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Salamence
NM
LP
MP
HP

Viewing offers in Near Mint condition

Rare Holo · Pokemon - Stage2 - Colorless

Salamence

Rare Holo · Pokemon - Stage2 - Colorless · Secret Wonders
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Attack Direct Hit (50): This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon.
Attack Dragon Finish: Discard 2 basic Fire Energy cards or 2 basic Water Energy cards attached to Salamence. If you discarded 2 basic Fire Energy cards, this attack does 100 damage to the Defending Pokémon. If you discarded 2 basic Water Energy cards, this attack does 100 damage to 1 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) (If you can't discard cards, this attack does nothing.)

Card Details

-/-Power / Toughness
-Mana Cost
14Prints

Character Background

Salamence from Dragon is a classic tempo-control Stage 2: it wants to hit the Active spot, force awkward board states with Dragon Wind, and then either soften the target with Dragon Claw or buy a turn with Agility. The ability is especially punishing when your opponent has a weakened Bench target or a heavy retreat cost, because they choose which Defending Pokémon gets dragged forward, but you control the pressure by deciding when to activate it. Since Special Conditions shut off Dragon Wind, deckbuilding should prioritize consistent switching and healing support, plus ways to keep Salamence clear of status. Pair it with effects that spread damage or punish benching, so every forced switch becomes a real liability. Agility adds a useful defensive layer against big attacks, making Salamence less about raw damage and more about disrupting prizes while staying on the board long enough to let its momentum snowball.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Salamence from Dragon is a classic tempo-control Stage 2: it wants to hit the Active spot, force awkward board states with Dragon Wind, and then either soften the target with Dragon Claw or buy a turn with Agility. The ability is especially punishing when your opponent has a weakened Bench target or a heavy retreat cost, because they choose which Defending Pokémon gets dragged forward, but you control the pressure by deciding when to activate it. Since Special Conditions shut off Dragon Wind, deckbuilding should prioritize consistent switching and healing support, plus ways to keep Salamence clear of status. Pair it with effects that spread damage or punish benching, so every forced switch becomes a real liability. Agility adds a useful defensive layer against big attacks, making Salamence less about raw damage and more about disrupting prizes while staying on the board long enough to let its momentum snowball.

Generated using gpt-5.4-mini · Updated at 2026-08-21 11:10:43 UTC

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