Mega Salamence
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HP
170
Atk
165
Def
150
SpA
140
SpD
110
Spe
140
Total875
Usage Format
Mega Salamence Abilities
All Salamence Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 170 | 155 | 100 | 130 | 100 | 120 | 775 | 102.6 | ||
| 170 | 165 | 150 | 140 | 110 | 140 | 875 | 112.6 |
Mega Salamence Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Mega Salamence Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 93% | Protect | Self | — | ∞ | 8 | +4 | 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. | ||
| 90.2% | Hyper Voice | All Foes | 90 | 100 | 12 | 0 | — | ||
| 61.5% | Draco Meteor | Single | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 57.1% | Tailwind | Own Side | — | ∞ | 16 | 0 | Gives the user’s side the Tailwind status for 4 turns. | ||
| 31.7% | Flamethrower | Single | 90 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| 18.6% | Double-Edge | Single | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| 11.3% | Heat Wave | All Foes | 95 | 90 | 12 | 0 | Has a 10% chance of burning targets. | ||
| 10.7% | Dragon Pulse | Single | 85 | 100 | 12 | 0 | — | ||
| 3.8% | Dragon Claw | Single | 80 | 100 | 16 | 0 | — | ||
| 2.6% | Dragon Dance | Self | — | ∞ | 20 | 0 | Boosts the user’s Attack and Speed stats by 1 stage. | ||
| — | Fly | Single | 90 | 95 | 16 | 0 | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | 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. | ||
| — | Thrash | Random | 120 | 100 | 12 | 0 | The user gains the Rampaging status. | ||
| — | Bite | Single | 60 | 100 | 20 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Roar | Single | — | ∞ | 20 | -6 | If there are other Pokemon 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 Pokemon at random. | ||
| — | Hydro Pump | Single | 110 | 80 | 8 | 0 | — | ||
| — | Hyper Beam | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Fire Spin | Single | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Earthquake | All | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Focus Energy | Self | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Fire Blast | Single | 110 | 85 | 8 | 0 | Has a 10% chance of burning the target. | ||
| — | Rest | Self | — | ∞ | 8 | 0 | 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. | ||
| — | Rock Slide | All Foes | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| — | Slash | Single | 80 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Substitute | Self | — | ∞ | 12 | 0 | 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. Sound-based moves will hit the user through the substitute. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Scary Face | Single | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Mud-Slap | Single | 20 | 100 | 12 | 0 | Lowers the target’s accuracy by 1 stage. | ||
| — | Outrage | Random | 120 | 100 | 12 | 0 | The user gains the Rampaging status. | ||
| — | Endure | Self | — | ∞ | 12 | +4 | 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. | ||
| — | Steel Wing | Single | 70 | 90 | 20 | 0 | Has a 10% chance of boosting the user’s Defense stat by 1 stage. | ||
| — | Sleep Talk | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Iron Tail | Single | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Rain Dance | Field | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | Field | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Crunch | Single | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Facade | Single | 70 | 100 | 20 | 0 | 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. | ||
| — | Helping Hand | Ally | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Brick Break | Single | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Rock Tomb | Single | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Aerial Ace | Single | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Iron Defense | Self | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Roost | Self | — | ∞ | 8 | 0 | 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. | ||
| — | Air Slash | Single | 75 | 95 | 16 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Dragon Rush | Single | 100 | 75 | 12 | 0 | 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. | ||
| — | Giga Impact | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Shadow Claw | Single | 70 | 100 | 16 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Thunder Fang | Single | 65 | 95 | 16 | 0 | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. | ||
| — | Fire Fang | Single | 65 | 95 | 16 | 0 | Has a 10% chance of burning the target and a 10% chance of making the target flinch. | ||
| — | Zen Headbutt | Single | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Iron Head | Single | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Stone Edge | Single | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Round | Single | 60 | 100 | 16 | 0 | If multiple Pokemon 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. | ||
| — | Bulldoze | All | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dragon Tail | Single | 60 | 90 | 12 | -6 | If there are other Pokemon 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 Pokemon at random. | ||
| — | Hurricane | Single | 110 | 70 | 12 | 0 | Has a 30% chance of confusing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status. | ||
| — | Brutal Swing | All | 60 | 100 | 20 | 0 | — | ||
| — | Psychic Fangs | Single | 85 | 100 | 12 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Breaking Swipe | All Foes | 60 | 100 | 16 | 0 | Lowers targets’ Attack stats by 1 stage. | ||
| — | Dual Wingbeat | Single | 40 | 90 | 12 | 0 | The user attacks twice in a row. | ||
| — | Dragon Cheer | Ally | — | ∞ | 16 | 0 | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. | ||
| — | Temper Flare | Single | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |