Salamence Lv X ideas?

shadoworganoid

"Crimson Dance, Yugetsu!"
Member
Hey all again.

At my league, I have an interesting reputation for being the "Salamence player". I had used it earlier in the season and did surprisingly well with it. So well in fact, that my other friends including our league leader suggested I use it at Larger events too.

Well, looking back on all that, I would like to find a COMPETITIVE combo/idea for Salamence Lv X; http://pokebeach.com/scans/arceus/98-salamence-lv.x.jpg or at least something that can stand a chance.

What are the possible ideas that can also work competitively???
 
Salamence is great. Especially its SF-counterpart, whose Battle Rush can really turn the tide of battle within minutes of a match. I'd love to suggest Ninetales GS/Typhlosion Prime GS or Feraligatr Prime GS, but both are rather slow. Not only that, you have a terrible Weakness to Garchomp C LV.X. I'd probably run 2-1-2 or even Bubble Coat if you're despserate. The 160 HP is great, topping even Steelix Prime, and is going to be a pain to KO even with Luxray GL LV.X. Don't forget, you survive a Dragon Rush with Expert Belt, so that can be used to your advantage.
 
Yeah, thats the issue, I could focus on defense and run Exploud, or I could focus on speed and use the fire engine. Im not sure.

That garchomp C is the only real problem because of weakness.
 
I like the fire engine, it gives it a consistent draw and can get it attacking fast.
 
Lets see, the fire engine is basically like this;?

2-1-2 Typhlosion Prime
2-2 Ninetales

Its a great engine come mid game, but setting up troubles me... Thats two stage 2 lines, and a stage 1.

Logically Spiritomb is a great starter, but... Also, I feel Uxie is still needed for the early draw while setting up the engine.
 
Yeah, definitely uxie and tomb. Or, instead of the fire engine you could always use the spiritomb/vileplume engine, but that would slow it down even more.
 
I know a combo that was hyped when Arceus came out. I even ran it. But it's as slow as heck.

You use Salamence Arceus (2) on your bench and a Delcatty PT. Salamence SF (With Lv.X, of course) to attack, and discard energies. Then, use Salamence's Poke Power (twice) to get the energies back onto the active Salamence. The only problem is, you need three Stage 2's out, a Stage 1, and I used this deck before Power Spray was widely used. A Power Spray or two will mess you up for a couple of turns, and the loss of Claydol really hure this deck's speed.
 
I agree with Espeon, and think Battle Rush is the way to go. You just gotta find a way to get your energies back consistently.

I had a decent build of it that I ran for league play only (took it apart because of all the Dialga G X running around), that focused on strictly tanking, while attacking for very cheap, and always getting energies back. I used the RR Starmie and PL Blissey, with one Blissey Prime tech.

Basic strategy was to abuse battle rush, since there are so many high HP pokemon out now. Use Blissey PL to drop a water energy or something for a free potion each turn. Starmie it back, attach to Salamence, Level up, Steam Blast for 120 with Exp Belt, discard a water, take 2 prizes. Next turn, pull back the water with Starmie, attach, 120 again, discard water. Keep healing with Blissey when you can afford it. And if you could predict what was gonna hit you on your opponents next turn, and calculate the damage, you could toss both energies, and attack with Steam Twister for 120/140, stay alive by a tiny bit, then Blissey Prime for a free heal.

I also ran Snowpoint Temple, to shove some of those stupid SP X's into the 120 HP range, to force-activate battle rush.

It was a tremendously fun deck, and a lot of things had troubles against it. But it was a tad too slow and clunky at times, and just couldn't keep up with a lot of the netdecks running at my league, so I've taken it apart temporarily. But I hope to rebuild it again sometime soon, just because of how fun it was.

Anyways, hope some of this was somewhat helpful, and good luck getting it running properly. :)
 
My question is did you run plus powers? Because if a pokemon has 130 HP you can't OHKO it without using steam blast or the 120 damage attack and an expert belt. Because that could screw up your whole strategy.
 
Nope, no plus powers- but I did run bucks just for that. :D

Usually did that, or just steam twistered with belt to take out higher HP stuff. Either that, or I'd stall a turn making good use of my heal, and just hit it for 50/70 with his smaller attack, then do 100/120/140 next turn.

The deck definitely had its flaws, but getting the KO was almost never one of them.
 
I would like to address the Salamence X's pokepower. To make the full use of that, You need to knock out more than one pokemon. Normally this would be a pain, but with Salamence AR's first move, it is remotely possible.

Now, If this WAS pulled off, that's 4 prizes right there, not counting belts. Almost instant win.

So therefore, you could try to abuse this strategy and go for the double kill. This would require Crobats and such to put damage on someone on the bench. Preferred targets are benched uxies and such. Once pulled off, this is amazing.

I would run Ninetales, Delcatty, and Typhlosion. No uxies
 
How about this set up:
3-2-3-1 Salamence (2 SF, 1 Arceus)
2-2 Ninetales HGSS
2-2 Delcatty
2-1 Uxie
1 Azelf

How I see this is that instead of Typhlosion in the Fire engine you would use a combination of the Ninetales and Delcatty, and having Salamence be more self- sufficient. You use Delcatty's power, put the fire energy (or water) on top, then use the Arceus Salamence to draw and attach. This would eliminate the need of using Typhlosion thus making the deck faster. The Uxie is good for early game setup and can abuse DCE (when Leveled up), which should still be played for emergency use. Uxie Lv. X can attack somewhat, and it's power will slightly speed up the deck with the chance of top decking either the basic or evolution you need. What I listed was only an idea of the possible structure you could use that may make the deck faster, possible techs can include the 1-0-1 Exploud line as mentioned earlier, or an Sp tech of your own.
 
What about like blaZofgold was saying, you focus on getting 4 prizes in 1 turn, without counting belts. Like 4 crobats, 4 poke turn, 4 SSU, 4 hunter (when it comes out), 4 junk arm when it comes out and maybe other stuff if you have the room. IDK, but at the very least it seems worth it even if it requires tons of set up.
 
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