Moves
Move usage- 1
Protect
93.3% - 2
Hyper Voice
90.4% - 3
Draco Meteor
61.6% - 4
Tailwind
57.4%

Pokemon Champions profile
This Pokemon's Normal-type moves become Flying-type moves and have their power multiplied by 1.2. This effect comes after other effects that change a move's type, but before Ion Deluge and Electrify's effects.
Before Mega: Intimidate / Moxie
Base Stats
Type defenses
Mega Salamence takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1x | 1/2x | 1/2x | 1x | 1/4x | 4x | 1/2x | 1x | 0x | 1x | 1x | 1/2x | 2x | 1x | 2x | 1x | 1x | 2x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Aerial Ace | 60 | - | 20 | This move does not check accuracy. | ||
| Air Slash | 75 | 95 | 15 | Has a 30% chance to make the target flinch. | ||
| Bite | 60 | 100 | 20 | Has a 30% chance to make the target flinch. | ||
| Body Slam | 85 | 100 | 15 | Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active. | ||
| Breaking Swipe | 60 | 100 | 15 | Has a 100% chance to lower the target's Attack by 1 stage. | ||
| Brick Break | 75 | 100 | 15 | If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated. | ||
| Brutal Swing | 60 | 100 | 20 | No additional effect. | ||
| Bulldoze | 60 | 100 | 20 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Crunch | 80 | 100 | 15 | Has a 20% chance to lower the target's Defense by 1 stage. | ||
| Double-Edge | 120 | 100 | 15 | If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP. | ||
| Draco Meteor | 130 | 90 | 5 | Lowers the user's Special Attack by 2 stages. | ||
| Dragon Cheer | - | - | 15 | Raises the target's chance for a critical hit by 1 stage, or by 2 stages if the target is Dragon type. Fails if there is no ally adjacent to the user, or if the target already has this effect or the Focus Energy effect. Baton Pass can be used to transfer this effect to an ally. | ||
| Dragon Claw | 80 | 100 | 15 | No additional effect. | ||
| Dragon Dance | - | - | 20 | Raises the user's Attack and Speed by 1 stage. | ||
| Dragon Pulse | 85 | 100 | 10 | No additional effect. | ||
| Dragon Rush | 100 | 75 | 10 | Has a 20% chance to make the target flinch. Damage doubles and no accuracy check is done if the target has used Minimize while active. | ||
| Dragon Tail | 60 | 90 | 10 | If both the user and the target have not fainted, the target is forced to switch out and be replaced with a random unfainted ally. This effect fails if the target used Ingrain previously, has the Suction Cups Ability, or this move hit a substitute. | ||
| Dual Wingbeat | 40 | 90 | 10 | Hits twice. If the first hit breaks the target's substitute, it will take damage for the second hit. | ||
| Earthquake | 100 | 100 | 10 | Damage doubles if the target is using Dig. | ||
| Endure | - | - | 10 | The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Facade | 70 | 100 | 20 | Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored. | ||
| Fire Blast | 110 | 85 | 5 | Has a 10% chance to burn the target. | ||
| Fire Fang | 65 | 95 | 15 | Has a 10% chance to burn the target and a 10% chance to make it flinch. | ||
| Fire Spin | 35 | 85 | 15 | Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move. | ||
| Flamethrower | 90 | 100 | 15 | Has a 10% chance to burn the target. | ||
| Fly | 90 | 95 | 15 | This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, and Twister, and Gust and Twister have doubled power when used against it. If the user is holding a Power Herb, the move completes in one turn. | ||
| Focus Energy | - | - | 20 | Raises the user's chance for a critical hit by 2 stages. Fails if the user already has the effect. Baton Pass can be used to transfer this effect to an ally. | ||
| Giga Impact | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Heat Wave | 95 | 90 | 10 | Has a 10% chance to burn the target. | ||
| Helping Hand | - | - | 20 | The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move. | ||
| Hurricane | 110 | 70 | 10 | Has a 30% chance to confuse the target. This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If the weather is Heavy Rain or Rain, this move does not check accuracy. If the weather is Intense Sun or Sun, this move's accuracy is 50%. If this move is used against a Pokemon holding Utility Umbrella, this move's accuracy remains at 70%. | ||
| Hydro Pump | 110 | 80 | 5 | No additional effect. | ||
| Hyper Beam | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Hyper Voice | 90 | 100 | 10 | No additional effect. | ||
| Iron Defense | - | - | 15 | Raises the user's Defense by 2 stages. | ||
| Iron Head | 80 | 100 | 15 | Has a 30% chance to make the target flinch. | ||
| Iron Tail | 100 | 75 | 15 | Has a 30% chance to lower the target's Defense by 1 stage. | ||
| Mud-Slap | 20 | 100 | 10 | Has a 100% chance to lower the target's accuracy by 1 stage. | ||
| Outrage | 120 | 100 | 10 | The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user. | ||
| Protect | - | - | 5 | The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Psychic Fangs | 85 | 100 | 10 | If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated. | ||
| Rain Dance | - | - | 5 | For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain. | ||
| Rest | - | - | 5 | The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep. | ||
| Roar | - | - | 20 | The target is forced to switch out and be replaced with a random unfainted ally. Fails if the target is the last unfainted Pokemon in its party, or if the target used Ingrain previously or has the Suction Cups Ability. | ||
| Rock Slide | 75 | 90 | 10 | Has a 30% chance to make the target flinch. | ||
| Rock Tomb | 60 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Roost | - | - | 5 | The user restores 1/2 of its maximum HP, rounded half up. If the user is not Terastallized, until the end of the turn Flying-type users lose their Flying type and pure Flying-type users become Normal type. Does nothing if the user's HP is full. | ||
| Round | 60 | 100 | 15 | If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user. | ||
| Scary Face | - | 100 | 10 | Lowers the target's Speed by 2 stages. | ||
| Shadow Claw | 70 | 100 | 15 | Has a higher chance for a critical hit. | ||
| Slash | 80 | 100 | 20 | Has a higher chance for a critical hit. | ||
| Sleep Talk | - | - | 10 | One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move. | ||
| Snore | 50 | 100 | 15 | Has a 30% chance to make the target flinch. Fails if the user is not asleep. | ||
| Steel Wing | 70 | 90 | 20 | Has a 10% chance to raise the user's Defense by 1 stage. | ||
| Stone Edge | 100 | 80 | 5 | Has a higher chance for a critical hit. | ||
| Substitute | - | - | 10 | The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute. | ||
| Sunny Day | - | - | 5 | For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun. | ||
| Tailwind | - | - | 15 | For 4 turns, the user and its party members have their Speed doubled. Fails if this move is already in effect for the user's side. | ||
| Temper Flare | 75 | 100 | 10 | Power doubles if the user's last move on the previous turn, including moves called by other moves or those used through Instruct, Magic Coat, Snatch, or the Dancer or Magic Bounce Abilities, failed to do any of its normal effects, not including damage from an unsuccessful High Jump Kick, Jump Kick, or Mind Blown, or if the user was prevented from moving by any effect other than recharging or Sky Drop. A move that was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, Crafty Shield, Mat Block, Quick Guard, or Wide Guard will not double this move's power, nor will Bounce or Fly ending early due to the effect of Gravity, Smack Down, or Thousand Arrows. | ||
| Thrash | 120 | 100 | 10 | The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user. | ||
| Thunder Fang | 65 | 95 | 15 | Has a 10% chance to paralyze the target and a 10% chance to make it flinch. | ||
| Zen Headbutt | 80 | 90 | 15 | Has a 20% chance to make the target flinch. |