Hello Smogon comunity!
When Salamance was moved to UU a while ago, I went on a very high winstreak with scarfed Salamence.
That is why I tried to come up with an OU team that makes this flying beast work just as fine.
Well, here it is.
*Edit* I do not know why it says XY OU in the Forums. It is definately a ORAS Team
Team Preview
Import Data: http://txs.io/o82b
Let us have a closer look at this team:
________________________________
1. Salamence
Salamence @ Choice Scarf
Ability: Moxie
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Dragon Claw
- Outrage
- Earthquake
- Fire Fang/Ice Fang
Salamence is by far the best scarfed moxie user available in OU.
Once the enemy team has been weakened and fairy types have been eliminated, it is unstoppable.
It is used as a late game sweeper and not meant to go 6-0.
The Choice Scarf with 144 Speed EV's and Adamant Nature allows Salamence to outspeed 135 Base Pokemon, while still using its decent bulk to eat up priority moves even after Stealth Rocks.
- Dragon Claw as a STAB move only resisted by Steel and Fairy
- Outrage if you need that extra damage and most threats are gone
- Earthquake kills Steel Types + Raikou/Manetric, which often carry HP Ice
- Fire Fang/ Ice Fang for 4 times effective hits
_______________________________
2. Mega Slowbro
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 SpA
Bold Nature
- Slack Off
- Psyshock
- Flamethrower
- Scald
Mega Slowbro is Salamence's best friend.
With its very high physical defense and decent special attack, Slowbro deals with most Steel types
by eather killing them with Flamethrower (especially Scizor+Ferrothorn) or burning them with Scald.
Since it is also resistant to ice, it is a solid switch in for most things that stop Salamence.
Psyshock deals with common fairy types like Florges and Sylveon while also being STAB.
Slack Off is for recovery after you lost Regenerator with the Mega Evolution.
_______________________________
3. Heatran
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Hidden Power [Ice]
Heatran @Assault Vest shuts down literally every special Fairy and Dragon without HP-Ground.
It deals with hyper offense Fairys like Mega Guardevoir, that Slowbro is afraid of switching into, which is essential for Salamence to sweep. Full HP and SpA investment with Modest nature, because it needs to hit hard while being bulky.
- Lava Plume is STAB with a high chance to burn
- Flash Cannon is STAB and deals with Fairies
- Earth Power is for other Fire-types and Electric Mons that threaten Slowbro
- Hidden Power Ice helps against Dragons like Latios, but can also damage Ground types on Switch-In
_______________________________
4. Hippowdon
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Roar
- Stealth Rock
- Earthquake
As mentioned earlier, our goal is to weaken the enemy team as much as possible for Salamence to sweep. Hippowdown is made for this job. Whenever it comes in on a physical attacker, something is getting weakened or killed.... as often as you wish.
Hippowdon gets the Impish Nature with full HP and Def EV's to insure great physical but still decent special bulk. Sand Stream should be the ability of your choice, because:
1. it shuts down rain teams.
(Swift Swim Pokemon can destroy any form of strategy we built earlier)
2. It gets extra damage onto your opponents which might be the difference between a Salamance Sweep and a loss.
- Slack Off gives you the recovery you need to switch into physical threats multyple times in one game or simply to force switches.
- Roar stops Swords Dance Scizor, Substitute Gliscor and Dragon Dance Mega Altaria.
It can also be used to get Hazard Damage onto your opponents pokemon and roar out pokemon that are immune to your STAB
- Stealth Rocks are VERY important, weakening your opponents mons on switch in, since this team is based on predictions and correct switches and often ends in long games.
- Earthquake is STAB with 100 Base Power -> destroys Steel Types even without Attack investment.
_______________________________
5. Conkeldurr
Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 116 HP / 252 Atk / 140 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Thunder Punch
- Ice Punch
The by far most controversial member on this team, because it adds another fairy weakness.
I like to go with the Iron Fist ability, because its punches give it priority, recovery and coverage. What else would you need? Also it deals with Rotom-W, which is a big threat to this team. Experienced players will not Will-o-Wisp this mon because of its potential guts ability which gives you the chance to weaken or kill some enemies before he even realizes.
- Mach Punch is STAB, helps to secure KO's and weakens enemies before fainting
- Drain Punch is STAB and gives you recovery to stall Rotoms and make up for the Life Orb damage.
- Thunder Punch is for Water Types, for which we do not have any super effective moves onthis team yet.
- Ice Punch kills Dragon/Ground/Flying-types and has gives you a lot of 4x effective hits.
_______________________________
6. Azumarill
Azumarill @ Choice Band
Ability: Huge Power
EVs: 156 HP / 252 Atk / 8 SpD / 84 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower/Knock off
Often times your opponent has no switch ins for an Azumarill.
He will either stay in and attack fearing the belly drum or switch out and get surprised by Choice Banded Damage. Azumarill is bulky and switches into many common threats while also dealing SO much damage due to the Choice Band and its Huge Power ability.
- Play Rough and Waterfall are STAB, giving you great neutral coverage for most OU mons.
- Aqua Jet helps securing KO's and weakening things in order for Salamence to pick up the KO and Moxie boost.
- Superpower and Knock Off are coverage. I prefer Superpower, because it hits Steel-types very hard and helps putting them in Rage of Salamence's Dragon Claw/Outrage
_______________________________
Conclusion:
Even though Fairy and Steel types are so common these days, it is still possible to make Salamence sweep. All it takes is good team members, some brave predictions and patience. The great thing about this team is that sometimes you will only have 2 mons against the enemies 6 left and still when the way is paved for him, Salamance picks up the win. It is so much fun to strategically take down all of the threats and unbilievably satisfying when it works in the end.
Reference:
http://replay.pokemonshowdown.com/ou-233246750
This Replay shows the real power of this team.
In the team preview it seemed abolutely impossible to get a Salamence Sweep going.
I certainly made some bad plays, but with lots of predictions and a great team sinergy I was able to weaken my opponents team to a point where Salamence could pick up the win.
Thank you for reading, I hope you have fun with the team and leave new ideas in the comments.
When Salamance was moved to UU a while ago, I went on a very high winstreak with scarfed Salamence.
That is why I tried to come up with an OU team that makes this flying beast work just as fine.
Well, here it is.
*Edit* I do not know why it says XY OU in the Forums. It is definately a ORAS Team
Team Preview






Import Data: http://txs.io/o82b
Let us have a closer look at this team:
________________________________
1. Salamence

Salamence @ Choice Scarf
Ability: Moxie
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Dragon Claw
- Outrage
- Earthquake
- Fire Fang/Ice Fang
Salamence is by far the best scarfed moxie user available in OU.
Once the enemy team has been weakened and fairy types have been eliminated, it is unstoppable.
It is used as a late game sweeper and not meant to go 6-0.
The Choice Scarf with 144 Speed EV's and Adamant Nature allows Salamence to outspeed 135 Base Pokemon, while still using its decent bulk to eat up priority moves even after Stealth Rocks.
- Dragon Claw as a STAB move only resisted by Steel and Fairy
- Outrage if you need that extra damage and most threats are gone
- Earthquake kills Steel Types + Raikou/Manetric, which often carry HP Ice
- Fire Fang/ Ice Fang for 4 times effective hits
_______________________________
2. Mega Slowbro

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 SpA
Bold Nature
- Slack Off
- Psyshock
- Flamethrower
- Scald
Mega Slowbro is Salamence's best friend.
With its very high physical defense and decent special attack, Slowbro deals with most Steel types
by eather killing them with Flamethrower (especially Scizor+Ferrothorn) or burning them with Scald.
Since it is also resistant to ice, it is a solid switch in for most things that stop Salamence.
Psyshock deals with common fairy types like Florges and Sylveon while also being STAB.
Slack Off is for recovery after you lost Regenerator with the Mega Evolution.
_______________________________
3. Heatran

Heatran @ Assault Vest
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Hidden Power [Ice]
Heatran @Assault Vest shuts down literally every special Fairy and Dragon without HP-Ground.
It deals with hyper offense Fairys like Mega Guardevoir, that Slowbro is afraid of switching into, which is essential for Salamence to sweep. Full HP and SpA investment with Modest nature, because it needs to hit hard while being bulky.
- Lava Plume is STAB with a high chance to burn
- Flash Cannon is STAB and deals with Fairies
- Earth Power is for other Fire-types and Electric Mons that threaten Slowbro
- Hidden Power Ice helps against Dragons like Latios, but can also damage Ground types on Switch-In
_______________________________
4. Hippowdon

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Roar
- Stealth Rock
- Earthquake
As mentioned earlier, our goal is to weaken the enemy team as much as possible for Salamence to sweep. Hippowdown is made for this job. Whenever it comes in on a physical attacker, something is getting weakened or killed.... as often as you wish.
Hippowdon gets the Impish Nature with full HP and Def EV's to insure great physical but still decent special bulk. Sand Stream should be the ability of your choice, because:
1. it shuts down rain teams.
(Swift Swim Pokemon can destroy any form of strategy we built earlier)
2. It gets extra damage onto your opponents which might be the difference between a Salamance Sweep and a loss.
- Slack Off gives you the recovery you need to switch into physical threats multyple times in one game or simply to force switches.
- Roar stops Swords Dance Scizor, Substitute Gliscor and Dragon Dance Mega Altaria.
It can also be used to get Hazard Damage onto your opponents pokemon and roar out pokemon that are immune to your STAB
- Stealth Rocks are VERY important, weakening your opponents mons on switch in, since this team is based on predictions and correct switches and often ends in long games.
- Earthquake is STAB with 100 Base Power -> destroys Steel Types even without Attack investment.
_______________________________
5. Conkeldurr

Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 116 HP / 252 Atk / 140 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Thunder Punch
- Ice Punch
The by far most controversial member on this team, because it adds another fairy weakness.
I like to go with the Iron Fist ability, because its punches give it priority, recovery and coverage. What else would you need? Also it deals with Rotom-W, which is a big threat to this team. Experienced players will not Will-o-Wisp this mon because of its potential guts ability which gives you the chance to weaken or kill some enemies before he even realizes.
- Mach Punch is STAB, helps to secure KO's and weakens enemies before fainting
- Drain Punch is STAB and gives you recovery to stall Rotoms and make up for the Life Orb damage.
- Thunder Punch is for Water Types, for which we do not have any super effective moves onthis team yet.
- Ice Punch kills Dragon/Ground/Flying-types and has gives you a lot of 4x effective hits.
_______________________________
6. Azumarill

Azumarill @ Choice Band
Ability: Huge Power
EVs: 156 HP / 252 Atk / 8 SpD / 84 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower/Knock off
Often times your opponent has no switch ins for an Azumarill.
He will either stay in and attack fearing the belly drum or switch out and get surprised by Choice Banded Damage. Azumarill is bulky and switches into many common threats while also dealing SO much damage due to the Choice Band and its Huge Power ability.
- Play Rough and Waterfall are STAB, giving you great neutral coverage for most OU mons.
- Aqua Jet helps securing KO's and weakening things in order for Salamence to pick up the KO and Moxie boost.
- Superpower and Knock Off are coverage. I prefer Superpower, because it hits Steel-types very hard and helps putting them in Rage of Salamence's Dragon Claw/Outrage
_______________________________
Conclusion:
Even though Fairy and Steel types are so common these days, it is still possible to make Salamence sweep. All it takes is good team members, some brave predictions and patience. The great thing about this team is that sometimes you will only have 2 mons against the enemies 6 left and still when the way is paved for him, Salamance picks up the win. It is so much fun to strategically take down all of the threats and unbilievably satisfying when it works in the end.
Reference:
http://replay.pokemonshowdown.com/ou-233246750
This Replay shows the real power of this team.
In the team preview it seemed abolutely impossible to get a Salamence Sweep going.
I certainly made some bad plays, but with lots of predictions and a great team sinergy I was able to weaken my opponents team to a point where Salamence could pick up the win.
Thank you for reading, I hope you have fun with the team and leave new ideas in the comments.