pokemon, such as Mega Charizard Y, and outrun all common Choice Scarf Pokemon at +1. The remaining EVs are put in Special Defense in order to maximize Salamence's overall special bulk.

Usage Tips
========
The aim of this set is to bring Mega Salamence in on opposing Pokemon that do not pose a significant threat and begin to set up. This usually entails baiting out a situation in which both opposing Pokemon are passive or are Substitute bait. Mega Salamence is capable of setting up at any point in the game, provided that opposing checks can be reasonably contained by its teammates. If Salamence has yet to Mega Evolve and can still provide Intimidate support, that can be used to weaken opposing physical attackers to the point where they're unable to break Mega Salamence's Substitutes. Otherwise, the priority should be to bring Salamence in on Pokemon such as Amoonguss and Heatran in order to get up a Substitute and begin setting up. One pitfall to be wary of is that Mega Salamence does not need to set up to +6 in order to sweep opposing teams; most Pokemon are not capable of taking a +2 Double-Edge. It is also important to remember to not overly commit to a Salamence setup, especially if Mega Salamence is stuck in poor board position, such as against a Trick Room team. Mega Salamence is also capable of simply "parking" in battle and setting up as the opposing team scrambles to get rid of it while Roosting off any damage, especially if Mega Salamence has a partner that is capable of redirecting attacks. Mega Salamence should take care not to begin setting up on Pokemon that can threaten it offensively, such as Tyranitar and Tapu Lele. In these instances it is best to simply KO the opposing Pokemon if it is frail, such as Tapu Lele, or to switch out and have a teammate handle it, such as against Tyranitar.

Team Options
========
Due to being a setup sweeper, Dragon Dance Mega Salamence finds itself favoring teammates that can provide it with "free turns". Typically this involves creating offensive pressure to prevent double targets or redirecting threatening attacks, rather than through defensive synergy. For redirection purposes Amoonguss is the best overall choice due to a Fairy-type resistance and the ability to put threatening Pokemon to sleep using Spore, though the overall type synergy with Salamence is poor. Other niche options such as Clefairy and Clefable are viable, though they have overall less utility than Amoonguss. Otherwise, Salamence prefers teammates that can provide "redirection" support through their own offensive presence. Imposing presences such as Heatran, Snorlax, and Zygarde work well in this sense, as they can all threaten a setup as well; Heatran and Snorlax can do significant damage without needing to set up as well. Ninetales is an interesting option, as Aurora Veil can make Salamence nearly impossible to break offensively, though it does not provide any particular utility to Salamence outside of that one move. Tapu Koko and Tapu Lele are very threatening special attackers that can draw a significant amount of pressure away from Mega Salamence and can break down opposing Water-types due to their powerful STAB moves. Aegislash is amongst the best ways of dealing with opposing Fairy-type Pokemon, and with Wide Guard it can shield Mega Salamence from the odd Rock Slide or Hyper Voice and buy free turns to set up. Ultimately, almost any viable Pokemon can be used with Mega Salamence, but the key consideration with teammates for Dragon Dance Mega Salamence is that they should be able to provide some form of raw redirection utility or pose some form of fundamentally threatening presence so that they cannot be ignored in favor of Salamence.

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Protect
move 4: Tailwind
item: Salamencite
ability: Intimidate
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Double-Edge is the primary physical STAB option, used in order to break through more physically frail targets, such as Tapu Lele. Hyper Voice is the primary special option, and it is the go-to "spam" move. Both moves are backed by Aerilate in order to become very threatening options that can 2HKO most offensive Pokemon in the tier, and Double-Edge in particular is also capable of 2HKOing bulkier targets even with little investment. Protect is used in order to stall out non-kawaii field effects, scout for moves, and avoid double targets. Tailwind is used in order to provide speed control support for Salamence's teammates, and it is also useful in allowing Salamence to outrun virtually every Pokemon in the metagame.

Set Details
========
Mixed Mega Salamence uses maximum Speed investment in order to make full use of its fantastic base 120 Speed and outrun as many opposing Pokemon as possible. 60 Atk EVs allows Salamence to OHKO 0 HP / 4 Def Tapu Lele with Double-Edge, and the remaining EVs are invested in Special Attack in order to hit as hard as possible with Hyper Voice. A Hasty nature is preferred, as Salamence's naturally high Defense stat means that few non-super effective physical attacks pose a threat.

Usage Tips
========
Mega Salamence is a fairly straightforward Pokemon, as it can usually just Mega Evolve and begin going to work offensively as soon as it enters the field. However, if the opposing team is oriented towards physically offensive Pokemon, it can be beneficial to forgo Mega Evolving in order to "Intimidate shuffle" Salamence in and out. Additionally, if Salamence is only needed in order to set Tailwind, it may be useful to forgo Mega Evolving, though the additional Speed of Mega Salamence may be useful. Base Salamence should also be wary of entering the field if the opposing team has a Milotic out or if there is a significant risk of a Milotic switching in, in order to avoid triggering Competitive.

Team Options
========
Mega Salamence is a Pokemon capable of working with a large array of Pokemon and team archetypes. That being said, Salamence's team should consist of one or more Steel-type checks, and Fairy-type checks. Pokemon such as Heatran and Aegislash work well in this capacity, as they are able to sufficiently switch in on and deal heavy damage to the bulk of Steel- and Fairy-type Pokemon. Volcanion is another option for this role, though it has a more difficult time against opposing Electric-type Pokemon. Zygarde can work well in order to deal with Steel-type Pokemon, though it also suffers from a 4x weakness to Ice-type moves. Salamence also enjoys the company of Pokemon that are capable of removing opposing Water-type Pokemon, as they frequently carry Ice-type moves. Pokemon such as Shaymin-S and Tapu Koko work well on faster, offense-oriented teams; Tapu Bulu and Rotom-W can work well on more bulky team compositions. Zapdos is an option that can work almost universally in this role. Checks to opposing Electric-type Pokemon are also necessary due to the tendency of Electric-type Pokemon to carry Hidden Power Ice, as well as their resistance to Flying-type moves. Landorus-T is frequently the go-to choice for Electric-type checks, though the overlap of a 4x Ice-type weakness and Intimidate can create some synergistic issues. Tyranitar is another method of dealing with Electric-type Pokemon due to its high Special Defense in sand and its ability to readily absorb Ice-type moves.

[STRATEGY COMMENTS]
Other Options
=============
Return can be used in place of Double-Edge in order to avoid the recoil damage, though it has a notable drop in damage output. Draco Meteor can work well on the mixed set in order to get around a few Flying-type switch-ins such as Rotom-W, as well as deal with opposing Dragon-types. Salamence can also make full use of a wide range of "tech" options such as Aqua Tail, Earthquake, Crunch, Fire Blast or Flamethrower, Brick Break, and Stone Edge or Rock Slide. These are all niche choices that should typically be mitigated in the teambuilder, though they can work nicely as a surprise option.

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

**Electric-types**: Electric-type Pokemon such as Zapdos and Rotom-W are easily able to tank any hit from Mega Salamence and chip away at it with their STAB attacks. Zapdos also typically carries Hidden Power Ice as well, which does heavy damage to Mega Salamence. The typically frail Tapu Koko is also readily able to absorb a hit from Mega Salamence and OHKO it with Hidden Power Ice or do major damage with Thunderbolt.

**Fairy-types**: Though most Fairy-types take significant damage from Double-Edge, they are all capable of doing significant damage to Mega Salamence, if not OHKOing it outright. Pokemon such as Choice Scarf Tapu Lele and Tapu Koko can outrun and OHKO Mega Salamence and OHKO it with Moonblast or Hidden Power Ice, respectively.

**Ice-types**: Ice-type Pokemon such as Alolan Ninetales and Kyurem-B are capable of OHKOing Mega Salamence with their respective STAB attacks. Additionally, a large number of Pokemon carry some form of Ice-type coverage, such as Icy Wind on Milotic or Hidden Power Ice on Zapdos.

**Rock-types**: Rock-type Pokemon such as Diancie and Tyranitar are easily capable of switching in on Mega Salamence's STAB moves and do a large amount of damage back with their own STAB moves such as Diamond Storm and Rock Slide or Stone Edge.

**Steel-types**: Steel-type Pokemon pose a problem to Mega Salamence by being able to readily switch in on it, tank a hit, and typically deal heavy damage to it. Pokemon such as Aegislash and Heatran are able to come in with ease and deal heavy damage or OHKO it if they carry some form of Ice-type coverage, or with a Z-Move in the case of Aegislash. Though Celesteela does not deal significant damage to Mega Salamence traditionally, it can force Mega Salamence out due to passive damage from Leech Seed or by impeding its offense with Wide Guard.

**Faster Pokemon**: Faster Pokemon such as Choice Scarf Tapu Lele, Deoxys-A, Choice Scarf Genesect, and Tapu Koko are all capable of outrunning and OHKOing Salamence, through STAB moves in the case of Tapu Lele or through Ice-type coverage in the case of the latter three.

**Paralysis, Tailwind, and Trick Room**: As a Pokemon that typically enjoys the Speed advantage over its foes, Mega Salamence struggles greatly once that advantage is taken away from it. Opposing forms of speed control create scenarios in which all of its weaknesses become more accessible to a larger portion of foes. Pokemon such as non-Choice Scarf Tapu Lele, which Mega Salamence can normally outrun and OHKO, can outrun and OHKO it in Tailwind or Trick Room, or when Mega Salamence gets paralyzed.

[OVERVIEW]
- best mega in the metagame (arguably the best pokemon tbh)
- aerilate with 145 / 120 offenses is ridiculous
- crispy 120 speed on top + great defenses
- ohko or 2hkos every common offensive mon in the metagame that isnt a resist
- flying type stab is hella good tbh
- sadly fairy and ice type mons do exist (though they all get like 2hkod) and steel types give it some issues
- rock slide still exists huen

[SET]
name: Mixed Attacker
move 1: double edge
move 2: hyper voice
move 3: protect
move 4: tailwind / fire blast / draco meteor
item: salamenceite
ability: intimidate
nature: naive
evs: 52 atk / 204 spa / 252 spe

[SET COMMENTS]
Moves
========
- i be that man on the moon
- im that man on the moon
- and imma do what i do so do you hey hey
- i be posted with my blunt and a brew my dude
- im that man on the moon
- im up up on the moon

Set Details
========
- 56 atk ohkoes 4 / 0 tapu lele with dedge
- spa dump for max power hvoice
- max speed
- naive > hasty because its more useful

Usage Tips
========
- mega evolve and ko shit
- intimidate shuffle before mega evolving if it'll be useful
- avoid coming in on milotic pre-mega if u can help it

Team Options
========
- steel type / fairy checks
- water checks
- electric check (a roundabout way to say lando-t)
- though ttar is a good choice as well​
- thats really all that there is

[STRATEGY COMMENTS]
Other Options
=============
- return
- dd / full phys / subroost
- aqua tail / eq

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

**Electric-types**: often run hidden power ice and resist flying type moves

**Fairy-types**: lele, koko, sylve w/ redirection

**Ice-types**: and pokemon which carry ice type moves

**Steel-types**:

**Faster Pokemon**: deo-a, scarf lele, koko, genesect, etc can all outrun and ohko mence

**Paralysis, Tailwind, and Trick Room**: literally everything above this mixed together more or less
 
Last edited:

Pocket

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crunch isn't a bad OO, as it hits most Steels not named Heatran the hardest on the physical side

i've never seen sub roost - do you mean bulky dd roost?

roost deserves a mention under moves section, as it helps with the d-edge recoil and actually allow mence to stick around

u have the right evs on the moveset, but under set details u mention 56 atk evs, when it's 52 atk evs.

u should add rock-types as a counter to Mence, such as TTar and Diancie.
steel-types like celesteela, jirachi, heatran, aegislash, and metagross are also problematic for mence
 
  • [Set] Move Fire Blast to OO (or at least remove it from the main set) cause
    • 204 SpA Salamence-Mega Fire Blast vs. 252 HP / 88+ SpD Jirachi: 182-216 (45 - 53.4%) -- 35.5% chance to 2HKO
    • 204 SpA Salamence-Mega Fire Blast vs. 252 HP / 4 SpD Aegislash-Shield: 154-182 (47.5 - 56.1%) -- 25.8% chance to 2HKO after Leftovers recovery
    • Also both of those calcs are looking like 3HKOs (or more) cause you're gonna miss lol
  • [Set] Put Protect in the fourth slot pls ;_;
  • [Set] Slash Hasty after Naive
  • [Moves] Give actual descriptions for the moves
  • [Set Details] Give benefits of Naive over Hasty, and vice versa
  • [Usage Tips] Don't mevo early if you're just protecting/twinding so you can preserve Intimidate in case you gotta switch
  • [Team Options] Checks to Steel-types are absolutely mandatory
  • [Checks and Counters] Add a **Steel-types** tag (which is arguably the best answer to mence lol)
  • [Checks and Counters] Rock-types are pretty far and few between, but if you wanna add a tag for them go ahead
1/2 assuming you elaborate on the rest of the analysis in the write up

edit: slash hasty first instead of naive
 
Last edited:

talkingtree

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It's Double-Edge, not Double Edge. GP would have caught it but it's a pain to notate in checks so just go through and fix all of them please :D
  • [Overview] Commonness of Ice-type coverage due to popularity of Lando-T and Zygarde hurts its ability to successfully use resistances
  • [Overview] Intimidate pre-Mega contributes to its significant bulk
  • [Moves 1] Roost also makes up for Double-Edge recoil
  • [Moves 1] Your first sentence is a bit misleading, saying "single target attack option" leads me to think there's a spread attack somewhere in the set when there isn't. Maybe rework it to also include something about Aerilate making it a STAB attack?
  • [Set Details 1] I just realized Mence needs 60 Atk for 0/4 Lele, so move 8 EVs from SpD to Atk.
  • [Set Details 1] 96 Spe only outruns base 100s if you're Jolly so clarify that's the reasoning behind the nature choice
  • [Usage Tips 1] Timing in battle (when it's most effective, what to do in different stages, when NOT to set up) should be covered here
  • [Team Options 1] "Otherwise, Salamence can redirect without the help of a redirector so long as its partner can command strong enough attentions." I think what you're trying to say here is Salamence can find turns to set up if its teammate is providing enough offensive pressure that it has to be dealt with, but it took me a little while to get there, so reword this.
  • [Moves 2] Tailwind is more about supporting teammates than itself
  • [Set Details 2] Again, 60 Atk > 52 Atk
  • [Checks and Counters] **Rock-types**, with Diancie and Tyranitar, should be included
QC 2/2, good work
 

Bughouse

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Clarify about Draco on tw set on which move it's replacing.

Due to the popularity of Ttar as a mence check, Brick Break might actually be the best tech this gen. Aqua Tail is so gen 6. You're not beating zapdos rotom-w or koko with atail anyway, and eq is pretty meh. Still not like I'd advise it... but it's a move that can ohko.
 

talkingtree

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Brick Break is quite situational, and no team is that Tyranitar weak. Use another Pokemon to check it, you won't face enough Tyranitar for that to be useful. It also can't even OHKO, assuming you use above spread:
60 Atk Salamence-Mega Brick Break vs. 0 HP / 0 Def Tyranitar: 288-340 (84.4 - 99.7%) -- guaranteed 2HKO

Aqua Tail provides a decently strong hit on Tyranitar while also 2HKOing Heatran (Brick Break fails to do so if Heatran has any bulk or Leftovers), so it should stay in OO. EQ is indeed pretty meh but the availability of physical spread damage for a DD set to handle Heatran/Aegis/Ttar with enough boosts is worth a mention.
 

Lumari

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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]
A combination of base 145 Attack and 120 Special Attack offenses, in conjunction with a base 120 Base Speed stat and its great defense stats, bolstered even further by having Intimidate as its ability pre-Mega ability, allow allows Mega Salamence to reside comfortably in the upper echelon of the metagame as (insert role here). Salamence's great offensive stats are made more powerful due to boosted further by Aerilate, providing it with powerful STAB options such as Double Edge and Hyper Voice that allowing it to OHKO or 2HKO every common offensive Pokemon in the metagame that does not resist them. The ability to seamlessly switch between a physical and special options, or to specialize in either to a high degree, also provides Salamence with a degree of flexibility few Pokemon possess. Salamence also has access to both Dragon Dance, which allows it to become one of the most threatening setup sweepers in the game, and Tailwind, (AC) which allows it to support its teammates with speed control. However, Salamence does possess a few weaknesses. the high frequency of Fairy- and Steel-type Pokemon, as well as the occasional Rock-type, means that Salamence does have to be used patiently. As well, Additionally, the prevalence of Landorus-T and Zygarde in the metagame means that Ice-type coverage is plentiful, which limits Mega Salamence's ability to make full use of its resistances. Pokemon such as Tapu Lele, Tapu Koko, and Tyranitar all pose some degree of trouble for Salamence, being able to OHKO it (RC) or tank its attacks with ease.

Overall, Salamence is a Pokemon that has the potential to offer a very high rate of return on investment. It does bring about a few issues, though they can be mitigate quite readily by competent teambuilding when utilizing more orthodox sets, or through the various options that Salamence is capable of running for more unorthodox builds. Salamence is a Pokemon that is, when given an inch, capable of taking a mile.

[SET]
name: ABBA
move 1: Double-Edge (AH)
move 2: Dragon Dance
move 3: Substitute / Protect
move 4: Roost
item: Salamencite
ability: Intimidate
nature: Jolly
evs: 252 HP / 60 Atk / 8 Def / 92 SpD / 96 Spe

[SET COMMENTS]
Moves
========
Double-Edge (AH) is typically the sole attacking option when using Dragon Dance Mega Salamence. After a boost or two only the bulkiest resists Pokemon that resist it are capable of tanking a hit it, and those Pokemon are rarely able to deal significant damage to Mega Salamence. Dragon Dance is used in order to raise Mega Salamence's Attack and Speed, making Salamence a highly threatening presence. Substitute is used in order to avoid pesky status moves ailments, (burn and paralysis are not status moves) such as Burns burn and paralysis, which may curtail Salamence's setup or sweep. It also allows Salamence to avoiding avoid taking unnecessary chip damage. Protect may be used instead in order to scout for opposing moves, temporarily avoid a status move, and to wait out opposing field effects. Roost is used in order to recuperate restore HP in order to extend Salamence's longevity, mitigating the long-term effects of Double-Edge (AH) recoil, as well as any attacks Salamence may have taken.

Set Details
========
The focus of this spread is to make the most of Mega Salamence's fantastic combination of durability and offensive capability. Maximum HP investment is used in order to work with the Mega Salamence's good defensive stats; 8 Def EVs along with the HP EV investment allows Mega Salamence to take two Hyperspace Fury's Furies from a maximum Attack Hoopa-U, allowing it to Roost off the damage. 60 Attack EVs allows Mega Salamence to OHKO 0 HP / 4 Def Tapu Lele without an Attack boost. 96 Speed EVs and a Jolly nature allows allow Mega Salamence to outrun maximum Speed base 100 Pokemon, such as Mega Charizard Y without a Speed boost, (what do you mean here? my first and only thought would be DD but it doesnt run that (does it?) and if it's something like Tailwind then I don't think the average reader will be assuming that as the default field condition in the first place) and outruns all common Choice Scarf Pokemon at +1. The remaining EVs were put in Special Defense in order to maximize Salamence's overall special bulk on the special side.

Usage Tips
========
The aim of this set is to bring Mega Salamence in on opposing Pokemon which that do not pose a significant threat and begin to setup set up. This usually entails baiting out a situation in which both opposing Pokemon are passive (RC) or are Substitute bait. Mega Salamence is capable of setting up at any point in the game, provided that opposing checks can be reasonably contained by Salamence's its teammates. If Salamence has yet to Mega Evolve and can still provide Intimidate support, (AC) then that can be used to weaken opposing physical attackers to the point of not being where they're unable to break Mega Salamence's Substitutes. Otherwise, the priority should be to bring Salamence in on Pokemon such as Amoonguss or and Heatran in order to get up a Substitute and begin setting up. One pitfall to be wary of is that Mega Salamence does not need to setup set up to +6/+6 in order to sweep opposing teams; (SC) and most Pokemon are not capable of taking a +2 Double Edge. It is also important to remember to not overly commit to a Salamence set up setup, especially if Mega Salamence is stuck in poor board position, such as against a Trick Room team. Mega Salamence is also capable of simply "parking" in battle and setting up as the opposing team scrambles to get rid of it (RC) and while Roosting off any damage, especially if Mega Salamence has a partner that is capable of redirecting attacks. Mega Salamence should take care not to begin setting up on Pokemon which that can threaten it offensively, such as opposing Tyranitar or and Tapu Lele. In these instances it is best to simply KO the opposing threat if they are Pokemon if it is frail, such as Tapu Lele, or to switch out and have a teammate handle them it, such as against Tyranitar.

Team Options
========
Due to being a setup sweeper, Dragon Dance Mega Salamence finds itself favouring favoring teammates that can provide it with "free turns". Typically this involves creating offensive pressure to prevent double targets (RC) or by being able to redirecting threatening attacks, rather than through defensive synergy. For redirection purposes Amoonguss is the best overall choice due to a Fairy-type resistance and the ability to put threatening Pokemon to sleep using Spore, though the overall type synergy with Salamence is poor. Other niche options such as Clefairy and Clefable are viable, though they have overall less utility than Amoonguss. Otherwise, Salamence prefers teammates which that can provide "redirection" support through their own offensive presence. Imposing presences such as Heatran, Snorlax, and Zygarde work well in this sense, (AC) as they can all threaten a setup as well; Heatran and Snorlax can do significant damage without needing to setup set up as well. Ninetales is an interesting option, as Aurora Veil can make Salamence nearly impossible to break offensively, though it does not provide any particular utility to Salamence outside of that one move. Tapu Koko and Tapu Lele are very threatening special attackers that can draw a significant amount of pressure away from Mega Salamence (RC) and can break down opposing Water-types due to their powerful STAB moves. Aegislash is amongst the best ways of dealing with opposing Fairy-type Pokemon, and with Wide Guard it can shield Mega Salamence from the odd Rock Slide or Hyper Voice and buy free turns to setup set up. Ultimately, almost any viable Pokemon can be used with Mega Salamence, but the key consideration with teammates for Dragon Dance Mega Salamence is that they should be able to provide some form of raw redirection utility (RC) or pose some form of fundamentally threatening presence so that they can not cannot be ignored in favour favor of Salamence.

[SET]
name: Mixed Attacker
move 1: Double-Edge (AH)
move 2: Hyper Voice
move 3: Protect
move 4: Tailwind
item: Salamenceite
ability: Intimidate
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Double-Edge (AH) is the primary physical STAB option, used in order to break through more physically frail targets, such as Tapu Lele. Hyper Voice is the primary special option, and it is the go-to "spam" move. Both moves are backed by Aerilate in order to become very threatening options which that can 2HKO most offensive Pokemon in the tier, and Double-Edge (AH) in particular is also capable of 2HKOing bulkier targets even with little investment. Protect is used in order to stall out non-friendly field effects, scout for moves, (AC) and avoid double (or if it was supposed to go with scout, don't implement these changes and change the first comma to "and") targets. Tailwind is used in order to provide speed control support for Salamence's teammates, and it is also useful in allowing Salamence to outrun virtually every Pokemon in the metagame.

Set Details
========
Mixed Mega Salamence uses maximum Speed investment in order to make full use of its fantastic base 120 Base Speed and outrun as many opposing Pokemon as possible. 60 Atk EVs allows Salamence to OHKO 0 HP / 4 Def Tapu Lele with Double-Edge, (AH) and the remaining EVs are invested in to Special Attack in order to hit as hard as possible with Hyper Voice. A Hasty nature is preferred, (AC) as Salamence's naturally high Defense stat means that few non-super effective physical attacks pose a threat.

Usage Tips
========
Mega Salamence is a fairly straight forward straightforward Pokemon, (AC) as it can usually just Mega Evolve and begin going to work offensively as soon as it enters the field. However, if the opposing team is oriented towards physically offensive Pokemon, (AC) it can be beneficial to forego Mega Evolving in order to "Intimidate shuffle" Salamence in and out. As well Additionally, if Salamence is only needed in order to set Tailwind, then it may be useful to forego Mega Evolving, though the additional Speed of Mega Salamence may be useful. Base Salamence should also be wary of entering the field if the opposing team has a Milotic out (RC) or if there is a significant risk of a Milotic switching in, in order to avoid triggering Competitive.

Team Options
========
Mega Salamence is a Pokemon capable of working with a large array of Pokemon and team archetypes. That being said, Salamence's team should consist of 1 or more Steel-type checks, and Fairy-type checks. Pokemon such as Heatran and Aegislash work well in this capacity, (AC) as they are able to sufficiently switch in on (RC) and deal heavy damage to the large bulk of Steel- and Fairy-type Pokemon. Volcanion is another option for this role, though it has a more difficult time against opposing Electric-type Pokemon. Zygarde can work well in order to deal with Steel-type Pokemon, though it also suffers from a 4x weakness to Ice-type moves. Salamence also enjoys the company of Pokemon which that are capable of removing opposing Water-type Pokemon, as they frequently carry Ice-type moves. Pokemon such as Shaymin-S and Tapu Koko work well on faster, offense-oriented (AH) teams; Tapu Bulu and Rotom-W can work well on more bulky team compositions. Zapdos is an option which that can work almost universally in this role. Checks to opposing Electric-type Pokemon are also necessary due to the proclivity tendency (not really the proper nuance for proclivity, alternatively change this to "frequency" and keep "carrying" if that's what you meant) of Electric-type Pokemon carrying to carry Hidden Power Ice, as well as their resistance to Flying-type moves. Landorus-T is frequently the go-to choice for Electric-type checks, though the overlap of a 4x Ice-type weakness (RC) and Intimidate can create some synergistic issues. Tyranitar is another method of dealing with Electric-type Pokemon due to its high Special Defense in sand (RC) and its ability to readily absorb Ice-type moves.

[STRATEGY COMMENTS]
Other Options
=============
Return can be used in place of Double-Edge (AH) in order to stave off avoid the recoil damage, though it has a notable drop in damage. Draco Meteor can work well on the mixed set in order to get around a few Flying-type resists switch-ins (or "Pokemon that resist Flying") such as Rotom-W, as well as deal with opposing Dragon-types. Salamence can also make full use of a wide range of "tech" options such as Aqua Tail, Earthquake, Crunch, Fire Blast or Flamethrower, Brick Break, and Stone Edge or Rock Slide. These are all niche choices which that should typically be mitigated (not sure what you mean by mitigated here) in the teambuilder, though they can work nicely as a surprise (remove quotes) option.

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

**Electric-types**: Electric-type Pokemon such as Zapdos and Rotom-W are easily able to tank any hit from Mega Salamence (RC) and chip away at it with Electric-type STABs their STAB attacks. Zapdos also typically carries Hidden Power Ice as well, which does heavy damage to Mega Salamence. The typically frail Tapu Koko is also readily able to absorb a hit from Mega Salamence and OHKO it with Hidden Power Ice (RC) or do major damage with Thunderbolt.

**Fairy-types**: Though most Fairy-types take significant damage from Double-Edge, (AH) they are all capable of doing significant damage to Mega Salamence, if not OHKOing it outright. Pokemon such as Choice Scarf Tapu Lele and Tapu Koko can outrun and OHKO Mega Salamence and OHKO it with Moonblast or Hidden Power Ice, (AC) respectively.

**Ice-types**: Ice-type Pokemon such as Alolan Ninetales-A and Kyurem-B are capable of OHKOing Mega Salamence with Blizzard and Ice Beam respectively their respective STAB attacks. As well Additionally, a large number of Pokemon carry some form of Ice-type coverage, such as Icy Wind on Milotic (RC) or Hidden Power Ice on Zapdos.

**Rock-types**: Rock-type Pokemon such as Diancie and Tyranitar are easily capable of switching in on Mega Salamence's STAB moves (RC) and do a large amount of damage back with their own STAB moves such as Diamond Storm and Rock Slide or Stone Edge.

**Steel-types**: Steel-type Pokemon pose a problem to Mega Salamence by being able to readily switch in on it, (AC) and tank a hit, and then typically deal heavy damage to it. Pokemon such as Aegislash and Heatran are able to come in with ease and deal heavy damage (RC) or OHKO it if they carry some form of Ice-type coverage, or with a Z-Move in the case of Aegislash. Though Celesteela does not deal significant damage to Mega Salamence traditionally, it can force Mega Salamence out due to passive damage from Leech Seed or by impeding its offense with Wide Guard.

**Faster Pokemon**: Faster Pokemon such as Choice Scarf Tapu Lele, Deoxys-A, Choice Scarf Genesect, or and Tapu Koko are all capable of outrunning and OHKOing Salamence, (AC) through STAB moves such as in the case of Tapu Lele (RC) or through Ice-type coverage in the case of the latter three.

**Paralysis, Tailwind, and Trick Room**: As a Pokemon that typically enjoys the Speed advantage over its foes, Mega Salamence struggles greatly once that advantage is taken away from it. Opposing forms of speed control create scenarios in which all of its weaknesses become more accessible to a larger portion of foes. Pokemon such as non-Choice Scarf Tapu Lele, which Mega Salamence can normally outrun and OHKO, can outrun and OHKO it in Tailwind or Trick Room, or when Mega Salamence gets paralyzed.

[OVERVIEW]
- best mega in the metagame (arguably the best pokemon tbh)
- aerilate with 145 / 120 offenses is ridiculous
- crispy 120 speed on top + great defenses
- ohko or 2hkos every common offensive mon in the metagame that isnt a resist
- flying type stab is hella good tbh
- sadly fairy and ice type mons do exist (though they all get like 2hkod) and steel types give it some issues
- rock slide still exists huen

[SET]
name: Mixed Attacker
move 1: double edge
move 2: hyper voice
move 3: protect
move 4: tailwind / fire blast / draco meteor
item: salamenceite
ability: intimidate
nature: naive
evs: 52 atk / 204 spa / 252 spe

[SET COMMENTS]
Moves
========
- i be that man on the moon
- im that man on the moon
- and imma do what i do so do you hey hey
- i be posted with my blunt and a brew my dude
- im that man on the moon
- im up up on the moon

Set Details
========
- 56 atk ohkoes 4 / 0 tapu lele with dedge
- spa dump for max power hvoice
- max speed
- naive > hasty because its more useful

Usage Tips
========
- mega evolve and ko shit
- intimidate shuffle before mega evolving if it'll be useful
- avoid coming in on milotic pre-mega if u can help it

Team Options
========
- steel type / fairy checks
- water checks
- electric check (a roundabout way to say lando-t)
- though ttar is a good choice as well​
- thats really all that there is

[STRATEGY COMMENTS]
Other Options
=============
- return
- dd / full phys / subroost
- aqua tail / eq

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

**Electric-types**: often run hidden power ice and resist flying type moves

**Fairy-types**: lele, koko, sylve w/ redirection

**Ice-types**: and pokemon which carry ice type moves

**Steel-types**:

**Faster Pokemon**: deo-a, scarf lele, koko, genesect, etc can all outrun and ohko mence

**Paralysis, Tailwind, and Trick Room**: literally everything above this mixed together more or less
[/quote]
 
Last edited:
Amcheck:
add
(AC)=add comma

remove
Duplicated phrase: change one or both so they don't match
(RC)=remove comma
(RS)=remove semicolon
(RP)=remove period

(Comments.)

[OVERVIEW]
A combination of Sporting base 145 Attack and 120 Special Attack(AC) in conjunction with a base 120 Speed stat(AC) and its great defense defensive stats, which are bolstered even further by Intimidate as its pre-Mega ability, allows Mega Salamence to reside resides comfortably in the upper echelon of the Doubles OU metagame as (insert role here) (I think the previous GPer meant for you to actually insert a role there). Mega Salamence's great offensive stats are boosted further by Aerilate, providing it with powerful STAB options such as Double Edge and Hyper Voice that allow it to OHKO or 2HKO every common offensive Pokemon in the metagame that does not resist them. The ability to seamlessly switch between a physical and special options, or to specialize in either to a high degree, also provides Mega Salamence with a degree of flexibility few Pokemon possess. Mega Salamence also has access to both Dragon Dance, which allows it to become one of the most threatening setup sweepers in the game, and Tailwind, which allows it to support its teammates with speed control. However, the high frequency of Fairy- and Steel-type Pokemon, as well as the occasional Rock-type, means that Mega Salamence does have to be used patiently carefully (It's not a stall 'mon.). Additionally, the prevalence of Landorus-T and Zygarde-C in the metagame means that Ice-type coverage is plentiful, which limits Mega Salamence's ability to make full use of its resistances. Pokemon such as Tapu Lele, Tapu Koko, and Tyranitar all pose some degree of trouble for Salamence, being able to OHKO it or tank its attacks with ease.

Overall, Mega Salamence is a Pokemon that has the potential to offer a very high rate of return on investment. It does bring about have a few issues, though but they can be mitigate mitigated quite readily by through competent teambuilding when utilizing more orthodox sets, or through the various options that Mega Salamence is capable of running for more unorthodox builds. Salamence is a Pokemon that is, when given an inch, capable of taking a mile. (This is just fluff.)

[SET]
name: ABBA
move 1: Double-Edge
move 2: Dragon Dance
move 3: Substitute / Protect
move 4: Roost
item: Salamencite
ability: Intimidate
nature: Jolly
evs: 252 HP / 60 Atk / 8 Def / 92 SpD / 96 Spe


[SET COMMENTS]
Moves
========
Double-Edge is typically the sole attacking option when using Dragon Dance Mega Salamence. After a boost or two only the bulkiest Pokemon that resist
it Flying are capable of tanking it, and those Pokemon are rarely able to deal significant damage to Mega Salamence in return. Dragon Dance is used in order to raise Mega Salamence's Attack and Speed, making Salamence it a highly threatening presence. Substitute is used in order to avoid pesky status ailments, such as burn and paralysis, which may curtail Mega Salamence's setup or sweep. It also allows Mega Salamence to avoid taking unnecessary chip damage. Protect may be used instead in order to scout for opposing moves, temporarily avoid a status move, and to wait out opposing field effects. Roost is used in order to restore HP in order to extend Mega Salamence's longevity, mitigating the long-term effects of Double-Edge damage from Double Edge's recoil, (RC) as well as and from any attacks that Mega Salamence may have taken.

Set Details
========
The focus of this spread is to make the most of Mega Salamence's fantastic combination of durability and offensive capability. Maximum HP investment is used in order to work with
Mega Salamence's its good defensive stats; 8 Def EVs along with the HP EV investment allows lets Mega Salamence to take two avoid being 2HKOed by Hyperspace Furies Fury from a maximum Attack Hoopa-U, allowing it to Roost off the damage. 60 Attack EVs allows Mega Salamence to OHKO 0 HP / 4 Def Tapu Lele without an Attack boost. 96 Speed EVs and a Jolly nature allow Mega Salamence to outrun maximum Speed base 100 Pokemon, such as Mega Charizard Y, and outrun all common Choice Scarf Pokemon at +1. The remaining EVs were are put in Special Defense in order to maximize Mega Salamence's overall special bulk.

Usage Tips
========
The aim of this set is to bring Mega Salamence in on opposing Pokemon that do not pose a significant threat and begin to
setup (You accidentally left this in from the previous GP check :P) set up. This usually entails means (Simpler language is always better if you aren't avoiding repitition.) baiting out setting up (Repetitive with later use of "bait".) a situation in which both opposing Pokemon are either passive or are Substitute bait. Mega Salamence is capable of setting up at any point in the game, provided that opposing checks can be reasonably contained by its teammates. If Salamence has yet to Mega Evolve and can still provide Intimidate support, that can be used it can use that to weaken opposing physical attackers to the point where they're unable to break Mega Salamence's Substitutes. Otherwise, the priority should be to bring Salamence in on Pokemon such as Amoonguss and Heatran in order to get up a Substitute up and begin setting up. One pitfall to be wary of is that Mega Salamence does not need to set up to +6 in order to sweep opposing teams; most Pokemon are not capable of taking a +2 Double Edge. It is also important to remember to not overly commit to a Mega Salamence setup setting up, especially if Mega Salamence is it's stuck in poor board position a poor matchup, such as against a Trick Room team. Mega Salamence is also capable of simply "parking" in battle and setting up as the opposing team scrambles to get rid of it while Roosting it Roosts off any damage, especially if Mega Salamence has a partner that is capable of redirecting attacks. Mega Salamence should take care not to begin setting up on Pokemon that can threaten it offensively, such as Tyranitar and Tapu Lele. In these instances(AC) it is best to simply KO the opposing Pokemon if it is frail, such as like Tapu Lele, or to switch out and have a teammate handle it, such as against Tyranitar.

Team Options
========

Due to being As a setup sweeper, Dragon Dance Mega Salamence finds itself favoring teammates that can provide it with "free turns". Typically(AC) this involves creating offensive pressure to prevent double targets or redirecting threatening attacks, rather than through defensive synergy. For redirection purposes(AC) Amoonguss is the best overall choice due to a Fairy-type resistance and the ability to put threatening Pokemon to sleep using Spore, though the overall type synergy with Mega Salamence is poor. Other niche options such as Clefairy and Clefable are viable, though they have overall less overall utility than Amoonguss. Otherwise, Mega Salamence prefers teammates that can provide "redirection" support through their own offensive presence. Imposing presences threats such as Heatran, Snorlax, and Zygarde work well in this sense, as they can all threaten a setup as well; to set up themselves, and Heatran and Snorlax in particular can do significant damage without needing to setup as well set up. Alolan Ninetales is an interesting option, as Aurora Veil can make Salamence nearly impossible to break offensively, though it does not provide any particular utility to Salamence outside of that one move. Tapu Koko and Tapu Lele are very threatening special attackers that can draw a significant amount of pressure away from Mega Salamence and can break down opposing Water-types due to their powerful STAB moves. Aegislash is amongst the best ways of dealing with opposing Fairy-type Pokemon, and(AC) with Wide Guard(AC) it can shield Mega Salamence from the odd Rock Slide or Hyper Voice and buy free turns to setup. Ultimately, almost any viable Pokemon can be used with Mega Salamence, but the key consideration with teammates for Dragon Dance Mega Salamence is that they should be able to provide some form of raw redirection utility or pose some form of fundamentally threatening presence so that they cannot be ignored in favor of taking down Mega Salamence.

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Protect
move 4: Tailwind
item: Salamenceite
ability: Intimidate
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe


[SET COMMENTS]
Moves
========
Double-Edge is the primary physical STAB option, used
in order to break through more physically frail targets, such as Tapu Lele. Hyper Voice(AC) on the other hand, is the primary special STAB option, and it is the go-to "spam" move. Both moves are backed boosted by Aerilate in order to become very threatening options that can 2HKO most offensive Pokemon in the tier, and Double-Edge in particular is also capable of 2HKOing bulkier targets even with little investment. Protect is used in order to stall out non-friendly opposing field effects, scout for moves and avoid double targets. Tailwind is used in order to provide speed control support for Mega Salamence's teammates,(RC) and it is also useful in allowing Mega Salamence to outrun virtually every Pokemon in the Doubles OU (The format should be specified at least once per set.) metagame.

Set Details
========
Mixed Mega Salamence uses maximum Speed investment in order to make full use of its fantastic base 120 Speed and outrun as many opposing Pokemon as possible. 60 Atk EVs allows
Mega Salamence to OHKO 0 HP / 4 Def Tapu Lele with Double-Edge, and the remaining EVs are invested in Special Attack in order to hit as hard as possible with Hyper Voice. A Hasty nature is preferred, as Mega Salamence's naturally high Defense stat means that few non-super effective physical attacks pose a threat.

Usage Tips
========
Mega Salamence is a fairly straightforward Pokemon, as it can usually just Mega Evolve and begin going to work offensively as soon as it enters the field. However, if the opposing team is oriented towards physically offensive Pokemon, it can be beneficial to forego Mega Evolving in order to "Intimidate shuffle" Salamence in and out (Consider rewording this to just say what "Intimidate shuffling" is instead of using terms the reader may not be familiar with.). Additionally, if Salamence is only needed in order to set Tailwind, it may be useful to forego Mega Evolving, though the additional Speed of Mega Salamence may be useful. Base Salamence should also be wary of entering the field if the opposing team has a Milotic out or if there is a significant risk of a Milotic switching in, in order to avoid triggering Competitive.


Team Options
========
Mega Salamence is a Pokemon capable of working with a large array of Pokemon and team archetypes. That being said,
Mega Salamence's team should consist of 1 or more Steel-type checks, and (multiple? several? at least two?) Fairy-type checks. Pokemon such as Heatran and Aegislash work well in this capacity, as they are able to sufficiently switch in on and deal heavy damage to the bulk of most Steel- and Fairy-type Pokemon. Volcanion is another option for this role, though it has a more difficult time against opposing Electric-type Pokemon. Zygarde can work well in order to deal with Steel-type Pokemon, though but it also suffers from a the same 4x weakness to Ice-type moves as Mega Salamence. Mega Salamence also enjoys the company of Pokemon that are capable of removing opposing Water-type Pokemon, as they which frequently carry Ice-type moves. Pokemon such as Shaymin-S and Tapu Koko work well on faster, offense-oriented teams;(RS)(AC) Tapu Bulu and Rotom-W can work well on more bulky bulkier team compositions.(RP)(AC) and Zapdos is an option that can work almost universally in this role. Checks to opposing Electric-type Pokemon are also necessary due to the their tendency of Electric-type Pokemon to carry Hidden Power Ice, as well as their resistance to Flying-type moves. Landorus-T is frequently the go-to choice for Electric-type checks checking Electric-types, though the overlap of a 4x Ice-type weakness and Intimidate can create some synergistic issues. Tyranitar is another method of dealing with Electric-type Pokemon due to its high Special Defense in sand and its ability to readily absorb Ice-type moves (Tyranitar is neutral to Ice-type attacks and doesn't have Thick Fat, so consider omitting this last clause or at least mentioning its bulk and neutrality to Ice.).

[STRATEGY COMMENTS]
Other Options
=============
Return can be used in place of Double-Edge in order to avoid the recoil damage,
though but it has a notable drop in damage (I would say "power".). Draco Meteor can work well on the mixed set in order to get around a few Flying-type switch-ins such as Rotom-W,(RC) as well as and deal with opposing Dragon-types. Mega Salamence can also make full use of a wide range of "tech" options such as Aqua Tail, Earthquake, Crunch, Fire Blast or Flamethrower, Brick Break, and Stone Edge or Rock Slide. These are all niche choices that should typically be mitigated in the teambuilder, though avoided, but they can work nicely as a surprise option.

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


**Electric-types**: Electric-type Pokemon such as Zapdos and Rotom-W are easily able to tank any hit from Mega Salamence and chip away at it with their STAB attacks. Zapdos also typically carries Hidden Power Ice as well, which does heavy damage to Mega Salamence. The typically frail Tapu Koko is also readily able to absorb a hit from Mega Salamence and OHKO it with Hidden Power Ice or do major damage with Thunderbolt.

**Fairy-types**: Though most Fairy-types take significant damage from Double-Edge, they are all capable of doing significant damage (You use the phrase "significant damage" twice in this sentence; change one of them.) to Mega Salamence in return, if not OHKOing it outright. Pokemon such as Choice Scarf Tapu Lele and Tapu Koko can outrun and OHKO Mega Salamence and OHKO it with Moonblast or and Hidden Power Ice, respectively.

**Ice-types**: Ice-type Pokemon such as Alolan Ninetales and Kyurem-B are capable of OHKOing Mega Salamence with their respective STAB attacks. Additionally, a large number of Pokemon carry some form of Ice-type coverage, such as Icy Wind on Milotic or Hidden Power Ice on Zapdos.

**Rock-types**: Rock-type Pokemon such as Diancie and Tyranitar are easily capable of switching in on Mega Salamence's STAB moves and do a large amount of damage back with their own STAB moves STABS(AC) such as Diamond Storm(AC) and Rock Slide(AC) or Stone Edge (Alternatively, you can keep the "and" if you remove one of the items from the list.).

**Steel-types**: Steel-type Pokemon pose a problem to Mega Salamence by being able to readily switch in on it, tank a hit, and typically deal heavy damage to it. Pokemon such as Aegislash and Heatran are able to come in with ease and deal heavy damage (Change one of these.) or OHKO it if they carry some form of Ice-type coverage, or with a Z-Move in the case of Aegislash. Though Celesteela does not deal significant damage to Mega Salamence traditionally, it can force Mega Salamence out due to passive damage from with Leech Seed or by impeding its Mega Salamence's offense with Wide Guard.

**Faster Pokemon**: Faster Pokemon such as Choice Scarf Tapu Lele, Deoxys-A, Choice Scarf Genesect, and Tapu Koko (Reorganize this list so that the non-scarfed Pokemon are first to avoid confusion.) are all capable of outrunning and OHKOing Salamence, through STAB moves in the case of Tapu Lele or through Ice-type coverage in the case of the latter other three.

**Paralysis, Tailwind, and Trick Room**: As a Pokemon that typically enjoys the Speed advantage over its foes, Mega Salamence struggles greatly once that advantage is taken away from it. Opposing forms of speed control create scenarios in which all of its weaknesses become more accessible to a larger portion of its foes. Pokemon such as non-Choice Scarf Tapu Lele, which Mega Salamence can normally outrun outspeed (This avoids repetition, and is done here because "outspeed" doesn't necessarily make sense in Trick Room.) and OHKO, can outrun and OHKO it Mega Salamence in Tailwind or Trick Room, or when if Mega Salamence gets is paralyzed.

Oh my god why did it take 10 edits to get it to stop making this into two separate hide tags :'(
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
ok let's get this onsite
if you mean Zygarde-C where you say Zygarde specify that !

GP 2/2
add remove comment

[OVERVIEW]
A combination of amazing offenses (or whatever adjective you want; I'm removing the actual numbers because they're listed at the top of the analysis page) base 145 Attack and 120 Special Attack in conjunction with a base 120 Speed stat and its great defenses stats, bolstered even further by Intimidate as its pre-Mega ability, allows Mega Salamence to reside comfortably in the upper echelon of the metagame as (insert role here) (actually insert a role there). Salamence's great offensive stats are boosted further by Aerilate, providing it with powerful STAB options such as Double-Edge and Hyper Voice that allow it to OHKO or 2HKO every common offensive Pokemon in the metagame that does not resist them. The ability to seamlessly switch between a physical and special options, or to specialize in either to a high degree, also provides Salamence with a degree of flexibility few Pokemon possess. Salamence also has access to both Dragon Dance, which allows it to become one of the most threatening setup sweepers in the game, and Tailwind, which allows it to support its teammates with speed control. However, the high frequency of Fairy- and Steel-type Pokemon, as well as the occasional Rock-type, means that Salamence does have to be used patiently. Additionally, the prevalence of Landorus-T and Zygarde in the metagame means that Ice-type coverage is plentiful, which limits Mega Salamence's ability to make full use of its resistances. Pokemon such as Tapu Lele, Tapu Koko, and Tyranitar all pose some degree of trouble for Salamence, being able to OHKO it or tank its attacks with ease.

Overall, Salamence is a Pokemon that has the potential to offer a very high rate of return on investment. It does bring about a few issues, though they can be mitigated quite readily by competent teambuilding when utilizing more orthodox sets, or through the various options that Salamence is capable of running for more unorthodox builds. Salamence is a Pokemon that is, when given an inch, capable of taking a mile.

[SET]
name: ABBA
move 1: Double-Edge
move 2: Dragon Dance
move 3: Substitute / Protect
move 4: Roost
item: Salamencite
ability: Intimidate
nature: Jolly
evs: 252 HP / 60 Atk / 8 Def / 92 SpD / 96 Spe

[SET COMMENTS]
Moves
========
Double-Edge is typically the sole attacking option when using Dragon Dance Mega Salamence. After a boost or two only the bulkiest Pokemon that resist it are capable of tanking it, and those Pokemon are rarely able to deal significant damage to Mega Salamence. Dragon Dance is used in order to raise Mega Salamence's Attack and Speed, making Salamence a highly threatening presence. Substitute is used in order to avoid pesky status ailments, such as burn and paralysis, which may curtail Salamence's setup or sweep. It also allows Salamence to avoid taking unnecessary chip damage. Protect may be used instead in order to scout for opposing moves, temporarily avoid a status move, and to wait out opposing field effects. Roost is used in order to restores HP in order to extend Salamence's longevity, mitigating the long-term effects of Double-Edge recoil, as well as any attacks Salamence may have taken.

Set Details
========
The focus of this spread is to make the most of Mega Salamence's fantastic combination of durability and offensive capability. Maximum HP investment is used in order to work with Mega Salamence's good defensive stats; 8 Defense EVs along with the HP EV investment allows allow Mega Salamence to take two Hyperspace Furies from a maximum Attack Hoopa-U, allowing it to Roost off the damage. Running 60 Attack EVs allows Mega Salamence to OHKO 0 HP / 4 Def Tapu Lele without an Attack boost. 96 Speed EVs and a Jolly nature allow Mega Salamence to outrun maximum Speed base 100 Pokemon, such as Mega Charizard Y, and outrun all common Choice Scarf Pokemon at +1. The remaining EVs are put in Special Defense in order to maximize Salamence's overall special bulk.

Usage Tips
========
The aim of this set is to bring Mega Salamence in on opposing Pokemon that do not pose a significant threat and begin to setup set up. This usually entails baiting out a situation in which both opposing Pokemon are passive or are Substitute bait. Mega Salamence is capable of setting up at any point in the game, provided that opposing checks can be reasonably contained by its teammates. If Salamence has yet to Mega Evolve and can still provide Intimidate support, that can be used to weaken opposing physical attackers to the point where they're unable to break Mega Salamence's Substitutes. Otherwise, the priority should be to bring Salamence in on Pokemon such as Amoonguss and Heatran in order to get up a Substitute and begin setting up. One pitfall to be wary of is that Mega Salamence does not need to set up to +6 in order to sweep opposing teams; most Pokemon are not capable of taking a +2 Double-Edge. It is also important to remember to not overly commit to a Salamence setup, especially if Mega Salamence is stuck in poor board position, such as against a Trick Room team. Mega Salamence is also capable of simply "parking" in battle and setting up as the opposing team scrambles to get rid of it while Roosting off any damage, especially if Mega Salamence has a partner that is capable of redirecting attacks. Mega Salamence should take care not to begin setting up on Pokemon that can threaten it offensively, such as Tyranitar and Tapu Lele. In these instances it is best to simply KO the opposing Pokemon if it is frail, such as Tapu Lele, or to switch out and have a teammate handle it, such as against Tyranitar.

Team Options
========
Due to being a setup sweeper, Dragon Dance Mega Salamence finds itself favoring teammates that can provide it with "free turns". Typically this involves creating offensive pressure to prevent double targets or redirecting threatening attacks, rather than through defensive synergy. For redirection purposes Amoonguss is the best overall choice due to a Fairy-type resistance and the ability to put threatening Pokemon to sleep using Spore, though the overall type synergy with Salamence is poor. Other niche options such as Clefairy and Clefable are viable, though they have overall less utility than Amoonguss. Otherwise, Salamence prefers teammates that can provide "redirection" support through their own offensive presence. Imposing presences such as Heatran, Snorlax, and Zygarde work well in this sense, as they can all threaten a setup as well; Heatran and Snorlax can do significant damage without needing to set up as well. Ninetales is an interesting option, as Aurora Veil can make Salamence nearly impossible to break offensively, though it does not provide any particular utility to Salamence outside of that one move. Tapu Koko and Tapu Lele are very threatening special attackers that can draw a significant amount of pressure away from Mega Salamence and can break down opposing Water-types due to their powerful STAB moves. Aegislash is amongst the best ways of dealing with opposing Fairy-type Pokemon, and with Wide Guard it can shield Mega Salamence from the odd Rock Slide or Hyper Voice and buy free turns to set up. Ultimately, almost any viable Pokemon can be used with Mega Salamence, but the key consideration with teammates for Dragon Dance Mega Salamence is that they should be able to provide some form of raw redirection utility or pose some form of fundamentally threatening presence so that they cannot be ignored in favor of Salamence.

[SET]
name: Mixed Attacker
move 1: Double-Edge
move 2: Hyper Voice
move 3: Protect
move 4: Tailwind
item: Salamenceite Salamencite
ability: Intimidate
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Double-Edge is the primary physical STAB option, used in order to break through more physically frail targets, such as Tapu Lele. Hyper Voice is the primary special option, and it is the go-to "spam" move. Both moves are backed by Aerilate in order to become very threatening options that can 2HKO most offensive Pokemon in the tier, and Double-Edge in particular is also capable of 2HKOing bulkier targets even with little investment. Protect is used in order to stall out non-friendly (maybe unfriendly?) field effects, scout for moves, (add comma) and avoid double targets. Tailwind is used in order to provide speed control support for Salamence's teammates, and it is also useful in allowing Salamence to outrun virtually every Pokemon in the metagame.

Set Details
========
Mixed Mega Salamence uses maximum Speed investment in order to make full use of its fantastic base 120 Speed and outrun as many opposing Pokemon as possible. Running 60 Attack EVs allows Salamence to OHKO 0 HP / 4 Def Tapu Lele with Double-Edge, and the remaining EVs are invested in Special Attack in order to hit as hard as possible with Hyper Voice. A Hasty nature is preferred, as Salamence's naturally high Defense stat means that few non-super effective physical attacks pose a threat.

Usage Tips
========
Mega Salamence is a fairly straightforward Pokemon, as it can usually just Mega Evolve and begin going to work offensively as soon as it enters the field. However, if the opposing team is oriented towards physically offensive Pokemon, it can be beneficial to forgo Mega Evolving in order to "Intimidate shuffle" Salamence in and out. Additionally, if Salamence is only needed in order to set Tailwind, it may be useful to forgo Mega Evolving, though the additional Speed of Mega Salamence may be useful. Base Salamence should also be wary of entering the field if the opposing team has a Milotic out or if there is a significant risk of a Milotic switching in, in order to avoid triggering Competitive.

Team Options
========
Mega Salamence is a Pokemon capable of working with a large array of Pokemon and team archetypes. That being said, Salamence's team should consist of one or more Steel-type checks, and Fairy-type checks. Pokemon such as Heatran and Aegislash work well in this capacity, as they are able to sufficiently switch in on and deal heavy damage to the bulk of Steel- and Fairy-type Pokemon. Volcanion is another option for this role, though it has a more difficult time against opposing Electric-type Pokemon. Zygarde can work well in order to deal with Steel-type Pokemon, though it also suffers from a 4x weakness to Ice-type moves. Salamence also enjoys the company of Pokemon that are capable of removing opposing Water-type Pokemon, as they frequently carry Ice-type moves. Pokemon such as Shaymin-S and Tapu Koko work well on faster, offense-oriented teams; Tapu Bulu and Rotom-W can work well on more bulky team compositions. Zapdos is an option that can work almost universally in this role. Checks to opposing Electric-type Pokemon are also necessary due to the tendency of Electric-type Pokemon to carry Hidden Power Ice, as well as their resistance to Flying-type moves. Landorus-T is frequently the go-to choice for Electric-type checks, though the overlap of a 4x Ice-type weakness and Intimidate can create some synergistic issues. Tyranitar is another method of dealing with Electric-type Pokemon due to its high Special Defense in sand and its ability to readily absorb Ice-type moves.

[STRATEGY COMMENTS]
Other Options
=============
Return can be used in place of Double-Edge in order to avoid the recoil damage, though it has a notable drop in damage output. Draco Meteor can work well on the mixed set in order to get around a few Flying-type switch-ins such as Rotom-W, as well as deal with opposing Dragon-types. Salamence can also make full use of a wide range of "tech" options such as Aqua Tail, Earthquake, Crunch, Fire Blast or Flamethrower, Brick Break, and Stone Edge or Rock Slide. These are all niche choices that should typically be mitigated in the teambuilder, though they can work nicely as a surprise option.

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

**Electric-types**: Electric-type Pokemon such as Zapdos and Rotom-W are easily able to tank any hit from Mega Salamence and chip away at it with their STAB attacks. Zapdos also typically carries Hidden Power Ice as well, which does heavy damage to Mega Salamence. The typically frail Tapu Koko is also readily able to absorb a hit from Mega Salamence and OHKO it with Hidden Power Ice or do major damage with Thunderbolt.

**Fairy-types**: Though most Fairy-types take significant damage from Double-Edge, they are all capable of doing significant damage to Mega Salamence, if not OHKOing it outright. Pokemon such as Choice Scarf Tapu Lele and Tapu Koko can outrun and OHKO Mega Salamence and OHKO it with Moonblast or Hidden Power Ice, respectively.

**Ice-types**: Ice-type Pokemon such as Alolan Ninetales and Kyurem-B are capable of OHKOing Mega Salamence with their respective STAB attacks. Additionally, a large number of Pokemon carry some form of Ice-type coverage, such as Icy Wind on Milotic or Hidden Power Ice on Zapdos.

**Rock-types**: Rock-type Pokemon such as Diancie and Tyranitar are easily capable of switching in on Mega Salamence's STAB moves and do a large amount of damage back with their own STAB moves such as Diamond Storm and Rock Slide or Stone Edge.

**Steel-types**: Steel-type Pokemon pose a problem to Mega Salamence by being able to readily switch in on it, tank a hit, and typically deal heavy damage to it. Pokemon such as Aegislash and Heatran are able to come in with ease and deal heavy damage or OHKO it if they carry some form of Ice-type coverage, or with a Z-Move in the case of Aegislash. Though Celesteela does not deal significant damage to Mega Salamence traditionally, it can force Mega Salamence out due to passive damage from Leech Seed or by impeding its offense with Wide Guard.

**Faster Pokemon**: Faster Pokemon such as Choice Scarf Tapu Lele, Deoxys-A, Choice Scarf Genesect, and Tapu Koko are all capable of outrunning and OHKOing Salamence, through STAB moves in the case of Tapu Lele or through Ice-type coverage in the case of the latter three.

**Paralysis, Tailwind, and Trick Room**: As a Pokemon that typically enjoys the Speed advantage over its foes, Mega Salamence struggles greatly once that advantage is taken away from it. Opposing forms of speed control create scenarios in which all of its weaknesses become more accessible to a larger portion of foes. Pokemon such as non-Choice Scarf Tapu Lele, which Mega Salamence can normally outrun and OHKO, can outrun and OHKO it in Tailwind or Trick Room, or when Mega Salamence gets paralyzed.


MacChaeger not sure why you changed though -> but. also, STABs is not allowed to refer to moves; gotta write out STAB moves.
 
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