Charizard

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Overview
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As the only Pokemon in OU with two Mega Evolutions, Charizard finally has the viability to match its popularity. The first of its new Mega stones, Charizardite X, offers many favourable attributes for Mega Charizard X: power worthy of its hype and fame, a new Dragon-typing that appeals to fans both flavor-wise and competitively, and the honor of outclassing nearly every available Dragon Dance user in standard play. Great bulk coupled with good typing provides Mega Charizard X opportunities to setup and sweep teams, but it's the vast amount of roles it can perform that makes Mega Charizard X a threat. Because of its well-rounded stats, Mega Charizard X is able to pull off several different sets, such as a defensive set that fits well on balance or stall teams, a threatening bulky sweeper for more offensive teams, and a Swords Dance + Tailwind set that can immensely trouble offense. Its ability Tough Claws complements its sweeping sets by boosting Mega Charizard X's contact moves. Meanwhile, Mega Charizard Y is easily the most powerful wallbreaker under the sun it brings with its ability Drought and has the coverage to eliminate most potential defensive answers to it. While the sun is up, its list of full viable counters is limited to Latias, Latios, Chansey, Dragonite, and its counterpart, Mega Charizard X. However, Charizard is not without its flaws. Initially and as Mega Charizard Y, it loses half of its health from Stealth Rock, and Mega Charizard X, while not suffering as severely, is still weak to Stealth Rock anyway. Both Mega formes have an average Speed stat, which means that they are both easy to revenge kill with common Choice Scarf users barring multiple Dragon Dance boosts. Mega Charizard X also wears itself down with recoil sustained from Flare Blitz, which makes it easier for priority to take it down after an attack. Nevertheless, both formes of Charizard are extremely powerful, metagame -defining threats; having two vastly different Mega formes makes Charizard an unpredictable beast when it first enters the field, offering a large surprise to the Pokemon that may counter one Mega Evolution, but outright lose to the other.

Dragon Dance
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name: Dragon Dance
move 1: Dragon Dance
move 2: Dragon Claw
move 3: Flare Blitz
move 4: Roost / Earthquake
ability: Blaze
item: Charizardite X
evs: 104 HP / 220 Atk / 184 Spe
nature: Jolly

Moves
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This set aims to sweep through the use of Dragon Dance, utilizing its decent bulk and Roost to set up and sweep. Dragon Dance increases Mega Charizard X's Attack and Speed simultaneously, turning it into a deadly threat after only one or two boosts. Dragon Claw is the main STAB move of the set, possessing no real drawbacks aside from average Base Power, which becomes irrelevant after a boost or two. Flare Blitz is recommended over a coverage move because otherwise, Mega Charizard X lacks the power needed to wallbreak or sweep effectively; Dragon Claw simply isn't powerful enough on its own and leaves Mega Charizard X by common defensive Pokemon such as Skarmory and Ferrothorn. Finally, Roost is required to keep Mega Charizard X healthy, allowing it to gain more boosts gradually and set up on weaker attackers. Earthquake can be used over Roost for better coverage and the ability to beat Heatran and Tyranitar, but it cuts into the longevity of the set if it wants to setup more than once.

Set Details
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This set has many potential EV spreads that can be used. The first and almost definitely most beneficial is 104 HP / 220 Atk / 184 Spe, which outspeeds the very common Choice Scarf Landorus-T after a Dragon Dance. However, the Speed can be bumped up a bit to 40 HP / 252 Atk / 216 Spe, which lets Charizard outspeed Kyurem-B before a Dragon Dance, and more importantly, Choice Scarf Kyurem-B after a Dragon Dance. Another spread is 248 HP / 180 SpD / 80 Spe with a Careful nature, which is an option for defensive teams that has decent surprise factor. It outspeeds Tornadus-T at +1 while taking much less from special attackers like Choice Scarf Keldeo, Mega Charizard Y, and Thundurus. 96 HP / 252 Atk / 160 Spe allows Mega Charizard X to outspeed Adamant Excadrill and Jolly Mega Heracross and KO them before they OHKO back, while 248 HP / 100 Atk / 160 Spe, retains the same Speed benchmark as the previous EV spread but provides more bulk in lieu of some power.

Usage Tips
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It's important to choose the right time to set up with this set. Defensive Rotom-W and Mega Manectric are some examples of Pokemon that can be used as setup fodder; Rotom-W can't 2HKO Mega Charizard X with Hydro Pump and Mega Manectric is walled by it. This set works better late-game once specific counters or potential revenge killers have been removed from play. Choice in setting up isn't the only thing to consider when using this set, though, as the choice of when to Mega Evolve is also important and must be considered. An example of this is against a Latios that has just used Draco Meteor; in this case, it is better to setup Dragon Dances as normal Charizard and then Mega Evolve for the kill, as it takes significant damage from Latios's second Draco Meteor, when Mega Evolved.

Team Options
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As is apparent from its typing, Mega Charizard X requires entry hazard control before and after Mega Evolution in order for it to set up with more ease. For this reason a Defog or Rapid Spin user such as Excadrill, Mew, Latias, or Latios, is an excellent partner for Mega Charizard X. Powerful physical attackers such as Terrakion, Diggersby, and Dragonite have good offensive synergy as they are able to weaken Mega Charizard X's checks and counters. Pokemon with trapping abilities such as Gothitelle are also good options to help trap problematic Pokemon like Quagsire, Slowbro, or Hippowdon. Another really excellent teammate is Clefable for its Heal Bell support and ability to act as a win condition on offensive teams, too. For example, the opponent might sac their Gliscor to get a Toxic off, which can then be remedied. Another example is an opponent's Thundurus sacrificing itself to paralyze Mega Charizard X with Thunder Wave, which can be alleviated to their displeasure. Celebi is an amazing partner as it can pass Substitutes to Mega Charizard X against a Pokemon such as Mega Scizor, allowing Charizard to obtain a free Dragon Dance boost while still being behind its Substitute—a scary thought.

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

Moves
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In the sun that Mega Charizard Y brings, Fire Blast will incinerate just about anything that isn't resistant or immune to it save for very specialized special walls such as Chansey. A neutral Fire Blast also hits much harder than Mega Charizard Y's other attacks hitting super effectively, so the other moves listed should only really be used against Pokemon that resist the Fire-type. If accuracy worries you, then Flamethrower can be used for consistency, but the raw power of Fire Blast is very desirable. However, when using a Modest nature, there is serious merit to using Flamethrower as the extra accuracy, PP, and in general reliability makes up for the power loss. Solar Beam allows Mega Charizard Y to hit the Water- and Rock-types that resist Fire Blast, though note that it requires a charge turn outside of sun, making its use ineffective. Focus Blast gives Mega Charizard Y much-needed coverage against Heatran and Tyranitar, both of which it would be detrimental to use Fire Blast or Solar Beam against. With near-perfect coverage achieved, Roost rounds out the set as a great means of recovery, granting Mega Charizard Y longevity and a way to offset its Stealth Rock weakness somewhat.

Earthquake can be used over Focus Blast to beat Heatran more reliably than Focus Blast would. However, this makes dealing with Tyranitar a little tougher, as Mega Charizard Y only 3HKOes it while it can easily OHKO back with Stone Edge.

Set Details
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This set is a simple special attacker, so maximized Special Attack with a Modest nature is natural to maximize its damage output; Timid can also be used to Speed tie with other 328s (max Speed base 100 Pokemon) and outspeed positive-Speed natured Kyurem-B, Jolly Excadrill, and Modest (or Rash) Landorus, which is common on Rock Polish sets. Another benefit is outspeeding other base 100s without a Speed-boosting nature, such as Mega Gardevoir. When using Timid, Fire Blast is recommended to compensate for the drop in power. 216 Speed EVs is an option though, to outspeed neutral-natured Kyurem-B.

Usage Tips
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The purpose of this set is essentially to destroy anything that it comes in on. It can operate in nearly any part of the game, but shines especially well early- to mid-game, where it can wallbreak to benefit teammates that can clean up afterwards. Mega Charizard Y is a very valuable nuke; do not sac it to get off chip damage on something if it still has the ability to blast holes later in the game.

Fortunately, it's not too hard to maintain Mega Charizard Y thanks to its decent defensive typing and great special bulk. Because of these traits, it can switch into common attacks, such as Earthquake, Iron Head, Bullet Punch, Mach Punch, Scald, Lava Plume, Moonblast, and other miscellaneous weak special attacks with ease. Another small but notable detail is that it can stomach some strong special attacks at full health; for instance, Life Orb Latias's Draco Meteor only does 68.7 - 80.7%, allowing Mega Charizard Y to recover with Roost while stalling Latias out thanks to Draco Meteor's special attack drop. Unfortunately, the same cannot be said for strong physical attacks, so it is not advised to switch into these types of moves recklessly unless they are resisted.

Team Options
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Mega Charizard Y has a nasty Stealth Rock weakness, which can be taken care of with Defog or Rapid Spin support. Latias, Latios, Excadrill, Starmie, and Mew are good teammates that can clear away entry hazards safely and quickly; the former four are also notable for their good offensive power and coverage. Mega Charizard Y also appreciates the covering of its weaknesses, as it ideally wants to switch in multiple times while avoiding Rock- and Electric-type attacks. Offensive teammates that can take these attacks include Assault Vest Raikou, Excadrill, and Landorus-T. Pairing Mega Charizard Y with a Pursuit trapper such as Tyranitar or Bisharp will greatly benefit Charizard and help it succeed in breaking down the opposing team, as the most common answers to Mega Charizard Y, Latios, Latias, and Chansey (though only from Bisharp), are all Pursuit bait.

Additionally, while this set breaks through a ton of defensive Pokemon, it notably has trouble dealing with Chansey and Blissey, both of which have more than enough Special Defense to switch into Fire Blast and heal off the damage repeatedly. Therefore, teammates that can beat them are absolutely required. Gothitelle is a fantastic partner for this, as it doesn't care much about incoming Toxics or Thunder Waves and can use Trick and Psyshock to completely dismantle the two pink blobs. More offensive alternatives for this role include Terrakion, Bisharp, Choice Band Tyranitar, physical Thundurus (with Knock Off and Superpower), Scizor, and Keldeo. Offensive support against opposing Latios and Latias (as well as other Dragon-types in general) is also appreciated; again, Tyranitar and Bisharp are good teammates, especially since they have access to Pursuit. The latter can also use its ability, Defiant, to punish both if they attempt to use Defog.

Mega Charizard Y teams are unique in that they almost always follow a specific framework in order to build. Typically the team uses Mega Charizard Y, hazard removal from either Latios or Latias, a way of Pusuiting opposing Latios, Latias, and Chansey, such as Bisharp or Tyranitar, a Keldeo to check Bisharp, a check to Flying-type attacks, such as Tyranitar or Thundurus, and a Ground-type to setup Stealth Rock and cover potential vulnerabilities from strong attackers; Landorus-T, Hippowdon, and Garchomp are common sights. Keep in mind that this framework is merely a suggestion and not a rule in the way that it is the only possible way to build a good Mega Charizard Y team.

Bulky Will-O-Wisp
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name: Bulky Will-O-Wisp
move 1: Will-O-Wisp
move 2: Earthquake / Dragon Claw
move 3: Flare Blitz
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 248 HP / 24 Atk / 180 SpD / 56 Spe
nature: Adamant

Moves
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Thanks to its cool typing and great bulk, Mega Charizard X can also be played defensively. The moves are pretty straight forward for this set. Will-O-Wisp allows Mega Charizard X to cripple switch-ins like Landorus-T and Azumarill with a burn and avoid Sucker Punch 50/50s with Bisharp, which will often Sucker Punch expecting an attack. Earthquake beats Heatran and Tyranitar, which resist Flare Blitz and can otherwise beat this set, but Dragon Claw is another option that does more to Dragon-types like Dragonite, and doesn't cause recoil against other Pokemon like Thundurus, while Flare Blitz would. Flare Blitz is the third moveslot which hits Skarmory super effectively, breaks through Clefable, and most importantly, allows Charizard to break through Mega Sableye. Lastly, Roost is a necessity for longevity to be able to continually check threats like Thundurus, Bisharp, and Mega Scizor throughout the game. Dragon Tail can be used instead of Earthqauke or Dragon Claw for phazing, and racking up entry hazard damage, but it has a negative priority, which can be an issue at times when going first is important.

Set Details
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The given EV spread allows you to outspeed everything up to Adamant max Speed Mega Scizor, which sits at 249 Speed. 248 HP gives it as much overall bulk as possible and is an odd HP number to provide one extra switch-in if no health is recovered with Stealth Rock on the field. Adamant and 24 Attack EVs give Mega Charizard X the necessary "oomph" to break past foes like Mega Sableye, while also being the first jump point. The rest is placed in Special Defense, which allows Mega Charizard X to check Rotom-W, Thundurus, and Mega Charizard Y more effectively. The Speed on this set can be altered to 16 EVs to be one point faster than Pokemon with 239 Speed (Adamant Bisharp and Jolly Brelloom), 80 Speed EVs to be faster than all Adamant Diggersby (Diggersby is 255, and the set would hit 256 Speed), while as much as 108 Speed allows Charizard to outpace Jolly versions of Breloom and Bisharp; the Special Defense investment would be lowered to accommodate for this.

Usage Tips
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This set plays the role of a pivot rather than a sweeper, as it takes advantage of Mega Charizard X's great typing, bulk, and immunity to burns. The typical method of playing with it involves tanking some hits from something Mega Charizard X can tank hits from, such as Mega Charizard Y, and wear it down with an attacking move while Roosting off any damage. However, as this set lures in its physically defensive counters, firing off a status to cripple and wear them down is also an option. The spreading of burns on physical attackers also makes it easier for a partnered Dragon Dance sweeper, such as Dragonite, to set up on that Pokemon, while also wearing down bulkier walls, which again, helps a teammate to sweep. As with the Dragon Dance set, Mega Charizard X can take advantage of its initial Fire / Flying typing and choose when to Mega Evolve. For example, Charizard should Will-o-Wisp lead Garchomp in its regular forme, as the Garchomp user is likely to go for Earthquake, doing a huge amount of damage if you Mega Evolve, but none if you don't.

Team Options
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As with most Charizard sets, hazard removal is a must; Pokemon such as Excadrill, Latios, Latias, and Mew can use either of Defog or Rapid Spin. An ideal core is to pair this Mega Charizard X set with another physical sweeper, such as Dragon Dance Dragonite or Swords Dance Garchomp, as it can weaken and burn problematic physical walls. Pokemon such as Choice Scarf Tyranitar, Terrakion, and Excadrill can be quite a pain to this set, as they outspeed and have a super-effective STAB attack. Therefore, Landorus-T and Hippowdon are excellent partners as they can wall those Pokemon effectively. Rotom-W is also a useful teammate as it can spread more burns itself, but has different things it likes to switch-into, usually bulky Water- and Ground-types. Finally, several faster Pokemon such as Keldeo and Latias threaten this set, so with the aid of Thundurus, these Pokemon can be paralyzed and thus made easier for Mega Charizard X to deal with.

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

Moves
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This set is a devastating double dancer that can do great damage to both offensive and defensive teams, depending on the boosting move used. Swords Dance is the first boosting move, increasing Mega Charizard X's power heavily, allowing it to make heavy dents in defensive teams, and letting it act as a wallbreaker so a teammate can sweep more easily. However, it can also be used against offensive teams provided you have a setup opportunity after using Tailwind or dual screens are active. Tailwind provides a temporary Speed boost that makes Mega Charizard X faster than the majority of Pokemon in the tier, while also being a helpful move to use when Charizard is about to faint so that a potentially slower teammate can continue the onslaught. Flare Blitz is the preferred Fire-type STAB move, as the only other choice is Fire Punch, which while viable, is very weak. However, you have two Dragon-type STAB move choices. Outrage is powerful and 2HKOes Quagsire, but it locks Mega Charizard X into the move. Dragon Claw is safer, but less powerful and shouldn't really be used unless you are really weak to something like Substitute Gardevoir.

Set Details
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Enough Speed EVs are run to outpace neutral-natured Kyurem-B, which provides all the Speed it needs without Tailwind up and makes it fast enough for most relevant threats after Tailwind. Full Attack investment maximizes Mega Charizard X's power, while the remaining EVs are placed into HP for a little more bulk to tank hits from weaker attackers.

Usage Tips
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When using this set, try to set up both boosts behind dual screens against offensive teams. In many cases, this is almost a guaranteed win, as nothing likes to take on a +2 Mega Charizard X with Tailwind up. Without dual screens up and when facing offensive teams, Tailwind is preferred to clean late-game, but if you can get both boosts or against some teams just Tailwind, Mega Charizard X will be an amazing early-game wallbreaker. When facing purely defensive teams, there is little need for Tailwind at all, so it is much easier to get off a Swords Dance boost and do a lot of damage. If you have a dual screens setter, you could even get two Swords Dance boosts. Quagsire must be taken down first though, as it can stop this set cold if Outrage isn't used immediately and even that can be played around with the use of a Steel- or Fairy-type. When there is a foe that Mega Charizard X can not defeat on its own that a teammate may be able to, try to get off a Tailwind so that said teammate can take advantage of it.

Team Options
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If it hasn't already been stressed, this set absolutely adores dual screen support to get both boosts off against offensive teams. The best suicide dual screens setter is Azelf, though Latios, Klefki, and Espeon each have their own advantages. A way of getting rid of Quagsire is also immensely beneficial; Keldeo and Celebi are nice special attackers that don't mind Scald and can do a number to Quagsire, taking advantage of free turns from a double switch in their own ways. Another advantage of Celebi is that it can pass Substitutes to Mega Charizard X as it lures in Pokemon Mega Charizard X can setup its boosting moves on. Then, of course, anti-Stealth Rock support is wanted, and while Azelf can Taunt opposing Stealth Rock leads, this isn't always foolproof. Latios, Latias, and Mew are all good for this.

Specially Defensive
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name: Specially Defensive
move 1: Flamethrower / Fire Blast
move 2: Roost
move 3: Will-O-Wisp
move 4: Earthquake / Solar Beam / Focus Blast
ability: Blaze
item: Charizardite Y
evs: 240 HP / 76 Def / 176 SpD / 16 Spe
nature: Calm

Moves
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This set is a defensive answer to common Pokemon such as Mega Scizor and Landorus. Flamethrower is the preferred Fire-type STAB move as it has perfect accuracy and higher PP, but Fire Blast is very powerful, even without Special Attack investment, boasting the ability to OHKO threats such as Landorus and Thundurus. Charizard's access to instant recovery in Roost allows it to separate itself from Pokemon that have similar roles, such as Victini and Rotom-H, and is essential to this set, keeping Charizard healthy enough to defeat Mega Scizor and Landorus. Will-O-Wisp allows Charizard to defeat Bisharp and other Sucker Punch users; it also cripples common switch-ins such as Latias and Dragonite. Earthquake is the most important move in the last slot in order to not be walled by Heatran and Tyranitar, Solar Beam gives coverage against bulky Water-types, an example being Azumarill. Finally, Focus Blast can hit also Heatran reasonably well and is stronger than Earthquake against Tyranitar.

Set Details
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The EV spread allows Mega Charizard Y to counter top threats such as Landorus, Mega Scizor, and Bisharp reliably. 16 Speed EVs are used to get the jump on Adamant base 70s (Bisharp and Breloom). 240 HP EVs hit a Stealth Rock number and 176 Special Defense EVs give Charizard a jump point. With the current EV spread, Mega Charizard Y avoids the 2HKO from Jolly Life Orb Bisharp's Knock Off, and Adamant Blackglasses Bisharp Knock Off.

Usage Tips
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This set counters many Pokemon, most notably Mega Scizor, Bisharp and Landorus. It's also worth noting that this set shouldn't be used just for walling purposes, as it has a great offensive presence. Use Will-O-Wisp often, as it helps wear down common counters, so Pursuit support is not as mandatory. It's recommended to use Roost liberally to keep Charizard's HP above 50%, as Charizard has a crippling Stealth Rock weakness and must be able to check threats reliably throughout a battle.

Team Options
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Charizard has a crippling weakness to Stealth Rock, so Skarmory, Mew, Latias, Latios, Zapdos, and Excadrill are appreciated for their ability to remove it from play. This set is meant to last, so it's recommended to use two solid hazard removers together with Charizard. Latios and Latias are good partners, in particular, as Thundurus and Keldeo can check this set; however, the former is OHKOed by Fire Blast and the latter is OHKOed by Solar Beam, so they aren't very reliable checks if Mega Charizard Y carries these moves. Chansey is a very common switch-in; as such, Pokemon that can pressure Chansey, such as Bisharp, Keldeo, and Terrakion, are helpful. This set needs teammates that can cover its weaknesses and provide support. Bulky Ground-types such as Gliscor and Hippowdon may assist it in covering its weakness to fast and / or bulky Electric- and Rock-types. Pursuit trappers such as Bisharp, Tyranitar, and Scizor help defeat common switch-ins such as Latios and Latias. Pokemon such as Goodra, Roost Dragonite, Latias, Terrakion, and others give this set a major headache, but all of them detest Will-O-Wisp. Despite this, your team should always prepare for Mega Charizard Y's common checks and counters; for example, defensive Tyranitar can check Dragonite and Goodra, and may even use Pursuit for Latias. Slowbro, Alomomola, and bulky Ground-types such as Landorus-T and Hippowdon can counter threats such as Terrakion and Dragonite.

Other Options
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Because of its two available Mega stones, Charizard actually has a wealth of other options at its disposal. The most common set other than ones seen here is the mixed Mega Charizard Y set, which trades survivability for the ability to take on stall teams much better. Its overlooked base 104 Attack stat, with the help of Drought, makes its physical Fire-type attacks surprisingly strong. With maximized Attack, it can lure in and break through an astounding number of Pokemon that would have walled or stalled it out otherwise; Chansey, Blissey, specially defensive Clefable, Sylveon, and Assault Vest Conkeldurr are all 2HKOed by an accurate sun-boosted Flare Blitz (the latter four are OHKOed with just an entry hazard or two), while Heatran is OHKOed by Earthquake, no questions asked. Note that it often takes hefty damage from Flare Blitz recoil when eliminating high HP Pokemon such as Chansey. While Mega Charizard X does generally outclass Mega Charizard Y in terms of physical attacking sets, Mega Charizard Y has the benefit of surprise value since it is normally seen using special sets, thus having a higher chance of luring the above threats in. If the above sounds appealing, it is best to use Flare Blitz and Earthquake on a mixed set, where it can use Solar Beam and Focus Blast or Roost to get past its usual targets while still breaking through new targets that it can break.

Mega Charizard Y also has other special moves worth considering. Air Slash might seem like a good option, but its low base power and redundant coverage make it less appealing. Aside from a more accurate attack to use on Mega Venusaur and Conkeldurr (both of which are hit harder by sun-boosted Fire Blast anyway), it does not hit anything else notable and causes you to lose valuable coverage. Ancient Power is an option to OHKO Talonflame and opposing Mega Charizard Y, as well as reliably 2HKO Mega Charizard X and other miscellaneous Fire-types, but outside of these targets, it is rather weak and ineffective. Dragon Pulse can hit Latios and Latias super effectively, while getting off more damage on the hardly relevant Goodra and Mega Ampharos, but overall is a weak and suboptimal option. Overheat can also be used instead of or alongside Fire Blast to hit even harder, although the Special Attack drop will most likely force Mega Charizard Y out after its use; this makes it a bad idea on something so badly weak to Stealth Rock.

Mega Charizard X has significantly fewer viable options. Flame Charge can boost its Speed while inflicting damage at the same time, but is almost completely outclassed by Dragon Dance as a move outside of the damage output. It may even work better on Mega Charizard Y, as it doesn't need the Attack boost from Dragon Dance.

However, Mega Charizard X houses a colorful special movepool to go along with its forgotten, but admirable base 130 Special Attack stat. It should be obvious that it faces fierce competition from its Y counterpart, which boasts a significantly higher Special Attack stat, Drought to improve the power of its Fire-type attacks, and Solar Beam. Despite having STAB Dragon Pulse, without Draco Meteor or the ability to hold Life Orb or Choice Specs, it finds itself at odds with Latias, Latios, and even Hydreigon as a special attacking Dragon-type. It has the advantage of better offensive typing and surprise value, and with the free physical boost from Tough Claws, it can attempt a Life Orb-less mixed set.

Checks & Counters
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There are no Pokemon that completely hard counter Charizard, as it has such impressive stats and variance 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 formers elicit different responses, they do in fact have defensive answers, albeit rather few. Mega Charizard X is very difficult to switch into, especially since 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 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. 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. 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 and Snorlax are also notable for taking pittance from even its super effective moves and can attack back with hard-hitting moves, though they can be poor choices against other Pokemon in the metagame, 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 can limit Solar Beam to being a two-turn move, and 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, which decreases the power of Fire Blast.

**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 balance team, However, Mega Charizard Y has a few common offensive responses that can actually switch into it. Without the rare Earthquake and Ancient Power, Mega Charizard Y lacks good coverage against Fire-type Pokemon, though the help of Drought, allows it to often 2HKO frailer ones. Opponents can rely on bulkier Fire-types as good offensive responses. Moltres and specially defensive Talonflame can both take Mega Charizard Y's typical attacks very easily and wear it down with Toxic and Brave Bird respectively. 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, 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. Specially defensive Dragonite can also tank Mega Charizard Y's attacks with the aid Multiscale and setup or force damage onto it. RestTalk Mega Ampharos is a powerful Pokemon that can switch into Mega Charizard Y and fire off powerful Volt Switches.

**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 STAB moves. Thundurus, Terrakion, Keldeo, Mega Diancie, and many other common metagame threats all possess super effective or very strong 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 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 Brave Bird gets a special mention 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 making it suspectible to a wider range of revenge killers.

**Residual, Status, and Stealth Rock Damage**: Both of Charizard's Mega formes 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 Mega Charizard Y; Mega Charizard X still takes a heavy 25% damage from the hazard. Another issue is Ferrothorn, which while OHKOed by Mega Charizard X's Flare Blitz, does inflict Iron Barbs recoil in addition to the regular Flare Blitz recoil.
 
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Jukain

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some quick comments:

i think flare blitz is better than fire punch for sdef char x. reason being it breaks clefable which is really useful if you're weak to it and one of the selling points of a fire move imo besides actually hitting steels which often expect your standard set ie skarm and proceed not to care while you smash it with a fire stab.

i don't think fire punch is worth getting a main slash on offensive dd. it's just not strong enough of a move to hit all the targets you want it to, especially if you're running outrage and don't want the lock-in. also that set should run 216 spe evs for kyub, there's no reason to run more than that, and then have the rest in hp. i'd also only run that spread with extra coverage, dd / dclaw or outrage / flare blitz / eq (or tpunch?). with roost i just feel like the bulky spread becomes immensely better because you have the bulk to set up and stay healthy with the advantage of roost.

also slot wisp before offensive dd, it's more prominent/better overall.

modest is the superior nature imo for char y, with 216 spe. reason being the targets for timid are so limited. like non-sand jolly exca (rare at best), +spe kyub (certainly less common than +offensive stat), manaphy (less common, can't ohko at +3 and many are cm anyways), and modest lando (only rp which isn't all that common). it's just not all that important. modest affords you more power even enough that you can afford to run flamethrower, which could feasibly be slashed just because accuracy/pp is definitely useful (not going to argue this point much, it has seen some successful tour usage and such so it's worth considering at the least).

just some main points to think about/implement as you write this up so you don't have to redo stuff when it's all written up.
 

Alter

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re: Char-X Dragon Dance

I couldn't agree more with having Flare Blitz emphasised as the most important move. Fire Punch just lacks the ridiculous damage that Blitz has and the recoil is pretty much always worth it. Examples of this include netting a likely KO on Mandibuzz after SR and finishing off a slightly weakened Gliscor (78.8 - 92.6%). Even if Charizard-X ends up killing itself/putting itself in easy KO range from Flare Blitz, it's still going to have done a massive dent in the opponent's team and will open for something else to clean/sweep. It was only briefly touched upon by Jukain, but I don't think Thunder Punch should be slashed next to Earthquake. There is literally nothing good that you can really hit outside of Azumarill, which is pretty easily left to teammates (or, if you're that desperate, smashed with some spastic Swords Dance + Flare Blitz Char-X set). Missing out on Heatran as well as the safe hit on Aegislash is also a bummer.

re: Char-Y Wallbreaker

1. Modest > Timid imo. I'd use Jukain's EV spread or something similar.
2. I think there was discussing of moving Dragon Pulse around/off the set. You've already removed it, but there are still plenty of mentions of it around the analysis. Either add it into the moves/other options section or just don't mention it when talking about checks and counters.
 
Also notable is the fact that Flare Blitz from the SpD set guarantees a OHKO against full health Mega Gardevoir, while Charizard X can fairly comfortably tank a Hyper Voice. Not sure how big of a deal that is, but I've personally used it for that very reason because my stall teams tend to be pretty Taunt Mega Gardevoir weak.
 
Two suggestions for the WoW set:

1. 160 Spe EVs allow you to outspeed Adamant Excadrill which can come in handy at times with Adamant Sand Rush sets beeing very common atm. Not something you wanna risk in your everyday battle but it might save you in a pinch sometimes and those 10 points less in SpD arent that important imo.

2. When using Flareblitz investing 28 EVs into attack almost doubles the chance of a 2hko against physical defensive Clefable from 35,5% to 64,5%
 
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alexwolf

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The SpD set should use only enough Speed to outrun Adamant Bisharp, +Speed Aegislash, and maybe Jolly Tyranitar (to outspeed Mega Tyranitar on the turn it MEvolves). Wasting so many Speed EVs to outrun is Mega Tyranitar is not worth it, especially when you consider that you are supposed to have teammates to handle it anyway. Outspeeding Dragonite, Jolly Breloom, Adamant Gyarados, and Mega Tyranitar can be very useful sometimes though, so i definitely think it should stay as a Set Details spread. It's just that Mega Zard X deals with a lot of special attackers and i have found the added bulk to be more important then the extra speed.
 

Alter

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spd char-x evs

  1. to outspeed Adamant Bisharp (239) and +Speed Aegislash (240): 241 @ evs: 20 Spe
    • defensive approach: 248 HP / 240 SpD / 20 Spe (careful)
  2. to outspeed the above threats (240) and Jolly Tyranitar (243): 244 @ evs: 32 Spe
    • defensive approach: 248 HP / 228 SpD / 32 Spe (careful)
  3. if for whatever reason you want to go for Jolly Breloom (262) and Flare Blitz / Dragon Claw it before it uses Rock Tomb or Spore: 263 @ evs: 108 Spe
    • this also includes outspeeding Jolly Bisharp. I wouldn't really recommend this spread as the evs can better be put into bulk (or attack if you really want)
    • 248 HP / 152 SpD / 108 Spe (careful)
i'll see if i can get other ones tomorrow because i'm a bit too tired rn.
 
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Jukain

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imo ttar is worth it j/s. i wouldn't go slower than 263 anyways, no reason not to add a few more evs at that point.
 

alexwolf

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Yeah obviously if you want to go to 263, you should just go to 266. It's either 266 or 244 Speed. Btw, talking about Mega Tyranitar, more often than not, Charizard will be facing Tyranitar on the turn that Tyranitar MEvolves, which means that 244 Speed will be enough to outrun it. This is because Jolly max Speed Mega Tyranitar is always the DD set, which usually only comes in and MEvolves when it wants to set up and start doing some work. So, if Char X is facing Mega Ttar, chances are that Mega Ttar will either already have a DD boost, or that it will be MEvolving this turn, in which case you can already outspeed it with 244 Speed.
 
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i dislike the 266 speed. mention it in set details or w/e as an option for loom / mega ddtar if a team is desperately weak to them (but why use zard-x as a check...)
 
Imo you should ask yourselfs what you lose by reducing the special bulk a little, WoW Zard is not a special wall, in fact the usual special attacks that he is supposed to tank are resisted/neutral attacks from more defensive mons. Rotom-Ws Hydro Pump is among the strongest things he can take. The specially oriented heavy hitters of the tier like Keldeo, Greninja, Landorus. Latis etc are out of his league anyway even with full spD investment. Even with 240 SpD and just 20 Spe the weakest among them, Greninja has a 32% to 2hko with Hydro Pump without rocks, no matter what you do he will never be able to face those kind of things. The only relevant thing i can think of thats somewhat borderline is LO Thundurus but even his Focus Blast is a 89% 2hko after rocks against 240 SpD, SpD investment only helps without rocks up and with as little as 80 SpD (thats the amount i use) its only a 10% to 2hko.

On the other hand the extra speed allows you to beat things like Jolly Bisharp/Breloom, Gyarados, Dragonite, Mega TTar, Adamant Mamoswine etc. Imo the payoff from using more speed is MUCH higher that some extra SpD. If you know some key benchmarks you can achieve by using more SpD feel free to tell me, i cant think of any.
 
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alexwolf

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I already described why you usually outspeed Mega Ttar even with 244 Speed. Breloom is often Sashed and thus can put you to Sleep even if you outspeed it, not to mention that even if it's Sash is broken, you can't OHKO it as most SpD Char X don't carry a Fire move so you still get put to Sleep (and we don't even have a Fire move as a first slash). Leaving Char X in against Mamoswine is a huge gamble i would almost never make, unless Char X is useless against the opponent's team (very rare, maybe against some rain teams), as a lot of them run Jolly natures. Jolly Bisharp is rare and is not even a slashed nature on the main set of Bisharp, so it shouldn't be a concern unless it becomes popular.

This leaves Dragonite and Gyarados as the only truly relevant examples of Pokemon you outspeed with 266 Speed, at least in practice. I would take any day the ability to handle special attacks better than outspeeding those two Pokemon, as when playing the game not anything goes your way. You are not always at 100% health, the opponent can make double switches while SR is up, you may need to send out Charizard without even having MEvolved it while SR is up, or you might have to rely on Charizard X to take on Pokemon such as Greninja in desperate situations. So, the extra special bulk is indeed very important. An example of this is against the aforementioned Greninja, a Pokemon that Char X can soft check with SR off the field. 32% chance to get 2HKOed is not so bad when you add the 64% chance of two Hydro Pumps to miss, which gives Char X a ~80% chance to avoid the 2HKO, and start Roosting until Greninja dies to recoil or switches out.
 
Its exactly because the game not always goes your way why i want to be able to take on/out things like Dragonite or Gyarados without beeing forced to switch to something else as that something might be already dead/damaged sometimes. And trying to stall Greninja until it dies from LO damage is suicide, 2 hydro hits in a row and your done for thats even more of a gamble than trying to take on Mamo, Mamos nature is at least something you might be able to scout earlier in the game. Imo that extra bulk has little to no benefit, cases where those 5% damage more or less matter will be extremely rare. Improving your matchup against top tier threats is far more important imo. Anyway do what you want, just wanted to suggest that because it worked very well for me so far.
 
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AccidentalGreed

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long story short I don't get what Charizard-X loses if it just moves a mere few EVs from either its HP or Attack or SpD to its Speed. I look at it like the summer deal from the local grocery store; you get lemonade or sweet iced tea for $1.05 cents (so you get rid of your pennies and nickels, everybody wins), and they're both cheap as hell, come in a disposable grande-sized cup, and gets you through the morning, so, well, why the hell not? Giving Charizard-X the ability to check Jolly Bisharp, Breloom, and low-health Mega Tyranitar last-minute is situational, but also comes at a pretty low cost, and is useful when the opportunity presents itself. I mean, you can't honestly say being outrun by unboosted Mega Tar (this occurs when Jolly TTar needs to check some threats itslf, which makes setting up DD a low priority) is the lamest thing ever, right?

So yeah, go with 266 Speed.
 
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Hello fren :] I have SD+TW(was mentioned to be added by Jukain)
(not QC, so take it with a grain of salt,)
Swords Dance+Tailwind
########
name: Swords Dance+Tailwind
move 1: Swords Dance
move 2: Tailwind
move 3: Flare Blitz
move 4: Outrage
ability: Blaze
item: Charizardite X
evs: 96 HP / 252 Atk / 160 Spe
nature: Adamant

Moves
========
This set aims to tear through offensive and defensive teams alike through the use of its phenomenal STAB coverage and Tough Claws boosted base 120 attack power moves. This and the fact it can double its speed or its attack make it a huge threat against all type of teams.
Set Details
========
The speed allows it to get the jump on Adamant Excadrill under sand, with the rest thrown into bulk to let it live a hit while it sets up.

Usage Tips
========
It is best to save it for late game, as it can clean up properly then. Also, if you have Healing Wish support, you can break the team, heal up, and clean the team.

Team Options
========
It obviously needs defog support due to pre mega typing, and Latias is the best at that. It's Healing Wish support allows it to break teams early game, and clean up those same teams mid-late game.
 
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boltsandbombers

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In regards to the ev spread of the sd+ tailwind set, I think that scarfchomp is a more important speed target. Idk if you would have to run more or less speed evs to outspeed it with tailwind, but I think that a situation with scarfchomp vs zard x is more common than drill under sand vs zard x.
 
In regards to the ev spread of the sd+ tailwind set, I think that scarfchomp is a more important speed target. Idk if you would have to run more or less speed evs to outspeed it with tailwind, but I think that a situation with scarfchomp vs zard x is more common than drill under sand vs zard x.
Drill under sand is faster than scarf chomp iirc, and outspending drill never hurts because otherwise xard=ded
 

Lumari

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Hello fren :] I have SD+TW(was mentioned to be added by Jukain)
(not QC, so take it with a grain of salt,)
Swords Dance+Tailwind
########
name: Swords Dance+Tailwind
move 1: Swords Dance
move 2: Tailwind
move 3: Flare Blitz
move 4: Outrage
ability: Blaze
item: Charizardite X
evs: 96 HP / 252 Atk / 190 Spe
nature: Adamant

Moves
========
This set aims to tear through offensive and defensive teams alike through the use of its phenomenal STAB coverage and Tough Claws boosted base 120 attack power moves. This and the fact it can double its speed or its attack make it a huge threat against all type of teams.
Set Details
========
The speed allows it to get the jump on Adamant Excadrill under sand, with the rest thrown into bulk to let it live a hit while it sets up.

Usage Tips
========
It is best to save it for late game, as it can clean up properly then. Also, if you have Healing Wish support, you can break the team, heal up, and clean the team.

Team Options
========
It obviously needs defog support due to pre mega typing, and Latias is the best at that. It's Healing Wish support allows it to break teams early game, and clean up those same teams mid-late game.
Should probably be 66 HP, doesn't add up to 508 otherwise.
 
For the Bulky DD Set I have a few notes [Not QC btw]:

On the Speed:

  • While 108 Spe lets you outpseed base 130s, it is extremely irrelevant, Mega Aerodactyl is extremely rare and Jolteon an Crobat can't do anything to Char X. I don't know why you would switch Mega Char X on a Breloom's Rock Tomb simply because Adamant LO has a 75% chance to OHKO after rocks if you're mega evolved, can always OHKO if you didn't mega evolve, and if the person was Jolly Sash he can pick up the kill with Mach Punch if rocks are up.
  • To outpace greninja at +1, you simply need 64 speed investment.

On the Moves I'd at least slash Outrage with Dragon claw because:

  • Dragon Claw will never 2HKO Quagsire even if rocks are up.
  • Outrage 2HKOs Heatran at +1 if Rocks are up, if not it still has a decent 65% chance to 2HKO.
  • Outrage 2HKOs Leftovers Landours-T without any boosts [-1 Mega Char X with 152 Adamant 2HKOs] 87.5% if rocks are not up, guruanteed if rocks are up
  • Outrage OHKOs 252 HP / 252+ Def Rotom-W at +1 after rocks.
On the Atk EVs I'd consider lowering it to 136 Atk and investing the rest along with the free EVs from lowering your speed in SDef because:
  • 136+ Atk Outrage still 2HKOs Heatran and Landours-I after Rocks and still 2HKOs Quagsire without rocks. And still OHKO-s Rotom-W at +1 after rocks
  • Making the set 248 HP / 136 Atk / 60 SDef / 64 Spe is the maximized efficiency of EVs because you take Special hits better
  • 248 HP / 60 SDef means you are never 3HKO-ed by Thundurus's LO T-bolt, only 3HKO-ed by Clefable's Moonblast 6.5% of the times, 5HKO-ed by Zapdos's T-bolt, Mega Mane's T-bolt only does 22.5 - 26.7%, Mega Char Y's Focus blast damage is reduced a lot, Specs Analaytic Zone's Flash Cannon would never 2HKO, etc. etc., and Specs Keldeo's Hydro Pump would never OHKO [Even though this is solved by just invested 8 SDef] and even Gengar's Sludge Bomb is now only 10% chance to 2HKO
And there's a lot more, I can understand you not accepting lowering the Atk EVs but you should definitely lower the Speed investment and invest in some SDef and slash if not actually making the main move Outrage over Dragon Claw
 
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