Doubles Charizard

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Overview
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The ability to run two completely different, strong Mega Evolutions with different typings makes Charizard a top-tier threat. Mega Charizard Y makes sun a viable strategy in Doubles, allowing partners to utilize the field condition while boasting a powerful, spread, STAB, sun-boosted Heat Wave. Mega Charizard X eliminates Charizard's Electric-type weakness, allowing it to set up on many of Mega Charizard Y's checks. A burn-immune physical sweeper, Mega Charizard X uses its unique offensive typing to threaten a large portion of the metagame. Charizard is not invulnerable, however, as both sets have weaknesses that are common in Doubles attackers, lack of coverage needed to hit key threats, and they are basically helpless against speed control.

Sun Attacker
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name: Sun Attacker
move 1: Heat Wave
move 2: Solar Beam
move 3: Focus Blast / Overheat
move 4: Protect
ability: Blaze
item: Charizardite Y
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========
Heat Wave is Mega Charizard Y's most reliable attack as it is a STAB spread move and is boosted under the sun to deal massive amount of combined damage. Solar Beam hits the Water- and Rock-type Pokemon that wall Heat Wave for super effective damage. The next move Mega Charizard Y should use depends on its team. It typically runs Focus Blast to hit threats that wall its coverage, such as Heatran and Tyranitar in the sand. However, Overheat is an option that hits even resistant Pokemon hard in the sun, turning Mega Charizard Y into a hit-and-run nuke. Lastly, Protect scouts for moves, ruins offensive strategies, blocks Fake Out, and stalls out opposing field conditions.

Set Comments
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Mega Charizard Y has an important base 100 Speed tier, tying with many other threats in Doubles, including Mega Kangaskhan, Zapdos, and Mega Gardevoir, so it typically runs a Timid Nature so it can stand a chance against those threats. However, if those threats are handled by its teammates, a Modest nature is viable as well for the greater power. Charizard Y has some coverage options that can fit easily into the third slot. It can run Ancient Power to beat opposing Mega Charizard Y, Hidden Power Ground to safely take out non-Shuca Berry Heatran as opposed to relying on Focus Blast's accuracy, and Dragon Pulse can be used to hit Pokemon such as Latios and Salamence hard without suffering the Special Attack drop of Overheat.

Usage Tips
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Mega Charizard Y is a pretty simple Pokemon when it comes to how it is used. In most scenarios, it just spams Heat Wave and watches opponents crumble, using its coverage options against specific threats. If it uses Overheat, Mega Charizard Y plays a more hit-and-run game, so it needs to switch out and be pivoted in to be more effective. It is common for opponents to lead with checks to Mega Charizard Y, such as Terrakion, Choice Scarf Tyranitar, and Thundurus, so if Charizard leads, it needs a partner that can handle those threats. If the sun is used only for itself and not for supporting other sun sweepers, Charizard shouldn't Mega Evolve while it uses Protect, so it can maximize the amount of times it can spam its Fire-type attacks. When a weather war is apparent, it is wise to hold off Mega Evolving until the opposing setter is on the field, so Mega Charizard Y changes the weather last and gains maximum offensive momentum for the team..

Team Options
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Chlorophyll Venusaur is a great partner for Mega Charizard Y, because it outspeeds almost all of the tier under the sun and can put to sleep or damage the opponents. It also covers Mega Charizard Y's Electric-type weakness and checks rain teams well. Other teammates that threaten rain teams include Ferrothorn and Ludicolo. Heatran enjoys using sun-boosted Heat Waves, and Mega Charizard-Y covers Heatran's Ground- and Fighting-type weaknesses and also weakens its Water-type weakness under the sun. Fighting-types such as Hitmontop and Scrafty can check the Rock-types, such as Choice Scarf Tyranitar and Terrakion, that scare Mega Charizard Y. Wide Guard users, such as Aegislash and Hitmontop, can handle Charizard's Rock Slide weakness. Hitmontop also offers Feint support, allowing Mega Charizard Y to spam its attacks even through Protect and Wide Guard. Speed control really helps because most of its checks rely on their higher Speed stats. Cresselia is a good option due to its bulk and access to Icy Wind. Latios also pairs well with Mega Charizard Y and can support it with Tailwind. Lastly, Mega Charizard Y enjoys partners with Helping Hand to further boost the devastating power of Heat Wave; good partners for this include Cresselia and Latias.

Dragon Dance
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name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz / Fire Punch
move 3: Dragon Claw
move 4: Protect / Substitute
ability: Blaze
item: Charizardite X
evs: 40 HP / 208 Atk / 32 Def / 228 Spe
nature: Adamant

Moves
========
Dragon Dance boosts Mega Charizard X's Attack and Speed, allowing it to outspeed and threaten almost the entire metagame after one boost; it also lets Mega Charizard X bypass Attack drops from Intimidate. Flare Blitz is its strongest STAB attack, but considering how there is no room for recovery moves on the set, Fire Punch can be used to avoid recoil damage; however, the damage difference between Flare Blitz and Fire Punch is huge and will turn many OHKOs into 2HKOs. Dragon Claw is a reliable, decently powered STAB move that has great coverage with Mega Charizard X's Fire-type attack. In the last slot, Protect can be used to scout for attacks, stall field conditions, and ruin offensive strategies. Alternatively, Substitute can be used instead to capitalize on the type change from Charizard to Mega Charizard X, allowing it to set up on threats such as Electric-types, easing the sweep.

Set Details
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An Adamant nature is preferred to boost the power of Mega Charizard X's attacks. A Jolly nature isn't necessary, as the given EVs allow it to outspeed even Deoxys-A at +1. However, a set with Swords Dance, maximum Speed, and a Timid nature works similarly to this one, but it starts with less power as opposed to less Speed; a Swords Dance set will also be much more vulnerable to revenge killing. Lastly, the current EV spread allows Mega Charizard X to survive a Jolly Landorus-T Earthquake.

Usage Tips
========
Mega Charizard X should focus on using its typing to set up Dragon Dance against threats aimed to attack Charizard's Fire / Flying typing, mainly Electric-types such as Rotom-W, Thundurus, and Mega Manectric. In addition, it can set up on Wide Guard or Protect users that are anticipating a strong Heat Wave from Mega Charizard Y. Because of this, Charizard should try to remain out of play until it gets the best chance to Mega Evolve and set up Dragon Dance, or it will be much more vulnerable and lose its surprise factor. Partners can also help Mega Charizard X set up with Follow Me, Rage Powder, or by applying offensive pressure. While Dragon Dance can be difficult to set up, once Mega Charizard X gets a boost or two, it can be incredibly difficult to stop.

Team Options
========
Togekiss, Jirachi, and Amoonguss are all viable users of Follow Me or Rage Powder and can drastically ease Mega Charizard X's setup; Togekiss and Jirachi can also offer it speed control with Thunder Wave and redirect Dragon-type attacks aimed at it very easily, while Amoonguss can help it set up Dragon Dance with Spore support as well. Landorus-T makes a great partner because it can handle opposing Ground- and Rock-types as well as Heatran, which walls Mega Charizard X. Bisharp makes a good partner because it can pick off threats that outspeed Mega Charizard X with Sucker Punch, and makes Pokemon with Intimidate think twice about switching in on Mega Charizard X. Wide Guard support from Pokemon such as Hitmontop and Aegislash is useful as well because Mega Charizard X is weak to Earthquake and Rock Slide, two very popular spread attacks in Doubles. Lastly, other partners that offer speed control, such as Thundurus and Suicune, make it less reliant on setting up to sweep.

Other Options
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The necessity of a Mega Stone limits Charizard's other options. Both Mega forms can use Roost for longevity and Mega Charizard Y can use Substitute to ease prediction and aid sweeps, but they can rarely afford to fit these in a set. In addition, they have access to Will-O-Wisp and Tailwind, but they should be focusing on applying offensive pressure, as there are other supporting Pokemon with those moves that don't take up a Mega Evolution slot. Mega Charizard Y could use Flame Charge to boost its Speed in an attempt to sweep, but it will miss out on valuable coverage. It could also use Air Slash as a solid STAB attack for use against rain teams, but it doesn't hit hard enough against any other playstyle. Mega Charizard X can run Brick Break or Earthquake to hit Heatran, but it will have to miss out on one of its better moves.

Checks & Counters
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**Offensive Typing Advantage**: Mega Charizard Y's biggest problems come from the holes in its coverage. Dragon-types such as Salamence and Latios can take any hit and deal massive amounts of damage back. Chandelure with Flash Fire can take anything it offers and fire off its own STAB moves; Heatran is a similar case, because Mega Charizard Y has to rely on Focus Blast's bad accuracy to hit it, and it will only 2HKO.

Heatran completely walls the main Mega Charizard X set. Intimidate Gyarados and Azumarill can also play around it decently. Aside from those common threats, it has to be handled by means other that a blatant type advantage.

**Opposing Weather**: Politoed completely shuts down Mega Charizard Y, weaking its Fire-type STAB attacks in addition to neutering SolarBeam. It also weakens Mega Charizard X's strongest STAB attack as well. Also, Tyranitar can easily switch in on Mega Charizard Y, especially if it lacks Focus Blast.

**Speed**: Several threats outspeed and KO both Charizard forms outside of Speed boosts and speed control. Terrakion is a popular threat that can take Charizard out with Stone Edge or Rock Slide. Choice Scarf users such as Tyranitar, Landorus-T, and Excadrill can surprise it and deal heavy damage as well. Talonflame can deal major damage to both forms no matter what field condition. Other fast threats that can deal crucial damage before the Charizard forms can strike are Latios, Mega Gengar, Garchomp, and Deoxys-Attack. Mega Kangaskhan has a chance to outspeed and OHKO with a STAB Return as well. Swift Swim users such as Ludicolo and Kingdra can outspeed and severely damage both forms. Lastly, Electric-types such as Thundurus and Mega Manectric can take out Mega Charizard Y easily.

**Speed Control**: Under Trick Room, both Charizard forms can easily be taken out by threats such as Rhyperior, Jellicent, and Mega Ampharos. Many threats under Tailwind, such as Hydreigon, outspeed and cripple the Charizard sets. Thunder Wave is an easy way to hurt Charizard; Cresselia is a common user who can tank most hits, even boosted, and retaliate. Pokemon such as Thundurus, Klefki, and Meowstic can paralyze even the fastest Charizard sets.

**Utility Moves**: A priority Encore can catch a Mega Charizard Y in a Protect or a Mega Charizard X in a Protect or Dragon Dance; good users include Whimsicott and Liepard. Fake Out users, such as Mega Kangaskhan, Hitmontop, and Ludicolo, can grant their partners a chance to take out Charizard as well. Lastly, although uncommon, Stealth Rock is an easy way to limit any Charizard set.


Overview
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  • The ability to run two completely different, strong sets with different typings makes Charizard a top-tier threat.
  • Charizard-Y, the more useful option, makes Sun viable in Doubles, supporting its team greatly in addition to wielding a strong Fire-type STAB. However, its coverage misses out on common threats depending on which attacks it uses.
  • Charizard-X is a surprising sweeper that can plow Charizard-Y's checks. With a strong, STAB attacks it has no problem spamming with its excellent physical coverage.
  • While countering Charizard is near impossible, the best way to beat Charizard is through its Speed stat since faster threats can expose its defensive-typing easily.
Sun Attacker
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name: Sun Attacker
move 1: Heat Wave
move 2: SolarBeam
move 3: Focus Blast / Overheat
move 4: Protect
ability: Blaze
item: Charizardite Y
evs: 252 SpA / 4 SpD / 252 Spe
nature: Modest / Timid

Moves
========
  • Heat Wave is Charizard-Y's most reliable attack since it is a STAB spread move, has a nifty burn chance, and is boosted under the sun.
  • SolarBeam is a strong attack that hits the Water- and Rock-types that switch into Charizard-Y's Fire-type STABs really hard.
  • Overheat allows Charizard-Y to hit like a nuke under the sun, even granting 2HKO's on most Fire-type resists. However, it forces Charizard-Y to switch the next turn which can hurt its momentum greatly.
  • Focus Blast also hits Rock-types in addition to Heatran, but its accuracy is annoying.
  • Protect allows Charizard-Y to scout for moves, stall opposing field conditions, and wreck gang-up strategies.
Set Details
========
  • A Modest nature allows Charizard-Y to hit like a fucker.
  • Timid is still a good option because Charizard-Y hits the important base 100 Speed tier, with threats such as Mega Kangaskhan equal in Speed.
  • Hidden Power Ground can be used for a reliable and efficient way to counter Heatran.
  • Ancientpower can be used to hit opposing Charizard.
  • Dragon Pulse can be used to hit Dragon-types for good damage reliably outside of a sun boosted Overheat.
Usage Tips
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  • Should mega evolve on the first turn to power up its STAB Fire-type attacks.
  • Charizard-Y does a great job at keeping offensive pressure on the opponent with its strong Fire-type attacks in the sun and its great coverage.
  • Charizard-Y makes a great late-game sweeper with a strong Heat Wave and its good Speed.
Team Options
========
  • Chlorophyll Venusaur is a great partner because it outspeeds the almost all of the tier under the sun and can sleep or damage the opponents. It also covers Charizard-Y's Electric-type weakness and checks rain teams well.
  • Heatran enjoys using sun-boosted Heat Waves and Charizard-Y is immune to/resists Heatrans Ground- and Fighting-type weaknesses, as well as weaking its Water-type weakness under the Sun.
  • Fighting-types, such as Hitmontop and Scrafty, can check the Rock-types such as Terrakion and Scarf Tyranitar that scare Charizard-Y.
  • Wide Guard users such as Aegislash and Hitmontop can handle Charizard's Rock Slide, Surf, and Discharge weaknesses.
  • Speed Control really helps because most of Charizard-Y's counters simply outspeed it. Cresselia is a good option due to its bulk and Icy Wind. Togekiss also has good bulk and access to Tailwind.
  • Partners with Feint, such as Hitmontop, allow Zard to spam Heat Wave even against Wide Guard users.
  • Charizard-Y enjoys partners with Helping Hand because it can do devastating damage with its spread move Heat Wave. Good partners with Helping Hand include Cresselia and Meowstic-M.

Dragon Dance
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name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz / Fire Punch
move 3: Dragon Claw
move 4: Protect / Substitute
ability: Blaze
item: Charizardite X
evs: 40 HP / 208 Atk / 32 Def / 228 Spe
nature: Adamant

Moves
========
  • Dragon Dance allows Charizard-X to boost its Attack while outspeeding the entire tier.
  • Flare Blitz is Charizard-X's strongest STAB option, doing good damage to even most resists at +1.
  • Fire Punch has no recoil, but it hits way less hard.
  • Dragon Claw is a decently base powered reliable STAB attack that has good coverage with Flare Blitz.
  • Protect can be used to scout for attacks, stall field conditions, and wreck gang-up strategies. But, Charizard can take advantage of status users and Electric-type attacks aimed at the predicted Charizard-Y to set up Substitute, easing its sweep.
Set Details
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  • Outspeeds Landorus-Therian and below at +0, and outspeeds Deoxys-A at +1.
  • Survives Landorus-Therian's Earthquake with the bulk.
  • 252 Speed + Jolly is optional so Charizard-X can tie with threats such as Kangaskhan, Timid Charizard-Y, Jirachi, and Volcarona.
  • Burn-immune physical attackers are pretty rare in Doubles which is cool.
  • Earthquake is an option to beat Heatran.
  • Swords Dance could be used for greater immediate power at the risk of being revenge killed more likely.
Usage Tips
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  • Generally just Dragon Dance until it is fast enough to outspeed the opponent's team. It has no trouble picking off threats with its attacks after a boost or two.
  • Charizard-X works best with its surprise factor, emerging as a physical sweeper when the opponent presents its answers to Charizard-Y, such as Electric-types like Rotom-W and Thundurus.
  • Keep Charizard out of play until it has the best chance to set up, because you don't want to spoil the mega evolution before the attempt to sweep.
Team Options
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  • Follow Me/Rage Powder users make Charizard-X set up much easier. Togekiss is immune to Charizard-X's Ground-type weakness and Charizard handles the Electric-types aiming for it. Amoonguss can also sponge almost any attack aimed Charizard-X as well, or it can put to Sleep Charizard-X's threats making the sweep much easier.
  • Landorus-T can handle the Ground- and Rock-types that threaten Charizard-X in addition to Heatran, who walls the set.
  • Bisharp makes a good partner since it can pick off threats that outspeed Charizard-X with Sucker Punch and it punishes Pokemon with Intimidate switching in on Charizard-X.
  • Charizard-X appreciates speed control on its side. Popular Tailwind users are Togekiss, and Whimsicott. Pokemon with Thunder Wave, including Cresselia, Togekiss, and Thundurus, also make it much easier to set up and sweep.
Other Options
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  • The necessity of a Mega Stone limits Charizard's other options.
  • Both Charizard-X and Charizard-Y could use Flame Charge to boost its Speed for a sweeping attempt, but it is typically too situational to work.
  • Charizard-Y could use Air Slash to stand a fighting chance against rain teams.
  • Charizard-X could attempt a sweep with Belly Drum, but it is risky and requires a lot of team support.
  • Roost for longevity, both sets use it well.
  • Both could use Will-O-Wisp to surprise their checks.
  • Charizard has access to Tailwind, which it could use to support the team.

Checks and Counters
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**Attack Control**
  • While immune to Burns, Charizard-X can still be kept at bay by Intimidate users. Gyarados is the best example because it resists Flare Blitz, but Scrafty, Hitmontop, and Landorus-T can play around it as well as long as Charizard-X doesnt have Substitute up.
**Offensive Typing Advantage**
  • Charizard-Y struggles mainly with Dragon-types, as they can switch into most of its attacks and reply with strong STABs or super effective coverage.
  • Rock-types can also switch into Charizard-Y's Fire-type STABs and retaliate with their quadruple super effective STABs.
  • Most bulky Fire-types can switch into Charizard-Y's attacks. Heatran has Flash Fire and can 3HKO with Heat Wave under the sun. It cannot take too many Focus Blasts, though, and it is annihilated by Hidden Power Ground.

  • Most bulky Fire-type resists can switch into Charizard-X and not take much damage from Dragon Claw and its low Base Power.
  • Heatran completely walls the set if it lacks Earthquake.
**Opposing Weather**
  • Rain completely stops Charizard-Y. It weakens Charizard-Ys Fire-type attacks and prevents it from using Solar Beam. Politoed brings automatic rain and Ludicolo and Thundurus are popular setters.
  • Sand also stops Charizard, because Tyranitar has an easy switch in.
  • Rain also weakens Charizard-X's strongest STAB: Flare Blitz.
**Speed**
  • Popular Pokemon that can outspeed and hurt Charizard-X and Charizard-Y are Terrakion, Latios, Shaymin-Sky, Garchomp, and Thundurus.
  • Good Choice Scarf users that can outspeed and KO Charizard-X and Charizard-Y are Landorus-T and Tyranitar.
  • Choice Band Talonflame can do devastating damage and it lies on a faster priority bracket.
**Speed Control**
  • Thunder Wave severely hinders both Charizard-X and Charizard-Y's performance, becaue many more Pokemon can outspeed and KO them. Popular users are Cresselia and Thundurus.
  • The same thing applies for Tailwind, because many more threats can outspeed and KO both Charazards with it. Good setters include Togekiss, Talonflame, and Whimsicott.
  • Trick Room really hurts both Charizard megas since many threats can outslow and KO them, such as Rhyperior and Ampharos.
**Utility Moves**:
  • A fast encore can catch Charizard-Y in a Protect or Charizard-X in a Protect or Substitute. Good users are Whimsicott and Infernape.
  • Fake Out users can stop both megas and allow a teammate to freely attack them. Mega Kangaskhan's can do some decent damage, and other users include Scrafty, Hitmontop, and Meowstic-M.
  • While uncommon, Stealth Rock limits the amount of times either set can switch in drastically.
 
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On Megazard Y, Why is Air Slash mandatory? You actually deal more damage more damage to foes with a neutral Fire Blast in the sun than with a Super effective Air Slash.
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Assault Vest Conkeldurr in Sun: 297-351 (71.7 - 84.7%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Air Slash vs. 252 HP / 4 SpD Assault Vest Conkeldurr: 270-320 (65.2 - 77.2%) -- guaranteed 2HKO

The only real situations I can see Air Slash being incredibly useful is against a rain team, which Charizard Y shouldn't try to be taking on anyways unless its turn 1. On the contrary, I have found Solar Beam to be absolutely mandatory on Charizard Y, as it allows you to defeat bulky Water and Rock-types. I believe the set should be changed to this:

Mega Charizard-Y
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name: Mega Charizard-Y
move 1: Heat Wave / Fire Blast
move 2: SolarBeam
move 3: Air Slash / Hidden Power Ground / Tailwind
move 4: Protect / Hidden Power Ground
ability: Blaze
item: Charizardite Y
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest

Ancient Power in SD/OO to hit opposing Megazard Y. Tailwind imo deserves a slash due to the fact that it allows Charizard Y to support its team by boosting their speed for 3 turns. Charizard Y also appreciates the Speed boost as it allows it to defeat some of its checks, such as CS Landorus-T and the rare Aerodactyl. If tailwind is being used, then a Modest nature is an alternative over the Timid nature.

I'm not QC however, so you don't have to listen to this.

Lolkomori
 
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Air Slash is god awful, there isn't even a reason to mention it in the analysis at all. HP Ground also should probably just be only an OO for more acc than Focus Miss.

Also, Timid Zard makes better use of Focus Blast+Ancient Power imo while Modest Zard makes better use of Solarbeam+Fire Blast. Timid Zard misses a lot of key OHKOs with Solarbeam and Fire Blast that Modest scores, but it can outspeed/tie other Zard and smash it with Ancient Power. I don't know how you want to handle that situation, but Air Slash and HP Ground are really pointless.

If you're gonna slash anything after Protect, it should probably be TailWind on Modest Zard. That might be the only way that not having Protect will have a chance, but Protect is really mandatory.
 
Have you faced a rain team ever with heat wave, solarbeam, and ancientpower zard.
Yes and from my experience, Your losing to rain teams regardless whether Charizard uses Air Slash or not because Air Slash is only doing 44% max to 252 HP Politoed and common rain abusers like Swift Swim Ludicolo and Kingdra are still beating you regardless. The only way you can beat Rain teams is if you run Sunny Day on Charizard, lead off with Zard and mega evolve immediately against a rain team that leads off with Politoed, or switching out charizard and bring it in later in the match once Politoed is dead. In all three scenarios, Solar Beam is more useful than Air Slash because it deals more damage to water types, even if the said Water-Type isn't hit Super effectively. I won't deny that Air Slash has its uses though, which is why I still believe it deserves a Slash.

Again you do not have to listen to this, as I am not QC.
 
Yea if staying in with Charizard and Air Slashing is your game plan against rain, then you're doing it wrong... Really wrong
 
*sigh* I was implying the obvious switches into rain sweepers for which Air Slash is the best option. Anyways I edited the set to cover everyone's needs.
 
name: Mega Charizard-Y
move 1: Heat Wave
move 2: SolarBeam
move 3: Fire Blast / Focus Blast
move 4: Protect
ability: Blaze
item: Charizardite Y
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

^ imo
 
REMOVE AIR SLASH

WHAT THE FUCK DOES IT ACTUALLY HIT, I WANT AN ANSWER

Fire Blast slashed with Overheat IMO, simply bc you dont have to switch afterward. Fire Blast first, since overheat got nerfed also :C also slash tailwind on that third moveslot

after originally raging like crazy about dragon pulse, i decided that it actually does have merit enough to be in Set Details. it hits dragons a good amount harder than fire blast does.

usage tips: Zard-Y should ALWAYS mevolve unless it's afraid of being reversed

when on a dedicated sun team, stop running a dedicated weather team you poor excuse for a human being.

too sleepy to check past this point, may edit in the morning
 
Okie. I put Tailwind in Set Comments for now because I hate triple slashing, but if more people want it on the set I will add it :)
 
Ok, here are some things:
  • Fire Blast should go before Overheat. With Sun support it's already super powerful and doesn't drop your Special Attack, which prevents you from bein able to spam Overheat like you can Fire Blast
  • Don't really like the idea of max speed on Zard X. When you're tryin to clean through a team I think the power is more useful. I think it should just have enough speed to outpace a neutral Landorus-T with the rest in HP.
  • In OO, Zard Y could use Tailwind too so I'd mention that.
  • Mention Swords Dance w/ Megazard X in OO (could even see it as a second slash next to DD but I could see why people would object to that so just OO for now. Will test it and see if it's any good though)
  • Mention Garchomp in the Speed section of C&C
  • Remove PUP in OO, that's just too terrible. Like no reason to use it whatsoever
  • I really wouldn't call Hail a check in the Opposing Weather section lol. Zard is Hail's worse nightmare, especially once Tran or Chandelure is dead.
  • and yeah get rid of air slash lol
 
Ok, here are some things:
  • Fire Blast should go before Overheat. With Sun support it's already super powerful and doesn't drop your Special Attack, which prevents you from bein able to spam Overheat like you can Fire Blast
Overheat in sun OHKOs 4 HP Mega Kanga 100% of the time w/ Modest Nature whereas its only an 87.5% chance with Fire Blast.

Due to this and the fact that opposing weather will be making you switch in and out anyway I think the slash should stay as is (I feel really bad for disagreeing with everything ;-;).

-EDIT-
Came up with a fancy Charizard-X spread at Lolk's request.

40 HP / 208 Atk / 32 Def / 228 Spe w/ Adamant

  • Survives Landog EQ
  • Moves before Deoxys-Attack when at +1
  • Moves before Landog when at +0
  • Rest in Attack
  • Looks fancy
On a related note, slash Fire Punch after Flare Blitz since its still pretty strong and doesn't come with all the recoil.
 
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Overheat in sun OHKOs 4 HP Mega Kanga 100% of the time w/ Modest Nature whereas its only an 87.5% chance with Fire Blast.

Due to this and the fact that opposing weather will be making you switch in and out anyway I think the slash should stay as is (I feel really bad for disagreeing with everything ;-;).

you'd speed tie with modest and run he risk of dying. Also 87.5 is still a sizeable chance, definitely better to risk the 12% and be able to stay in the next turn than be forced to switch because you're too weak after an sdef drop. And opposing weather inducers aren't as common and weather less is becoming more popular so it's not like you'll always wanna switch in and out all the time
 
you'd speed tie with modest and run he risk of dying. Also 87.5 is still a sizeable chance, definitely better to risk the 12% and be able to stay in the next turn than be forced to switch because you're too weak after an sdef drop. And opposing weather inducers aren't as common and weather less is becoming more popular so it's not like you'll always wanna switch in and out all the time
Well if the majority supports it, I will. It'd be nice to have some other QC opinions, though.
 
I will keep Fire Blast first for now, but I will definitely explain that both options are great in the write-up, so it shouldn't be an issue. Other than that I think I have covered everything.
 
well at first look i've come up with this:

Y Team Options: A mention of speed control should be added here due to the fact that Charizard-y cannot outspeed Garchomp (102) and Terrakion (108), as well as scarf landorus-t, Icy Wind or Tail Wind will help Charizard outrun these threats.

X - "252 Speed + Timid is optional" I think you mean jolly?

Other then these very small things I think this looks good, The Fire blast vs over heat debate is one with a simple answer, you aren't forced out after using fire blast

but.....
bsqgPmm.gif


(QC Approved 1/3)
 
Overview
mention some pokemon that do well against charizard (rock types, opposing weather etc)
id put some emphasis on how zardy is generally the better mega evo, and the one that really makes zard the top tier threat that it is
However, its coverage has many faults, so many Pokemon can wall it depending on what attacks it uses.
imo reword this. zardy's coverage isnt exactly bad, its just that its attacks all hit specific opponents (the second part of the sentence is good imo, i just got a bit confused by the first bit)

ZardY Moves
talk about focus blast oO

ZardY Usage Tips
  • Should mega evolve on the first turn to power up its STAB Fire-type attacks.
mention that you might choose not to against opposing weather starters which have the option of going mega (abomasnow, tyranitar). you have the option to stay in regular form and protect as you predict your opponent to mega evolve to counter your weather, then you can mega evolve on the following turn instead.
-if your opponent has a wide guard mon such as aegislash or hitmontop, the majority of the time you shouldnt use heat wave, but instead target an individual pokemon.

ZardY Team Options
since wide guard is annoying, i recommend adding feint users to this, as thye can break through wide guard and allow zardy to heat wave all it wants (hitmontop, scrafty?)

dont have time to do any more, but ill probably look again another time

edit: not qc so dont have to do this :X
also i agree with fire blast > overheat even tho my opinions irrelevant
 
Just a quick nitpick: change the set names for Charizard Y to "Sun Attacker" (or something similar) and Charizard X to "Dragon Dance." That is more meaningful than simply naming the set by their mega form.
 
i think overheat should be alone on the 'fire move in the third slot' front, with fire blast being mentioned in AC. usually if you want a fire move that doesnt weaken yourself you use heat wave, and along with overheat being stronger (stronger than specs latios was last gen) than fire blast, i think it's all around the better move. also it helps cut down on slashes.

i think roost should be at least mentioned somewhere in the dragon dance section if sub is getting a mention too. it's hard to fit in, but it does the whole 'make zard live longer' thing in a more long-term sense as opposed to sub and protect. i don't really care where it goes, but it's good enough to be OO at the very least.

other than that i think this looks ok, so: QC 2/3
 
Thanks, luke! I will put Roost in OO for now (cause that is the easiest place to fit it in atm without mixing things around) but if anyone wants it closer to the set (I probably won't write this up until school is out in a week) just let me know.
 
Okay this is finally written up. I am very tired tho so most of the later writing probs need to be looked at more thoroughly lol. Also the QC team is in process of creating a new Modest Zard Y spread; we are maining Timid for now because it is more consistent and easier to use.

I felt proud of writing this much (cause it's a ton!), and then I saw how much Audio is gonna have to write for Ttar good god.
 
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