Charizard

boltsandbombers

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Taken over from trc and Mysteria


[OVERVIEW]

Blessed with being the only Pokemon in OU with two Mega Evolutions, Charizard has found both of them to be top-tier threats. The first forme, Mega Charizard X, is known to be one of the best Dragon Dancers in the entire tier; the combination of a base 130 Attack and essentially a 1.33x boost on both of its main STAB moves thanks to Tough Claws allows it to OHKO most foes at +1 with STAB Flare Blitz, meaning it can sweep almost effortlessly through teams, especially given how easy it is to set up with such a great defensive typing. Furthermore, Mega Charizard X can utilize its amazing typing, bulk, and movepool to be very unpredictable; it can run a variety of sets, including a defensive set that utilizes Will-O-Wisp and even a Double Dance set that contains both Swords Dance and Tailwind to bring the pain on both defensive and offensive teams, respectively. Given all these traits, Mega Charizard X is simply one of the best Pokemon in OU and offers a lot as a Mega Evolution.

The second forme, Mega Charizard Y, is the most powerful wallbreaker in OU. At first glance, Mega Charizard Y's amazing Fire STAB type and base 159 Special Attack make it appear to be a powerful wallbreaker in and of themselves. However, Mega Charizard Y's claim to fame is its ability Drought, which boosts its STAB Fire Blast's power even further, allowing it to OHKO or severely dent a significant portion of the tier, and makes Solar Beam a 120 Base Power Grass attack that takes only one turn to use, nullifying Water-types as possible checks. With Focus Blast rounding out the coverage, most of the metagame is in huge danger to Mega Charizard Y bar a select few—these are mostly limited to opposing Dragon-types such as Latios, Latias, Dragonite, Mega Altaria, and bulky Mega Charizard X and dedicated special walls such as Chansey and Cresselia. All of the aforementioned Pokemon are very easy to take advantage of, however; with the use of stallbreakers and Pursuit trappers, it is easy enough to clear a path for Mega Charizard Y. Outside of these Pokemon, Mega Charizard Y simply will dent the opponents team every time it comes in, provided it can hit.

However, Charizard's base 100 Speed for both formes is no more than good and leaves it outpaced in such a quick metagame, which is compounded by a quadruple Stealth Rock weakness that severely hinders it from executing its job effectively—it is very easy to take advantage of this with the use of priority moves or faster attackers that can finish it off at such low health. Mega Charizard Y is an extremely easy Pokemon to pressure; while it OHKOes an absurd number of Pokemon, it often can be outsped and KOed by faster Pokemon unless it switches out, which can ruin the momentum at times. Mega Charizard X, on the other hand, is worn down very quickly between Stealth Rock damage, Flare Blitz recoil, and general miscellaneous damage. This makes it harder to sweep and wallbreak to an extent. However, despite these flaws, Charizard is no less than a metagame-defining Pokemon and should be looked at as such.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz
move 3: Dragon Claw
move 4: Roost
item: Charizardite X
ability: Blaze
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Dragon Dance simultaneously boosts Mega Charizard X's Attack and Speed, allowing it to sweep weakened teams. Flare Blitz in tandem with Tough Claws provides ridiculous damage output, capable of OHKOing many foes unboosted and severely denting almost everything in the metagame at +1. To give a measure of its power, Mega Charizard X's unboosted Flare Blitz matches the power of +2 Adamant Garchomp's Dragon Claw. Dragon Claw completes the feared Dragon / Fire coverage and is a safe option to use against Water-types as well as when the player wishes to avoid recoil. Roost keeps Mega Charizard X healthy and helps mitigate Flare Blitz recoil as well as avoid Sucker Punch mind games. Earthquake is an option that allows Mega Charizard X to beat Heatran and bulky variants of Tyranitar, but the extra longevity provided by Roost is generally more useful. Fire Punch is an option over Flare Blitz if recoil tends to be a problem, but it is seriously discouraged due to its significantly lower damage output.

Set Details
========

Maximum Attack investment is used to hit as hard as possible, and a Jolly nature is used to outspeed Jolly Choice Scarf Landorus-T, Jolly Choice Scarf Excadrill, Choice Scarf Kyurem-B, and Modest Choice Scarf Keldeo. This spread also allows Mega Charizard X to outspeed neutral-natured base 100 Pokemon such as Mega Gardevoir and Mega Medicham as well as Adamant Terrakion and most Kyurem-B before a Dragon Dance. Alternatively, a slightly bulkier spread of 104 HP / 220 Atk / 184 Spe can be used to have a good chance to survive two Hydro Pumps from Rotom-W while still outspeeding Choice Scarf Landorus-T after a boost and OHKOing uninvested Landorus-T after Stealth Rock damage. If outspeeding the previously mentioned Choice Scarf users after a boost is not a concern, a spread of 96 HP / 252 Atk / 160 Spe with an Adamant nature can be used to outspeed Adamant Excadrill, Jolly Mega Scizor, and Mega Heracross while providing a noticeable boost in power. Running an Adamant nature specifically allows Mega Charizard X to 2HKO Azumarill after Stealth Rock damage and grants a high chance at 2HKOing mixed defensive Hippowdon after Stealth Rock damage. Blaze is the chosen ability before Mega Evolving despite being very situational, as Solar Power would accomplish nothing other than reducing HP at times.

Usage Tips
========

It's best to set up Dragon Dance towards the end of the game, when Mega Charizard X's checks and counters are out of play or have been weakened enough to be picked off after a boost. Mega Charizard X should set up on Pokemon that it forces out, such as Mega Scizor and Celebi, or against Electric-types such as Mega Manectric and Raikou. If running HP investment, Rotom-W is an easy target to set up on, as it can't 2HKO Mega Charizard X with Hydro Pump and is stalled out with Roost. Take note of Charizard's typing change upon Mega Evolving; for example, not Mega Evolving against Latios after it uses Draco Meteor allows Mega Charizard X to safely set up Dragon Dance on it whereas Mega Charizard X sets up on non-Thunder Wave Thundurus with ease thanks to its neutrality to Hidden Power Ice and resistance to Thunderbolt.

Team Options
========

Entry hazard removal is an absolute must, as having Charizard lose half its health makes a huge difference in the game. Excadrill is the best option for this, as it can remove hazards with Rapid Spin while preserving your own and has good synergy in general with Mega Charizard X. In addition, Swords Dance Excadrill can severely weaken physically bulky Pokemon such as Hippowdon and Slowbro to assist Mega Charizard X's sweep. The two of them also pair very well on sand teams, as Mega Charizard X can set up on or deal immense amounts of damage to the likes of Rotom-W, Celebi, and Mega Venusaur, which are bothersome to common Pokemon on these archetypes. Latios can nuke the opposition while using support options such as Tailwind and Memento to prepare for a sweep, in addition to clearing entry hazards for Mega Charizard X with Defog. Mew can support Mega Charizard X with Defog, while Mega Charizard X can absorb Knock Off for it. Powerful physical attackers such as Garchomp, Talonflame, and Terrakion can weaken or overwhelm Mega Charizard X's checks and counters. Grass-types such as Celebi and Serperior put immense amounts of pressure on the bulky Water-, Rock-, and Ground-types that are used to check Mega Charizard X. In addition, Celebi can take further advantage of these Pokemon by setting up a Substitute and passing it to Mega Charizard X for safety during setup. Chesnaught and Tangrowth work as well to combat sand teams, which are problematic for Mega Charizard X. In addition, Chesnaught has an excellent matchup versus sand teams, which are troublesome to Mega Charizard X's. Jirachi is a very notable teammate, as it can provide Healing Wish support, check Mega Altaria and Mega Diancie, and lure in bulky Water- and Ground-types and KO them with Grass Knot. Water-types such as Manaphy and Azumarill also pressure Rock- and Ground-types that bother Mega Charizard X, and the former can break down defensive cores for Charizard to clean up late-game. With the use of Shadow Tag, Gothitelle can trap and eliminate Mega Charizard X's checks and counters to pave the way for a sweep. Similarly, if Mega Charizard X forgoes Earthquake, Dugtrio is a good teammate to trap and eliminate Heatran as well as severely weaken Tyranitar.

[SET]
name: Wallbreaker
move 1: Fire Blast / Flamethrower
move 2: Solar Beam
move 3: Focus Blast
move 4: Roost
item: Charizardite Y
ability: Blaze
nature: Timid / Modest
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

In the sun provided by Mega Charizard Y's Drought, Fire Blast OHKOes or 2HKOes nearly all Pokemon that don't resist it as well heavily denting those that do. Flamethrower is a slightly less powerful alternative that is more reliable due to its perfect accuracy. Solar Beam doesn't require an extra turn to charge thanks to the sun, and it hits Water-types such as Azumarill, Suicune, Slowking, Slowbro, and Manaphy for great damage. Focus Blast rounds off Mega Charizard's coverage, targeting Tyranitar and Heatran. Roost keeps Mega Charizard Y healthy and somewhat mitigates Stealth Rock damage. Alternatively, Earthquake deals significantly more damage to Heatran than Focus Blast, but it does pitiful damage to Tyranitar.

Set Details
========

Maximum Special Attack investment is used to hit as hard as possible. A Timid nature allows Mega Charizard Y to Speed tie with other positive-natured base 100 Speed Pokemon, namely Manaphy, as well as Jolly Excadrill outside of sand and maximum Speed Kyurem-B. If outspeeding these Pokemon is not required, a Modest nature can be used for a significant increase in Mega Charizard Y's wallbreaking potential. If using a Modest nature, a spread of 40 HP / 252 SpA / 216 Spe provides some bulk while still outspeeding neutral-natured maximum Speed Kyurem-B. Note that Fire Blast is best used with a Timid nature and Flamethrower is best used with a Modest nature, as the high power of Fire Blast makes up for the decrease in power by not using a Special Attack-boosting nature; conversely, when using a Modest nature, Mega Charizard Y can afford to use a slightly weaker move.

Usage Tips
========

Mega Charizard Y is best played as an early- and mid-game wallbreaker, utilizing its high-powered STAB moves along with its near-perfect complementary coverage movepool. The best way for Charizard to get in safely is through a double switch, a Volt Switch or U-turn user, or Celebi's Baton Pass. However, more aggressive plays such as switching into Ferrothorn's Stealth Rock or Clefable's Moonblast can be useful depending on the given situation. Note that the risk of such plays can result in Mega Charizard Y being crippled by a potential Leech Seed or Thunder Wave. Keeping Stealth Rock off the field is important to maximize Mega Charizard Y's wallbreaking, as if Mega Charizard Y takes Stealth Rock damage, it is forced to use Roost more often and thus waste turns that could have been used to attack. Take advantage of the switches Mega Charizard Y tends to force into the likes of Latias, Latios, and Chansey in order to pressure them with a double switch into the appropriate teammate.

Team Options
========

Entry hazard removal is one of the most important aspects to cover with Mega Charizard Y's teammates, so the likes of Excadrill, Latios, and Latias make for good partners. In addition to providing Rapid Spin support, Excadrill has good offensive synergy with Mega Charizard Y, as it can break past some of the specially bulky Pokemon that Mega Charizard struggles with while in return Mega Charizard Y can plow through physically bulky Pokemon such as Rotom-W and defensive Landorus-T. Latios and Latias provide useful resistances to Water- and Electric-type attacks, and the latter provides Healing Wish support so that Mega Charizard Y can be played more recklessly at times. Mew is another option for Defog support, as it can reliably beat Chansey one-on-one with the use of Taunt and Knock Off. Pursuit support from the likes of Tyranitar, Weavile, and Assault Vest Metagross is essential to remove Latios and Latias, both of which are some of Mega Charizard Y's most common offensive checks. In addition, these Pokemon can either cripple Chansey, in the case of Weavile and Bisharp, or heavily dent it with their STAB moves. Other Pokemon to deal with Chansey, such as Gothitelle and Fighting-types such as Terrakion and Keldeo, make for good teammates too.

[SET]
name: Bulky Will-O-Wisp
move 1: Will-O-Wisp
move 2: Flare Blitz
move 3: Roost
move 4: Earthquake / Dragon Claw
item: Charizardite X
ability: Blaze
nature: Impish
evs: 248 HP / 100 Def / 160 Spe

[SET COMMENTS]
Moves
========

Will-O-Wisp cripples physical attackers and spreads residual damage, deterring the likes of Landorus-T, Azumarill, and Tyranitar from switching in. Even with minimal Attack investment, Flare Blitz hits very hard against neutral targets. Flare Blitz is also important to deal substantial damage to Mega Sableye and Clefable. Roost heals half of Mega Charizard's HP, extending its longevity. Earthquake targets Heatran, which gives Mega Charizard X problems, as it can absorb Will-O-Wisps and Flare Blitzes due to Flash Fire. Dragon Claw is an alternative option that doubles as a reliable STAB move; it is especially useful to hit opposing Dragon-types that don't mind being burned by Will-O-Wisp such as Latios, Latias, and Hydreigon, which otherwise could gain offensive momentum by pivoting into an Earthquake or a Flare Blitz given they are healthy. Dragon Claw also hits Mega Charizard Y, which this set can check in a pinch. Dragon Tail can be used to phaze setup sweepers such as Manaphy and Reuniclus and is useful to rack up entry hazard damage. However, it is not fully accurate and is significantly weaker than Dragon Claw.

Set Details
========

248 HP EVs are used to minimize the damage taken from Stealth Rock. 160 Speed EVs allow Mega Charizard X to outspeed Adamant Excadrill, Jolly Mega Scizor, and Jolly Bisharp. The rest of the EVs are placed into Defense alongside an Impish nature, which subsequently allows Mega Charizard X to avoid the 2HKO from Mega Metagross's Zen Headbutt and Life Orb Weavile's Icicle Crash from full HP. A specially defensive spread of 248 HP / 100 SpD / 160 Spe with a Careful nature can be used to better handle the likes of Nasty Plot Thundurus and Mega Charizard Y.

Usage Tips
========

Pivot into Pokemon that Mega Charizard X checks, such as Mega Scizor, Weavile, and Volcarona. Early-game, throw out Will-O-Wisps in order to cripple Mega Charizard X's typical switch-ins and spread residual damage on the opposing team. Choosing the time to Mega Evolve can be very important at times when one set of resistances is more important than the other, such as when spamming Roost on Latios's Draco Meteor before Mega Evolving. Be sure to keep entry hazards off the field and preserve Charizard throughout the match if your opponent has a threat that Mega Charizard X checks.

Team Options
========

Entry hazard removal is very important for Mega Charizard X due to its crippling weakness to Stealth Rock. Due to how this set fits best on more balanced or defensive teams, the likes of Skarmory and Mew make for very good teammates to fulfill the role of entry hazard remover. Skarmory has excellent type synergy with Mega Charizard X, as it covers Ground- and Dragon-types to some degree while Mega Charizard X checks Fire- and Electric-types, which bother Skarmory. Mew appreciates having a bulky Mega Evolution to fall back on to absorb Knock Offs, as without Leftovers, it is pressured to use a recovery move more frequently. Regenerator Pokemon such as Tornadus-T, Slowbro, Slowking, and Amoonguss pair well with Mega Charizard X, as they fit on the balanced builds that this set is typically used on and appreciate Mega Charizard X's pivot support. Physical sweepers such as Swords Dance Garchomp appreciate the likes of Landorus-T and Slowbro being whittled down by Will-O-Wisp.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Tailwind / Roost
move 3: Flare Blitz
move 4: Dragon Claw / Outrage
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
Moves
========

Swords Dance doubles Mega Charizard X's Attack, allowing it to plow through defensive cores. Tailwind boosts Mega Charizard X's Speed to high levels, giving it the upper hand against offensive teams. Roost is an alternative to provide Mega Charizard X with recovery, allowing it to heal off recoil and entry hazard damage. Flare Blitz is boosted by Tough Claws and deals massive damage to anything that does not resist it, even heavily denting some less bulky Pokemon that do resist it. Dragon Claw is a reliable secondary STAB move that hits most Pokemon that resist Fire for solid damage and has the benefit of not making Mega Charizard X suffer recoil damage, unlike Flare Blitz. Outrage is significantly more powerful than Dragon Claw, most notably 2HKOing Quagsire and having a high chance to OHKO Slowbro at +2, but it has the cost of locking Mega Charizard X into the move.

Set Details
========

Maximum Attack investment with an Adamant nature is used to hit as hard as possible, and 216 Speed EVs allow Mega Charizard X to outspeed maximum Speed neutral-natured Kyurem-B and below. A Jolly nature can be used to Speed tie with opposing positive-natured base 100 Speed Pokemon and outspeed neutral-natured base 100 Speed Pokemon as well as Jolly Excadrill outside of sand, but without an Adamant nature, Mega Charizard X loses out on quite a bit of wallbreaking power, most notably losing the ability to OHKO Azumarill after Stealth Rock with a +2 Flare Blitz.

Usage Tips
========

With this set, it is important to assess the given matchup to determine how Mega Charizard X should be played throughout the game. Versus more offensive teams, it is generally best to just outright attack when Mega Charizard X forces a switch early- or mid-game and, if possible, set up a Tailwind late-game to support a teammate or let Mega Charizard X clean up. Against balanced and defensive builds, set up a Swords Dance when Mega Charizard X forces a switch on the likes of Ferrothorn, Amoonguss, and defensive Starmie. Don't set up if your opponent has a Quagsire; using Outrage on a forced switch is more beneficial. If possible, eliminate Unaware and Prankster Pokemon before attempting to set up in order to give Mega Charizard X much more breathing room. While Mega Charizard X can break through Quagsire with two Outrages and Clefable is cleanly 2HKOed by Flare Blitz, eliminating Quagsire means that Charizard doesn't have to lock itself into Outrage (or can forgo it for Dragon Claw), and eliminating Clefable is helpful because it can stall Mega Charizard X out between Wish and Protect. In most other scenarios, using Outrage generally has more risk than reward, so be wary of locking Mega Charizard X into the move.

Team Options
========

Entry hazard removal is very important, so teammates such as Excadrill, Latios, and Starmie fit well. Sand Rush Excadrill greatly appreciates Mega Charizard X's wallbreaking ability so it can clean up late-game versus offensive teams. Excadrill also appreciates Mega Charizard X's ability to set up on and eliminate Rotom-W and remove Slowbro if it is running Outrage. Azelf and Klefki can provide dual screens support, and the former provides Stealth Rock to wear down Mega Charizard X's checks and Explosion to get it in safely. Grass-types such as Celebi and Serperior have good offensive synergy with Mega Charizard X, most notably being able to pressure or eliminate Quagsire, which is a major nuisance to Mega Charizard X because it ignores its boosts with Unaware. If Roost is chosen over Tailwind, Mega Charizard struggles versus offensive teams, so fast Pokemon that perform well against those such as Weavile and Choice Scarf Jirachi pair well with it; the latter also provides Healing Wish support to give Mega Charizard X another chance at sweeping.

[STRATEGY COMMENTS]
Other Options
=============

Iron Tail is an alternate coverage move for Dragon Dance Mega Charizard X to hit Mega Altaria, which otherwise gives the set trouble because it resists both of Mega Charizard X's STAB moves and takes only neutral damage from Earthquake. Mega Charizard X can use a set of Roost and three attacks in order to combine its excellent dual STAB types, coverage, and longevity, but it faces stiff competition from other wallbreakers such as Kyurem-B and Latios.

Checks and Counters
===================

There are no Pokemon that hard counter Charizard, as it has such impressive stats and diversity in its sets. It does have a variety of checks depending on the set, though, which must be scouted first.

**Respective Defensive Pokemon**: While Charizard's Mega Evolutions require different responses, they do in fact have defensive answers, albeit rather few. Mega Altaria is a solid check to both Mega Charizard formes, as it resists Mega Charizard X's STAB combination and can threaten to set up a Dragon Dance, while Mega Charizard Y's coverage of Fire / Grass / Fighting is ineffective against Mega Altaria. Mega Charizard X is very difficult to switch into, especially because it can boost its Attack. Assuming the standard offensive sets (as Will-O-Wisp from the defensive one greatly cripples many potential answers), Quagsire, Landorus-T, Rhyperior, and Hippowdon are its most reliable counters, all of which threaten it with STAB Earthquake. However, Quagsire can be 2HKOed by Outrage, Landorus-T and Rhyperior lack reliable recovery, and Hippowdon, even with full Defense investment, can be worn down with entry hazards until Mega Charizard X can force its way past it. Slowbro can recover off damage and doesn't care too much about Will-O-Wisp, though it is actually OHKOed by +1 Outrage from a Dragon Dance set after some prior damage; however, this is not the case with Mega Slowbro, which can tank an attack and proceed to use Thunder Wave or Scald. Although typically not physically defensive, Heatran can stomach many hits and stall with Toxic if Mega Charizard X lacks Earthquake. Azumarill gets a special mention for resisting every common attack Mega Charizard X has while not being weak to Earthquake; however, like most of the aforementioned Pokemon, it is severely crippled by Will-O-Wisp. Additionally, Assault Vest Azumarill can beat Mega Charizard Y one-on-one, making it a solid check to that. Mega Charizard Y's reliable switch-ins are also limited to specialized specially defensive Pokemon. Blissey and Chansey wall Mega Charizard Y hard and can heal back the damage while stalling it out with Seismic Toss or Toxic. Assault Vest Goodra is also notable for taking a pittance from its attacks and can attack back with hard-hitting moves, though it can be a poor choice against other Pokemon in the metagame as it lacks reliable recovery, meaning that it can be worn down over a game's span. Hippowdon's sand limits Solar Beam to being a two-turn move and halves its power, and Hippowdon can use this opportunity to OHKO Mega Charizard Y with Rock Slide or Stone Edge. Politoed can also do this, except it summons rain instead of sand, which decreases the power of Fire Blast. Physically defensive Gliscor can beat Mega Charizard X due to its access to STAB Earthquake and high defenses, given that it has not taken any prior damage. Bulky Tyranitar can beat Mega Charizard X too, as it can take an Earthquake and retaliate with Stone Edge. Specially defensive Gyarados can check Mega Charizard X with Intimidate and can even counter Mega Charizard Y by being able to hit it hard with Waterfall even in sun and by resisting its main STAB move and not taking much from Solar Beam or Focus Blast. Cresselia can check both Mega Charizard formes with its enormous bulk and can threaten with Thunder Wave.

**Offensively Inclined Bulky Pokemon**: Mega Charizard X has very few answers outside of revenge killing it or using a dedicated defensive Pokemon on a stall or balanced team. However, Mega Charizard Y has a few common offensive responses that can actually switch into it. Without the rare Earthquake, Mega Charizard Y lacks good coverage against Fire-type Pokemon, though Drought's power boost allows it to often 2HKO frailer ones. Opponents can rely on bulkier Fire-types as good offensive responses. Specially defensive Talonflame can take Mega Charizard Y's typical attacks very easily and wear it down with Brave Bird. Mega Charizard X itself also hard walls any set without the rare and suboptimal Dragon Pulse and can proceed to set up on it or hit Mega Charizard Y hard with its powerful Dragon-type attacks. Entei risks being 2HKOed by Fire Blast or Focus Blast, but it can tank one of these attacks in a pinch and respond with Stone Edge or Extreme Speed. Fire-types aren't the only offensive answers, though; many Dragon-types can function similarly as checks, sometimes even if it is carrying Dragon Pulse. Latios, Latias, and Garchomp are all faster than Mega Charizard Y and can tank at least one attack before hitting back with a powerful attack of their own. Specially defensive Dragonite can also tank Mega Charizard Y's attacks with the aid of Multiscale and set up or attack it. RestTalk Mega Ampharos is a powerful Pokemon that can switch into Mega Charizard Y and use a powerful Volt Switch.

**Faster Attackers**: Mega Charizard Y's Speed is rather average and isn't boosted by any move on its common sets. This makes it very vulnerable to revenge killing from powerful Pokemon with super effective STAB moves. Thundurus, Terrakion, Keldeo, Mega Diancie, and many other common threats all possess super effective or very strong neutral moves while outspeeding it naturally. When using a Choice Scarf, some other common Pokemon such as Excadrill, Landorus-T, Diggersby, and Tyranitar can also surprise and revenge kill it. Revenge killing Mega Charizard X is a bit more complex, though it is almost always the most practical solution for defeating it when using an offensive team. Not all Choice Scarf users can outspeed it after a boost, however. At +1 Speed, Adamant Mega Charizard X can be revenge killed by a few Choice Scarf users, including Garchomp, Terrakion, Excadrill, Landorus-T, and Kyurem-B, all of which can OHKO it with their STAB moves. With a Jolly nature, however, only the first two listed Pokemon can outpace it. While priority would normally be an answer, Mega Charizard X is physically bulky enough to withstand a couple of Ice Shards, Mach Punches, Aqua Jets, and Bullet Punches, with Roost to heal any damage that is racked up through a combination of priority moves. Talonflame's Choice Band-boosted Brave Bird gets a special mention, though, as it can deal up to 86% damage instantly to offensive variants. To an extent, Thunder Wave from Prankster Thundurus is also problematic because it completely nullifies Mega Charizard X's Speed boosts, making it suspectible to a wider range of revenge killers. Sand is a very effective way to beat both Mega Charizard formes, as Mega Charizard X and Y aren't able to break through Hippowdon and the former isn't able to beat bulky Tyranitar, while Excadrill in the sand outspeeds and OHKOes both. Mega Aerodactyl can outspeed both sets if they're not boosted and can OHKO them with Stone Edge.

**Residual Damage**: Both of Charizard's Mega Evolutions are susceptible to an overload of passive damage. Mega Charizard X is more affected by this, as it takes recoil damage from Flare Blitz. However, some bulky Ground-types can use Toxic on either Mega Evolution before being 2HKOed, which allows them to wear Charizard down slowly. Perhaps the most significant form of passive damage that can be inflicted on either Charizard is Stealth Rock, which strips non-Mega-Evolved Charizard and Mega Charizard Y of half their health; Mega Charizard X still takes a heavy 25% damage from the entry hazard. Another issue is Ferrothorn, which, while OHKOed by Mega Charizard X's Flare Blitz, inflicts Iron Barbs recoil in addition to the regular Flare Blitz recoil.
 
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Shurtugal

The Enterpriser.
is a Tiering Contributor
JollyDD

Why does Charizard X Jolly set not run maximum attack? I'm assuming that it's supposed to avoid a 2HKO by Wash's Hydro Pump or something, but personally speaking, Jolly DD needs all the strength it can get; Dragon Claw is weak already even at maximum investment, and I feel that having a stronger dragon STAB is better than having investment. I suppose Roost Variants can make use of the bulk, but if you're going to use Earthquake (or any other coverage - Swords Dance [Double Dance to threaten Stall], Outrage [Strong Dragon move for lategame] , Thunderpunch [For Azumaril] , and Iron Tail [to hit Mega Altaria]), then I'd think an alternative EV spread mentioning max attack investment is worth it. Also, I'd OO mention all of the other coverages I mentioned: Outrage is a reliable, powerful move that can clean up lategame; Thunderpunch hits Azumaril or niche bulky waters like Suicune; Swords Dance for double dance threat, making Stall struggle more; and Iron Tail hits Mega Altaria, Diancie, UnAware Clefable, Sylveon, etc. much harder than it could before - also note that while Flare Blitz can hit Sylveon, or sometimes even Clefable (altho its not always guaranteed 2hko iirc), you take lots of recoil, whereas Iron Tail can cleanly annihilate them.

Wallbreaker

This thing with any sort of speed boost (read: Flame Charge, Dragon Dance) can easily turn into a massive threat against offensive teams. It is similar to the concept of Double Dancing; this move (mostly recommending Dragon Dance, which can be used in conjunction with Earthquake) can allow Charizard-Y to speed jump the entire relevant metagame (Scarf Kyu-B, Scarf Landorus-T, etc. - sun also canceling out Excadril's Sand Rush speeding or Rain's Swift Swimmers). Fire / Grass / Ground on a mixed spectrum is hard for offensive teams to check or counter as it is, but with a speed jump, Charizard can practically 6-0 them himself.

BulkyWisp

Dragon Tail seems like a really resourceful move on this. I'd OO mention it at least.


----

I'd talk about in the usage comments for all Zard in terms of the opponent usually sacing things to discover the set it carries. Its counters can sometimes be forced out if you send it in as Regular Charizard purely because the other form could decimate them, making them switch into a pokemon easily mauled by the real mega form, allowing other teammates to clean

edit; i just meant weak in comparison to outrage, and sometimes the damage output can be disappointing (especially when, instead of OHKOing a threat, it does 87% - can't remember specific threats atm tho, just speaking through exp.)
 
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boltsandbombers

i'm sorry mr. man
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JollyDD

Why does Charizard X Jolly set not run maximum attack? I'm assuming that it's supposed to avoid a 2HKO by Wash's Hydro Pump or something, but personally speaking, Jolly DD needs all the strength it can get; Dragon Claw is weak already even at maximum investment, and I feel that having a stronger dragon STAB is better than having investment. I suppose Roost Variants can make use of the bulk, but if you're going to use Earthquake (or any other coverage - Swords Dance [Double Dance to threaten Stall], Outrage [Strong Dragon move for lategame] , Thunderpunch [For Azumaril] , and Iron Tail [to hit Mega Altaria]), then I'd think an alternative EV spread mentioning max attack investment is worth it. Also, I'd OO mention all of the other coverages I mentioned: Outrage is a reliable, powerful move that can clean up lategame; Thunderpunch hits Azumaril or niche bulky waters like Suicune; Swords Dance for double dance threat, making Stall struggle more; and Iron Tail hits Mega Altaria, Diancie, UnAware Clefable, Sylveon, etc. much harder than it could before - also note that while Flare Blitz can hit Sylveon, or sometimes even Clefable (altho its not always guaranteed 2hko iirc), you take lots of recoil, whereas Iron Tail can cleanly annihilate them.

Wallbreaker

This thing with any sort of speed boost (read: Flame Charge, Dragon Dance) can easily turn into a massive threat against offensive teams. It is similar to the concept of Double Dancing; this move (mostly recommending Dragon Dance, which can be used in conjunction with Earthquake) can allow Charizard-Y to speed jump the entire relevant metagame (Scarf Kyu-B, Scarf Landorus-T, etc. - sun also canceling out Excadril's Sand Rush speeding or Rain's Swift Swimmers). Fire / Grass / Ground on a mixed spectrum is hard for offensive teams to check or counter as it is, but with a speed jump, Charizard can practically 6-0 them himself.

BulkyWisp

Dragon Tail seems like a really resourceful move on this. I'd OO mention it at least.


----

I'd talk about in the usage comments for all Zard in terms of the opponent usually sacing things to discover the set it carries. Its counters can sometimes be forced out if you send it in as Regular Charizard purely because the other form could decimate them, making them switch into a pokemon easily mauled by the real mega form, allowing other teammates to clean
The attack investment allows it to OHKO 0/0 Landorus-T at +0 (if you dd as it switches in to get off intimidate) after stealth rock and the rest is put into bulk which is really important for zard x, and I'm not changing the spread unless QC tells me otherwise. All of those coverage moves you mentioned are already either in other options or on another set. Double Dance has its own set, thunderpunch is awful since it really only hits azumarill and even that is taking a ton from flare blitz; and in regards to suicune or slowbro they can potentially lose to swords dance sets. Outrage is on the double dance set, and iron tail is in oo.
Dragon Tail is in moves for bulky wisp... did you even read this? I know its a lot of writing but at least double check before suggesting stuff :/
Dragon Dance char y is cool, but its really situational and kinda gimmicky and is certainly not worth mentioning on the analysis. Char Y is extremely consistent and reliable with just fire blast / solarbeam / focus blast / roost and the occasional EQ if you really want to do that.
The usage tips make sense, thanks.
Also lol at calling dragon claw weak, its certainly not as strong as flare blitz but it is by no means weak even with this spread.
 
Incredibly minor EV analysis again, but 220 Atk still leaves a chance for 4 Def Lando-T to survive:
  • 220 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 4 Def Landorus-T: 279-328 (87.4 - 102.8%) -- 93.8% chance to OHKO after Stealth Rock
Since 4 Def Lando-T is the standard and the one in the analysis, would 224 Atk Charizard (which does guarantee the OHKO) be a good idea? Or would that be considered "Defense Creeping" or something?

Also, the point I made in the previous thread still stands about Rotom-W's Hydro Pump.

A minor thing, but in the "Usage Tips" for the Dragon Dance set, it states that "Rotom-W is an easy target to set up on as it can't 2HKO with Hydro Pump". This isn't quite right with the current EV spread:
  • 0 SpA Rotom-W Hydro Pump vs. 104 HP / 0 SpD Mega Charizard X: 142-168 (43.9 - 52%) -- 11.7% chance to 2HKO
Charizard needs one of the following to survive the 2HKO from Rotom-W: 160 HP, 104 HP / 36 SpD, 152 HP / 4 SpD, or 88 HP / 44 SpD (88 HP and 152 HP were chosen to give 319 and 335 HP respectively, which are good numbers for lowering passive damage). Assuming the last spread to meet this threshold and preserve as much Attack as possible, that full EV spread would be 88 HP / 192 Atk / 44 SpD / 184 Spe. This is if Rotom-W's Hydro Pump is an appropriate benchmark to hit.


This being said, the spread I posted in there doesn't meet the needed "OHKO Lando-T at +0" that we'd need. Also, having both those Atk ad Spe requirement makes 100% surviving Rotom-W's Hydro Pump 2HKO impossible. With 224 Atk / 184 Spe, you have 100 EVs left over to play with. I've checked every number between 100 HP / 0 SpD and 0 HP / 100 SpD, and it's damn close, but impossible to always live against Rotom-W. So that part of the analysis needs to be reworded to something like "makes it so Char survives the 2HKO most of the time.

With the needed 224 Atk to KO 4 Def Lando-T (again, unless this is Defense creeping), this leaves you with 100 EVs to spare. Dumping those 100 into HP gives you and even number, which is bad for passive damage junk you'll face. I'd recommend putting a simple 88 HP to reach 319 HP, which is both an odd and just below the next passive damage threshold at 320 HP so you conserve more HP in sand and if you're poisoned. Then either plop the last 12 EVs into a defensive stat of your choosing - as minimal impact as that would be - or just dump them into Atk to do more damage overall. I'll be playing and see if those last 12 can do anything magical, but I doubt it.

tl;dr: To hit the Lando-T benchmarks of outspeeding at +1, and OHKOing 4 Def variants at +0 (Intimidate), as well as maintaining bulk and getting a good passive damage number, an EV spread of 88 HP / 224 Atk / 184 Spe (with 12 EVs left over) is needed.
 
mega charizard x can run 3 attacks with FB, DC, and EQ with roost, but it's pretty much outclassed by chary as a wallbreaker and even by special mega alt.
I've never really been fond of this point because I think it's hard to state that 3 Attacks + Roost Charizard X is outright outclassed by similar Charizard Y and Mega Altaria sets when they have pretty significant differences. Besides the fact that Charizard X is a physical attacker while the other two are specially based, Charizard X also occupies some significant defensive niches that the other two cannot boast. For example, Charizard Y can't check Electrics like Charizard X can, and Mega Altaria fails to check things like Mega Scizor that Charizard X can handle very well. It'd probably be better to just say that the 3 Attacks + Roost set receives stiff competition from the other wallbreakers rather than say that it's outclassed.
 

boltsandbombers

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Spoke with Tokyo Tom and with his input changed the EV spread of the Dragon Dance set to max max since its more useful to have full power output and I mentioned the previous spread in set details; and slashed Roost after Tailwind and Dragon Claw before Outrage on the Swords Dance set.
The only other thing I'm unsure on is the spread for the Will-O-Wisp set since I'm unsure of the effectiveness of the Special Defense investment, and a more physically defensive spread may have better application to act as a Knock Off sponge and take hits from the likes of Bisharp and Azumarill much more comfortably.
I'll have the writeup finished asap.
 

Shurtugal

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Um, question.

But can't Zard-X run Adamant nature? I don't see a set for that (it's briefly mentioned as an OO viable alternative with 252 / 252 spread on the Jolly analysis... but that's it) and I definitely feel it has potential.

People can usually tell when it's Adamant due to the damage output Zard gives (which is pretty favorable against these fat teams that are everywhere) and normally they assume it's the old XY DD set - the one that hits 396 speed. But, like, Adamant Charizard can jump Lopunny, Manectric, etc. at +1, and that's pretty fast in its own right. Furthermore, the damage output has benefits over Jolly's lackluster damage; I feel like Land-T is only ONE threat, and that it shouldn't slander an entire set's inclusion because of it. Land-T is important, yes, but not so much so that Zard-X can't run an Adamant set that doesn't hit its speed tier.


With that said, the bulk of such a set would have to be modified. You have to at least hit 272 speed to jump the 405 benchmark at +1 - and you need to hit 280 to jump Timid Heatran, 285 to jump Mamoswine and Jolly Dragonite, and 290 to jump Neutral Speed Kyurem-B. Not sure what the main EV spread would be for such a set, but those are the benchmarks to consider.

Now, as I've been using Adamant Zard, I feel like running bulk to match Rotom-W's Hydro Pump is pretty insignificant when you're running Roost. The chances of Hydro Pump hitting Charizard consecutively is pretty slim, so simply spamming Roost until it misses is more solid of a strategy than it looks on paper (e.g. more reliable than it looks reading it). However, having bulk is important. Normally, I've just been hitting 319 HP (for rocks + toxic damage reason), and then dumping the rest of the EVs into Defense (although their leftovers evs, so you could swap them into more speed or SDef bulk depending on what your team needs).

A set of 88 Hp / 252 Atk/ 24 Def / 144 Spe jumps 405 and below at +1, while hitting the bulk margins - its speeds without a boost are sitting at 272, which is fairly decent, and you could run up to 275 if you want to jump Smeargle's 274 (or was it 273??) and I think there are other miscellaneous benchmarks; with the 24 evs put into speed you hit 278, which is like two points away from 280 (could be taken out from attack, but personally I like maximum investment to hit things, and the HP tier is nice as well...).

So I' would love some feedback on such a set.

Also:

0 SpA Rotom-W Hydro Pump vs. 88 HP / 0 SpD Mega Charizard X: 142-168 (44.5 - 52.6%) -- 21.5% chance to 2HKO


Between missing Hydro Pump, Roost, and damage rolls, you don't need much bulk to escape the 2HKO anyway.

The remaining bulk went into defense for miscellaneous priority moves (like Banded Scizor).

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 88 HP / 24 Def Mega Charizard X: 72-85 (22.5 - 26.6%) -- 27.9% chance to 4HKO
(72, 73, 74, 75, 75, 76, 77, 78, 79, 80, 81, 81, 82, 83, 84, 85)


At 25% Charizard has 80 HP, meaning that it has a 9/16 chance to avoid getting KO'd by Banded Bullet Punch at 25% -- that is approximately 56% chance of survival. Without defense investment, and assuming you're 88 HP, you have a 7/16 chance of surviving, which is roughly 43% chance of surviving at 25%.

I know that sounds kinda not important, but with Rocks only doing 25% to ZardX (and it gets Roost!), it's not uncommon to come in from 50% and go down to 25%, then use Roost as they try to jab you with Bullet Punch. Surviving that move, imo, is pretty important, and I know I have myself used Bullet Punch vs. Charizard-X's at 25% in hopes that it KOs (and usually does, since they're Jolly's 252 / 252 set, or Adamant 252 / 252 - as suggested by the OP). Flare Blitz recoil + sacking threats to make Zard go down to 25% then hitting it with BP are also things I've done with my Band Scizor to success.


Basically, Adamant is good enough to have a standalone set. It needs bulk investment, too, to escape Hydro Pump's 2HKO and random forms of Priority. However, if the team is weak to stuff like Kyu-B, or Timid Heatran, or Jolly Dragonite, or whatevers, you can OO mention a spread of faster speeds, but I generally don't see it as worth it.

Another OO mention should be Outrage on Adamant, as you totally annihilate Quagsire with it. Can go over Roost or Dragon Claw.

Teammates should include Land-T counters (like Chesnaught) and the such. Mention how bulky Landorus-T can get sniped by Zard-X after enough chip damage (+1 - since it's easier to get up to +2 with this Zard - can do around 87% whereas Jolly does 77%) while Jolly is just forced out.

I'd mention the advantages it has over Jolly - more bulk, more power. Mention how Roost opens up more opportunities to set up, and how it can be used more often during the match this way. (Jolly Roost is just not as effective because it's more of a suicidal campaign to KO as many threats as possible before dying, thus needing EQ to hit a bucketload of threats to do so - and Roost on a set with lack of bulk tends to end rather badly). Some notable threats you can hit over jolly are:

Jolly: +1 252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 244 HP / 0 Def Gliscor: 322-381 (91.4 - 108.2%) -- 50% chance to OHKO
Adamant:+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 244 HP / 0 Def Gliscor: 355-418 (100.8 - 118.7%) -- guaranteed OHKO


Jolly: +1 252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 252+ Def Eviolite Chansey: 519-612 (80.8 - 95.3%) -- 56.3% chance to OHKO after Stealth Rock
Adamant: +1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 252+ Def Eviolite Chansey: 570-672 (88.7 - 104.6%) -- guaranteed OHKO after Stealth Rock

note: these things run TWave, which is why it's important


Jolly: +1 252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mega Sableye: 241-285 (79.2 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock
Adamant: +1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mega Sableye: 265-313 (87.1 - 102.9%) -- 93.8% chance to OHKO after Stealth Rock

note: Foul Play can ruin a sweep


Also, while I could pull out more calcs out of my ass, I'd like to say: it's easier to push for a lategame sweep on fatter teams with Adamant than it is with Jolly. The reason for this is because you simply do more damage. Hippowdown? Jolly at +1 isn't doing as much as Adamant at +1, even if neither OHKO - during lategame, it's easier to take down Hippo at +1 with Adamant than it would be with Jolly.

Alternatively, Adamant Zard-X can still jump a lot of the unboosted metagame, and while it isn't hitting a lot of the Scarfers, with its new-found bulk and Roost, things like Scarf Keldeo or Scarf Rotom-W aren't too frightening anyway, and this set has a much easier time getting off two boosts, which jump everything sans a Sand Rush Exacdrill. Zard-X is no slouch against offensive teams, either, especially since offensive teams often rely on general bulk to sustain a few hits - e.g. Gyarados (intimidate Gyarados can't be OHKO'd by Jolly after rocks whereas Adamant can, assuming +0 and Rocks).

I really feel like an Adamant set should be considered. It doesn't look like much of a difference on paper, but the damage output & bulk are huge factors when you actually use it. When I was using Jolly, I always felt like it was too weak or just missing OHKOs, and Landorus-T Scarf is only one threat; I feel like Adamant with bulk can cover more threats than Jolly can apart from that singular threat.


Mention how Jolly cannot 100% reliably defeat Scarf Landorus-T. Mention how an early game sweep could be ruined if the Landorus-T set turns out to be a defensive one.

252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 24 Def Landorus-T: 279-328 (87.4 - 102.8%) -- 18.8% chance to OHKO

I mean, without Rocks, you can't even beat Land-T with Scarf. Between Rapid Spin and the widespread availability of Defog, Rocks aren't even easy to keep up anymore. So you need to have Rocks AND Set up successfully, and after that...

252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 24 Def Landorus-T: 279-328 (87.4 - 102.8%) -- 93.8% chance to OHKO after Stealth Rock

You're STILL NOT GUARANTEED A OHKO.


Also: EQ is better than Roost on Jolly since it is trying to KO as much threats as possible before dying, not trying to set up more than once. Mandatory slash over Roost imo


I feel like with the shaky reliability in OHKO Scarf Land-T, and the rather lackluster performance in strength afterwards (in comparison to fat teams, since there isn't much of a difference in power vs. HO - but, honestly, the added bulk makes handling Bullet Punch / Fake Out shenanigans easier, and jumping 405 is still good enough to break down most offensive teams anyway, so sans Scarf Land-T adamant could be seen as better than Jolly, and Jolly can't even reliably beat Scarf Land-T - and damage output can tackle down general bulk on things like Keldeo or Tyranitar, etc.), that Adamant has much more to offer. The OP makes it seem like an offensive DD set MUST jump Land-T to be viable, and I just don't agree with that. Alternatively, if Land-T comes in as opposed to coming in for a RK, you can just attack Land-T rather then Dragon Dancing, and -1 Flare Blitz from Adamant hurts Scarf a lot, and with Rocks up or perhaps even Pursuit support from a Scizor or whatever, it's not even hard to get it KO'd - and that's just passive-aggressive tactics. Land-T is one threat, and it's one particular set, and I don't feel like its presence alone is enough to make Adamant DD nonviable.


I feel like, after all this is said, that Adamant ZardX deserves its own set.

Too Long To Read?

1.) Adamant Charizard deserves a set.
  • Strength gives it an edge against bulkier teams, making an endgame sweep against fatter teams easier to achieve.
  • With more bulk than Jolly, it can set up to +2 more reliably.
  • Plays differently than Jolly. (Jolly will suicuide run to KO as many threats as possible, whilst Adamant is a lategame wincond, often forgoing EQ coverage for Roost to set up more.)
  • Adamant Zard-X still jumps a lot of the unboosted metagame at +1, reaching higher speeds than Jolly M-Lopunny and Timid M-Manectric.
  • Jolly's strength is its speed; it can jump things like Modest Gard unboosted and can outspeed most Scarfers at +1. However, it should be noted that Charizard is both bulky enough to live a hit from Gard and the like at 100%, and it can get +2 more reliably than Jolly, meaning that Adamant can still get around these threats assuming it can boost to +2.
  • Jolly's strength is immediate speed and Adamant's is immediate power. Power preys on fatter teams, and speed preys on faster teams. Both are good enough to warrant separate sets.
2.) Jolly needs some more details included.

  • It cannot defeat Scarf Landorus-T 100% of the time. Without Rocks, it cannot achieve the OHKO - and with the heavy hazard support in Magic Bounce, Defog, and Rapid Spin, this is not a safe assumption anymore. Even with Rocks and assuming you've safely set up, Flare Blitz has a 7% chance of still not OHKOing Scarf Landorus-T.
  • Earthquake needs primary slash over Roost because Jolly lacks the bulk or the power to afford to use it properly. The objective of Jolly is to sweep after a single boost, so EQ is much more necessary for Heatran, Tyranitar, and Diancie over Roost since Roost does not contribute much to its overall role. It can get +1 easily without Roost support.
  • Mention in Set Comments that if you set up early-game expecting Scarf Landorus-T, but then it turns out to be a Defensive variant, that your sweep is utterly ruined. Set up with caution.
 
Last edited:

boltsandbombers

i'm sorry mr. man
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HEY GUYS LOOK I WROTE THIS

On a serious note, I'm still unsure on the current EV spread for the will-o-wisp set, as I'm just not sure how much merit using special defense investment in this meta has and physically defensive seems a bit more practical.

Tagging TDK TheEnder Tokyo Tom for thoughts.
 
Alternatively, a slightly bulkier spread of 104 HP / 220 Atk / 184 Spe can be used to have a good chance to live 2 Hydro Pumps from Rotom-W
For instance, Rotom-W is an easy target to set up on as it can't 2HKO with Hydro Pump and is stalled out with Roost
The first quote here implies that the standard DD set is in fact 2HKOed by Hydro Pump, so if that's accurate, the second should probably be changed.
 

Albacore

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Given that Scarf Lando-T has plummeted in usage, and that Adamant enables XZard to 2HKO Azumarill, Standard Hippowdon and MAltaria running some bulk which Jolly cannot do nearly as easily, I'd say Adamant is a very legitimate option on DD XZard atm and should be slashed on the main set.
 

kumiko

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re: Dragon Dance

I don't have a problem with any of the EV spreads you listed, but I think you should talk a little more about why the first two spreads are the best. Jolly 252 is superior to Jolly 184 because it outspeeds Scarf Kyurem-B at +1, preventing it from revenge killing you. After using those EVs, there isn't really any point in using the leftover EVs for arbitrary bulk; it doesn't accomplish anything at all and merely lets you not even have a chance to speed tie max speed base 100s. Jolly is the best option over Adamant just because of all the things you get to outspeed. At +1, you outpace Scarf Landorus-Therian, Scarf Excadrill, Scarf Kyurem-B, and Modest Scarf Keldeo. At +0, you outpace all the neutral nature base 100 Megas, standard Manaphy, Jolly 184 Charizard / Volcarona, Adamant Terrakion, and the chance to speed tie with opposing base 100s.

Adamant has plenty of viable uses, though. If your team is capable of taking advantage of the free turns Choice-locked Grounds provide, it's not terrible to run. The power is really huge, turning counters such as Hippowdon and checks such as Azumarill into possible 2HKOs. Adamant Charizard X will require slightly more team support than the Jolly set, but it, again, is a viable option, and should be slashed.

Also, I'm against slashing Earthquake on this set; Roost is just so vital to Charizard, not necessarily as assisting it sweeping, but the ability for it to a vital part to a team in regards to defensive synergy is huge. There are really only two Fire types in OU that can both provide a very solid answer to Mega Scizor and be extremely threatening, the only other being Talonflame, which is a different 'Mon. Roost on Charizard is also huge in the fact once they know you don't have Roost, Charizard becomes a lot easier to wear down. A lot of times Charizard is going to be forced to Roost in the early game to handle threatening 'Mons like Clefable and Mega Scizor, and if you don't Roost, you telegraph the fact you don't have it. Earthquake is perfectly viable, and should be mentioned in Set Details, but it just isn't as helpful as Roost.

Regarding viable Teammates, you should put a bigger mention on Excadrill while mentioning that Driller helps wear down Hippowdon for Charizard, and that SD Drill wears Hippowdon more and is just as good a teammate as Spin, while just not providing Hazard removal. I also think you should change this some: "Powerful physical attackers such as Diggersby, Crawdaunt, and Terrakion can weaken or overwhelm Mega Charizard X's checks and counters." Crawdaunt and Diggersby aren't really that important or viable threats or teammates, I'd go with stuff like Garchomp and Talonflame, both of which are really good 'Mons and wear down Charizard's answers.

re: Wallbreaker

"Focus Blast rounds off Mega Charizard's coverage, targeting the likes of Tyranitar, Heatran, Hydreigon, and Empoleon." I don't really think Hydreigon or Empoleon are worth mentioning for Focus Blast, neither are at all common in OU and aren't reasons to run a move like Focus Blast. Just mention the two of Heatran and Tyranitar.

In set details, mention how, typically, it's best to run Fire Blast with Timid and Flamethrower with Modest.

For teammates, remove the mention of Bisharp and mention AV Metagross instead; Bisharp isn't exactly that great of a Pursuit-Mon, and AV Metagross is pretty decent. Be sure to mention Tyranitar first, it's on practically all Charizard Y teams. I'd also mention that Pursuit support is almost required for Charizard Y due to the fact Charizard would otherwise just be neutralized by Latios and Latias otherwise. What you said is okay, just a little more emphasis would be preferred.

re: Bulky Will-O-Wisp

I do agree that a Physically Defensive spread is more viable in this meta, especially when Charizard X can act as a solid Weavile answer. The EV Spread I'd suggest would 248 HP / 100 Def / 160 Spe with an Impish Nature. The EV spread allows you to outpace Adamant Excadrill, Jolly Mega Scizor, and Jolly Bisharp, while avoiding the 2HKO from Mega Metagross' Zen Headbutt and Weavile Icicle Crash without Stealth Rocks up. I would mention SDef in Set Details, though, as it plays a similar role, but handling different Pokemon more efficiently.

re: Other Options

Make Iron Tail the first thing mentioned in OO, and how it handles Altaria at the sacrifice of losing to Heatran, while also being rather inaccurate. I'm also against having either DD Charizard Y or Ancient Power Charizard Y mentioned in OO, both are just bad an inefficient.

re: Checks and Counters

"Mega Altaria is a solid check to both Mega Charizards, as it resists Mega Charizard X's STAB combination and can threaten to set up a Dragon Dance while Mega Charizard Y's coverage of Fire / Grass / Fight is ineffective against Mega Altaria, albeit Mega Altaria can't do a whole lot back." Mega Charizard Y can't do anything back besides fish for burns, while Altaria Dragon Dances and then Roost stalls until Sun wears out, and then proceeds to Dragon Dance again. Remove what I italicized.

Also Remove any mention of Ancient Power Charizard.

Overall this looks good, nice job. If you have any questions about something I said feel free to ask. QC 3/3
 

boltsandbombers

i'm sorry mr. man
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Alright, did the above, thanks.
Note to GP - please help me remove some of the fluff from the overview, I got some out but you guys have a better idea of what should stay or go.
 

Lumari

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(comments); (AC=add comma; RC-remove comma; SC=semicolon)
[OVERVIEW]

Blessed with being the only Pokemon in OU with two Mega Evolutions, Charizard has found both of its Mega Evolutions them to be a top-tier threats. The first forme, Mega Charizard X, is arguably one of the best Pokemon in the metagame and is known to be one of the best Dragon Dancers in the entire tier, and it's not hard to see why; the combination of a base 130 Attack and essentially a 1.33 boost on both of its main STABs thanks to Tough Claws allows it to OHKO most things foes at +1 with STAB Flare Blitz, allowing it to sweep almost effortlessly through teams, especially given how easy it is to set up with such a great defensive typing defensively. Furthermore, Mega Charizard X can utilize its amazing typing, bulk, and wide movepool (rn you're saying: a) amazing typing, b) bulk, and c) wide movepool; if you want "amazing" to go with "bulk" too, either explicitly add it before it or remove "wide", which makes it go with all three items) to be very unpredictable; it can run a variety of sets, including a defensive set that utilizes Will-O-Wisp, or and even a Double Dance set that consists of contains both Swords Dance or Tailwind to bring the pain on both defensive or and offensive teams, respectively. Given all these traits, Mega Charizard X is simply one of the best Pokemon in OU and offers a lot as a mega evolution.

The second forme, Mega Charizard Y, is the most powerful wallbreaker in OU. At first glance, Mega Charizard Y's amazing Fire STAB and base 159 Special Attack in itself may make it appear to be a powerful wallbreaker in and of themselves. However, Mega Charizard Y's claim to fame is its ability Drought, (comma) Because of Drought, which boosts its STAB Fire Blast's power even further, (AC) boosted by the sun in tandem with a base 159 Special Attack allow allowing it OHKO or severely dent the a significant portion of the tier, (comma) Another selling point of Mega Charizard Y is that with sun being constantly active when Charizard Y is in play, and makes Solar Beam is a base 120 Base Power Grass attack that takes only one turn to use, (comma) nullifying Water-types as possible checks. With Focus Blast rounding out the coverage, most of the metagame is in huge danger to Mega Charizard Y bar a select few which are still easy to pressure—this these (put proper dash) is are mostly limited to most opposing Dragon-types such as Latios, Latias, Dragonite, Mega Altaria, and bulky Mega Charizard X (RC) and dedicated special walls such as Chansey and Cresselia. All of the aforementioned Pokemon are all very easy to take advantage of, however; with the use of stallbreakers and Pursuit trappers, it is easy enough to clear a path for Mega Charizard Y. Outside of these mentioned Pokemon, Mega Charizard Y simply will dent every time it comes in, granted provided it can hit.

However, both of these Mega Evolutions and Charizard itself to an extent suffer from some notable flaws. Charizard's base 100 Speed for both formes is no more than good and leaves it outpaced in such a quick metagame, (comma; slight structural reordering) For one, Charizard's which is compounded by a quadruple Stealth Rock weakness that severely hinders it from in executing its job effectively. The mere fact that half of its health is shredded off each time it comes in with Stealth Rock on the field makes it extremely easy to exploit—it (proper dash) is very easy to take advantage of this (RC) with the use of priority moves or faster attackers that can finish it off at such low health. To add insult to injury, Charizard's base 100 Speed for both formes is no more than good and leaves it outpaced in such a quick metagame. This is especially bad with such a hindering weakness to Stealth Rock given that it can be easily outsped and KOd after Stealth Rock damage a good portion of the time. Mega Charizard Y is an extremely easy Pokemon to pressure; while it OHKOes an absurd amount number of Pokemon, but often it often can be outsped and KOed by faster Pokemon unless it switches out, which can ruin the momentum at times. Mega Charizard X, on the other hand, is worn down very quickly between Stealth Rock damage, Flare Blitz recoil, and general miscellaneous damage. This makes it harder to sweep and wallbreak to an extent. However, despite these flaws, Charizard is no less than a meta-defining metagame-defining Pokemon (RC) and should be looked at as such.
(overview might need a bit more work, but at least you're not saying anything twice anymore)

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz
move 3: Dragon Claw
move 4: Roost
item: Charizardite X
ability: Blaze
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Dragon Dance simultaneously boosts Mega Charizard X's Attack and Speed, allowing it to sweep weakened teams. Flare Blitz in tandem with Tough Claws provides ridiculous damage output, capable of OHKOing many things unboosted and severely denting literally everything in the metagame at +1. To give a measure of its power, unboosted Flare Blitz matches the power of +2 Adamant Garchomp's Dragon Claw. Dragon Claw provides completes the feared Dragon / Fire coverage and is a safe option to use against Water-types as well as when the user player wishes to avoid recoil. Roost keeps Mega Charizard X healthy and helps mitigate Flare Blitz recoil as well as avoid Sucker Punch mindgames. Earthquake is an option which that allows Mega Charizard X to beat Heatran and bulky variants of Tyranitar, but the extra longevity provided by Roost is generally more useful. Fire Punch is an option over Flare Blitz if recoil tends to be a problem, but it is seriously not advised discouraged due to the its significantly lower damage outputs that come out of it.

Set Details
========

Maximum Attack investment is used to hit as hard as possible, and a Jolly nature is used to outspeed Jolly Choice Scarf Landorus-T, Jolly Choice Scarf Excadrill, Choice Scarf Kyurem-B, and Modest Choice Scarf Keldeo. This spread also allows Mega Charizard X to outspeed neutral-natured (add hyphen) base opposing 100 Pokemon such as Mega Gardevoir and Mega Medicham (RC) as well as Adamant Terrakion (RC) and as well as most Kyurem-B before a Dragon Dance. Alternatively, a slightly bulkier spread of 104 HP / 220 Atk / 184 Spe can be used to have a good chance to live 2 survive two Hydro Pumps from Rotom-W while still outspeeding Choice Scarf Landorus-T after a boost and OHKOing uninvested Landorus-T after Stealth Rock damage. If outspeeding the previously mentioned Choice Scarf users after a boost is not a concern, a spread of 96 HP / 252 Atk / 160 Spe with an Adamant nature can be used to outspeed Adamant Excadrill, and Jolly Mega Scizor and Mega Heracross while providing a noticeable boost in power. Running an Adamant nature specifically allows Mega Charizard X to 2HKO Azmuarill after Stealth Rock damage and have grants a high chance at 2HKOing mixed defensive Hippowdon after Stealth Rock damage. Blaze is the chosen ability before Mega Evolving despite being very situational, (AC) as Solar Power would accomplish nothing other than reducing HP at times.

Usage Tips
========

It's best to set up Dragon Dance towards the end of the game, (AC) when Mega Charizard X's checks and counters are out of play or are have been weakened enough to be picked off after a boost. Mega Charizard X should set up on Pokemon that it forces out, (AC) such as Mega Scizor and Celebi, (AC) or against Electric-types such as Mega Manectric and Raikou. If running HP investment, Rotom-W is an easy target to set up on, (AC) as it can't 2HKO Mega Charizard X with Hydro Pump and is stalled out with Roost. Take advantage of when you should Mega Evolve note of Charizard's typing change upon Mega Evolving; one example would be against Latios after it uses Draco Meteor. for example, not Mega Evolving against Latios after it uses Draco Meteor allows you to safely set up Dragon Dance on it while not being OHKOed, (comma) whereas Another example would be against non-Thunder Wave Thundurus. Mega Charizard X sets up on non-Thunder Wave Thundurus with ease thanks to its neutrality to Hidden Power Ice and resistance to Thunderbolt. Another option when using Mega Charizard X is to have teammates that better accommodate Mega Charizard Y to bluff it and change how the opponent plays. (would make more sense to put this in TO honestly)

Team Options
========

Having Entry hazard removal is an absolute must, as having Charizard lose half its health off makes a huge difference in the game. Excadrill is the best option for this, as it can remove hazards with Rapid Spin (RC) while preserving your rocks own (RC) and has good synergy in general with Mega Charizard X. In addition, Swords Dance Excadrill can severely weaken physically bulky Pokemon like such as Hippowdon and Slowbro to assist Mega Charizard X's sweep. Mega Charizard X The two of them also fits pair (kinda subjective change -along with the it -> XZard in the next clause- but I wanted to make the structural relevance of this bit while discussing Excadrill more apparent, if it introduces any undesired nuances or you just don't like it feel free to leave this one out) very well on sand teams, (AC) as it Mega Charizard X an set up on or deal immense amounts of damage to the likes of Rotom-W, Celebi, and Mega Venusaur, (AC) which are bothersome to common Pokemon on these archetypes. Latios can nuke the opposition while using support options such as Tailwind and Memento to prepare for a sweep, in addition to clearing entry hazards for Mega Charizard X with Defog. Mew can support Mega Charizard X with Defog, (AC) and while Mega Charizard X can absorb Knock Off for it. Powerful physical attackers such as Garchomp, Talonflame, and Terrakion can weaken or overwhelm Mega Charizard X's checks and counters. Grass-types such as Celebi and Serperior put immense amounts of pressure on the bulky Water-, Rock-, and Ground-types which that are used to check Mega Charizard X. In addition, Celebi can further take further advantage of these Pokemon by setting up a Substitute and pass passing it to Mega Charizard X for safety while setting up. Chesnaught and Tangrowth work as well to combat sand teams, (AC) which are problematic for Mega Charizard X. Chesnaught has (something went wrong here) Jirachi is a very notable teammate, (AC) as it can provide Healing Wish support, check Mega Altaria and Mega Diancie, and lure in bulky Water- and Ground-types and KO them with Grass Knot. With the use of Shadow Tag, Gothitelle can trap and eliminate Mega Charizard X's checks and counters to pave a way for a sweep. Water-types such as Manaphy and Azumarill also pressure Rock- and Ground-types that bother Mega Charizard X, and the former can break down defensive cores for Charizard to clean up late game. With the use of Shadow Tag, Gothitelle can trap and eliminate Mega Charizard X's checks and counters to pave the way for a sweep. Similarly, if (makes more sense to group trappers together)Earthquake is not used, Dugtrio is a good teammate to trap and eliminate Heatran as well as severely weakening Tyranitar.

[SET]
name: Wallbreaker
move 1: Fire Blast / Flamethrower
move 2: Solar Beam
move 3: Focus Blast
move 4: Roost
item: Charizardite Y
ability: Blaze
nature: Timid / Modest
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

In the sun provided by Mega Charizard Y's Drought, Fire Blast OHKO's or 2HKOs OHKOes or 2HKOes nearly the entire unresisted tier all Pokemon that don't resist it as well heavily denting those that resist it do. Flamethrower is a slightly less powerful alternative but that is more reliable due to its perfect accuracy. Solar Beam doesn't require an extra turn to charge thanks to the sun, hitting and hits Water-types such as Azumarill, Suicune, Slowking, (wouldn't Slowbro be more appropriate? cause OU and not possible to EV to avoid the 2HKO) and Manaphy for great damage. Focus Blast rounds off Mega Charizard's coverage, targeting Tyranitar and Heatran. Roost keeps Mega Charizard Y healthy and somewhat mitigates Stealth Rock damage. Alternatively, Earthquake deals significantly more damage to Heatran than Focus Blast, but it does pitiful damage to Tyranitar.

Set Details
========

Maximum Special Attack investment is used to hit as hard as possible. A Timid nature allows Mega Charizard Y to Speed tie with other positive-natured (add hyphen) base 100 Speed Pokemon, namely Manaphy, as well as Jolly Excadrill outside of sand and maximum Speed Kyurem-B. If outspeeding these Pokemon is not preferred required, a Modest nature can be used for a significant increase in Mega Charizard Y's wallbreaking potential. If using a Modest nature, (AC) a spread of 40 HP / 252 SpA / 216 Spe provides some bulk while still outspeeding neutral-natured maximum Speed Kyurem-B. Note that Fire Blast is best used with a Timid nature and Flamethrower is best used with a Modest nature, as the high power of Fire Blast makes up for the decrease in power by not using a Special Attack-boosting (add hyphen) nature and by using a Modest nature, Mega Charizard Y can afford to use a slightly weaker move.

Usage Tips
========

Mega Charizard Y is best played as an early- to mid-game wallbreaker, utilizing its high-powered (add hyphen) STAB moves along with its near-perfect neutral complementary (think this conveys what you're trying to get across without mixing up multiple phrases) coverage movepool. The best way for Charizard to get in safely is through a double switch, Volt Switch or U-turn user, or Celebi's Baton Pass. However, more aggressive plays that have some risk and reward value such as switching into Ferrothorn's Stealth Rock or Clefable's Moonblast can be useful depending on the given situation. Note that the risk of such plays can result in Mega Charizard being crippled by a potential Leech Seed or Thunder Wave. Keeping Stealth Rock off the field is important to maximize Mega Charizard Y's wallbreaking, and as if Mega Charizard Y takes Stealth Rock damage, (AC) it is forced to use Roost more often and thus wasting waste turns that could have been used to attack. Take advantage of the switches Mega Charizard Y tends to force into the likes of Latias, Latios, and Chansey in order to pressure them with a double switch into the appropriate teammate.

Team Options
========

Entry hazard removal is one of the most important aspects to cover with Mega Charizard Y's teammates, so the likes of Excadrill, Latios, and Latias make for good partners. In addition to providing Rapid Spin support, Excadrill has good offensive synergy with Mega Charizard Y, (AC) as it can break past some of the specially bulky Pokemon that Mega Charizard struggles with (RC) while in return Mega Charizard Y can plow through physically bulky Pokemon such as Rotom-W and defensive Landorus-T. Latios and Latias provide useful resistances to Water- and Electric-types, and the latter provides Healing Wish support so that Mega Charizard Y can be played more recklessly at times. Mew is another option for Defog support, (AC) as it can reliably beat Chansey one-on-one with the use of Taunt and Knock Off. Pursuit support from the likes of Tyranitar, Weavile, and Assault Vest Metagross is essential to remove Latios and Latias, both of which are some of Mega Charizard Y's most common offensive checks. In addition, these Pokemon can either cripple Chansey (in the case of Weavile and Bisharp) or heavily dent it with their STAB moves. Other Pokemon to deal with Chansey such as Gothitelle to trap it or and Fighting-types such as Terrakion and Keldeo make for good teammates too.

[SET]
name: Bulky Will-O-Wisp
move 1: Will-O-Wisp
move 2: Flare Blitz
move 3: Roost
move 4: Earthquake / Dragon Claw
item: Charizardite X
ability: Blaze
nature: Impish
evs: 248 HP / 100 Def / 160 Spe

[SET COMMENTS]
Moves
========

Will-O-Wisp cripples physical attackers and spreads residual damage, punishing the likes of Landorus-T, Azumarill, and Tyranitar from switching in as they switch in. (or change "punishing" to "deterring" or something, but "punishing from" doesn't seem to work) Even with minimal Attack investment, Flare Blitz hits very hard against neutral targets. Flare Blitz is also important to deal substantial damage to Mega Sableye and Clefable. Roost heals half of Mega Charizard's HP, extending its longevity. Earthquake targets Heatran, which gives Mega Charizard X problems, (AC) as it can absorb Will-O-Wisps and Flare Blitzes due to Flash Fire. Dragon Claw is an alternative option which is that doubles as a reliable STAB move; (SC) which it is also especially useful to hit opposing Dragon-types that don't mind being burned by Will-O-Wisp such as Latios, Latias, and Hydreigon, (AC) as they don't mind being burned by Will-O-Wisp and as such which otherwise could gain offensive momentum by pivoting into an Earthquake or a Flare Blitz given they are healthy. Dragon Claw also hits Mega Charizard Y, which this set can check in a pinch. Dragon Tail can be used to phase phaze setup sweepers such as Manaphy and Reuniclus (RC) and is also useful to rack up entry hazard damage. However, it is not fully accurate and is significantly weaker than Dragon Claw.

Set Details
========

248 HP EVs are used to minimize the damage taken from Stealth Rock. 160 Speed EVs allow Mega Charizard X to outspeed Adamant Excadrill, Jolly Mega Scizor, and Jolly Bisharp. The rest of the EVs are placed into Defense alongside an Impish nature, which subsequently allows Mega Charizard X to avoid the 2HKO from Mega Metagross's Zen Headbutt and Life Orb Weavile's Icicle Crash from full HP. A specially defensive spread of 248 HP / 100 SpD / 160 Spe with a Careful nature can be used to better handle the likes of Nasty Plot Thundurus and Mega Charizard Y.

Usage Tips
========

Pivot into Pokemon that Mega Charizard X checks, such as Mega Scizor, Weavile, and Volcarona. Early-game, (add hyphen) throw out Will-O-Wisps in order to cripple Mega Charizard X's typical switch-ins (add hyphen) and spread residual damage on the opposing team. Choosing the time to Mega Evolve can be very important at times when one set of resistances is more important than the other, such as Roosting up when spamming Roost on Latios's Draco Meteor before Mega Evolving. Be sure to keep off entry hazards and preserve Charizard throughout the match if your opponent has a threat which that Mega Charizard X checks.

Team Options
========

Entry hazard removal is very important for Mega Charizard X due to its crippling weakness to Stealth Rock. Due to how this set fits best on more balanced or defensive teams, the likes of Skarmory and Mew make for very good teammates to fulfill the role of entry hazard removal remover. Skarmory has excellent type synergy with Mega Charizard X, as it covers Ground- and Dragon-types to some degree while Mega Charizard X checks Fire- and Electric-types, (AC) which bother Skarmory. Mew appreciates having a bulky Mega Pokemon Evolution to fall back on to absorb Knock Offs, as without Leftovers, (AC) it is pressured to use a recovery move more frequently. Regenerator Pokemon such as Tornadus-T, Slowbro, Slowking, and Amoonguss pair well, (AC) as they fit on the balanced builds which that this set is typically used on (RC) and appreciates appreciate Mega Charizard X's pivot support. Physical sweepers such as Swords Dance Garchomp appreciate the likes of Landorus-T and Slowbro being whittled down by Will-O-Wisp.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Tailwind / Roost
move 3: Flare Blitz
move 4: Dragon Claw / Outrage
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
Moves
========

Swords Dance doubles Mega Charizard X's Attack, allowing it to plow through defensive cores. Tailwind boosts Mega Charizard X's Speed to high levels, giving it the upper hand against offensive teams. Roost is an alternative to provide Mega Charizard X with recovery, allowing it to heal off recoil and entry hazard damage. Flare Blitz is boosted by Tough Claws and deals massive damage to anything that does not resist it, even heavily denting some less bulky resists Pokemon that resist it. Dragon Claw is a reliable secondary STAB move which that hits most Pokemon that resist Fire for solid damage (RC) and has the benefit of not making Mega Charizard X suffer recoil damage, unlike Flare Blitz. Outrage is significantly more powerful than Dragon Claw, most notably 2HKOing Quagsire and having a high chance to OHKO Slowbro at +2, but it has the cost of locking Mega Charizard X into the move.

Set Details
========

Maximum Attack investment and with an Adamant nature is used to hit as hard as possible, and 216 Speed EVs allow Mega Charizard X to outspeed maximum Speed neutral-natured (add hyphen) Kyurem-B and below. A Jolly nature can be used to Speed tie with opposing positive-natured (add hyphen) base 100 Speed Pokemon and outspeed neutral-natured (add hyphen) base 100 Speed Pokemon as well as Jolly Excadrill unboosted outside of sand, but without an Adamant nature, (AC) it Mega Charizard X loses out on quite a bit of wallbreaking power, most notably losing the ability to OHKO Azumarill after Stealth Rock with a +2 Flare Blitz.

Usage Tips
========

With this set, it is important to assess the given situation (probably specify this by changing it to "matchup" or something, and if you do, change "match" to "game" later on to reduce repetitiveness) to determine how Mega Charizard X should play be played throughout the match. Versus more offensive teams, it is generally best to just fire off attacks outright attack when Mega Charizard X forces a switch early- to mid-game (remove excessive space, RC) and, (AC) if possible, set up a Tailwind late game to support a teammate or let Mega Charizard X clean up. Against balanced and defensive builds, set up a Swords Dance when Mega Charizard X forces a switch on the likes of Ferrothorn, Amoonguss, and defensive Starmie. Don't set up if your opponent has a Quagsire; (SC) if that's the case, (AC) using Outrage on a forced switch is more beneficial. If possible, eliminate Unaware and Prankster Pokemon before attempting to set up in order to give Mega Charizard X much more breathing room. While Mega Charizard X can break through Quagsire with 2 two Outrages and Clefable is cleanly 2HKOed by Flare Blitz, eliminating Quagsire means that Charizard doesnt have to lock itself into Outrage (or it can forgo it for Dragon Claw), and and eliminating Clefable is helpful as because it can potentially stall it out between Wish and Protect. In most other scenarios, using Outrage generally has more risk than reward, (AC) so be wary of locking Mega Charizard X into the move.

Team Options
========

Entry hazard removal is very important, so teammates such as Excadrill, Latios, and Starmie fit well. Sand Rush Excadrill greatly appreciate's appreciates Mega Charizard X's wallbreaking ability so it can clean up late-game (add hyphen) versus offensive teams. Excadrill also appreciates Mega Charizard X's ability to set up on and eliminate Rotom-W and remove Slowbro if it is running Outrage. Azelf and Klefki can provide dual screens support, and the former provides Stealth Rock to wear down Mega Charizard X's checks and Explosion to get it in safely. Grass-types such as Celebi and Serperior have good offensive synergy with Mega Charizard X, most notably being able to pressure or eliminate Quagsire, which is a major nuisance to Mega Charizard X as because it ignores its boosts with Unaware. If Roost is chosen over Tailwind, Mega Charizard struggles versus offensive teams, so fast Pokemon to deal with them that perform well against those such as Weavile and Choice Scarf Jirachi pair well with it; (SC) and the latter also provides Healing Wish support to give Mega Charizard X another chance at sweeping.

[STRATEGY COMMENTS]
Other Options
=============

Iron Tail is an alternate coverage move for Dragon Dance Mega Charizard X to hit Mega Altaria, which otherwise gives the set trouble as because it resists both of Mega Charizard X's STAB moves and takes only neutral damage from Earthquake. Mega Charizard X can use a set of Roost and three attacks in order to combine its excellent dual STAB types, coverage, and longevity, but it faces stiff competition from other wallbreakers such as Kyurem-B and Latios.

Checks and Counters
===================

There are no Pokemon that completely hard counter Charizard, as it has such impressive stats and variance diversity in its sets. It does have a variety of checks depending on the set, (AC) though, which must be scouted first.

**Respective Defensive Pokemon**: While both of Charizard's Mega formers Evolutions elicit require (elicit is something like "draw in", which doesn't seem to be the sense you're looking for here, seems to reverse causativity a bit... if I'm not misunderstanding you that is) different responses, they do in fact have defensive answers, albeit rather few. Mega Altaria is a solid check to both Mega Charizards, as it resists Mega Charizard X's STAB combination and can threaten to set up a Dragon Dance while Mega Charizard Y's coverage of Fire / Grass / Fight is ineffective against Mega Altaria. Mega Charizard X is very difficult to switch into, especially since because it can boost its Attack. Assuming the standard offensive sets (as Will-O-Wisp from the defensive one greatly cripples many potential answers), Quagsire, Landorus-T, Rhyperior, and Hippowdon are its most reliable counters, all of which threaten with STAB Earthquake. However, Quagsire can be 2HKOed by +0 (irrelevant cuz Unaware) Outrage, Landorus-T and Rhyperior lack reliable recovery, and Hippowdon, even with full Defense investment, can be worn down with entry hazards until Mega Charizard X can force its way past it. Slowbro can recover off damage and doesn't care too much about Will-O-Wisp, though it is actually OHKOed by +1 Outrage from a Dragon Dance set after some prior damage; however, this is not the case with Mega Slowbro, which can tank an attack and proceed to use Thunder Wave or Scald. Although typically not physically defensive, Heatran can stomach many hits and stall with Toxic if Mega Charizard X lacks Earthquake. Azumarill gets a special mention for resisting every common attack Mega Charizard X has while not being weak to Earthquake; however, like most of the aforementioned Pokemon, it is severely crippled by Will-O-Wisp. However Additionally, Assault Vest Azumarill can beat Mega Charizard Y one-on-one, (add hyphens) making it a solid check to that. Mega Charizard Y's reliable switch-ins are also limited to specialized specially defensive Pokemon. Blissey and Chansey wall Mega Charizard Y hard and can heal back the damage while stalling it out with Seismic Toss and / or Toxic. Assault Vest Goodra is also notable for taking a pittance from it's its attacks and can attack back with hard-hitting moves, though they can be poor choices against other Pokemon in the metagame (RC) and both lack reliable recovery, meaning that they can be worn down over a game's span with Mega Charizard Y's attacks. When sandstorm is up, Hippowdon Hippowdon's sand can limit limits Solar Beam to being a two-turn move and halfs halves the power of it, and Hippowdon can (couple really subtle issues here and this was the easiest fix i could come up with) use this opportunity to OHKO Mega Charizard Y with Rock Slide or Stone Edge. Politoed can also do this, except it summons rain instead of sandstorm sand, which decreases the power of Fire Blast. Speaking of bulky ground-types, Hippowdon's specially defensive set can also consistently check Mega Charizard Y, apart from Sandstorm's shenanigans with Solar Beam, (this seems to be a leftover bit from Mysteria) while Continuing on bulky Ground-types, (AC) physically defensive Gliscor can beat Mega Charizard X due to its access to STAB Earthquake and high defenses. Bulky Tyranitar can beat Mega Charizard X too, (AC) as it can take an Earthquake and retaliate with Stone Edge, and it can even take on Mega Charizard Y if it fails to hit Focus Blast. (I'm pretty much the last one to take Focus Blast seriously as a move because that one is literally asking for hax, but is this really worth mentioning?) Specially defensive Gyarados can check Mega Charizard X with Intimidate and can even counter Mega Charizard Y by being able to hit it hard with Waterfall even in sun and by resisting its main STAB move and not taking much from Solar Beam or Focus Blast. Cresselia can check both Charizards with it's its enormous bulk and can threaten with Thunder Wave.

**Offensively Inclined Bulky Pokemon**: Mega Charizard X has very few answers outside of revenge killing it or using a dedicated defensive Pokemon on a stall or balanced team, However, Mega Charizard Y has a few common offensive responses that can actually switch into it. Without the rare Earthquake, Mega Charizard Y lacks good coverage against Fire-type Pokemon, though the help of Drought's power boost (RC) allows it to often 2HKO frailer ones. Opponents can rely on bulkier Fire-types as good offensive responses. Specially defensive Talonflame can take Mega Charizard Y's typical attacks very easily and wear it down with Brave Bird. Mega Charizard X itself also hard walls any set without the rare and suboptimal Dragon Pulse and can proceed to set up on it or hit Mega Charizard Y hard with its powerful Dragon-type attacks. Entei risks being 2HKOed by Fire Blast or Focus Blast, but it can tank one of these attacks in a pinch and respond back with Stone Edge or Extreme Speed. Fire-types aren't the only offensive answers though; many Dragon-types can also function similarly as checks, sometimes even if it is carrying Dragon Pulse. Latios, Latias, and Garchomp are all faster than Mega Charizard Y (RC) and can tank at least attack before hitting back with a powerful attack of their own. Goodra is similar, but is slower and has so much special bulk that even Dragon Pulse can only 3HKO it, with or without an Assault Vest. (you discussed one in the previous paragraph) Specially defensive Dragonite can also tank Mega Charizard Y's attacks with the aid of Multiscale and set(space)up or force damage onto attack it. RestTalk Mega Ampharos is a powerful Pokemon that can switch into Mega Charizard Y and fire off powerful Volt Switches use a powerful Volt Switch.

**Faster Attackers**: Mega Charizard Y's Speed is rather average and isn't boosted by any move on its common sets. This makes its very vulnerable to revenge killing from powerful Pokemon with super effective (remove hyphen) STAB moves. Thundurus, Terrakion, Keldeo, Mega Diancie, and many other common metagame threats all possess super effective or very strong neutral moves while outspeeding it naturally. When using a Choice Scarf, some other common Pokemon such as Excadrill, Landorus-T, Diggersby, and Tyranitar can also surprise and revenge kill it. Revenge killing Mega Charizard X is a bit more complex, though it is almost always the most practical solution for defeating it when using an offensive team. Not all Choice Scarf users can outspeed it after a boost, however. At +1 Speed, Adamant Mega Charizard X can be revenge killed by a few Choice Scarf users, including Garchomp, Terrakion, Excadrill, Landorus-T, and Kyurem-B, all of which can OHKO it with their STAB moves. With a Jolly nature, however, only the first two listed Pokemon can outpace it. While priority would normally be an answer, Mega Charizard X is physically bulky enough to withstand a couple of Ice Shards, Mach Punches, Aqua Jets, and Bullet Punches, with Roost to heal any damage that is racked up through a combination of priority moves. Talonflame's Choice Band-boosted Brave Bird gets a special mention, (AC) though, as it can deal up up to 86% damage instantly to offensive variants. To an extent, Thunder Wave from Prankster Thundurus is also problematic because it completely nullifies the boosted Speed of Mega Charizard X's Speed boosts, (AC) making it suspectible to a wider range of revenge killers. Sand is a very effective way to beat both Charizards, as Mega Charizard X and Y aren't able to break through Hippowdon and the former not being isn't able to beat bulky Tyranitar, while Excadrill in the sand outspeeds and OHKOes both. Mega Aerodactyl can outspeed both sets if they're not boosted and can OHKO them with Stone Edge.

**Residual, Status, and Stealth Rock (status + SR are just subcategories of residual damage)Damage**: Both of Charizard's Mega formes Evolutions are susceptible to an overload of passive damage. Mega Charizard X is more affected by this, as it takes recoil damage from Flare Blitz. However, some bulky Ground-types can use Toxic on either Mega Evolution while being 2HKOed, which allows them to wear Charizard down slowly. Perhaps the most significant form of passive damage that can be inflicted on either Charizard is Stealth Rock, which strips Mega Charizard X of half of its health as it first switches in or is non-Mega-Evolved Charizard and Mega Charizard Y of half their health; Mega Charizard X still takes a heavy 25% damage from the entry hazard. Another issue is Ferrothorn, which while OHKOed by Mega Charizard X's Flare Blitz, does inflict inflicts Iron Barbs recoil in addition to the regular Flare Blitz recoil.



GP 1/2
 
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Powerful physical attackers such as Garchomp, Talonflame, and Terrakion can weaken or overwhelm Mega Charizard X's checks and counters.
I wouldn't consider Talonflame to be as viable of a teammate compared Garchomp or Terrakion. While Sharp Beak + Swords Dance does wear down a number of Zard's checks, such as Heatran, Landorus-T, Hippowdon, and Tyranitar, they share a lot of weaknesses with each other that can easily be exploited . If Talonflame is going to be mentioned as a teammate, it would need to be explicitly stated that it shares a lot of common weaknesses with Zard X, and such combination is only fitting on teams that can compensate for such weaknesses (ie Hyper Offense, where shared weaknesses do not matter as much).

Also, Zard X would much rather prefer bulky Garchomp as a teammate than Swords Dance variants; bulky Garchomp provides so much support that Zard X appreciates, such as punishing Lando-T U-turns, wearing down Bisharp and Talonflame, and nailing Hippowdon and Slowbro with poison (of course, there is Stealth Rock as well, but SR is not the major reason to use TankChomp). While SD Garchomp does have the same checks as Zard X, the raw utility of TankChomp is something Zard X would appreciate more, especially since there are multiple ways to deal with Zard X's checks.

There is no mention of Starmie as a teammate, which provides Rapid Spin support and can lure in Slowbro with Analytic + LO + Thunderbolt, weakening it enough for Zard X to break through it. I would also mention Thundurus as a teammate, as it can lure in Hippowdon and do a significant amount of damage to it with Grass Knot, as well as wearing down Specially Defensive Heatran with LO Thunderbolts or even Focus Blast.
 

P Squared

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[OVERVIEW]

Blessed with being the only Pokemon in OU with two Mega Evolutions, Charizard has found both of them to be top-tier threats. The first forme, Mega Charizard X, is known to be one of the best Dragon Dancers in the entire tier; the combination of a base 130 Attack and essentially a 1.33x boost on both of its main STABs moves thanks to Tough Claws allows it to OHKO most foes at +1 with STAB Flare Blitz, allowing it to (you had "allows it to" just a few words ago, so maybe change this to "meaning it can") sweep almost effortlessly through teams, especially given how easy it is to set up with such a great defensive typing. Furthermore, Mega Charizard X can utilize its amazing typing, bulk, and movepool to be very unpredictable; it can run a variety of sets, including a defensive set that utilizes Will-O-Wisp and even a Double Dance set that contains both Swords Dance or and Tailwind to bring the pain on both defensive and offensive teams, respectively. Given all these traits, Mega Charizard X is simply one of the best Pokemon in OU and offers a lot as a Mega Evolution.

The second forme, Mega Charizard Y, is the most powerful wallbreaker in OU. At first glance, Mega Charizard Y's amazing Fire STAB type and base 159 Special Attack in itself make it appear to be a powerful wallbreaker in and of themselves. However, Mega Charizard Y's claim to fame is its ability Drought, which boosts its STAB Fire Blast's power even further, allowing it to OHKO or severely dent a significant portion of the tier, and makes Solar Beam a 120 Base Power Grass attack that takes only one turn to use, nullifying Water-types as possible checks. With Focus Blast rounding out the coverage, most of the metagame is in huge danger to Mega Charizard Y bar a select few—these (no spaces around the dash) are mostly limited to most opposing Dragon-types such as Latios, Latias, Dragonite, Mega Altaria, and bulky Mega Charizard X and dedicated special walls such as Chansey and Cresselia. All of the aforementioned Pokemon are all very easy to take advantage of, however; with the use of stallbreakers and Pursuit trappers, it is easy enough to clear a path for Mega Charizard Y. Outside of these Pokemon, Mega Charizard Y simply will dent ("the opponent's team" or "the foe" or something, having just "dent" is a bit funny sounding) every time it comes in, provided it can hit.

However, Charizard's base 100 Speed for both formes is no more than good and leaves it outpaced in such a quick metagame, which is compounded by a quadruple Stealth Rock weakness that severely hinders it in from executing its job effectively—it is very easy to take advantage of this with the use of priority moves or faster attackers that can finish it off at such low health. Mega Charizard Y is an extremely easy Pokemon to pressure; while it OHKOes an absurd number of Pokemon, it often can be outsped and KOed by faster Pokemon unless it switches out, which can ruin the momentum at times. Mega Charizard X, on the other hand, is worn down very quickly between Stealth Rock damage, Flare Blitz recoil, and general miscellaneous damage. This makes it harder to sweep and wallbreak to an extent. However, despite these flaws, Charizard is no less than a metagame-defining Pokemon and should be looked at as such.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz
move 3: Dragon Claw
move 4: Roost
item: Charizardite X
ability: Blaze
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Dragon Dance simultaneously boosts Mega Charizard X's Attack and Speed, allowing it to sweep weakened teams. Flare Blitz in tandem with Tough Claws provides ridiculous damage output, capable of OHKOing many things foes unboosted and severely denting almost everything in the metagame at +1. To give a measure of its power, unboosted Flare Blitz matches the power of +2 Adamant Garchomp's Dragon Claw. ("Mega Charizard X's own" would be nice here imo but that's just my style; it's totally up to you!) Dragon Claw completes the feared Dragon / Fire coverage and is a safe option to use against Water-types as well as when the player wishes to avoid recoil. Roost keeps Mega Charizard X healthy and helps mitigate Flare Blitz recoil as well as avoid Sucker Punch mind games. Earthquake is an option that allows Mega Charizard X to beat Heatran and bulky variants of Tyranitar, but the extra longevity provided by Roost is generally more useful. Fire Punch is an option over Flare Blitz if recoil tends to be a problem, but it is seriously discouraged due to its significantly lower damage output.

Set Details
========

Maximum Attack investment is used to hit as hard as possible, and a Jolly nature is used to outspeed Jolly Choice Scarf Landorus-T, Jolly Choice Scarf Excadrill, Choice Scarf Kyurem-B, and Modest Choice Scarf Keldeo. This spread also allows Mega Charizard X to outspeed neutral-natured base 100 Pokemon such as Mega Gardevoir and Mega Medicham as well as Adamant Terrakion and most Kyurem-B before a Dragon Dance. Alternatively, a slightly bulkier spread of 104 HP / 220 Atk / 184 Spe can be used to have a good chance to survive two Hydro Pumps from Rotom-W while still outspeeding Choice Scarf Landorus-T after a boost and OHKOing uninvested Landorus-T after Stealth Rock damage. If outspeeding the previously mentioned Choice Scarf users after a boost is not a concern, a spread of 96 HP / 252 Atk / 160 Spe with an Adamant nature can be used to outspeed Adamant Excadrill, and Jolly Mega Scizor and Mega Heracross (is there a reason this isn't "Adamant Excadrill, Jolly Mega Scizor, and Mega Heracross"?) while providing a noticeable boost in power. Running an Adamant nature specifically allows Mega Charizard X to 2HKO Azumarill after Stealth Rock damage and grants a high chance at 2HKOing mixed defensive Hippowdon after Stealth Rock damage. Blaze is the chosen ability before Mega Evolving despite being very situational, as Solar Power would accomplish nothing other than reducing HP at times.

Usage Tips
========

It's best to set up Dragon Dance towards the end of the game, when Mega Charizard X's checks and counters are out of play or have been weakened enough to be picked off after a boost. Mega Charizard X should set up on Pokemon that it forces out, such as Mega Scizor and Celebi, or against Electric-types such as Mega Manectric and Raikou. If running HP investment, Rotom-W is an easy target to set up on, as it can't 2HKO Mega Charizard X with Hydro Pump and is stalled out with Roost. Take note of Charizard's typing change upon Mega Evolving; for example, not Mega Evolving against Latios after it uses Draco Meteor allows you Mega Charizard X to safely set up Dragon Dance on it while not being OHKOed, (implied by "safely" imo; otherwise, change to "without being OHKOed") whereas Mega Charizard X sets up on non-Thunder Wave Thundurus with ease thanks to its neutrality to Hidden Power Ice and resistance to Thunderbolt.

Team Options
========

Entry hazard removal is an absolute must, as having Charizard lose half its health makes a huge difference in the game. Excadrill is the best option for this, as it can remove hazards with Rapid Spin while preserving your own and has good synergy in general with Mega Charizard X. In addition, Swords Dance Excadrill can severely weaken physically bulky Pokemon such as Hippowdon and Slowbro to assist Mega Charizard X's sweep. The two of them also pair very well on sand teams, as Mega Charizard X can set up on or deal immense amounts of damage to the likes of Rotom-W, Celebi, and Mega Venusaur, which are bothersome to common Pokemon on these archetypes. Latios can nuke the opposition while using support options such as Tailwind and Memento to prepare for a sweep, in addition to clearing entry hazards for Mega Charizard X with Defog. Mew can support Mega Charizard X with Defog, while Mega Charizard X can absorb Knock Off for it. Powerful physical attackers such as Garchomp, Talonflame, and Terrakion can weaken or overwhelm Mega Charizard X's checks and counters. Grass-types such as Celebi and Serperior put immense amounts of pressure on the bulky Water-, Rock-, and Ground-types that are used to check Mega Charizard X. In addition, Celebi can take further advantage of these Pokemon by setting up a Substitute and passing it to Mega Charizard X for safety while setting up ("during setup" maybe? up to you). Chesnaught and Tangrowth work as well to combat sand teams, which are problematic for Mega Charizard X. In addition, Chesnaught has an excellent matchup versus sand teams, which are troublesome to Mega Charizard X's. Jirachi is a very notable teammate, as it can provide Healing Wish support, check Mega Altaria and Mega Diancie, and lure in bulky Water- and Ground-types and KO them with Grass Knot. Water-types such as Manaphy and Azumarill also pressure Rock- and Ground-types that bother Mega Charizard X, and the former can break down defensive cores for Charizard to clean up late-game. With the use of Shadow Tag, Gothitelle can trap and eliminate Mega Charizard X's checks and counters to pave the way for a sweep. Similarly, if Mega Charizard X forgoes Earthquake is not used, Dugtrio is a good teammate to trap and eliminate Heatran as well as severely weakening Tyranitar.

[SET]
name: Wallbreaker
move 1: Fire Blast / Flamethrower
move 2: Solar Beam
move 3: Focus Blast
move 4: Roost
item: Charizardite Y
ability: Blaze
nature: Timid / Modest
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

In the sun provided by Mega Charizard Y's Drought, Fire Blast OHKOes or 2HKOes nearly all Pokemon that don't resist it as well heavily denting those that do. (that was a really nice sentence :o idk why i like it so much but yeah) Flamethrower is a slightly less powerful alternative that is more reliable due to its perfect accuracy. Solar Beam doesn't require an extra turn to charge thanks to the sun, and it hits Water-types such as Azumarill, Suicune, Slowking, Slowbro, and Manaphy for great damage. Focus Blast rounds off Mega Charizard's coverage, targeting Tyranitar and Heatran. Roost keeps Mega Charizard Y healthy and somewhat mitigates Stealth Rock damage. Alternatively, Earthquake deals significantly more damage to Heatran than Focus Blast, but it does pitiful damage to Tyranitar.

Set Details
========

Maximum Special Attack investment is used to hit as hard as possible. A Timid nature allows Mega Charizard Y to Speed tie with other positive-natured base 100 Speed Pokemon, namely Manaphy, as well as Jolly Excadrill outside of sand and maximum Speed Kyurem-B. If outspeeding these Pokemon is not required, a Modest nature can be used for a significant increase in Mega Charizard Y's wallbreaking potential. If using a Modest nature, a spread of 40 HP / 252 SpA / 216 Spe provides some bulk while still outspeeding neutral-natured maximum Speed Kyurem-B. Note that Fire Blast is best used with a Timid nature and Flamethrower is best used with a Modest nature, as the high power of Fire Blast makes up for the decrease in power by not using a Special Attack-boosting nature; conversely, when and by using a Modest nature, Mega Charizard Y can afford to use a slightly weaker move.

Usage Tips
========

Mega Charizard Y is best played as an early- to and mid-game wallbreaker, utilizing its high-powered STAB moves along with its near-perfect complementary coverage movepool. The best way for Charizard to get in safely is through a double switch, a Volt Switch or U-turn user, or Celebi's Baton Pass. However, more aggressive plays such as switching into Ferrothorn's Stealth Rock or Clefable's Moonblast can be useful depending on the given situation. Note that the risk of such plays can result in Mega Charizard Y being crippled by a potential Leech Seed or Thunder Wave. Keeping Stealth Rock off the field is important to maximize Mega Charizard Y's wallbreaking, as if Mega Charizard Y takes Stealth Rock damage, it is forced to use Roost more often and thus waste turns that could have been used to attack. Take advantage of the switches Mega Charizard Y tends to force into the likes of Latias, Latios, and Chansey in order to pressure them with a double switch into the appropriate teammate.

Team Options
========

Entry hazard removal is one of the most important aspects to cover with Mega Charizard Y's teammates, so the likes of Excadrill, Latios, and Latias make for good partners. In addition to providing Rapid Spin support, Excadrill has good offensive synergy with Mega Charizard Y, as it can break past some of the specially bulky Pokemon that Mega Charizard struggles with while in return Mega Charizard Y can plow through physically bulky Pokemon such as Rotom-W and defensive Landorus-T. Latios and Latias provide useful resistances to Water- and Electric-types attacks, and the latter provides Healing Wish support so that Mega Charizard Y can be played more recklessly at times. Mew is another option for Defog support, as it can reliably beat Chansey one-on-one with the use of Taunt and Knock Off. Pursuit support from the likes of Tyranitar, Weavile, and Assault Vest Metagross is essential to remove Latios and Latias, both of which are some of Mega Charizard Y's most common offensive checks. In addition, these Pokemon can either cripple Chansey, in the case of Weavile and Bisharp, or heavily dent it with their STAB moves. Other Pokemon to deal with Chansey, (AC) such as Gothitelle and Fighting-types such as Terrakion and Keldeo, (AC) make for good teammates too.

[SET]
name: Bulky Will-O-Wisp
move 1: Will-O-Wisp
move 2: Flare Blitz
move 3: Roost
move 4: Earthquake / Dragon Claw
item: Charizardite X
ability: Blaze
nature: Impish
evs: 248 HP / 100 Def / 160 Spe

[SET COMMENTS]
Moves
========

Will-O-Wisp cripples physical attackers and spreads residual damage, deterring the likes of Landorus-T, Azumarill, and Tyranitar from switching in. Even with minimal Attack investment, Flare Blitz hits very hard against neutral targets. Flare Blitz is also important to deal substantial damage to Mega Sableye and Clefable. Roost heals half of Mega Charizard's HP, extending its longevity. Earthquake targets Heatran, which gives Mega Charizard X problems, as it can absorb Will-O-Wisps and Flare Blitzes due to Flash Fire. Dragon Claw is an alternative option that doubles as a reliable STAB move; it is especially useful to hit opposing Dragon-types that don't mind being burned by Will-O-Wisp such as Latios, Latias, and Hydreigon, which otherwise could gain offensive momentum by pivoting into an Earthquake or a Flare Blitz given they are healthy. Dragon Claw also hits Mega Charizard Y, which this set can check in a pinch. Dragon Tail can be used to phaze setup sweepers such as Manaphy and Reuniclus and is useful to rack up entry hazard damage. However, it is not fully accurate and is significantly weaker than Dragon Claw.

Set Details
========

248 HP EVs are used to minimize the damage taken from Stealth Rock. 160 Speed EVs allow Mega Charizard X to outspeed Adamant Excadrill, Jolly Mega Scizor, and Jolly Bisharp. The rest of the EVs are placed into Defense alongside an Impish nature, which subsequently allows Mega Charizard X to avoid the 2HKO from Mega Metagross's Zen Headbutt and Life Orb Weavile's Icicle Crash from full HP. A specially defensive spread of 248 HP / 100 SpD / 160 Spe with a Careful nature can be used to better handle the likes of Nasty Plot Thundurus and Mega Charizard Y.

Usage Tips
========

Pivot into Pokemon that Mega Charizard X checks, such as Mega Scizor, Weavile, and Volcarona. Early-game, throw out Will-O-Wisps in order to cripple Mega Charizard X's typical switch-ins and spread residual damage on the opposing team. Choosing the time to Mega Evolve can be very important at times when one set of resistances is more important than the other, such as when spamming Roost on Latios's Draco Meteor before Mega Evolving. Be sure to keep off entry hazards off the field and preserve Charizard throughout the match if your opponent has a threat that Mega Charizard X checks.

Team Options
========

Entry hazard removal is very important for Mega Charizard X due to its crippling weakness to Stealth Rock. Due to how this set fits best on more balanced or defensive teams, the likes of Skarmory and Mew make for very good teammates to fulfill the role of entry hazard remover. Skarmory has excellent type synergy with Mega Charizard X, as it covers Ground- and Dragon-types to some degree while Mega Charizard X checks Fire- and Electric-types, which bother Skarmory. Mew appreciates having a bulky Mega Evolution to fall back on to absorb Knock Offs, as without Leftovers, it is pressured to use a recovery move more frequently. Regenerator Pokemon such as Tornadus-T, Slowbro, Slowking, and Amoonguss pair well with Mega Charizard X, as they fit on the balanced builds that this set is typically used on and appreciate Mega Charizard X's pivot support. Physical sweepers such as Swords Dance Garchomp appreciate the likes of Landorus-T and Slowbro being whittled down by Will-O-Wisp.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Tailwind / Roost
move 3: Flare Blitz
move 4: Dragon Claw / Outrage
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
Moves
========

Swords Dance doubles Mega Charizard X's Attack, allowing it to plow through defensive cores. Tailwind boosts Mega Charizard X's Speed to high levels, giving it the upper hand against offensive teams. Roost is an alternative to provide Mega Charizard X with recovery, allowing it to heal off recoil and entry hazard damage. Flare Blitz is boosted by Tough Claws and deals massive damage to anything that does not resist it, even heavily denting some less bulky Pokemon that do resist it. Dragon Claw is a reliable secondary STAB move that hits most Pokemon that resist Fire for solid damage and has the benefit of not making Mega Charizard X suffer recoil damage, unlike Flare Blitz. Outrage is significantly more powerful than Dragon Claw, most notably 2HKOing Quagsire and having a high chance to OHKO Slowbro at +2, but it has the cost of locking Mega Charizard X into the move.

Set Details
========

Maximum Attack investment with an Adamant nature is used to hit as hard as possible, and 216 Speed EVs allow Mega Charizard X to outspeed maximum Speed neutral-natured Kyurem-B and below. A Jolly nature can be used to Speed tie with opposing positive-natured base 100 Speed Pokemon and outspeed neutral-natured base 100 Speed Pokemon as well as Jolly Excadrill outside of sand, but without an Adamant nature, Mega Charizard X loses out on quite a bit of wallbreaking power, most notably losing the ability to OHKO Azumarill after Stealth Rock with a +2 Flare Blitz.

Usage Tips
========

With this set, it is important to assess the given matchup to determine how Mega Charizard X should be played throughout the game. Versus more offensive teams, it is generally best to just outright attack when Mega Charizard X forces a switch early- to or mid-game and, if possible, set up a Tailwind late-game to support a teammate or let Mega Charizard X clean up. Against balanced and defensive builds, set up a Swords Dance when Mega Charizard X forces a switch on the likes of Ferrothorn, Amoonguss, and defensive Starmie. Don't set up if your opponent has a Quagsire; using Outrage on a forced switch is more beneficial. If possible, eliminate Unaware and Prankster Pokemon before attempting to set up in order to give Mega Charizard X much more breathing room. While Mega Charizard X can break through Quagsire with two Outrages and Clefable is cleanly 2HKOed by Flare Blitz, eliminating Quagsire means that Charizard doesn't have to lock itself into Outrage (or can forgo it for Dragon Claw), and eliminating Clefable is helpful because it can stall it Mega Charizard X out between Wish and Protect. In most other scenarios, using Outrage generally has more risk than reward, so be wary of locking Mega Charizard X into the move.

Team Options
========

Entry hazard removal is very important, so teammates such as Excadrill, Latios, and Starmie fit well. Sand Rush Excadrill greatly appreciates Mega Charizard X's wallbreaking ability so it can clean up late-game versus offensive teams. Excadrill also appreciates Mega Charizard X's ability to set up on and eliminate Rotom-W and remove Slowbro if it is running Outrage. Azelf and Klefki can provide dual screens support, and the former provides Stealth Rock to wear down Mega Charizard X's checks and Explosion to get it in safely. Grass-types such as Celebi and Serperior have good offensive synergy with Mega Charizard X, most notably being able to pressure or eliminate Quagsire, which is a major nuisance to Mega Charizard X because it ignores its boosts with Unaware. If Roost is chosen over Tailwind, Mega Charizard struggles versus offensive teams, so fast Pokemon that perform well against those such as Weavile and Choice Scarf Jirachi pair well with it; the latter also provides Healing Wish support to give Mega Charizard X another chance at sweeping.

[STRATEGY COMMENTS]
Other Options
=============

Iron Tail is an alternate coverage move for Dragon Dance Mega Charizard X to hit Mega Altaria, which otherwise gives the set trouble because it resists both of Mega Charizard X's STAB moves and takes only neutral damage from Earthquake. Mega Charizard X can use a set of Roost and three attacks in order to combine its excellent dual STAB types, coverage, and longevity, but it faces stiff competition from other wallbreakers such as Kyurem-B and Latios.

Checks and Counters
===================

There are no Pokemon that hard counter Charizard, as it has such impressive stats and diversity in its sets. It does have a variety of checks depending on the set, though, which must be scouted first.

**Respective Defensive Pokemon**: While both of Charizard's Mega Evolutions require different responses, they do in fact have defensive answers, albeit rather few. Mega Altaria is a solid check to both Mega Charizards formes, as it resists Mega Charizard X's STAB combination and can threaten to set up a Dragon Dance, (AC) while Mega Charizard Y's coverage of Fire / Grass / Fighting is ineffective against Mega Altaria. Mega Charizard X is very difficult to switch into, especially because it can boost its Attack. Assuming the standard offensive sets (as Will-O-Wisp from the defensive one greatly cripples many potential answers), Quagsire, Landorus-T, Rhyperior, and Hippowdon are its most reliable counters, all of which threaten it with STAB Earthquake. However, Quagsire can be 2HKOed by Outrage, Landorus-T and Rhyperior lack reliable recovery, and Hippowdon, even with full Defense investment, can be worn down with entry hazards until Mega Charizard X can force its way past it. Slowbro can recover off damage and doesn't care too much about Will-O-Wisp, though it is actually OHKOed by +1 Outrage from a Dragon Dance set after some prior damage; however, this is not the case with Mega Slowbro, which can tank an attack and proceed to use Thunder Wave or Scald. Although typically not physically defensive, Heatran can stomach many hits and stall with Toxic if Mega Charizard X lacks Earthquake. Azumarill gets a special mention for resisting every common attack Mega Charizard X has while not being weak to Earthquake; however, like most of the aforementioned Pokemon, it is severely crippled by Will-O-Wisp. Additionally, Assault Vest Azumarill can beat Mega Charizard Y one-on-one, making it a solid check to that. Mega Charizard Y's reliable switch-ins are also limited to specialized specially defensive Pokemon. Blissey and Chansey wall Mega Charizard Y hard and can heal back the damage while stalling it out with Seismic Toss or Toxic. Assault Vest Goodra is also notable for taking a pittance from its attacks and can attack back with hard-hitting moves, though they (does this refer to Bliss / Chans / Goodra? because it follows from a Goodra-only sentence it is kind of confusing) can be poor choices against other Pokemon in the metagame and both (who?) lack reliable recovery, meaning that they can be worn down over a game's span. (AP) Hippowdon's sand limits Solar Beam to being a two-turn move and halves its power the power of it, and Hippowdon can use this opportunity to OHKO Mega Charizard Y with Rock Slide or Stone Edge. Politoed can also do this, except it summons rain instead of sand, which decreases the power of Fire Blast. Physically defensive Gliscor can beat Mega Charizard X due to its access to STAB Earthquake and high defenses, given that it has not taken any prior damage. Bulky Tyranitar can beat Mega Charizard X too, as it can take an Earthquake and retaliate with Stone Edge. Specially defensive Gyarados can check Mega Charizard X with Intimidate and can even counter Mega Charizard Y by being able to hit it hard with Waterfall even in sun and by resisting its main STAB move and not taking much from Solar Beam or Focus Blast. Cresselia can check both Mega Charizards formes with its enormous bulk and can threaten with Thunder Wave.

**Offensively Inclined Bulky Pokemon**: Mega Charizard X has very few answers outside of revenge killing it or using a dedicated defensive Pokemon on a stall or balanced team,. (AP) However, Mega Charizard Y has a few common offensive responses that can actually switch into it. Without the rare Earthquake, Mega Charizard Y lacks good coverage against Fire-type Pokemon, though Drought's power boost allows it to often 2HKO frailer ones. Opponents can rely on bulkier Fire-types as good offensive responses. Specially defensive Talonflame can take Mega Charizard Y's typical attacks very easily and wear it down with Brave Bird. Mega Charizard X itself also hard walls any set without the rare and suboptimal Dragon Pulse and can proceed to set up on it or hit Mega Charizard Y hard with its powerful Dragon-type attacks. Entei risks being 2HKOed by Fire Blast or Focus Blast, but it can tank one of these attacks in a pinch and respond with Stone Edge or Extreme Speed. Fire-types aren't the only offensive answers, (AC) though; many Dragon-types can function similarly as checks, sometimes even if it is carrying Dragon Pulse. Latios, Latias, and Garchomp are all faster than Mega Charizard Y and can tank at least one attack before hitting back with a powerful attack of their own. Specially defensive Dragonite can also tank Mega Charizard Y's attacks with the aid of Multiscale and set up or attack it. RestTalk Mega Ampharos is a powerful Pokemon that can switch into Mega Charizard Y and use a powerful Volt Switch.

**Faster Attackers**: Mega Charizard Y's Speed is rather average and isn't boosted by any move on its common sets. This makes it very vulnerable to revenge killing from powerful Pokemon with super effective STAB moves. Thundurus, Terrakion, Keldeo, Mega Diancie, and many other common threats all possess super effective or very strong neutral moves while outspeeding it naturally. When using a Choice Scarf, some other common Pokemon such as Excadrill, Landorus-T, Diggersby, and Tyranitar can also surprise and revenge kill it. Revenge killing Mega Charizard X is a bit more complex, though it is almost always the most practical solution for defeating it when using an offensive team. Not all Choice Scarf users can outspeed it after a boost, however. At +1 Speed, Adamant Mega Charizard X can be revenge killed by a few Choice Scarf users, including Garchomp, Terrakion, Excadrill, Landorus-T, and Kyurem-B, all of which can OHKO it with their STAB moves. With a Jolly nature, however, only the first two listed Pokemon can outpace it. While priority would normally be an answer, Mega Charizard X is physically bulky enough to withstand a couple of Ice Shards, Mach Punches, Aqua Jets, and Bullet Punches, with Roost to heal any damage that is racked up through a combination of priority moves. Talonflame's Choice Band-boosted Brave Bird gets a special mention, though, as it can deal up up (and away!) to 86% damage instantly to offensive variants. To an extent, Thunder Wave from Prankster Thundurus is also problematic because it completely nullifies Mega Charizard X's Speed boosts, making it suspectible to a wider range of revenge killers. Sand is a very effective way to beat both Mega Charizards formes, as Mega Charizard X and Y aren't able to break through Hippowdon and the former isn't able to beat bulky Tyranitar, while Excadrill in the sand outspeeds and OHKOes both. Mega Aerodactyl can outspeed both sets if they're not boosted and can OHKO them with Stone Edge.

**Residual Damage**: Both of Charizard's Mega Evolutions are susceptible to an overload of passive damage. Mega Charizard X is more affected by this, as it takes recoil damage from Flare Blitz. However, some bulky Ground-types can use Toxic on either Mega Evolution while being 2HKOed, (that's a strange wording imo, mind changing it to "some bulky Ground-types can survive a hit and use Toxic on either Mega Evolution, which allows..." or "some bulky Ground-types can use Toxic on either Mega Evolution before being 2HKOed, which allows", depending on what you want to emphasize) which allows them to wear Charizard down slowly. Perhaps the most significant form of passive damage that can be inflicted on either Charizard is Stealth Rock, which strips non-Mega-Evolved Charizard and Mega Charizard Y of half their health; Mega Charizard X still takes a heavy 25% damage from the entry hazard. Another issue is Ferrothorn, which, (AC) while OHKOed by Mega Charizard X's Flare Blitz, inflicts Iron Barbs recoil in addition to the regular Flare Blitz recoil.


GP 2/2!
 
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