General Meet Salamence, one of the most fearsome sweepers and wall breakers in the tier. A good base 100 Speed, great mixed 135/110 attacking stats, and a solid movepool which gives it perfect neutral coverage combined make Salamence nigh on impossible to wall. If you want to use Salamence to sweep, it gets the still brilliant boosting move Dragon Dance. Its abilities help it out too: Intimidate gives it easier set up opportunities while Moxie makes it extremely hard to stop late game. Oh and it just lost its biggest counter Sylveon, making it even more formidable. That's not to say Salamence is perfect however. It's weak to Stealth Rock, as well as X4 weak to Ice moves. And while 100 Speed is good, it is forced to tie with other base 100s like Mega Medicham, who can OHKO with Ice Punch. Dragon STAB just isn't as good as it used to be, due to Fairy types, you can't just click Outrage anymore. Despite those flaws, you should always consider Salamence for your team. Dragon Dance Salamence @ Lum Berry / Life Orb Trait: Intimidate / Moxie Nature: Naive (+Spd -SDef) / Jolly (+Spd -SAtk) EV: 252 Atk / 4 SAtk / 252 Spd Dragon Dance Outrage / Dragon Claw Earthquake Fire Blast / Fire Fang Say hello to one of the best (arguably the best) Dragon Dancer in UU. Dragon Dance lets Salamence outrun the unboosted metagame besides Deoxys-S, and gives it immense power. Outrage is the most powerful STAB, however Dragon Claw can be used if you dislike being locked in. Earthquake gets coverage on the grounded Steel types like Jirachi and Empoleon. Fire Blast can be used to hit physically defensive Pokémon like Mega Aggron and Doublade harder while Fire Fang however runs off Salamence's higher Attack stat and is boosted by Dragon Dance and Moxie. The EVs maximise Speed and power with the leftovers in Special Attack to power up Fire Blast. If you chose Fire Fang, use a Jolly nature and put the extra 4 EVs in Defence. As for abilities, it's really up to you: Moxie's snowballing effect makes Salamence very difficult to stop late game; however, Intimidate can give you more opportunities to set up. As for item, Lum Berry is usually the better option to get out of Outrage's confusion as well as provide insurance against burns. However, Life Orb is helpful if running Dragon Claw: it bring some extra power which can help kickstart Moxie. If you choose to run a Life Orb, lower Salamence's HP IV to 29 to lessen the recoil. There are other ways you could run this set. You could use a Lonely or Adamant nature to power Salamence up a bit. You could add Draco Meteor and pump more EVs into special attack, but doing so will greatly reduce Salamence's coverage ScarfMence Salamence @ Choice Scarf Trait: Moxie Naive Nature (+Spd -SDef) EV: 252 Atk / 4 SAtk / 252 Spd Outrage Dragon Claw / Iron Tail Earthquake Fire Blast While most Choice Scarf users are meant to be revenge killers, Salamence is one of the few Choice Scarf users capable of sweeping due to Moxie's power boosts. Outrage is Salamence's most powerful STAB, but beware of using it if the opponent still has Steel or Fairy type Pokémon standing. Dragon Claw is the weaker but safer alternative. You could also use Iron Tail in that slot to land surprise OHKOs on Florges and Gardevoir (former needs Stealth Rock to guarantee the OHKO). Earthquake deals heavy damage to the grounded Steel types that resist Outrage; Fire Blast hits the likes of Mega Aggron and Doublade harder. The EVs maximise Speed and Attack with the leftovers placed in Special Attack to power up Fire Blast. A Naughty nature could be used for the extra power, but it doesn't get any notable KOs. MixMence Salamence @ Life Orb Trait: Intimidate Naive Nature (+Spd -SDef) EV: 80 Atk / 252 SAtk / 176 Spd IV: 29 HP Draco Meteor Fire Blast Earthquake / Roost Outrage / Dragon Claw / Iron Tail If you thought you could just send in your physical wall and that would be that, you would be sorely mistaken. MixMence is able to 2HKO pretty much everything in the tier with just Stealth Rock, so it makes the ideal early to mid game hole puncher. Draco Meteor serves as the main STAB, and most of UU's physical walls take massive damage from it. Hippowdon, Slowbro and Quagsire are all cleanly 2HKOd. Fire Blast and Earthquake deal with most of the Steel types that resist Salamence's Dragon STABs. Roost could be used in place of Earthquake to heal off Life Orb recoil and possible Stealth Rock damage. Do bear in mind however, that it will make Empoleon much harder to handle. Outrage is the most powerful physical attack, but if you don't like being locked in there's always Dragon Claw. Iron Tail could also be used to lure in and 2HKO Florges on the switch. The EVs allow Salamence to outrun max speed base 90s. Special Attack is maximised to hit as hard as possible on that side, with the rest in Attack to power up the physical moves. Intimidate is the preferred ability, since this set is more of a hit and run attacker and Intimidate helps it force switches, thus giving Salamence more chance to fire off powerful attacks. There are other ways you could EV this set: if you need to tie with other base 100s, a set up of 4 Atk / 252 SAtk / 252 Spd can be used. A Rash nature lets Salamence OHKO 252/252 Bold Slowbro with Draco Meteor most of the time after Stealth Rock, but do bear in mind Salamence will be slower than +Speed base 90s. 29 HP IVs lessen the recoil from Life Orb WishMence Salamence @ Leftovers Trait: Intimidate Impish Nature (+Def -SAtk) EV: 248 HP / 244 Def / 20 Spd Wish Dragon Tail Earthquake / Defog Protect While it may seem strange to use a support set on such an offensive Pokémon, Salamence pulls it off surprisingly well. Although Umbreon may appear to outclass Salamence for Wish passing, Salamence's better Attack means it can pull its weight offensively much better than Umbreon can. It also has 2 more resistances and an arguably more useful immunity in Ground, meaning it can switch in on more than Umbreon can. This set pairs particularly well with Mega Aggron. Aggron greatly appreciates recovery while resisting the Ice, Rock, Dragon and Fairy moves Salamence draws in while Salamence is immune to Ground moves and resists Fire and Fighting ones. Wish is the crux of this set, and enables Salamence to keep itself and its teammates healthy. Dragon Tail gets STAB and shuffles the opponent's team. It also prevents Salamence becoming set up fodder. Earthquake gets great coverage alongside it, with only Bronzong and Whimsicott resisting the combination. Protect is used to guarantee Wish will activate. Defog could be used instead of Earthquake to get rid of entry hazards. Indeed, Defog is a good niche Salamence has over the likes of Jirachi and Umbreon. The EVs let Salamence outrun max speed Adamant Honchkrow, with HP maximised (with the number kept odd in case of Stealth Rock) to pass the biggest Wishes possible. The rest is put into Defence for more physical bulk. Other Options A Choice Band set could work, but Haxorus is superior in that role since it's more powerful and isn't weak to Stealth Rock. Hydro Pump can be used on the MixMence set to OHKO Rhyperior and physically defensive Hippowdon most of the time after 1 layer of Spikes. Aqua Tail could be used on the Dragon Dance set to OHKO Rhyperior at +1 and 2HKO physically defensive Hippowdon without having to be locked into Outrage. A Choice Specs set is possible on paper, but Hydreigon is a superior Choice Specs user due to better special attack, a better special move pool, no Stealth Rock weakness and U-Turn. Roost can be used on the Dragon Dance set in place of Earthquake, but Salamence would rather have the extra coverage and Zygarde outclasses it as a bulky Dragon Dancer anyway. Checks and Counters Counters? Forget it. With Sylveon gone, there is absolutely nothing that can switch into Salamence with no fear of a 2HKO. However, Salamence still has a fair few viable checks. Slowbro can take most sets down one on one, able to survive most attacks and OHKO back with Ice Beam. However, a +1 Outrage will 2HKO and Draco Meteor will OHKO almost every time after 2 layers of Spikes. Physically defensive Hippowdon avoids a 2HKO from a +1 Outrage and can phaze Salamence out with Roar. MixMence's Draco Meteor and Outrage will 2HKO though. Unaware Quagsire can handle the physical sets well enough, ignoring its boosts and fishing for a burn with Scald. Again though, MixMence OHKOs most of the time after Stealth Rock with Draco Meteor. Granbull almost always wins one on one, but is 2HKOd by MixMence's Fire Blast. Florges is in a similar boat, but it is cleanly 2HKOd by a boosted Earthquake and Iron Tail really stings. Choice Scarf Terrakion outruns and OHKOs with Stone Edge, but can't even think about switching in. The WishMence set is much easier to deal with due to its lack of power. Mega Aggron and most Fairy types beat it without much trouble.