Set Description
Dragon Dance Salamence is adept at sweeping offensive teams that rely on frail Pokemon such as offensive Swampert and Metagross or revenge killers like Dugtrio, Aerodactyl, and Starmie to check physical sweepers. This proficiency comes from Salamence's Speed; unlike Tyranitar, +1 Salamence outspeeds the entire metagame. Dragon Dance Salamence also offers some unique defensive properties; it is the best Heracross counter, with the ability to OHKO, boost its Speed past Salac Berry variants, and heal with Leftovers. Unfortunately, Dragon Dance Salamence suffers in terms of power, bulk, and susceptibility to Intimidate. Many common Pokemon seen as physically frail like defensive Zapdos, Gengar, and even Blissey can survive a boosted attack and stop Salamence from sweeping. Opposing Salamence can also deny a sweep with Intimidate; although Dragon Dance Tyranitar can similarly be stopped, it more heavily pressures opposing Salamence with its STAB Rock Slide.
Hidden Power Flying is Salamence's strongest attack. While it is comparable to Earthquake in power, it hits Celebi and Fighting-types super effectively and Claydol and Flygon neutrally. It also dissuades the opponent from weakening Salamence by switching to Intimidate Salamence or Gyarados on Earthquake. Rock Slide threatens Zapdos, Moltres, Aerodactyl, Gyarados, and other Salamence. Due to the flinch chance, it also allows Salamence to take down Skarmory despite being a 3HKO. Earthquake completes the coverage by threatening Tyranitar, Jirachi, and Metagross. Occasionally, Brick Break is used over Earthquake to help Salamence beat Blissey and Tyranitar at the expense of coverage against Metagross and Jirachi.
Salamence can use a variety of EV spreads that differ mostly in trading off Attack for Speed and bulk. The only mandatory benchmark is 116 Speed EVs for outspeeding Aerodactyl and Jolteon after a boost. The listed EVs allow Salamence to outspeed Adamant Heracross. It is possible to increase the Speed investment to 180 EVs for Moltres or simply maximize Speed at the expense of bulk. This allows Salamence to outspeed Jolly Heracross and increases its chances of outspeeding other Dragon Dance Salamence, Gyarados, and Agility Metagross that try to get into a boosting war. It also Speed ties with neutral-natured Zapdos and mixed Salamence, which can be important because Salamence usually cannot afford to boost against them.
Salamence can also run a specially defensive EV spread of 180 Atk / 212 SpD / 116 Spe, which takes defensive Gengar's Ice Punch and defensive Swampert's Ice Beam, turning two of the most prominent Salamence checks into non-answers or setup opportunities. Less commonly, these EVs also guarantee that Salamence survives Timid Jirachi's Ice Punch. Note that the divestment from Attack can be significant, for near-guaranteed OHKOs on uninvested Tyranitar and Zapdos after a boost become roughly two-thirds chances.
Dragon Dance Salamence's use and role depend on the team and matchup. One needs to discern whether its HP should be used liberally for defensive pivoting and inducing chip damage, sacrificed to wallbreak for other sweepers, or preserved for a Dragon Dance sweep in the endgame. Salamence can be used mid-game to switch into Fighting-types, defensive Suicune, Celebi, and other physical Salamence, and it can also pivot in on Earthquake to weaken Tyranitar, Swampert, Flygon, Claydol, and Snorlax with Intimidate. Most of these Pokemon are also potential setup targets; even some threatening Pokemon like Tyranitar, defensive Swampert, and Jirachi can be set up on in specific circumstances, as Intimidate softens Rock Slide's damage, and Salamence can have EVs to survive Swampert's and Jirachi's Ice-type coverage. Additionally, Salamence can set up on Choice-locked Pokemon like Dugtrio and Aerodactyl; these are revenge killers that offensive teams sometimes use to relieve their physical weaknesses, yet +1 Salamence bypasses them.
Team Options
Dragon Dance Salamence fits well on momentum-based teams that benefit from its potential to sweep over the general utility of the mixed set. Occasionally, it can also fit on Magneton-based balance teams in lieu of Choice Band Salamence, where it pivots into Fighting-types, Celebi, and defensive Suicune. Most of Salamence's partners are geared towards breaking through its most prominent walls in Skarmory and bulky Water-types, most notably Swampert. Magneton is one of Salamence's most effective partners, as it can trap and remove Skarmory. Metagross is another effective partner that can plow through those walls. Choice Band Metagross is great for removing Skarmory and bulky Water-types with Explosion. While it targets Skarmory less specifically than Magneton, Choice Band Metagross prevents Skarmory from setting Spikes, which can exacerbate typical physically offensive teams' weakness to special sweepers like Starmie and Gengar. Mixed Metagross is great for wearing Skarmory and Swampert down over the course of a game. Pursuit on mixed Metagross also chips Gengar and puts it into boosted Salamence's KO range. Defensive Metagross is a good choice in conjunction with Magneton, where Metagross has the flexibility of defensive and offensive use with Explosion or Toxic to wallbreak against bulky Water-types. This set also makes the best use of the physically defensive synergy of Salamence and Metagross.
A variety of Tyranitar sets can also lure Water-types in to chip them. The most prominent example is Dragon Dance + Hidden Power Grass Tyranitar, which frequently leaves the opponent no choice but to expend a huge amount of HP on their bulky Water-type. Hidden Power Grass is not strictly necessary if one has other means of luring and damaging Swampert or if the rest of the team has a good matchup against Toxic, Sandstorm, and Spikes (TSS) teams, which Swampert is usually found on and Dragon Dance Salamence struggles against. Mixed Tyranitar does not target Water-types as specifically and cannot get past Milotic, but it is great against TSS teams; it can chip Skarmory and other one-time checks like Blissey, defensive Zapdos, Starmie, and physically defensive Celebi. Note that Tyranitar's Sand Stream is really helpful for maintaining chip damage on most Pokemon, especially Milotic, Suicune, Gengar, Blissey, and Snorlax.
Offensive Water-types also tend to have good matchups against TSS teams and can switch into defensive Swampert relatively easily. Offensive Swampert is a good choice for heavily damaging Skarmory as it tries to set Spikes, and opposing Swampert is frequently compelled to trade blows for the lack of a better switch-in, unwittingly facilitating the Salamence sweep. Offensive Swampert is also generally great at luring in and chipping the other aforementioned one-time checks. Offensive Suicune works in a similar vein; it heavily threatens the special walls Celebi and Jirachi, and it can use Toxic to chip Blissey and dissuade it from staying in, thereby also forcing chip damage on Swampert, Skarmory, Gengar, or Starmie. It also trades with Snorlax, which could otherwise use Self-Destruct on Salamence.
Enabling a Dragon Dance Salamence sweep also requires chipping bulky Tyranitar and Metagross, which can survive boosted Earthquake and OHKO back. Offensive Snorlax lures in Tyranitar, Metagross, and Skarmory and can chip them with Earthquake, Focus Punch, or Self-Destruct; Curse + Self-Destruct can even take out these checks. Snorlax also acts as a special tank. Gyarados is another great partner for Salamence. They share similar checks in Tyranitar, Metagross, Salamence, Snorlax, Gengar, and Starmie; together, they can overload these checks. For example, a common sequence involves using Dragon Dance Gyarados to force bulky physical Tyranitar in, sacrificing Gyarados to chip Tyranitar with Earthquake, and exploiting Salamence's Intimidate to set up. Also, having two fast Dragon Dance users vastly expands one's coverage—Salamence's Rock Slide can make up for Gyarados's potential lack of coverage for Aerodactyl, while Gyarados can set up on Water-types and potentially carry Hidden Power Ghost for Gengar. Water-types are the bane of Salamence's existence, so Gyarados's ability to set up on Water-types is particularly complementary. Celebi is also able to gain momentum on Water-types. Offensive Calm Mind Celebi can lure in and trade with Tyranitar and Metagross or pass its boosts to Swampert; alternatively, Leech Seed variants can slowly provide the little chip damage needed to bring Tyranitar, Metagross, and Blissey into KO range. Salamence is also able to protect Celebi from Heracross and other physical Salamence sets to an extent. Offensive Jirachi performs a similar role of luring in and chipping Tyranitar, providing Salamence a setup opportunity upon its sacrifice; it can also wrestle with Snorlax to bring it into Salamence's KO range.
Chipping Gengar and opposing Salamence also makes it easier for Dragon Dance Salamence to sweep. Heracross lures in and chips these targets, and on top of that, it has a good matchup against Milotic-based stall teams. Heracross is a decent switch-in to Water-types as well.
While Dragon Dance Salamence is harder to fit on Spikes teams than mixed Salamence, Spikes helps Salamence break through all grounded checks. On offensive teams, Cloyster can provide Spikes support, and its Explosion and Surf provide the little dent needed to beat Tyranitar, Metagross, or Gengar. On balanced teams, Skarmory is the default Spiker.