Charizard

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frenzyplant

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Overview
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(line breaks after headers can improve readability but are not necessary)
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 favorable attributes for to Mega Charizard X: power worthy of its hype and fame, a new Dragon-typing (remove dash) 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 allows Mega Charizard X to have many opportunities to set up (space) and sweep teams, but its it's the vast amount number of roles it can perform with its well-rounded stats that truly 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 including a specially defensive set that fits well on balance or stall teams, a threatening bulky sweeper set for more offensive teams, and a Swords Dance + Tailwind set that can immensely trouble offense. Its Mega Charizard X's ability Tough Claws complements its sweeping sets by boosting the power of its Mega Charizard X's contact moves. Meanwhile, Mega Charizard Y is easily the most powerful wallbreaker in OU when under the sun it brings with its ability Drought, and its coverage gives it everything it needs to break through defensive teams. While the sun is up, its Mega Charizard Y's list of full 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 just from Stealth Rock, and Mega Charizard X, while not suffering as severely, is still weak to Stealth Rock anyway. Both Mega Evolutions formes have an average Speed stats, which means that Mega Charizard Y and X they are both easy to revenge kill with common Choice Scarf users, although this problem can be mitigated somewhat with Dragon Dance (although it can be admittedly troublesome after a couple of Dragon Dances). Mega Charizard X also wears itself down with recoil sustained from Flare Blitz, which makes it easier to take down with for priority to take it down after an attack. Nevertheless, both formes of Charizard's Mega Evolutions are extremely powerful, metagame-defining (dash) threats. (semicolon to period) Having two vastly different Mega Evolutions formes makes Charizard an unpredictable beast when it first enters the field, offering a large surprise to the Pokemon that may counter one forme, (remove comma) 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 / Earthquake
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 96 HP / 252 Atk / 160 Spe
nature: Adamant

Moves
========

This set aims to sweep through the use of Dragon Dance, and usesing its invested decent bulk and Roost to set up (space) more than once boost. Dragon Dance itself increases Mega Charizard X's Attack and Speed simultaneously, turning it into a deadly threat after one or two boosts. Dragon Claw is the main STAB move that mostly doesn't have any setbacks limitations aside from average Base Power, which can be fixed after some boosts. Flare Blitz should be your primary option over Earthquake because otherwise you Charizard lacks the serious power to wallbreak or effectively sweep; without it, your Charizard's main STAB move isn't powerful enough, (comma) and you are it will be walled by common defensive Pokemon such as Skarmory and Ferrothorn. Earthquake does have its merits, (comma) however; (comma to semicolon) which is it is used mainly to hit Heatran, as well as achieve sufficient neutral coverage alongside Dragon Claw. Finally, Roost is required to keep Mega Charizard X healthy, allowing it to gradually gain more boosts and win against weaker attackers.

Set Details
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This set has three main EV spreads that can be used. The first and arguably most beneficial is 96 HP / 252 Atk / 160 Spe, as it allows Mega Charizard X to outspeed Adamant Excadrill and Jolly Mega Heracross, (comma) and to KO them before they OHKO back. The more offensive of the remaining two EV spreads is 40 HP / 252 Atk / 216 Spe which lets this set an unboosted Charizard outspeed Kyurem-B before a Dragon Dance. The final, (remove comma) and bulkiest EV spread, (remove comma) is 248 HP / 100 Atk / 160 Spe, which retains the same Speed benchmark as the recommended EV spread but favors heavy bulk investment over Attack.

Usage Tips
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As is the same with the more offensive set, It's important to choose the right time to set up. With the recommended spread's invested bulk, (comma) Pokemon such as defensive Rotom-W and Mega Manectric are examples of Pokemon that can be used as setup fodder. Rotom-W can't 2HKO Mega Charizard X with Hydro Pump, (comma) and Mega Manectric is essentially walled and can be setup on. This set works better best late-game once specific counters or and potential revenge killers have been removed from play.

Team Options
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As is apparent from its typing, Mega Charizard X requires entry hazard control before and after Mega Evolvingution in order for it to more easily set up with more ease. For this reason, (comma) a Defog or Rapid Spin user such as Excadrill, Mew, Latias, or and Latios, is an excellent partner for Mega Charizard X. Powerful physical attackers such as Terrakion, Diggersby, and Dragonite have good offensive synergy with it, as they are able to weaken Mega Charizard X's checks and counters. Pokemon such as Gothitelle with trapping abilities such as Gothitelle are also good options to help trap problematic Pokemon like such as Quagsire. Another really excellent teammate is Clefable, (remove comma) for its Heal Bell support and ability to act as a win condition on offensive teams, (remove comma) rather than as a defensive cleric that doesn't fit well on the team. For example, the opponent might sacrifice their Gliscor to get a use Toxic off, which can then be remedied by Clefable. 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, where and Charizard can get a free Dragon Dance from there 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: 40 HP / 252 SpA / 216 Spe

Moves
========

In the sun that Mega Charizard Y brings, Fire Blast will incinerate just about anything that doesn't resist or absorb it, (comma) save for very specialized special walls such as Chansey. A neutral Fire Blast also hits much harder than any of Mega Charizard Y's other attacks hitting super effectively, so the its other moves listed should only really be used against Pokemon that resist the Fire-type. If accuracy worries you, Flamethrower can be used for consistency, but the raw power of Fire Blast is very more desirable. However, when using a Modest nature, (comma) there is serious merit to using Flamethrower, (comma) 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, but it must only be used while the sunlight is shining. Focus Blast gives Mega Charizard Y much-needed (dash) coverage against Heatran and Tyranitar, both of which it would be detrimental to use Fire Blast or and Solar Beam against. With near-perfect coverage achieved, Roost provides a great means of recovery, granting Mega Charizard Y longevity and a way to somewhat offset the HP lost from its Stealth Rock weakness.

Earthquake can be used over Focus Blast to beat Heatran more reliably than Focus Blast would. However, this using Earthquake does make 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 the use of maximized Special Attack investment and a + Modest nature is completely obvious. 216 Speed EVs are enough to outspeed neutral-natured (dash) Kyurem-B, while and the rest of the EVs are invested into HP. However, 252 Speed EVs + and a Timid nature allows you Mega Charizard Y to outspeed a small selection of extra uncommon Pokemon such as positive Speed natured Kyurem-B and Modest Landorus, most of which are very uncommon. When using a Timid nature, Fire Blast is recommended to compensate for the drop in power.

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 at nearly any part of the game, but it shines especially well early- to or mid-game, where when it can wallbreak to benefit teammates that can clean up afterwards. Mega Charizard Y is a very valuable nuke; do not sacrifice it to get off for 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 easily switch into common attacks, (remove comma) such as Earthquake, Knock Off, Iron Head, Bullet Punch, Mach Punch, Scald, Lava Plume, and Moonblast, and other miscellaneous weak special attacks with ease. Another small but notable detail is that it Mega Charizard Y can stomach some strong special attacks at full health; for instance, Life Orb Latias's Draco Meteor can only do 73.1 – 86.2%, 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 recklessly switch into these types of moves 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 Pokemon that can cover 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 and Bisharp will greatly benefit Charizard and help it succeed in breaking down the opposing team, as Latias, Latios, and Chansey, the most common answers to Mega Charizard Y, Latios, Latias, and Chansey, 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 (if this means "other offensive alternatives", change to that; if it means "alternatives for this role that are more offensive", change to that) 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, (comma)) 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 build framework in order to build. Typically the team uses Mega Charizard Y; (comma to semicolon) entry hazards removal from either Latios or Latias; (comma to semicolon) a way of Pursuiting opposing Latios, Latias, and Chansey, such as Bisharp or and Tyranitar; (comma to semicolon) a Keldeo to check Bisharp; (comma to semicolon) a check to Flying-type attacks, such as Tyranitar again, or and Thundurus; (comma) and a Ground-type such as Landorus-T, Hippowdon, and Garchomp to set up Stealth Rock and cover potential vulnerabilities from strong attackers; Landorus-T, Hippowdon, and Garchomp are common sights. (move paragraph to beginning (*))

Bulky Will-O-Wisp
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name: Bulky Will-O-Wisp
move 1: Will-O-Wisp
move 2: Dragon Claw
move 3: Earthquake / Flare Blitz
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 248 HP / 108 SpD / 152 Spe
nature: Careful Nature

Moves
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Thanks to its cool typing and great bulk, Mega Charizard X can also be played as a defensive Pokemon. The moves are pretty straight forward for this this set. Will-O-Wisp will allows Charizard to you burn anything you see fit. It will completely cripple physically offensive switch-ins (dash) sch as like Landorus-T and Azumarill while allowing you Charizard to avoid Sucker Punch 50/50s with Bisharp, which who often will often Sucker Punch, predicting an attack expecting you to attack them. Dragon Claw is your Mega Charizard X's main STAB move to pound away at Thundurus and Landorus-T. Dragon Tail can be used as an option over Dragon Claw for phazing and to to phaze and rack up entry hazards damage, but Dragon Tail's has a negative priority and can be an issue at times where going first is important. Earthquake will beats Heatran, which who otherwise walls this set and can cripple it with has the opportunity to get a Toxic off. However, If your team already has Heatran handled, Flare Blitz can be used to hit Skarmory super effectively, break through Clefable, and OHKO Mega Gardevoir, while also giving you dual Mega Charizard X two STAB options. Lastly, Roost is a necessity for longevity, allowing Charizard to be able to continually check Thundurus, Bisharp, and Mega Scizor throughout the game.

Set Details
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This EV spread is very flexible and can can be tailored to fit on a team with ease. The given EV spread allows you Mega Charizard X to outspeed Jolly Mega Heracross and burn it before it uses Rock Blast; (comma to semicolon) however using 32 Speed EVs is another option; it outspeeds that allows Mega Charizard X to outspeed everything up to Adamant Bisharp and Jolly Tyranitar, the latter of which you Charizard can burn and thus cripple before it Mega Evolves and uses Stone Edge or Dragon Dance. 248 HP EVs gives it Mega Charizard X as much overall bulk as possible and is as well as an odd HP number to give you allow it to switch in one extra time switch in with Stealth Rock on the field. The rest is of the EVs are placed in Special Defense with a Careful nature. which allows you, allowing Charizard to check Rotom-W, Thundurus, and Mega Charizard Y more effectively. The Speed on This set can be altered to run as much as 120 Speed to outpace Jolly Mega Tyranitar, (comma) after it has already Mega Evolved, as well as Jolly Breloom, Adamant Gyarados, and Adamant Mamoswine, though they are quite situational targets. Obviously The Special Defense investment should be is whatever is leftover after both Speed and HP investments.

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 Typically, a bulky non-Will-O-Wisp variant of (is this the correct interpretation of this portion?) Mega Charizard X should tanking some hits from something you are it is a solid switch-in to, such as Mega Charizard Y, and wear it down with an attacking move while Roosting off any damage. However, this set plays differently from typical bulky variants in that it lures in and cripples its physically defensive counters and cripples them with status, while wearing them down with damage from both the burn and its moves damage as well as damage from any of Mega Charizard X's moves. The spreading of burns on physical attackers and the wearing down of bulkier walls also makes it easier for another Dragon Dance user, such as Dragonite, (remove commas) to set up on that those Pokemon, while also wearing down bulkier walls, which again, helps a teammate to sweep.

Team Options
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As with most Charizard sets, entry hazards removal, (comma) is a must, and things like from Defoggers or Rapid Spinners such as Excadrill, Latios, Latias, and Mew, is a must can use either of Defog or Rapid Spin. An ideal core is to Pairing this Mega Charizard X set with another physical sweeper, such as Dragon Dance Dragonite or and Swords Dance Garchomp, forms a great core, as it Charizard can weaken and burn problematic physical walls to allow its teammate to more easily sweep. Pokemon that outspeed Charizard and have super effective STAB moves, such as Choice Scarf Tyranitar, Terrakion, and Excadrill, (comma) 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, (comma) as they can wall those Pokemon effectively. Rotom-W is also a useful teammate, (comma) as it can spread more burns itself, but has different things it likes to switch into (remove dash), usually bulky Water- and Ground-types. Finally, several faster Pokemon such as Keldeo and Latias threaten this set, so with the aid of Thundurus can be used to paralyze these Pokemon can be paralyzed and to make them easier for Mega Charizard X to deal with.

3 Attacks + Roost + 3 Attacks (I've only seen "Move + 3 Attacks" constructions, never "3 Attacks + Move"; you're welcome to keep the original if you think it better describes the set)
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name: 3 Attacks + Roost + 3 Attacks
move 1: Flare Blitz
move 2: Dragon Claw
move 3: Earthquake
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 40 HP / 252 Atk / 216 Spe
nature: Adamant

Moves
========

This set is the most "immediate" of all of the Mega Charizard X sets; it is basically just a wallbreaker, and This set is great to hit hard and wallbreak, (remove comma) but not necessarily to sweep. Forgoing Dragon Dance allows you Charizard to take advantage of plays typically made by opponents expecting it to set up setup. Flare Blitz will nuke just about deals lots of damage to almost any physically defensive Pokemon that switches in, and it offers great coverage alongside Dragon Claw. However, using it excessively will result in a large amount of recoil, which wears it Charizard down quickly.

Dragon Claw is Mega Charizard X's secondary STAB move, hitting that hits everything except Fairy- and Steel-types, (remove comma) while also not inflicting recoil damage, (remove comma) like Flare Blitz does or locking Mega Charizard X in for a few turns like Outrage does. However, Outrage is a significantly more powerful option, and will often be it is often a more desirable choice against bulkier targets that resist Flare Blitz (such as x, y, and z). Earthquake nails Heatran and Pokemon that resist Charizard's STAB moves, such as gets off damage on things like Azumarill, (comma) while also finishing off foes that inflict Rough Skin / Iron Barbs / Rocky Helmet damage without incurring recoil. Usually, (comma) when opponents see that Charizard is carrying Roost, they assume that the set does not also have Earthquake, so this set essentially lures Heatran in. In the last slot, Roost is the preferred option for longevity, and helps greatly in recovering from recoil and other minor damage, giving Charizard longevity. Thunder Punch can be used over Earthquake to deal better deal with Water-types, especially Azumarill, which resists / is immune to both of Mega Charizard X's STAB moves.

Set Details
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This set aims to be strong and fast immediately rather than after setting up, so. It uses 252 Attack EVs and an Adamant nature are used for this reason. However, the spread it only uses enough Speed for Mega Charizard X to outspeed and use Dragon Claw on neutral-natured Kyurem-B before Kyurem's Dragon Claw, as, so it can Dragon Claw before it uses the same back; this is because there are few relevant Pokemon (provide examples) to outpace that maximum Speed investment accomplishes. Maximum Speed with a Jolly nature can be used though if these Pokemon are considered important to outspeed immediately; this would require a Jolly nature as well. However, the Jolly nature does leave a noticeable power drop, as (insert calc without boosts, as this set doesn't have Dragon Dance) to demonstrate it, +1 Adamant Mega Charizard X is guaranteed to OHKO 252 / 0 Hippowdon with Flare Blitz with just one layer of Spikes (88.8 – 105%), while with a Jolly nature, it needs a little more entry hazards to achieve the KO (80.7 – 95.2%).

Usage Tips
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This set plays the role of a wallbreaker due to its humongous great power; it does not actually require Dragon Dance to hit hard. Take advantage of plays made by opponents who assume that Charizard carries Dragon Dance people make assuming the set is the Dragon Dance set. After these physical walls switched in by your opponent are finished or at least weakened, Mega Charizard X's teammates can come in and clean up on their own. This set still has great bulk to go along with its power, so it can sacrifice itself to force damage on something in a pinch to aid a sweeper, even if it is too weak to survive the next turn. (I'm probably interpreting it wrong, but I don't get how this is a logical progression from the first part of the sentence. Charizard is bulky, so you can sac it for damage?)

Team Options
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Every single Charizard set needs entry hazards removal support, and (semicolon to comma) this one is no exception. Latios and Latias are the most likely best choices for this role, (comma) as they are strong, fast, bulky, and fit very well on Charizard teams, even with the slightly conflicting typing. Other good choices are Mew, Starmie, and Excadrill. As with most sweepers, this set has several counters that can be troublesome, such as Quagsire, Slowbro, and Hippowdon, and as Mega Charizard X is, well, a Mega Pokemon, traditional Mega Evolved stallbreakers such as Mega Heracross aren't available to use. Some choices that can fit, (comma) however, are Choice Specs Gothitelle, which can trap and eliminate the aforementioned Pokemon and eliminate them all with a Choice Specs and Grass Knot + or Thunderbolt; stallbreaker Mew; and Taunt + Will-O-Wisp Gengar. Stallbreaker Mew is also a decent option, as is Taunt + Will-o-Wisp Gengar. Bear in mind that specially defensive Gliscor with Knock Off becomes troublesome if relying on these stallbreakers, so a general offensive Pokemon (clarify: mixed offensive? less stallbreaker-y?) that can beat it, (comma) such as Keldeo or and Kyurem-B, (comma) is a nice choice; both of those Pokemon Keldeo and Kyurem-B also fare quite well against Quagsire and Hippowdon, though they falter slightly against Slowbro. Typical wallbreakers such as Terrakion, Diggersby, and Dragon Dance Dragonite are great general partners to wear down bulky walls like such as Hippowdon and Landorus-T; Terrakion, Diggersby, and DD Dragonite can punch holes in these Pokemon to and make it easier for Mega Charizard X to follow up.

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
========

This set is a devastating pseudo-double dancer that can do deal great damage to both offensive and defensive teams, depending on the boosting move used. Swords Dance is the first boosting move, it increases Mega Charizard X's power heavily and allows it to make heavy dents in defensive teams, acting as a wallbreaker so that a teammate can sweep more easily easier. However, it can be used against offensive teams provided you have either that Charizard has a setup opportunity after using Tailwind or that dual screens are active. Tailwind provides a temporary Speed boost, (comma) making you Charizard faster than the majority of Pokemon on defensive teams. It is also, while also being a helpful move to use when you are Charizard is about to faint, so as a slower teammate that is slow can take advantage of the boost to continue the onslaught. Flare Blitz is the guaranteed Charizard's most powerful Fire-type STAB move, and as the only other choice is Fire Punch, which, (comma) while viable, is very weak. However, you have Charizard two Dragon-type STAB move choices. Outrage is powerful and enough to 2HKOes Quagsire, but it locks Mega Charizard X into the move. Dragon Claw is safer, (remove comma) but less powerful, (comma) and so it shouldn't really be used unless your team is are really weak to Pokemon that can take advantage of Outrage, such as something like Substitute Gardevoir.

Set Details
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Enough Speed is invested The Speed investment allows Charizard to outpace neutral-natured Kyurem-B. (period), as Without a Tailwind boost, this set should not be trying to outspeed common Pokemon on offensive teams, and commonly. Kyurem-B is just a solid and achievable benchmark. Mega Charizard X should be fast enough for to outspeed most relevant threats after Tailwind. Obviously Max Attack investment is obvious to maximize Charizard's damage output, and guaranteed, with the rest of the EVs are put into HP for a little ease of mind when setting up against weaker attackers.

Usage Tips
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When using this set, try to set up both boosts behind dual screens against offensive teams. Effectively, this Setting up is almost a guaranteed win, as nothing likes to take on a +2 / +2 Mega Charizard X. Without dual screens, and when facing offensive teams, Tailwind is preferred when cleaning late-game, but if you can get both boosts 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 deal a lot of damage. If you have a dual screens setter, you could even get two Swords Dances. However, Quagsire must be taken down beforehand 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 on an offensive team that Charizard you cannot (remove space) KO but that will KO it back, (remove comma) and that Charizard naturally you outspeeds naturally, try to get off a Tailwind instead of attacking so that a teammate can take advantage of it after Charizard is KOed.

Team Options
========

If it hasn't already been stressed, This set absolutely adores dual screens support to get both boosts off against offensive teams. The best suicidal 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, Greninja, and Celebi are nice special attackers that don't mind Scald and can do a number to Quagsire. Another advantage of Celebi is that it can pass Substitutes to Mega Charizard X, (comma) as it lures in Pokemon Mega Charizard X can set up (space) its boosting moves on. Then of course, anti-Stealth Rock Entry hazards removal support is great wanted, and while Azelf can Taunt opposing Stealth Rock leads, this isn't always foolproof. Latios, Latias, and Mew are all good Defoggers for this role.

Specially Defensive
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name: Specially Defensive
move 1: Flamethrower / Fire Blast
move 2: Roost
move 3: Will-O-Wisp
move 4: Solar Beam / Earthquake / Focus Blast
ability: Blaze
item: Charizardite Y
evs: 240 HP / 100 Def / 136 SpD / 32 Spe
nature: Calm

Moves
========

This set is a defensive answer to common Pokemon such as Mega Scizor, (remove comma) and Landorus. Flamethrower is the preferred Fire-type STAB move, (comma) as it has perfect accuracy and higher PP, but Fire Blast is very more powerful, even without Special Attack investment, and is thus able to OHKO threats such as Landorus and Thundurus that Flamethrower cannot OHKO. Charizard's access to instant recovery in Roost allows it to separate differentiate itself from Pokemon that have similar roles, such as Victini and Rotom-H. (period) and Roost is essential to this set, as it is needed to keep Charizard healthy to defeat threats such as Mega Scizor. Will-O-Wisp allows Charizard to defeat play aroundBisharp and other Sucker Punch users; it also cripples common switch-ins such as Latias and Dragonite. In the last moveslot, Solar Beam is the first choice since because the coverage against bulky Water-types such as Azumarill is very useful, an example is Azumarill. If the next option, Earthquake, is not used, is next or this set is walled by Heatran, and finally, Focus Blast can hit Heatran for but also do a lot deal more damage to Tyranitar.

Set Details
========

The EV spread allows it Charizard to reliably counter top threats such as Landorus and Mega Scizor reliably. 32 Speed EVs are used to get the jump on Jolly Tyranitar. 240 HP EVs hit a Stealth Rock number, and 132 Special Defense EVs give get Charizard to a jump point. If you wish to counter Bisharp and other physical attackers more reliably, you may opt to use a more physically defensive EV spread of 248 HP / 152 Def / 76 SpD / 32 Spe with a Calm nature to allow Charizard to survive Adamant Life Orb Bisharp's Knock Off after Stealth Rock. Bear in mind that this spread leaves Charizard a little vulnerable to threats it would otherwise wall more effectively, such as Greninja and Landorus. If you desire more offensive presence, you may use a Modest nature and a spread of 248 HP / 64 SpA / 196 Spe for more firepower at the cost of additional bulk. (semicolon to period) Fire Blast is a good option with this spread, as it grants crucial OHKOs against many threats that Flamethrower does not. This set outspeeds uses outspeeding Jolly Mamoswine as its Speed benchmark.

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

Team Options
========

Charizard has a crippling weakness to Stealth Rock, so a Defoggers or Rapid Spinners such as Skarmory, Mew, Latias, Latios, Zapdos, and Excadrill are is appreciated for their its ability to remove it Stealth Rock from play. This set is meant to last, so it's recommended to use two solid entry hazards removers together with Charizard. Latios and Latias in particular are good partners, in particular, as they defeat Thundurus and Keldeo, which can check this set; the former of the checks can be OHKOed by Fire Blast, while the latter can be OHKOed by Solar Beam, so they aren't very reliable checks if you have these moves. (keep original and split into two sentences at the "as" if my additions are not true) 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. (this is mostly implied in the next sentence) Bulky Ground-types such as Gliscor and Hippowdon may can assist it Mega Charizard in covering its weakness to faster or bulkier 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, and Terrakion, and others give this set a major headache, but though all of them detest Will-O-Wisp. Despite this, Charizard should always prepare for its common checks and counters. (semicolon to period) Defensive Tyranitar can check Dragonite and Goodra, and may even use and can carry Pursuit for Latias; while 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 longevity for the ability to more easily take on stall teams, as 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 mixed Mega Charizard X can lure in and break through an astounding number of Pokemon, including Chansey, Blissey, specially defensive Clefable, Sylveon, and Assault Vest Conkeldurr, 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 with no questions asked. However, it mixed Mega Charizard X often takes hefty damage from Flare Blitz recoil when destroying high HP Pokemon like 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 and a higher chance of luring specially defensive threats in, as 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 a set of Flare Blitz, (comma) and Earthquake, (comma) on a mixed set, where it can use Solar Beam, (comma) and either Focus Blast or Roost to get past its usual targets while still breaking through its new ones. Dragon Dance can also be used to boost Attack physical moves, though again, Mega Charizard X tends to perform this better due to its superior typing and STAB moves.

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. (covered under "redundant coverage") Ancient Power is an option to OHKO Talonflame and opposing Mega Charizard Y, as well as r to eliably 2HKO Mega Charizard X and other miscellaneous Fire-types, but outside of these targets, it is rather weak. Dragon Pulse can hit Latios and Latias super-effectively (remove dash), while getting off more damage (than...?) on Goodra and Mega Ampharos, but it overall is overall a weak and suboptimal option. Overheat can also be used instead of or alongside Fire Blast to hit targets even harder, although the Special Attack drop will most likely force Mega Charizard Y out after its use, (semicolon to comma) so it is a bad idea to use on something so badly weak to Stealth Rock.

Mega Charizard X has significantly less fewer viable options. Flame Charge can boost its Speed while inflicting damage at the same time, but outside of its damage output it is almost completely outclassed by Dragon Dance as a move outside of the damage output. It may could even work better on Mega Charizard Y, which as it doesn't need the Attack boost from Dragon Dance. (remove line breaks) However, Mega Charizard X still houses a colorful special movepool to go along with its forgotten, (remove comma) 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, a fully special Mega Charizard X it finds itself at odds with Latias, Latios, and even Hydreigon as a specially offensive attacking Dragon-type. However, it has the advantage of better offensive typing and surprise value, and with the free physical boost to its physical moves from Tough Claws, it Mega Charizard X can attempt a Life Orb-less mixed set that is arguably the best mixed Dragon-type set in theoday's metagame.

Checks & Counters
########

There are no Pokemon that completely hard counter Charizard, as it has such impressive stats and variance in its sets. However, 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 the standard offensive set's most reliable counters, all of which threaten it with STAB Earthquake. However, Quagsire can be 2HKOed by +0 Outrage, Landorus-T and Rhyperior lack reliable recovery, and even physically defensive Hippowdon can be worn down with a 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 can get is 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 it out with Toxic if Mega Charizard X lacks Earthquake. Azumarill gets a special mention for resisting every common attack Mega Charizard X has. It and can also generally tank Earthquake, though, like most of the aforementioned Pokemon, it is severely crippled by Will-O-Wisp.
(If you can add line breaks here, add them so this paragraph isn't just a wall of text)
Mega Charizard Y's reliable switch-ins are also limited to specialized specially defensive Pokemon. Blissey and Chansey hard wall Mega Charizard Y hard and can heal back the damage while stalling it out with Seismic Toss and / or Toxic. Snorlax and Assault Vest Goodra and Snorlax are also notable for not taking pittance much from even its Charizard's super effective moves and being able to hit hard 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's use 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 instead of sand it summons rain instead of sandstorm, which decreases the power of Fire Blast.

**Offensively-inclined Bulky Pokemon**: Mega Charizard X has very little few offensive answers outside of revenge killing it or using a dedicated defensive Pokemon on a stall or balance team. (comma to period) However, Mega Charizard Y has common offensive responses that can actually switch into it. Without the rare Earthquake and or Ancient Power, Mega Charizard Y lacks good coverage against Fire-type Pokemon, though the help of Drought, often allows it to often 2HKO frailer ones. Opponents Because of this, you can rely on bulkier Fire-types such as Moltres and specially defensive Talonflame 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 Mega Charizard Y set without the rare and suboptimal Dragon Pulse. Mega Charizard and can proceed to set up 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, (comma) though; many Dragon-types, including Latias, Latios, and Garchomp, can also function similarly as checks, sometimes even if it Mega Charizard Y 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 functions similarly, though it's slower, and it has so much special bulk that even Dragon Pulse can only 3HKO any variant it, with or without an Assault Vest. Specially defensive Dragonite can also tank Mega Charizard Y's attacks with the aid of Multiscale and either set up (space) 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, (comma) and it doesn't usually boost it on any of its sets. This makes its very vulnerable to revenge killersing from powerful Pokemon with super-effective (remove dash) STAB moves. Thundurus, Terrakion, Greninja, Keldeo, Garchomp, and many other common metagame threats all possess super-effective (remove dash) moves and naturally while outspeeding it naturally. When using a Choice Scarf, Some other common Pokemon, (comma) such as Excadrill, Landorus-T, Diggersby, and Tyranitar, (comma) can also surprise and revenge kill it when holding Choice Scarf. Revenge killing Mega Charizard X is a bit more complex, as though it. Revenge killing Mega Charizard X is almost always the most practical way to solution for defeating it when using an offensive team, but not all Choice Scarf users can outspeed a +1 Mega Charizard X it after a boost, which it will commonly have. At +1 Speed, Adamant Mega Charizard X can be revenge killed by only 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 above 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 or 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, (comma) 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, making it suspectible to a wider range of revenge killers.

**Residual, Status, and Stealth Rock Passive Damage**: Both of Charizard's Mega formes Evolutions are susceptible to an overload many types of passive damage, with a variety of causes. Mega Charizard X is more relevant, (comma) for this as it takes recoil damage from Flare Blitz. However, some bulky Ground-types that are not OHKOed can use Toxic on either forme Mega Evolution while being 2HKOed, which allows them to wear the Charizard former it down slowly. Of course, the most apparent forme of passive damage is that of Stealth Rock, which strips Charizard of half of its health as it first switches in or is if not Mega Evolved or as Mega Charizard Y, and 25% of its health if it is Mega Charizard X. Another issue is Ferrothorn, which while OHKOed by Mega Charizard X's Flare Blitz, does inflicts Iron Barbs recoil in addition to the regular Flare Blitz recoil.
 
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Jukain

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yo TRC want you to do a few things

zard x:

first of all deslash eq on dd roost that's ass coverage and i really shouldn't have to explain much else because that's obvious.

slash jolly to stop scarf landts from revenge killing, with a spread of 104 HP / 220 Atk / 184 Spe mentioned in set details for this. speed outspeeds scarf landt at +1 and hp gives like a 90% to live two hydros from rotom. you ohko landt after rocks and considering many teams need scarf landt to beat zard x, when you can outspeed and kill it you can just run through so many offensive teams.

please mention something about not evolving in places. like with wisp against lead chomp is one example, but in general you can mess with your opponent and actually gain some setup opportunities. wisp can check lando is one, or like you can set up on a -2 latios instead of stupidly evolving, or before you can sweep taking advantage of your ground immunity to force plays on your opponent particularly with scarf landt.

mention a sdef spread for dd somewhere, specific spread i have in mind is 248 HP / 180 SpD / 80 Spe careful, which outspeeds diggers preboost & ninja at +1 (i actually use a small amount of attack investment but it's for chances to ko a couple things and really pretty arbitrary so i wouldn't include it here). it's for defensive teams that want a win condition, i have used it extensively and it is absolutely brutal. sets up on so much it's ridiculous, and you can fuck people over who are expecting a wisp set on your defensive team. switch to latias to scout (arbitrary example), let's say, boom now zard is at +1 and something is about to get punished. takes like 40% from greninja's ice beam, takes like half from scarf keldeo hydro pump, zard y counter and normal stuff. it seems like it would be too weak but experience tells me that this is not really a problem at all. in general a cool option.

slash sub possibly even first on roost 3 attacks, it still beats non-ep/roar heatran pretty handily and this lets you take advantage of forced switches really nicely.

slash earthquake with dragon claw as well on wisp, flare blitz eq is something that's gained a bit of popularity and in general is really really good coverage. the big negative is lati but having blitz AND eq means you can lure tran/clef when you reveal your coverage move as well as different steels and all that.

please make wisp slower, i realize my recommendation was to make it faster but it really needs the bulk for zard y and in general, tanking hits. 248 HP / 180 SpD / 80 Spe is the spread i recommend, you can go slower (down to 244) or faster (up to 265/276) but i think this is the best medium, outspeeding diggersby.

zard y:

add an extra 24 speed evs on the main set to outspeed jolly pinsir before it evolves.

it may be worth slashing timid first to outrun the megas in this crowded speed range (gard & cham), want some feedback on this.

eq is the best option in the last slot on sdef because you really don't want to be walled by tran/tar :|
 
while Azelf can Taunt opposing Stealth Rock leads, this isn't always foolproof. Latios, Latias, and Mew are all good for this.
Why would Swords Dance + Tailwind Zard X want a teammate to Defog away its Dual screens? That is a waste of perfectly good turns behind Dual Screens. Wouldn't a Rapid Spinner like Excadrill or Starmie be more ideal?
 
Why would Swords Dance + Tailwind Zard X want a teammate to Defog away its Dual screens? That is a waste of perfectly good turns behind Dual Screens. Wouldn't a Rapid Spinner like Excadrill or Starmie be more ideal?
Defog only removes screens set by the opponent, not your own, according to Bulbapedia.

EDIT: For clearer wording:
(Defog) will still only clear away Light Screen and Reflect from the target's side of the field, however.
 

Jukain

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ok, i'd actually like to see jolly become the first slash on dd because outspeeding scarf landorus-t atm is so crucial for it as a sweeper, and really makes it the threat it is to offensive teams.

on zard y's main set and offensive 3 attacks zard x i'd honestly just run max speed because tying with other 100s is really valuable.

that should be all.
 
don't worry Jukain, this is not an autistic post :D well i hope so anyway :/

on zard y's main set you should slash roost with ancient power to achieve maximum possible coverage for the cost of reliable recovery. Ancient power is underestimated a lot and is your best (or most reliable) answer to Talonflame and zard x on the switch, and opposing zard y, dragonite, and is an all around reliable attack when you dont wanna risk missing fire blast and your other coverage options are out of the question. Its also great against opposing death fodder for that small chance of boosting your stats.
Speaking of which, that 10% chance to boost all your stats happens more often than you may think and is often a guaranteed victory provided that its very discrete number of revenge killers (after a boost is achieved) and the pink blobs are eliminated. (scarfchomp barely 2HKOs with outrage, and scarfed Keldeo can only achieve a 3HKO while the sun is up, most other scarfers that usually check zard y are outsped, and priority abusers are weaker due to increased defense stat)

I honestly think ancient power deserves a slash, especially since Charizard and Talonflame are among the most commonly used Pokemon in the tier :3
 

Jukain

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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 allowprovides Mega Charizard X opportunities to setup and sweep teams, but it'(add apostrophe)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 specially 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 ithas the coverage gives ito everything it needs to break throughliminate most potential defensive teamsanswers to it. While the sun is up, its list of full 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 just 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 Mega Charizard Y and Xthey are both easy to revenge kill with common Choice Scarf users (although it can be admittedly troublesome after a coubarring multiple of Dragon Dances) 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 formeMega 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
ability: Blaze
item: Charizardite X
evs: 96 HP / 252 Atk / 160 Spe
nature: Adamant / Jolly

Moves
========
[add line break]
This set aims to sweep through the use of Dragon Dance, and usesutilizing its invested decent bulk and Roost to set up more than one boostd sweep. Dragon Dance itself 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 that mostly doesn't have any sete set, possessing no real drawbacks aside from average bBase pPower, which can be fixedcomes irrelevant after somea boosts or two. Flare Blitz should be your primary optionis recommended over a coverage move because otherwise you, Mega Charizard X lack seriouss the power needed to wallbreak or sweep effectively sweep; without it, your main STABDragon Claw simply isn't powerful enough on its own and you are walleleaves 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 gradually gain more boosts and win againsgradually and set up on weaker attackers. In the third slot, Earthquake does have its merits however, which are mainly tothough, as it hits Heatran, while achieving reasonable neutral coverage alongside Dragon Claw.

Set Details
========
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This set has five main EV spreads that can be used. The first and arguably most beneficial is 96 HP / 252 Atk / 160 Spe, as it allows Mega Charizard X to outspeed Adamant Excadrill and Jolly Mega Heracross and KO them before they OHKO back. The more offensive of the remaining EV spreads is 40 HP / 252 Atk / 216 Spe which lets this set outspeed Kyurem-B before a Dragon Dance. The third EV spread,(remove comma) is 248 HP / 100 Atk / 160 Spe, which retains the same Speed benchmark ias the recommended EV spread but favours heavyprovides more bulk investment ov lieu of some power Attack. A fourth spread is 248 HP / 180 SpD / 80 Spe with a Careful nature, itwhich is a specially defensive option for defensive teams whichthat has decent surprise factor. It outspeeds Greninja at +1 but its main turnwhile taking point is that it takes so much less from the special attacks from thingers like Choice Scarf Keldeo, Mega Charizard Y, and Greninja. All of the above spreads use Adamant, but tThe final of the five spreads uses Jolly instead, and should be the only EV spread used when using a Jolly nature.ption is 104 HP / 220 Atk / 184 Spe wis the spread when using Jolly, and it nature, which enables Mega Charizard X to outspeed Choice Scarf Landorus-T at +1, and preventings it from revenge killing Charizard.

Usage Tips
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As is the same with the more offensive set, i[add line break]
I
t's important to choose the right time to set up. W with the invested bulk dis set. Defensive Rotom-W and Mega Manectric are some examples of Pokemon that can be used as setup fodder.; (remove period/add semicolon) Rotom-W can't 2HKO Mega Charizard X with Hydro Pump and Mega Manectric is essentially walled and can be setup onby 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 eEvolve is also important and must be considered. An example of this is against a Latios that has just used Draco Meteor; (add semicolon) in this case, it is better to setup Dragon Dances in regularas normal Charizard forme, and then Mega eEvolve for the kill, otherwise Mega Charizard Xas it takes moresignificant damage from Latios's second Draco Meteor, which will definitely hurten 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 would add a couple more examples to strengthen this point. slowbro/hippowdon maybe?. Another really excellent teammate is Clefable, for its Heal Bell support and ability to act as a win condition on offensive teams, rather than a defensive cleric that doesn't fit well on the team. For example, the opponent might sac their Gliscor to get a Toxic off, which can then be remedied. Another example ais 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, whereallowing Charizard can getto obtain a free Dragon Dance from thereboost 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: 16 HP / 252 SpA / 240 Spe

Moves
========
[add line break]
In the sun that Mega Charizard Y brings, Fire Blast will incinerate just about anything that doeisn't resistant or absorbimmune 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, (add comma) 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, buthough note that it must only be used while therequires a charge turn outside of sunlight, making its shininguse ineffective. Focus Blast gives Mega Charizard Y much-(add hyphen)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 provideunds out the set as a great means of recovery, granting Mega Charizard Y longevity and a way to somewhat offset its Stealth Rock weakness somewhat.

Earthquake can be used over Focus Blast to beat Heatran more reliably than Focus Blast would. However, this does 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
========
[add line break]
This set is a simple special attacker, so maximized Special Attack +with a Modest nature is completely obviousnatural to maximize its damage output. 240 Speed outspeeds Jolly Mega Pinsir (Jolly) before it Mega evolves, but 216 Speed EVs is an option as it is enoughin order to outspeed neutral-(add hyphen)natured Kyurem-B. is it worth 24 hp evs to miss out on outspeeding pinsir? reconsider mentioning this The rest of the EVs are invested into HP. HoweverIf desired, 252 Speed EVs +with a Timid nature can be run, allows youing Mega Charizard Y to outspeed a small selection of extra Pokemon such as positive Speed -(add hyphen)natured Kyurem-B and Modest Landorus, most of which are veryhas a minimal benefit as they are quite uncommon. When using Timid, Fire Blast is recommended to compensate for the drop in power. Timid also haThe main benefit is outspeeding other base 100s wits benefits in outshout a Speed-boosting Modestnature, such as Mega Gardevoir / Adamantd Mega Medicham, andwhile at least tying with their positive-natured counterparts. When using Timid / Jolly, Fire Blast is recommended to counterpartsmpensate for the drop in power.

Usage Tips
========
[add line break]
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, Knock Off does this not depend on the pokemon? because it certainly does not switch into bisharp's knock off for example, 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 can only does 73.1 – 86.2%, allowing Mega Charizard Y to recover with Roost while stalling Latias out thanks to Draco Meteor's special attack drop. this doesn't actually work taking into consideration roost and psyshock :x Unfortunately, the same cannot be said for strong physical attacks, so it is not advised to recklessly switch into these types of moves recklessly unless they are resisted.

Team Options
========
[add line break]
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 tar does nothing to chansey, bisharp is the only one that can pursuit it. though bisharp can't trap latios as reliably so it's a tradeoff, 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 again, 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-oO-Wisp
########
name: Bulky Will-oO-Wisp
move 1: Will-oO-Wisp
move 2: Dragon Claw / Earthquake
move 3: Earthquake / Flare Blitz
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 248 HP / 180 SpD / 80 Spe
nature: Careful Nature

Moves
========
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Thanks to its cool typing and great bulk, Mega Charizard X can also be played as a defensive Pokemon. The moves are pretty straight forward for this this set. Will-oO-Wisp will allow to you burn anything you see fit. It will completelys Mega Charizard X to cripple switch -ins like Landorus-T and Azumarill while allowing you toith a burn and avoid Sucker Punch 50/50s with Bisharp, whoich will often will Sucker Punch in expecting you toan attack them. Dragon Claw is yourthe main STAB move to pound away at Pokemon such as Thundurus and Landorus-T. Dragon Tail can be used as an option over Dragon Clawinstead for phazing and to racking up entry hazards damage, but Dragon Tail has a negative priority and, which can be an issue at times wheren going first is important. Earthquake will beats Heatran, whoich otherwise walls this set and has the opportunity to get a Toxic off. However, if your team already has Heatran handled, Flare Blitz can be used as a more powerful STAB option and to hit Skarmory super effectively, break through Clefable, and OHKO Mega Gardevoir, while. There is also giving you dual STAB options.the option to run both Earthquake can be usedd Flare Blitz over Dragon Claw instead, this means thatthe same set; this set is better atcan luringe both Clefable and Heatran, as seeing Flare Blitz surprisers foesmay trick the opponent into thinking the set only has STAB moves to attack with, andwhile Earthquake may makes the foe think Dragon Claw is the other attacking move. Lastly, Roost is a necessity for longevity to be able to continually check threats like Thundurus, Bisharp, and Mega Scizor throughout the game.

Set Details
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This EV spread is very flexible and can can be tailored to fit on a team with ease. The given EV spread allows you to outspeed Diggersby and burn it before it uses Earthquake,; however using, 32 Speed EVs is another option; if Diggersby is not an issue, enabling Mega Charizard X to outspeeds everything up to Adamant Bisharp and Jolly Tyranitar, the latter of which you can be burnt before it Mega Evolves and uses Stone Edge or Dragon Dance. 248 HP gives it as much overall bulk as possible and is an odd HP number to givprovide you one extra switch-in if no health is recovered with Stealth Rock on the field. The rest is placed in Special Defense with a Careful Nature. which allows youMega Charizard X to check Rotom-W, Thundurus, and Mega Charizard Y more effectively. The Speed on this set can be altered to run as much as 120 Speed to outpace Jolly Tyranitar after it has already Mega Evolved, as well as Jolly Breloom, Adamant Gyarados, and Adamant Mamoswine, though they are quite situational targets. Obviously tThe Special Defense is whatever is leftovnvestment would be lowered to after boccommodate for th investments.

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 you are a solid switch-intoMega 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 and cripples them with, firing off a status, whi to cripple and wearing them down with the burn damage as well als damage from any of Mega Charizard X's movesption. The spreading of burns on physical attackers also makes it easier for anoth 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 eEvolve. 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 oif you Mega eEvolve, but none if you don't. The same applies when trying to use Will-oO-Wisp on other Ground-types, like defensive Landorus-T. how is this a good example when there's the risk of stone edge? just evolve eq doesn't do that much burnt anyways and they probably won't go for that

Team Options
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As with most Charizard sets, hazard removal is a must, and things like; 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.

3 Attacks + Roost
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name: 3 Attacks + Roost
move 1: Flare Blitz
move 2: Dragon Claw
move 3: Earthquake / Substitute
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 40 HP / 252 Atk / 216 Spe
nature: Adamant

Moves
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This set is the most "immediate" of all of the Mega Charizard X sets; it is basically just a wallbreaker, and this set is great to hit hard,[add line but not necessarily sweep. Forgoing Dragon Dance allows you to take advantage of plays typically made by opponents expecting setup. ]
Flare Blitz will nuke just about almost any physically defensive Pokemon that switches in, and offers great coverage alongside Dragon Claw. However, using it excessively will result in a large amount of recoil, which wears it down quickly.

Dragon Claw is Mega Charizard X's secondary STAB move that hits everything except Fairy- and Steel-types, while also not inflicting recoil damage, or locking Mega Charizard X in for a few turns like Outrage does. However, Outrage is a significantly more powerful option, and will often be a more desirable choice against bulkier targets that resist Flare Blitz. Earthquake nails Heatran and gets off damage on things like Azumarill while also finishing off foes thankt might inflict Rough Skin /, Iron Barbs /, or Rocky Helmet damage. Usually, when opponents see Roost, they assume the set does not have Earthquake, so this set essentiallycan lures in and kill Heatran in. However, Substitute can be used here as it also beats Heatran lacking Earth Power and Roar, while taking advantage of forced switches nicely. In the last slot, Roost is the preferred option for longevity, and helpsing greatly in recovering from recoil and other minor damage. Thunder Punch can be used over Earthquake to deal better deal with Water-types, especially Azumarill, which resists / is immune to both of Mega Charizard X's STAB moves.Dragon Claw, resists Flare Blitz, and takes little from Earthquake.

removed some sentences that belong in usage tips, not moves


Set Details
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This set aims to be strong and fast immediately. I; as such, it uses 252 Attack EVs and an Adamant nature for this reason. However, it only uses enough Speed for neutral-natured Kyurem-B, so it can Dragon Claw before it uses the same back; this is because there are few relevant Pokemon to outpace that maximum Speed accomplishes. Max Speed can be used though if these Pokemon are considered important to outspeed immediately; this would require a Jolly nature as well. However, the Jolly nature does leaveough, which has a noticeable power drop, to demonstrate it, +1 from Adamant Mega Charizard X is guaranteed to OHKO 252 / 0 Hippowdon with Flare Blitz with just one layer of Spikes (88.8 – 105%), while with a Jolly nature, it needs a little more entry hazards to achieve the KO (80.7 – 95.2%).. removed that example because this set doesn't have dd

Usage Tips
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This set plays the role of a wallbreaker due to its humongous power; it does not actually require Dragon Dance to hit hard. Take advantage of plays people make assuming the set is the Dragon Dance set. After these walls are finished or at least weakened, Mega Charizard X's teammates can come in and clean up on their own. This set still has great bulk to go along with its power, so it can force damage on something in a pinch to aid a sweeper, even if it is too weak to survive the next turn.

you can add pieces from the sentences i removed in moves if you want, as the points included there belong here, but leaving that up to you

Team Options
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Every single Charizard set needs hazard removal support; this one is no exception. Latios and Latias are the most likelyeffective choices as they are strong, fast, and bulky, and fitting very well on typical Charizard teams, even with the slightly conflicting typing. Other good choices are Mew, Starmie, and Excadrill. As with most sweepattackers, this set has several counters that can be troublesome, such as Quagsire, Slowbro, and Hippowdon, and as Mega Charizard X is, well, a Mega Pokemon, traditional stallbreakers such as Mega Heracross aren't available to use. Some choices that can fit however, are stallbreaker Mew, Taunt + Will-O-Wisp Gengar, and Gothitelle, which can trap the aforementioned Pokemon and eliminate them all with a Choice Specs and Grass Knot +plus Thunderbolt. StallbrBeaker Mew is also a decent option, as is Taunt + Will-o-Wisp Gengar. Bear in mind that SpDin mind that specially defensive Gliscor with Knock Off becomes troublesome if relying on these stallbreakers, so a general offensive Pokemon that can beat it such as Keldeo or Kyurem-B is a nice choice; both of those Pokemon also fare quite well against Quagsire and Hippowdon, though they falter slightly against Slowbro. Typical wallbreakers are great general partners to wear down bulky walls like Hippowdon and Landorus-T; Terrakion, Diggersby, and Dragon Dance Dragonite can punch holes in these Pokemon to make it easier for Mega Charizard X to follow up. those pokemon are not really wallbreakers? they're more of sweepers, so it seems like it would be more vice versa

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, it increasesing Mega Charizard X's power heavily and, allowsing it to make heavy dents in defensive teams, acnd letting it act as a wallbreaker so a teammate can sweep more easierly. 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 making youes Mega Charizard X faster than the majority of Pokemon on defensivin the teamsier, while also being a helpful move to use when you areCharizard is about to faint, so a teammate that isthat a potentially slower teammate can continue the onslaught. Flare Blitz is the guarantepreferred Fire-type STAB move, (add comma) 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 is investedEVs are run to outpace neutral-natured Kyurem-B, as without a Tailwind boost, this set should not be trying to outswhich provides all the Speed Pokemon on offensive teams commonly. Kyurem-B is just a soliit needs without Tailwind up and achievable benchmark. Mega Charizard X should bekes it fast enough for most relevant threats after Tailwind. ObviouslyFull Attack investment maximizes guaranteedMega Charizard X's power, withile the rest putmaining EVs are placed into HP for a little ease of mind when setting up againstmore 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. EffectivelyIn many cases, this is almost a guaranteed win, as nothing likes to take on a +2 / +2 Mega Charizard X with Tailwind up. Without dual screens, up and when facing offensive teams, Tailwind is preferred whento cleaning 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 on an offensive team youthat Mega Charizard X can not KO but will KO back, and you outspeed naturallydefeat 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, Greninja, and Celebi are nice special attackers that don't mind Scald and can do a number to Quagsire. 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 / 100 Def / 136 SpD / 32 Spe
nature: Calm

Moves
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This set is a defensive answer to common Pokemon such as Mega Scizor,(remove comma) 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, and isboasting thuse ableility 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, as it is needed to keeping Charizard healthy enough to defeat threats such as Mega Scizor perhaps another example to bolster this point?. 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 itMega Charizard Y to counter top threats such as Landorus and Mega Scizor reliably. 32 Speed EVs are used to get the jump on Jolly Tyranitar. 240 HP EVs hit a Stealth Rock number, and 132 Special Defense EVs give Charizard a jump point. If you wish to counter Bisharp and other physical attackers more reliably, you may opt to use a more physically defensive EV spread of 248 HP / 152 Def / 76 SpD / 32 Spe with a Calm nature to survive Adamant Life Orb Bisharp's Knock Off after Stealth Rock. Bear in mind that this spread leaves Charizard a little vulnerable to threats it would otherwise wall more effectively, such as Greninja and Landorus. If you desire more offensive presence, you may use a Modest nature and 248 HP / 64 SpA / 196 Spe for more firepower at the cost of additional bulk; Fire Blast is a good option with this spread, as it grants crucial OHKOs against many threats that Flamethrower does not. This set outspeeds Jolly Mamoswine as its Speed benchmark.

Usage Tips
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This set counters many Pokemon, most notably Mega Scizor and Landorus. It's also worth noting that this set shouldn't just 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. this is a tad ambiguous, something about how being able to make an emergency switch-in to stealth rock or something would be appropriate here

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 can beis OHKOed by Fire Blast, while and the latter can beis OHKOed by Solar Beam, so they aren't very reliable checks if you haveMega 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 faster and / or bulkiery 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, Charizardyour team should always prepare for itMega 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.

up to other options
 

Jukain

!_!
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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 with, no questions asked. However,Note that it often takes hefty damage from Flare Blitz recoil when destroyeliminating high HP Pokemon likesuch 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 inew targets new onesthat it can break. Dragon Dance can also be used to boost physical moves, though again, Mega Charizard X tends to perform this role better due to its superior typing and STAB moves.

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-(remove hyphen/add space)effectively, while getting off more damage on 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 targets 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 lessfewer 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 that is arguably the best mixed Dragon-type in today's metagame. that's a mighty logical leap from 'facing enormous competition' to 'best mixed dragon-type', i think that's a pretty lofty claim by any means

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-oO-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 physically dwith full Defense inve Hippowdonstment, can be worn down with a 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-oO-Wisp, though it can getis 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 and can also generally tankwhile not being weak to Earthquake, though; however, like most of the aforementioned Pokemon, it is severely crippled by Will-oO-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-i Inclined Bulky Pokemon**: Mega Charizard X has very littlefew 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 it doesn't boost it oned by any ofmove on its common sets. This makes its very vulnerable to revenge killing from powerful Pokemon with super-effective STAB moves. Thundurus, Terrakion, Greninja, Keldeo, Garchomp, and many other common metagame threats all possess super-(remove hyphen/add space)effective 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. Revenge killing Mega Charizard X, though it is almost always the most practical solution for defeating it when using an offensive team, but n. Not all Choice Scarf users can outspeed it after a boost, which it will commonly hahowever. 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, with a variety of causes. Mega Charizard X is more relevant foraffected by this, (add comma) as it takes recoil damage from Flare Blitz. However, some bulky Ground-types can use Toxic on either formeMega Evolution while being 2HKOed, which allows them to wear the Charizard former down slowly. Of course,Perhaps the most apparesignificant forme of passive damage is that ofthat 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, and 25% of it; Mega Charizard X still takes a health if it is Mega Cvy 25% damage from the harizard X. 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.

it legit told me the post had too many characters LOL

gp 1/2

(e.e just noticed frenzyplant's check i guess just implement both, more eyes cannot hurt for an analysis like this)
 
i can't do frenzy's since i changed so much of it after your suggestions @_@

i'll implement this post nov 2nd
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Alright, so I'm going to throw in my 2 cents as to what should be added with the ORAS changes.

Mega diancie in checks and counters for mega charizard x, while mega altaria counters both forms. Both pretty much use Zard x for setup fodder, whether it be rock polish, calm mind, or dragon dance. Diancie walls zard x lacking EQ, which is important because DD sets tend to run roost and dual stab.

Is iron tail worth mentioning in moves or OO to hit those two Pokemon?

Edit: m-altaria is 2HKOed by +1 flare blitz, but they tend to run a dragon move to hit zard x with, so idk.
 
Last edited:
Alright, so I'm going to throw in my 2 cents as to what should be added with the ORAS changes.

Mega diancie in checks and counters for mega charizard x, while mega altaria counters both forms. Both pretty much use Zard x for setup fodder, whether it be rock polish, calm mind, or dragon dance. Diancie walls zard x lacking EQ, which is important because DD sets tend to run roost and dual stab.

Is iron tail worth mentioning in moves or OO to hit those two Pokemon?
I believe MegaZard X can beat Diancie with a boosted EQ, so I don't think it can switch in very well. Though I do agree with Iron Tail listed in OO
 

jzplr

formerly SuperLuigi9624
Is it worth mentioning mixed Zard Y? Keep in mind, I'm not fantastic at Pokémon Battling and I'm pretty terribad at making sets.

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive/Hasty Nature
- Flare Blitz
- Solar Beam
- Fire Blast / Roost / Flame Charge
- Earthquake

Flare Blitz hurts hard under Zard Y's respectable 104 as well as the sun, even non-bulky waters such as Greninja (if for whatever reason they switch IN THE SUN.) take a lot of damage from Zard Y's Flare Blitz. Keep in mind that even with max attack investment, the Special Attack still outdoes it's physical attack.

252 Atk Mega Charizard Y Flare Blitz vs. 4 HP / 0 Def Greninja in Sun: 175-207 (61.1 - 72.3%) -- guaranteed 2HKO
252 Atk Mega Charizard Y Flare Blitz vs. 92 HP / 0 Def Azumarill in Sun: 151-178 (41.4 - 48.9%) -- guaranteed 3HKO
252 Atk Mega Charizard Y Flare Blitz vs. 0 HP / 0 Def Garchomp in Sun: 131-155 (36.6 - 43.4%) -- guaranteed 3HKO
252 Atk Mega Charizard Y Flare Blitz vs. 0 HP / 4 Def Mega Gyarados in Sun: 117-138 (35.3 - 41.6%) -- guaranteed 3HKO
252 Atk Mega Charizard Y Flare Blitz vs. 88 HP / 4 Def Mega Gyarados in Sun: 117-138 (33.1 - 39%) -- 99.9% chance to 3HKO

So, Flare Blitz really hurts. Like, a lot. Sure, yell at me and call me a scrub because I messed up one thing in my calcs. ^_^
And I don't think I even need to count the calcs against mons that it's strong against, but, why not?

252 Atk Mega Charizard Y Flare Blitz vs. 28 HP / 0 Def Gengar in Sun: 382-450 (142.5 - 167.9%) -- guaranteed OHKO
252 Atk Mega Charizard Y Flare Blitz vs. 0 HP / 0 Def Gothitelle in Sun: 262-310 (93.2 - 110.3%) -- 62.5% chance to OHKO
252 Atk Mega Charizard Y Flare Blitz vs. 0 HP / 0- Def Kyurem-B in Sun: 280-330 (71.6 - 84.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mega Charizard Y Flare Blitz vs. 0 HP / 0 Def Thick Fat Mamoswine in Sun: 306-360 (85.2 - 100.2%) -- 6.3% chance to OHKO
252 Atk Mega Charizard Y Flare Blitz vs. 4 HP / 252+ Def Eviolite Chansey in Sun: 333-393 (51.8 - 61.2%) -- guaranteed 2HKO
252 Atk Mega Charizard Y Flare Blitz vs. 4 HP / 252+ Def Blissey in Sun: 459-540 (70.3 - 82.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mega Charizard Y Flare Blitz vs. 252 HP / 252+ Def Clefable in Sun: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Leftovers recovery

I want you to pay attention to the bold. Nobody expects a mixed Zard Y, all the sets on Smogon label it as a special attacker, and, yes, it's unarguable how fantastic it's special attack stat is. It's mainly the surprise factor. ... Well, yeah, I lied, never mind. It's because FLARE BLITZ.

Solar Beam is basically inevitable on Charizard Y. You can't NOT have Solar Beam. It hurts water types and rock types, what else could you ask for? Also, it's basically free to use because of the sun, and it's 120 BP. 120! Just make sure that you don't run out of sun, though.

4 SpA Mega Charizard Y Solar Beam vs. 92 HP / 0 SpD Azumarill: 312-368 (85.7 - 101%) -- 12.5% chance to OHKO
4 SpA Mega Charizard Y Solar Beam vs. 0 HP / 0 SpD Mega Gyarados: 206-244 (62.2 - 73.7%) -- guaranteed 2HKO
They might NOT mega to avoid the Solar Beam, so be careful of that. :P
4 SpA Mega Charizard Y Solar Beam vs. 252 HP / 0 SpD Rotom-W: 246-290 (80.9 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Mega Charizard Y Solar Beam vs. 252 HP / 4 SpD (Mega or not) Slowbro: 310-366 (78.6 - 92.8%) -- guaranteed 2HKO after Leftovers recovery

The next move, Fire Blast, hitting hard under it's higher special attack, and being in the sun. However, it's a bit more risky than Flare Blitz. You could miss, thus getting knocked out because Mega Charizard Y is allergic to rocks. Also, being a special move, it's quite likely you'll end up getting walled by the many special walls in this, thus making Flare Blitz a whole lot of a more viable offensive option. But hey, don't blame me when you use Roost instead of Fire Blast and you can't kill Gothitelle, Gardevoir... and I'm sure there's a whole lot more that my scrubby scrub brain can't think of.

Speaking of Roost! If you feel Fire Blast is obselete, Roost is a great option. Mega Charizard Y's great 105 Special Defense backed up by a decent 78 HP can keep you in the game long. Similarly, electric types will (most of the time) fail to OHKO Mega Charizard Y and will either A, get KO'd by Earthquake or they won't switch in to an electric type because you've already revealed Earthquake. Just be careful -- Roost's main use is to heal off Flare Blitz, but sometimes, you might get thrown into a corner and you can't roost and your only option is to switch.

And, finally, Earthquake. Earthquake is a beaut, and is honestly 75% of the reason Mixed Zard Y exists. Earthquake deals a ton of damage to things that Fire Blast/Flare Blitz can't nail, such as Heatran.

As for the nature, it's really up to what your team can handle. Naive is preferred because Hasty can hurt against those nasty 2HKOs, but it kills Heatran with less risk. On the other hand, leaves you more vulnerable to Scarfed Heatran's Ancient Power, basically the only reason to use Hasty is because of Heatran, no joke.

Rapid Spin is mandatory, and Excadrill is a fantastic partner. You'll obviously want something that resists what you're weak to, so Keldeo is also great. I'm honestly too lazy to write this part, so... rapid spin, resist.
 
alright, it is ridiculous that such an important analysis isn't ready yet. Jukain, i've implemented your gp check (x.x) though skimming through it there's a lot of content that needs changing. some dating even from the original subject18 skeletons. i'm tired after doing this so i've tagged you to comment on literally every thing that needs changing about this both because of oras and things that were incorrect / outdated anyway. i know that you of all people will nitpick this enough.
 

Jukain

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I'll post more in-depth later, but a few things:

Jolly should be the only nature on DD. Choice Scarf Landorus-T is far too prominent and effective in this tier for non-Jolly DD to be worth running, ever. Use the spread you have in Set Details (104 HP / 220 Atk / 184 Spe).

Zard Y should just run max Speed; there is no reason to put 16 EVs in HP when the tie with other 100s is fairly important and only requires those few EVs to achieve.

Bulky WoW should run Adamant with 24 Atk EVs (first jump point) and should always run Flare Blitz. The power afforded by the Atk EVs and Flare Blitz is needed to break Mega Sableye, which Zard X is supposed to be a pretty nice answer to. Zard X appreciates a little more power behind its attacks anyways to damage mons like Landorus-T more anyways. Flare Blitz + EQ is a really strong option for coverage, as hitting Heatran is really useful for Zard X and it can definitely afford losing Dragon Claw, especially with partners like Scarftar to get rid of Latis. I think it's better than dual STABs for that set, though I'm not opposed to DClaw getting the primary slash in the secondary attacking slot if there are good arguments for it.

3 Atks Roost and the bulky YZard set seem really lackluster atm and I'd prefer to see them removed unless someone can vouch for them with actual experience and proven success in the current metagame.
 
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Hm...shouldn't there be 2 thread about Charizard? CharX and CharY are like 2 opposites mons, and the check and counters part is just a mess. At least making a separate check and counters section for each mega-evolution would be better.
 

Jukain

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Hm...shouldn't there be 2 thread about Charizard? CharX and CharY are like 2 opposites mons, and the check and counters part is just a mess. At least making a separate check and counters section for each mega-evolution would be better.
The analyses are combined due to the way the dex is programmed and chaos' preference in this regard. This won't change.
 
There is absolutely no mention of neither Mega Diancie nor Mega Altaria, both checks that give both Zards trouble. Mega Diancie lacks some bulk and is OHKOd by Zard Y's SOlarbeam, but it still outspeeds both Zards and can OHKO both of them and thus deserves a mention in C&C.
 

boltsandbombers

i'm sorry mr. man
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i did Jukain except for set removals, but we're gunna have a qc talk on zard tomorrow :3
How come no mentions of mega diancie or mega altaria? Echoing what alfalfa said, they are both excellent checks to both formes for obvious reasons.

Edit: oh ok sorry, what you said was kinda vague
 
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How come no mentions of mega diancie or mega altaria? Echoing what alfalfa said, they are both excellent checks to both formes for obvious reasons.
because of what i literally just said, i did the stuff in jukain's post and i'll sort out the other stuff after a qc talk
 
Idk about this, but seeing that Earthquake isn't a main slash on the first set, it seems to me its p much walled by Heatran and beaten by T-Tar. For this reason, what about Dugtrio in TO? It traps and beats Tran and Tar while also providing Stealth Rock or eventual Memento support to easen setup. I would mention though that it probably is only good when not running EQ.

Opinions?
 
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