Salamence

Salamence

Rank #4DragonFlying

HP
170
Atk
155
Def
100
SpA
130
SpD
100
Spe
120
Total775

Usage Format

Salamence Abilities

All Salamence Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
SalamenceSalamence
DragonFlying170155100130100120775102.6
Mega SalamenceMega SalamenceDragonFlying170165150140110140875112.6

Salamence Type Effectiveness

Weak to

Ice4×Rock2×Dragon2×Fairy2×

Resistant to

Fighting½×Bug½×Fire½×Water½×Grass¼×

Immune to

Ground0×

Damaged normally by

Normal1×Flying1×Poison1×Ghost1×Steel1×Electric1×Psychic1×Dark1×

Salamence Moves

Usage Move Type Category Target Power Acc PP Prio Description
93%ProtectNormalStatusSelf—∞8+4The 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 VoiceNormalSpecialAll Foes90100120—
61.5%Draco MeteorDragonSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
57.1%TailwindFlyingStatusOwn Side—∞160Gives the user’s side the Tailwind status for 4 turns.
31.7%FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
18.6%Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
11.3%Heat WaveFireSpecialAll Foes9590120Has a 10% chance of burning targets.
10.7%Dragon PulseDragonSpecialSingle85100120—
3.8%Dragon ClawDragonPhysicalSingle80100160—
2.6%Dragon DanceDragonStatusSelf—∞200Boosts the user’s Attack and Speed stats by 1 stage.
—FlyFlyingPhysicalSingle9095160The user gains the Sky-High status on the turn this move is used, then attacks on the following turn.
—Body SlamNormalPhysicalSingle85100160Has 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.
—ThrashNormalPhysicalRandom120100120The user gains the Rampaging status.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—RoarNormalStatusSingle—∞20-6If 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 PumpWaterSpecialSingle1108080—
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Fire SpinFireSpecialSingle3585160Gives the target the Bound status.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—Focus EnergyNormalStatusSelf—∞200The user gains a 2-stage Critical-Hit Ratio Boost.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—RestPsychicStatusSelf—∞80Fully 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 SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—SlashNormalPhysicalSingle80100200This move has a 1-stage Critical-Hit Ratio Boost.
—SubstituteNormalStatusSelf—∞120The 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.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—OutrageDragonPhysicalRandom120100120The user gains the Rampaging status.
—EndureNormalStatusSelf—∞12+4During 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 WingSteelPhysicalSingle7090200Has a 10% chance of boosting the user’s Defense stat by 1 stage.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—FacadeNormalPhysicalSingle70100200This 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 HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
—RoostFlyingStatusSelf—∞80Restores 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 SlashFlyingSpecialSingle7595160Has a 30% chance of making the target flinch.
—Dragon RushDragonPhysicalSingle10075120Has 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 ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—Thunder FangElectricPhysicalSingle6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
—Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—RoundNormalSpecialSingle60100160If 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.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Dragon TailDragonPhysicalSingle609012-6If 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.
—HurricaneFlyingSpecialSingle11070120Has 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 SwingDarkPhysicalAll60100200—
—Psychic FangsPsychicPhysicalSingle85100120Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Breaking SwipeDragonPhysicalAll Foes60100160Lowers targets’ Attack stats by 1 stage.
—Dual WingbeatFlyingPhysicalSingle4090120The user attacks twice in a row.
—Dragon CheerDragonStatusAlly—∞160Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
—Temper FlareFirePhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.