
Related Pokemon
When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
When the Pokémon knocks out a target with an attack, its Attack stat is boosted by 1 stage.
Scarf Special Attacker
A build that raises Speed with Choice Scarf to slam in high power first
Salamence
| HP | 171 | 1 | |
|---|---|---|---|
| Atk↓ | 139 | - | |
| Def | 100 | - | |
| SpA↑ | 178 | 32 | |
| SpD | 101 | 1 | |
| Spe | 152 | 32 |
Max Sp.Atk/Spe EVs,
Choice Scarf is held to secure Speed beyond the heavily contested benchmark — a Salamence build. The ability Intimidate makes matchups against physical attackers favorable, and uses a rich pool of special moves to break the opponent's physical walls — its composition.
High-power Hurricane is also recommended
As a STAB Flying-type option, Air Slash with higher power than Hurricane is also recommended.However, its accuracy is low at 70%, so choose according to your preference.
Choice Scarf's boosted Speed to move first, Draco Meteor and other special moves to handle opponents from above — its role. Against physical walls sent out expecting a physical attacker, catch them off guard with diverse special subweapons to break the opponent's cycle — core gameplay.
Weak to special-bulky Pokémon
This Salamence is a special-attacking sweeper, so it struggles against Pokémon with high Special Defense. It cannot raise its own Sp.Atk and finds them hard to break through, so simply switch to another party member.
Example Threats
Physical Setup Ace
A physical setup ace that boosts its stats with Dragon Dance and forces through Double-Edge
Mega Salamence
| HP | 171 | 1 | |
|---|---|---|---|
| Atk↑ | 216 | 32 | |
| Def | 151 | 1 | |
| SpA↓ | 126 | - | |
| SpD | 110 | - | |
| Spe | 172 | 32 |
a setup move that raises Attack and SpeedDragon Dance to fight — a physical attacker Mega Salamence. Leveraging the ability that turns Normal-type moves into Flying-type and boosts their power, Aerilate, Overwhelm by outspeeding with boosted high-power moves — its composition.
Recoil-free Body Slam is also recommended
Double-Edge slot can run a move with no recoil that can also inflict paralysis: Body Slam is also recommended. Choose between the high-power Double-Edge and the recoil-free Body Slam to suit your team.
Broaden coverage
that can manage its HPRoost slot can run Temper Flare is also recommended.Double-Edge and Earthquake to half or less, but Lash Out can hit them super effectively.
On favorable matchups, Dragon Dance, and via the ability Aerilate-boosted Flying moves, breaking down the opponent's board is its main role.Roost with Double-EdgeBy offsetting the recoil and damage from it can stubbornly stay on the field while aiming for a sweep — its role.
Pairing with a Steel type is recommended
Steel types can take Dragon, Fairy, and Ice moves — Mega Salamence's weaknesses — at half damage. Pairing the resistance-heavy Steel type with Mega Salamence, cover each other's weaknesses while taking many attacks at halved damage or less.
Example Synergy Pokémon
Pokémon that use Ice-type moves
Mega Salamence takes fatal damage from Ice moves, which hit its 4x weakness.Watch out not only for Ice-type Pokémon, but also for Pokémon that use Ice-type moves as a subweapon. Pairing it with Steel-type Pokémon that halve Ice moves to cover the weakness is recommended.
Example Threats
Double-Battle Mixed Attacker
A Double Battle build that trains Attack and Speed high while also using the special move Draco Meteor
Mega Salamence
| HP | 171 | 1 | |
|---|---|---|---|
| Atk | 197 | 32 | |
| Def | 150 | - | |
| SpA | 141 | 1 | |
| SpD↓ | 99 | - | |
| Spe↑ | 189 | 32 |
Max Atk/Spe EVs, A mixed build that combines support via Intimidate and Tailwind with attacking power Mega Salamence build. Nature むじゃき makes it easier to move first, and Aerilate boosts its Double-Edge puts heavy pressure on the opponent.
Dragon Dance and Hyper Voice are also recommended
Dragon Dance or Hyper Voice is also recommended. Combining Dragon Dance with Double-Edge lets it move first and one-shot many Pokémon. Also, since Hyper Voice is a spread move, it is a powerful option in Double Battles.
Tailwind doubles your allies' Speed, and the role of a support-cum-ace that secures field advantage. Built around powerful physical Flying moves, Draco Meteor lets it deal unexpected damage to Dragon-type Pokémon and break through them.
Ice / Fairy / Steel-type Pokémon
Ice- and Fairy-type Pokémon are troublesome because they one-sidedly exploit its weaknesses. Also, Steel-type Pokémon halve both its Flying and Dragon moves. Moves of troublesome Pokémon Protect or switching, then counterattack with your allies' moves.
Example Threats
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Thrash | Normal | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Slash | Normal | Phys | 80 | 100 | 20 | ContactCut | 1 Foe | More likely to land a critical hit. (Critical hit rank +1) |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Temper Flare | Fire | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target and a 10% chance of making the target flinch. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Heat Wave | Fire | Spec | 95 | 90 | 12 | Wind | All Foes | Has a 10% chance of burning targets. |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Fire Spin | Fire | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Hydro Pump | Water | Spec | 110 | 80 | 8 | 1 Foe | An ordinary attacking move. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Fang | Electric | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |
| Fly | Flying | Phys | 90 | 95 | 16 | Contact | 1 Foe | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Dual Wingbeat | Flying | Phys | 40 | 90 | 12 | Contact | 1 Foe | The user attacks twice in a row. |
| Hurricane | Flying | Spec | 110 | 70 | 12 | Wind | 1 Foe | Has a 30% chance of confusing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Tailwind | Flying | Stat | - | - | 16 | Wind | Ally Side | Gives the user’s side the Tailwind status for 4 turns. |
| Roost | Flying | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Rush | Dragon | Phys | 100 | 75 | 12 | Contact | 1 Foe | Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers targets’ Attack stats by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Draco Meteor | Dragon | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. |
| Dragon Dance | Dragon | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack and Speed stats by 1 stage. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Steel Wing | Steel | Phys | 70 | 90 | 20 | Contact | 1 Foe | Has a 10% chance of boosting the user’s Defense stat by 1 stage. |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |