mega Salamence
Dragon Pokémon
- height
- 1.8 m
- weight
- 112.6 kg
While basking in the joy of flight generally keeps this Pokémon in high spirits, Salamence turns into an uncontrollable menace if something angers it.
Base stats
Abilities
- Aerilate
This Pokemon's Normal-type moves become Flying type and have 1.2x power.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves62
Ability effects
- AerilateNormal-type attacks become Flying-type and gain 1.2× power
This move does not check accuracy.
30% chance to make the target flinch.
30% chance to make the target flinch.
30% chance to paralyze the target.
100% chance to lower the foe(s) Attack by 1.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
100% chance lower adjacent Pkmn Speed by 1.
20% chance to lower the target's Defense by 1.
Has 33% recoil.
Lowers the user's Sp. Atk by 2.
Ally: Crit ratio +1, or +2 if ally is Dragon type.
No additional effect.
Raises the user's Attack and Speed by 1.
No additional effect.
20% chance to make the target flinch.
Forces the target to switch to a random ally.
Hits 2 times in one turn.
Hits adjacent Pokemon. Double damage on Dig.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
Traps and damages the target for 4-5 turns.
10% chance to burn the target.
Flies up on first turn, then strikes the next turn.
Raises the user's critical hit ratio by 2.
User cannot move next turn.
10% chance to burn the foe(s).
One adjacent ally's move power is 1.5x this turn.
30% chance to confuse target. Can't miss in rain.
No additional effect.
User cannot move next turn.
No additional effect. Hits adjacent foes.
Raises the user's Defense by 2.
30% chance to make the target flinch.
30% chance to lower the target's Defense by 1.
100% chance to lower the target's accuracy by 1.
Lasts 2-3 turns. Confuses the user afterwards.
Prevents moves from affecting the user this turn.
Destroys screens, unless the target is immune.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Heals 50% HP. Flying-type removed 'til turn ends.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
High critical hit ratio.
High critical hit ratio.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
10% chance to raise the user's Defense by 1.
High critical hit ratio.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
For 4 turns, allies' Speed is doubled.
Power doubles if the user's last move failed.
Lasts 2-3 turns. Confuses the user afterwards.
10% chance to paralyze. 10% chance to flinch.
20% chance to make the target flinch.