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Salamence

In-battle formes

Base

HP:95
Attack:135
Defense:80
Sp. Atk:110
Sp. Def:80
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
Monotype
Devastating Drake (Dragon)328
Choice Scarf (Dragon)328

Mega

HP:95
Attack:145
Defense:130
Sp. Atk:120
Sp. Def:90
Speed:120
Min (-ve nature, 0 IVs)220
Default276
Max Neutral339
Max Positive372
Max Neutral (+1)508
Max Positive (+1)558
Max Neutral (+2)678
Max Positive (+2)744
Monotype
Devastating Drake (Dragon)372
Choice Scarf (Dragon)372

Evolutions

Strategies

Written by GoldenTorkoal

Overview

Dragon

Salamence has access to Dragon Dance, which, combined with its decent Attack and Speed and its ability Moxie, makes it a very good late-game cleaner for Dragon teams. With a Dragon Dance boost and Devastating Drake, Salamence is able to run through some of its checks, such as Mandibuzz, Rotom-W, Mega Sableye, and Mega Venusaur. Salamence can also be a decent Choice Scarf user for Dragon teams to cover the role of revenge killer and late-game cleaner with the support of Moxie. However, Salamence's Flying typing makes it weak to Stealth Rock, which limits its opportunities to switch in and makes it harder to set up, making entry hazard control provided by Defog Latios or Defog Latias necessary. Another problem that Salamence faces is the wide presence of Choice Scarf users with base 100 Speed or more and access to moves that hit Salamence effectively, such as Greninja and Terrakion, which hinders Salamence's job because it can be easily revenge killed by them even at +1 Speed. In addition, its Dragon / Flying typing means it carries a 4x weakness to the common Ice-type attacks, which makes revenge killing much easier for the opponent and leaves Salamence vulnerable to Ice Shard from Ice-types like Mamoswine and Weavile. Despite its access to coverage moves like Fire Fang and Earthquake to hit Steel-types super effectively, Salamence is still neutralized by common walls such as Skarmory if they are healthy enough. It is important to note that Salamence is generally outclassed by Latios as a Choice Scarf user, since even +1 Salamence is outsped by threats like Choice Scarf Terrakion and Mega Swampert in rain. Furthermore, Salamence faces competition as a Dragon Dance user from Mega Altaria, which provides the team with an immunity to Dragon-type moves despite having lower base Speed.

Devastating Drake (Dragon)

Move 1
Move 2
  • Outrage
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeDragon
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%

Moves

Dragon Dance allows Salamence to boost its Attack and Speed, helping it to become a powerful sweeper. Outrage is Salamence's STAB Dragon-type attack and its most powerful move with 120 Base Power. However, this move has the disadvantage of locking Salamence into it for two to three turns and preventing it from switching out, so the opponent can take advantage of a badly timed Outrage. Devastating Drake is a 190-Base Power move resulting from Dragonium Z that deals massive amounts of damage to Pokemon that don't resist it, such as Mandibuzz, Mega Venusaur, Porygon2, and Mega Sableye. Earthquake is coverage that hits Steel-, Electric- and Poison-types such as Heatran, Tapu Koko, and Toxapex super effectively. Fire Fang hits Steel-types that Earthquake doesn't hit super effectively such as Skarmory, Celesteela, and Ferrothorn.

Set Details

Maximum Attack and Speed investment along with a Jolly nature allows Salamence to hit as hard as possible and be as fast as possible, outspeeding threats such as Hydreigon, Kyurem-B, Mimikyu, and Porygon-Z. Moxie boosts Salamence's Attack by one stage every time it knocks out a foe, which helps it clean late-game. Dragonium Z turns Outrage into a 190-Base Power STAB Dragon-type move that increases the probability of Salamence running through some of its checks, such as Mandibuzz, Rotom-W, and Mega Venusaur.

Usage Tips

Use Salamence late-game, once its checks have been weakened or KOed and potential revenge killers have fainted, to ensure it is able to clean the opposing team, acting as a snowball sweeper thanks to Moxie. It can occasionally be used mid-game if it is needed to break some foes so its teammates can take advantage of the weakened opposition. Set up on Pokemon that Salamence checks, such as Victini and Mega Charizard Y, and Choice item users locked into moves Salamence resists, such as Excadrill locked into Earthquake. Be careful to avoid locking Salamence into Outrage when there are still Steel- and Fairy-types around, that can easily revenge kill it, such as Excadrill, Azumarill, and Mega Gardevoir. Furthermore, avoid switching Salamence into powerful hits to prevent it from taking unnecessary damage, as it needs to be as healthy as possible to set up. It is important to remove Stealth Rock before sending Salamence in, as it needs as much health as possible to ensure it can set up. Finally, avoid letting Salamence get hit by status moves such as Will-O-Wisp from Mega Sableye and Thunder Wave from Klefki, since burn makes Salamence almost useless and paralysis makes revenge killers such as Terrakion and Nihilego even more threatening.

Team Options

Garchomp has access to Stealth Rock, which helps wear opposing teams down and allows Salamence to sweep more easily, and it resists Rock-type moves aimed at Salamence. Garchomp can also threaten Steel-types with Earthquake and Fire Blast, KOing or at least weakening them and easing Salamence's job. Choice Band Dragonite can act as a wallbreaker, weakening or KOing the checks it shares with Salamence, such as Skarmory and Porygon2. Once Dragonite has muscled past these walls, Salamence has an easier path to a sweep. Latios and Latias are the best bet for Dragon teams in terms of entry hazard control support, as both are able to remove Stealth Rock with Defog to preserve Salamence's health. In addition to that, Choice Scarf Latios outspeeds threatening revenge killers for Salamence such as Nihilego and Terrakion and is able to OHKO them with Psychic, while Latias has access to Healing Wish to restore Salamence's health and give it another opportunity to sweep. Latios and Latias also have access to STAB Psychic-type attacks that threaten Toxapex, which can be a problem for Salamence due to its combination of Recover and Haze, while Salamence threatens Alolan Muk, which can tank every hit from Latios and Latias and trap them with Pursuit. Kyurem-B can cover the role of mixed wallbreaker punching holes in the opposing team so Salamence can sweep after Kyurem-B has broken through walls. Kyurem-B can destroy some of the common checks to Salamence, such as Skarmory and Celesteela with Fusion Bolt and Landorus-T with Ice Beam. Furthermore, Kyurem-B can hit Steel-types with Earth Power and switch into Ice-type attacks for Salamence due to its Ice typing. Dragalge is neutral to Fairy thanks to its Poison typing and can threaten opposing Fairy-types with its Adaptability-boosted Sludge Wave. Dragalge can also set up Toxic Spikes to wear down opposing walls such as Porygon2 and Mega Slowbro, making it much easier for Salamence to sweep. In return, Salamence is immune to Ground-type moves. Hydreigon can get rid of more physically defensive walls such as Skarmory and Mega Slowbro, while Salamence can remove more specially defensive walls, such as Chansey and Zapdos.

Choice Scarf (Dragon)

Move 1
  • Outrage
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeDragon
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Iron Tail
    30% chance to lower the target's Defense by 1.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy75%
Move 3
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 4
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%

Moves

Outrage is the most powerful physical STAB Dragon-type move that Salamence has access to, with 120 Base Power, and combined with some Moxie boosts, Outrage's power makes Salamence an effective late-game cleaner. Iron Tail is coverage to hit Fairy-types, especially Mega Diancie, which is a massive threat for Dragon teams. Earthquake lets Salamence hit Steel-, Electric-, and Poison-types, such as Heatran, Tapu Koko, and Toxapex. Fire Blast is used to hit Steel-types that Earthquake doesn't hit super effectively such as Skarmory, Ferrothorn, and Mega Scizor.

Set Details

252 Attack EVs are used to maximize Salamence's power as a revenge killer and late-game cleaner, and 252 Speed EVs along with a Naive nature and Choice Scarf make Salamence as fast as possible. Moxie raises Salamence's Attack once for each foe that it KOes, turning Salamence into a good late-game cleaner.

Usage Tips

Salamence should be brought in when there's a free turn, after a teammate has fainted, or when a Choice-locked opposing foe is locked into a move that Salamence resists or is immune to such as Earthquake from Landorus-T or Horn Leech from Tapu Bulu. After Salamence is brought in, it should revenge kill weakened threats such as Hydreigon and Tapu Koko. Salamence can also act as a cleaner if it manages to get some Moxie boosts, so it should be brought in late-game when the opposing team has been weakened enough and revenge killers such as Choice Scarf Greninja and Choice Scarf Terrakion are gone. Most of the time, Salamence will need Stealth Rock removed to maximize the number of times it can come in to revenge kill an opposing Pokemon, so Defog support is needed. Prevent Salamence from taking unnecessary damage; otherwise, it won't have enough health to switch in and revenge kill opposing threats. It is very important for Salamence to avoid status, especially burns or paralysis, since it won't be able to clean the opposing team or act as a revenge killer due to the Attack or Speed drop. Therefore, Salamence shouldn't stay in front of an incoming Will-O-Wisp from Mega Sableye or Rotom-W, Thunder Wave from Klefki or Slowbro, or move that has a chance to burn, such as Scald from Toxapex or Lava Plume from Torkoal. Finally, you should think twice before going for Outrage, as Salamence will be locked into it for two to three turns, making it easier for Steel- and Fairy-types such as Excadrill, Mega Gardevoir, Mimikyu, and Azumarill to revenge kill Salamence.

Team Options

Latios and Latias can provide Defog support to get rid of Stealth Rock so as to preserve Salamence's health and maximize the number of times it can switch in. Choice Scarf Latios is able to outspeed massive threats to Salamence such as Terrakion and Nihilego while also threatening them with its STAB Psychic-type move, and Latias has access to Healing Wish to give Salamence a second opportunity to sweep. In return, Salamence can revenge kill a weakened Alolan Muk, which is one of the most prominent checks to Latios and Latias. Garchomp can set Stealth Rock to wear down opposing teams, making it easier for Salamence to clean, while also resisting Rock-type moves such as Rock Slide from Excadrill. Garchomp has access to the combination of Earthquake and Fire Blast, which can weaken Steel-types for Salamence even with no Attack and Special Attack investment. Kyurem-B is an extremely powerful mixed wallbreaker with good coverage, and it can punch holes in the opposing team to achieve a situation where Salamence can clean. Fusion Bolt lets Kyurem-B hit common checks to Salamence such as Skarmory and Mega Slowbro, Earth Power threatens Steel-types that can be annoying for Salamence such as Heatran, and Ice Beam OHKOes Landorus-T. Choice Band Dragonite can break through many opposing threats and weaken the checks it shares with Salamence, such as Skarmory with Fire Punch and Porygon2 with Superpower. Hydreigon is able to get rid of physically defensive checks for Salamence such as Skarmory and Mega Slowbro with Fire Blast and Dark Pulse, while Salamence can cripple Pokemon that wall Hydreigon such as Alolan Muk and Zapdos. Dragalge's Poison typing makes it neutral to Fairy, and it can hit opposing Fairy-types hard with its Adaptability-boosted Sluge Wave. Dragalge can also provide Salamence with an easier path to revenge killing and cleaning thanks to its capacity to set up Toxic Spikes, which can wear down foes that Salamence can't OHKO such as Tapu Fini. Mega Altaria is a powerful Dragon Dance user for Dragon teams that takes advantage of Salamence revenge killing Steel- and Fairy-types such as Excadrill and Mega Diancie, and in exchange Mega Altaria provides an immunity to Dragon-type moves aimed at Salamence such as Draco Meteor from Latios.

Other Options

Dragon

Firium Z can be run over Dragonium Z to turn Fire Fang into a 120-Base Power Inferno Overdrive to allow Salamence to break through bulky Steel-types such as Celesteela and Skarmory, but it is outclassed in most situations because it lacks the power to break through bulky Pokemon such as Mega Venusaur and Toxapex. Another option to consider is Flyinium Z, which can be run over Dragonium Z along with Fly for a one-time 175 Base Power STAB Flying-type move. However, the coverage it offers is not very useful, and the power of Devastating Drake is needed to maximize Salamence's chances of KOing walls like Mega Sableye and Toxapex. Dragon Claw is an option to consider for the Choice Scarf set over Outrage if you are concerned about locking Salamence into Outrage, but it makes Salamence so much weaker.

Checks and Counters

Dragon

Fairy-types: Tapu Fini and Clefable can take a hit from every set even at +1, and they threaten Salamence with their STAB moves. Azumarill can take a hit from the Dragonium Z set even when it is at +1 and Mimikyu can tank one hit with its Disguise, both being able to OHKO Salamence with Play Rough.

Stealth Rock: Stealth Rock deals 25% damage to Salamence when it switches in, hindering its setup.

Revenge Killers: Choice Scarf users that outspeed +1 Salamence and have access to moves that can OHKO Salamence are big issues for it. These include Greninja, Keldeo, Latios, Terrakion, and Nihilego. Choice Scarf Ditto can also check Salamence, revenge killing it with ease.

Ice-types: Mamoswine and Weavile are able to OHKO Salamence with Ice Shard no matter how many Speed boosts it has, Avalugg can take a Devastating Drake even at +1 and OHKO Salamence with Avalanche, and Alolan Ninetales prevents Salamence from setting up because it is faster and threatens it with Freeze-Dry.

Steel-types: Skarmory and Celesteela can both take a hit and proceed to recover the damage that was dealt with Roost and Leech Seed, to inflict status conditions on Salamence, or to phaze it with Whirlwind, but they have to watch out if Salamence is running Firium Z, since Inferno Overdrive puts them in range of being KOed by Fire Fang at +1.

Physically Defensive Pokemon: Physically bulky Pokemon not mentioned above, such as Porygon2, Mandibuzz, and Mega Slowbro, can take even Devastating Drake at +1 and restore their health while being able to inflict status conditions on Salamence and threaten it with moves like Ice Beam and Foul Play.

Status: Inflicting status conditions on Salamence limits its capacity to set up and sweep, especially if it gets burned or paralyzed, since that means a significant decrease in its Attack or Speed.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
10
Deals 40 HP of damage to the target.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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