Mega Charizard Y is amazing in
Monotype (S Rank on Fire, A Rank on Flying) as it sets Sun to weaken Water type attacks, has Solarbeam (hits in one turn in Sun) to nail Water and Rock types that resist Fire, and Fire Blast in Sun is just a nuke. Can also be a decent Defogger for HO Fire teams lacking Torkoal, but requires good prediction, as it takes 50% from Rocks. It has Roost for reliable recovery though. On Flying teams it can also run a set to tank Ice Beams that can threaten your team while nuking them back with a Sun-boosted Fire STAB. Focus Blast is a good move for hitting Heatran while using other pretty good coverage, although EQ is another option that can hit Heatran hard while not leaving you walled by Chandelure. Focus Blast usually hits harder because of your fully invested massive special attack, but if you do decide to run EQ, run 4 Atk EVs and a Naive nature.
All-out attacker:
Charizard @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe OR IF EQ: 4 Atk / 252 SpA / 252 Spe
Timid Nature OR IF EQ: Naive Nature
- Fire Blast/Flamethrower
- Solar Beam
- Dragon Pulse/Air Slash
- Focus Blast/Earthquake
Offensive Defogger (Fire):
Charizard @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast/Flamethrower
- Solar Beam
- Defog
- Roost
Specially Bulky Ice Beam tanker (Flying):
Charizard @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Will-O-Wisp
- Roost
Zard Y is also a threat in
1v1. It has a very simple job: enter the battle, nuke everything with Sun-boosted STAB Blast Burn, win. It can OHKO common threats such as Mega Mawile, Mega Aggron, and Kyu-B (who it can occasionally live a Scarf Outrage from, and it outspeeds non-Scarf variants--most users will Outrage>Fusion Bolt in case you are Zard X). It also OHKOs Mega Venusaur with Blast Burn through Thick Fat. Air Slash is for lucky flinches, and is your go-to move for Turn 1 vs. other Char Y, as Blast Burn can't OHKO. Dragon Pulse is mainly for Zard X and MegaMence, although they speedtie and outspeed you respectively and hit hard/DD up, so you usually lose those sadly (but that's what teammates are for!), although you do actually speedtie MegaMence before it Mega evolves.
Charizard @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blast Burn
- Solar Beam
- Dragon Pulse
- Air Slash
Zard X is also amazing in
Monotype, especially on Flying teams as it can tank BoltBeam well (S Rank on Flying, A Rank on Fire). It can either run an offensive DD set, or a specially bulky WoW set (only really viable on Flying though to tank BoltBeam users that could wreck your team). It is a very powerful, bulky Pokemon that is deserving of its high ranking, and can sweep and wall a majority of the meta. Also has reliable recovery in Roost and an amazing ability in Tough Claws. It also has a BD+Flame Charge (ArVaDa-'s) set in monotype, and a good set in 1v1, but I don't have experience with them :L It could be something neat to experiment with though if you would like to use them :]
Dragon Dance Sweeper:
Charizard @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw/Outrage
- Flare Blitz/Fire Punch
- Earthquake/Roost
Bulky BoltBeam Tanker (Flying):
Charizard @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Roost
- Flare Blitz
- Dragon Claw/Earthquake
Mega Blastoise is actually a decent hazard remover for more offensive Water teams in
Monotype, with some good Mega Launcher boosted coverage options. It is usually outclassed as a spinner by Tentacruel and as a Mega by Mega Swampert, Sharpedo, or Gyarados, but it does have a niche as an offensive spinner.
Blastoise @ Blastoisinite
Ability: Rain Dish
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Water Pulse
- Aura Sphere
- Dark Pulse
- Rapid Spin
Mega Blastoise really shines as a wallbreaker in
Inheritance on Rain teams, and it can even set rain for itself. It inherits this set from regular Kyogre, and it is very simple. Set Rain for yourself, then Mega Evolve and nuke stuff with Mega Launcher-boosted Rain-boosted STAB Origin Pulse. Thunder has 100% accuracy in Rain, and Ice Beam is simply further coverage. Calm Mind is an option for later in the game after you have Mega Evolved if you want to sweep or Scald for demand burns, and because Origin Pulse only has 8 PP. Ancient Power/HP Ground are if you want to punish Drought/Desolate Land users.
Blastoise @ Blastoisinite
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Origin Pulse
- Ice Beam
- Thunder
- Calm Mind/Scald/Ancient Power/Hidden Power [Ground]
I know Articuno was last week, but
Snaquaza said I could do it since nobody else posted any sets for it :]
Articuno is a very underrated Pokemon in general, but it has a solid niche in
Monotype. It has great 90/125 Special bulk, allowing it to tank even non-STAB SE hits. It is great on mono-Flying as a special wall as it is neutral to Ice Beam, and can tank pretty much everything except STAB SE attacks (which it can still tank some of). It is also a decent special wall on Ice. It is a great support Pokemon with access to Defog (although, as it is 4x weak to Ice, it doesn't particularly enjoy switching in on Rocks often), Heal Bell, Reflect, and Haze. Here is a set I have ran to some success on Ice:
Articuno @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Heal Bell
- Defog
- Freeze-Dry
I don't run full generic Ice, so I don't have Avalugg or Cloyster for a spinner. Articuno has functioned reasonably well as a Defogger, as if it gets a safe switch in on a special attacker, it can likely tank the hit, Roost a couple times, then remove the hazards my team hates. Heal Bell is very helpful to cure burns on Pokemon such as Mamoswine and Kyu-B.
Here is a good set for Flying, in order to tank every Ice Beam in existence:
Articuno @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Haze
- Freeze-Dry
- Hurricane/Reflect/Toxic/Heal Bell
Roost is recovery. Haze halts set up sweepers. Freeze-Dry is basically BoltBeam coverage in one move, hitting Ground, Grass, Dragon, Flying, and Water for SE damage. Hurricane is another STAB, Reflect helps against physical attackers (allowing Articuno to stay in longer), Toxic offers residual damage, or Heal Bell supports the team if you don't run it on Togekiss.