I had good results using TWO megas on the same team.
Charizard @ Charizardite Y
Blaze -> Drought
Jolly
4 HP / 252 Atk / 252 Spe
-Swords Dance
-Flame Charge
-Flare Blitz
-Earthquake
Char Y actually has Flare Blitz equal to X's most of the time, because of Drought. This mega is an all-in strategy, meaning you really need to build your team around him, and dugtrio is almost required, but you can definitely pull it off if you get him in w/o rocks.
Sometimes he's actually the best as a lead, to just kill/wound one or two things then die off. Flame charge and drought is what defines Y over X in the physical attacking setting, allowing you to speed boost through taunt and also to clip a decent chunk of health on sturdy/custap pokemon (decent if drought is up) followed by a flare blitz. He is frail but can still switch in to things like scizor, some genesects, skarmory, clefable, some jirachis, forrestress, celebi, ferrothorn, abomasnow, mamoswine, some landorus-t, florges, chansey, etc.
The goal is to get charizard in on something, maybe even the lead on turn 1, and get one boost. Then depending on how its going, you either megaevolve or don't. Fire the mega if drought is gonna get you a KO or if it will help you avoid a water ko. If not, get off whatever attack you can, and save your mega for a different pokemon like gengar or lucario or venusaur.
Remember, char-y is immune to ground, neutral to ice, resists fairy, steel, bug, fighting, and grass. There's useful stuff in there.
This is a ballsy, fun, and rewarding archetype to play. I recommend a core team of Char-Y, MegaGengar, Dugtrio for the most fireworks. Tension builds up from turn 1.
Make sure your team can capitalize if drought is up (even if just appreciating weaker water attacks), but don't over-focus on weather, because drought is mainly there just to boost charizard's STAB, and don't forget your checks to Talonflame, Tyranitar, and Rotom-W.
Charizard @ Charizardite Y
Blaze -> Drought
Jolly
4 HP / 252 Atk / 252 Spe
-Swords Dance
-Flame Charge
-Flare Blitz
-Earthquake
Char Y actually has Flare Blitz equal to X's most of the time, because of Drought. This mega is an all-in strategy, meaning you really need to build your team around him, and dugtrio is almost required, but you can definitely pull it off if you get him in w/o rocks.
Sometimes he's actually the best as a lead, to just kill/wound one or two things then die off. Flame charge and drought is what defines Y over X in the physical attacking setting, allowing you to speed boost through taunt and also to clip a decent chunk of health on sturdy/custap pokemon (decent if drought is up) followed by a flare blitz. He is frail but can still switch in to things like scizor, some genesects, skarmory, clefable, some jirachis, forrestress, celebi, ferrothorn, abomasnow, mamoswine, some landorus-t, florges, chansey, etc.
The goal is to get charizard in on something, maybe even the lead on turn 1, and get one boost. Then depending on how its going, you either megaevolve or don't. Fire the mega if drought is gonna get you a KO or if it will help you avoid a water ko. If not, get off whatever attack you can, and save your mega for a different pokemon like gengar or lucario or venusaur.
Remember, char-y is immune to ground, neutral to ice, resists fairy, steel, bug, fighting, and grass. There's useful stuff in there.
This is a ballsy, fun, and rewarding archetype to play. I recommend a core team of Char-Y, MegaGengar, Dugtrio for the most fireworks. Tension builds up from turn 1.
Make sure your team can capitalize if drought is up (even if just appreciating weaker water attacks), but don't over-focus on weather, because drought is mainly there just to boost charizard's STAB, and don't forget your checks to Talonflame, Tyranitar, and Rotom-W.