How to play
Use Intimidate to soften a physical attacker, then look for a safe Dragon Dance turn. Boots help protect Salamence from entry hazards.
Choose six Pokémon. See your score. Find your next teammate.
POKÉDEX #373 · GENERATION 3
Physical setup attacker
Build a team with Salamence ↓Generation 9 · casual singles · base form
Use Intimidate to soften a physical attacker, then look for a safe Dragon Dance turn. Boots help protect Salamence from entry hazards.
Ice attacks deal 4× damage. Intimidate does not reduce special damage, and Fairy types are immune to Dragon Claw.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
A Steel partner can resist Ice, Dragon and Fairy attacks. Add a special attacker for damage variety.
Resists Ice, Dragon and Fairy attacks.
Immune to Dragon attacks; adds a special attacker.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Dragonite offers Multiscale and Extreme Speed, but has lower base Speed.
Try Dragonite →Typing only. Abilities, items and battle effects can change these matchups.
Level 30
Shelgon#372Level 50
Salamence#373Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Salamence. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
No saved teams yet.
FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 51 → 84
Team score 51 → 82
Team score 51 → 82
Team score 51 → 82
Team score 51 → 82
Team score 51 → 82
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Salamence | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | ½× | 0 | 1 |
| Water | ½× | 0 | 1 |
| Electric | 1× | 0 | 0 |
| Grass | ¼× | 0 | 1 |
| Ice | 4× | 1 | 0 |
| Fighting | ½× | 0 | 1 |
| Poison | 1× | 0 | 0 |
| Ground | 0× | 0 | 1 |
| Flying | 1× | 0 | 0 |
| Psychic | 1× | 0 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | 2× | 1 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 2× | 1 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | 1× | 0 | 0 |
| Fairy | 2× | 1 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Reviewed October 6, 2026. Suggest a correction.