shaian
you love to see it
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]
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)
[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
- 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
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