I was considering dropping out this week since my computer decided to just stop working, but here I am anyways posting this from mobile. So if this isn't as detailed as my last post, then I apoligize. I also didn't make it that far on ladder because I hate laddering on mobile. Anyways, lets get into this!
Overall Thoughts:
I really enjoyed using Zard Y a lot. I used it quite a bit last gen, and I'm not dissapointed with it this gen either. Not much in the meta can take 2 sun-boosted Fire Blasts or Flamethrowers. Most of the time when I sent this thing in, it got a kill. While the metagame is a very fast one at the moment, Zard Y can still come in easily vs. more passive Pokemon like Ferrothorn, Tangrowth (as long as it doesnt have rock slide), Celesteela, Jirachi, and Mew, and just proceed to fire off free hits. Zard Y even has good special bulk, meaning it can take a hit from mons like Gengar if need be. Its ability, Drought, obviously boosts the power of Fire moves and makes Solar Beam a one-turn move, but it also weakens water moves, which can annoy Pokemon like Keldeo and Ash Gren. Despite this, Zard Y is very restricting to build with because of the support it needs. Because it is 4x weak to rocks, hazard removal is basically mandatory. But when it has that support, it is an incredible wallbreaker that most teams do not have solid switch ins to.
What Changed from Last Gen for it?:
I think Zard Y got slightly worse from last gen. Zard Y is very good at dismantling most balance teams, which ORAS had a lot of. But in SM OU, Balance has really fallen out of favor, and the meta has shifted to be more offensive. Because of Zard's average base 100 speed, this leaves it outpaced by threats like Greninja and Koko, which are both very common on offensive builds atm. Stall is also very prevalent in this meta, and stall will almost always carry the #1 answer to Zard Y : Chansey. Also, Mantine is rising in usage, which Zard can't really touch. While TTar usage is down from last gen, it is still fairly common, and Zard also has to deal with Mega Tar now too. Finally, base 101+ scarfers with Rock coverage are on almost every team thanks to Volcarona, which can also be effective vs. Zard. Despite all of this, some things got better for Zard too. Bulky Grasses are everywhere atm, which can give Zard free turns. As stated before, TTar usage, while it is rising a bit, is still down from last gen. Finally, Mew usage is very high compared to last gen, which can also give Zard free turns. Overall, while Zard Y got a bit worse in my opinion from ORAS, it is still extremely threatening and still a very solid Pokemon.
The Set I Used:
I didn't really have any creative ideas to use with this Pokemon, so I just used the standard set.
Teambuilding With Zard Y:
I made two teams with Zard Y: One with Duggy and one without. Here they are:
Team 1 (Zard Y + Groundium Duggy VoltTurn BO):
Team 2 (Zard Y + SG Mage):
Overall Great Teammates:
Some Offensive Calcs of Zard Y:
Final Thoughts/Where Zard Y fits in the Meta:
I personally loved using Zard Y. It is an insane wallbreaker with very little defensive counterplay (especially paired with duggy). Even some Pokemon who resist fire still get demolished by a Fire Blast. Despite this, Zard Y needs a good amount of support to do what it needs to do effectively (defog, pex/chansey answers, answers to koko/offensive in general, etc.). Overall, I think Charizard Y definitely has a place in the meta, and despite needing support, is still a top threat in the meta. In terms of the Viability Rankings, it is fine where it is at in A-. I highly recommend you try this beast out, you won't be disappointed. Thanks for reading!
Overall Thoughts:
I really enjoyed using Zard Y a lot. I used it quite a bit last gen, and I'm not dissapointed with it this gen either. Not much in the meta can take 2 sun-boosted Fire Blasts or Flamethrowers. Most of the time when I sent this thing in, it got a kill. While the metagame is a very fast one at the moment, Zard Y can still come in easily vs. more passive Pokemon like Ferrothorn, Tangrowth (as long as it doesnt have rock slide), Celesteela, Jirachi, and Mew, and just proceed to fire off free hits. Zard Y even has good special bulk, meaning it can take a hit from mons like Gengar if need be. Its ability, Drought, obviously boosts the power of Fire moves and makes Solar Beam a one-turn move, but it also weakens water moves, which can annoy Pokemon like Keldeo and Ash Gren. Despite this, Zard Y is very restricting to build with because of the support it needs. Because it is 4x weak to rocks, hazard removal is basically mandatory. But when it has that support, it is an incredible wallbreaker that most teams do not have solid switch ins to.
What Changed from Last Gen for it?:
I think Zard Y got slightly worse from last gen. Zard Y is very good at dismantling most balance teams, which ORAS had a lot of. But in SM OU, Balance has really fallen out of favor, and the meta has shifted to be more offensive. Because of Zard's average base 100 speed, this leaves it outpaced by threats like Greninja and Koko, which are both very common on offensive builds atm. Stall is also very prevalent in this meta, and stall will almost always carry the #1 answer to Zard Y : Chansey. Also, Mantine is rising in usage, which Zard can't really touch. While TTar usage is down from last gen, it is still fairly common, and Zard also has to deal with Mega Tar now too. Finally, base 101+ scarfers with Rock coverage are on almost every team thanks to Volcarona, which can also be effective vs. Zard. Despite all of this, some things got better for Zard too. Bulky Grasses are everywhere atm, which can give Zard free turns. As stated before, TTar usage, while it is rising a bit, is still down from last gen. Finally, Mew usage is very high compared to last gen, which can also give Zard free turns. Overall, while Zard Y got a bit worse in my opinion from ORAS, it is still extremely threatening and still a very solid Pokemon.
The Set I Used:
I didn't really have any creative ideas to use with this Pokemon, so I just used the standard set.
Charizard-Mega-Y @ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast / Flamethrower
- Roost
- Hidden Power [Ice] / Focus Blast
- Solar Beam
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast / Flamethrower
- Roost
- Hidden Power [Ice] / Focus Blast
- Solar Beam
The standard Zard Y set. Fire Blast is an absolute nuke in the sun, but can be subbed out for Flanethrower if you don't mind a power drop and don't want to miss (you also get more PP). Roost gives you reliable recovery if you get too low, which is very useful since Zard is 4x weak to rocks. I personally prefer to run HP Ice over Focus Blast if I have a Dugtrio in the back, since Duggy traps whatever Focus Blast hits anyways. HP Ice is super nice for Zygarde in particular, but it also smacks Chomp on the switch and Lando. I would use Focus Blast if you don't have Duggy, since it allows you to hit Tran and TTar. Solar Beam is mandatory as it allows you to smack around bulky waters like Fini and Rotom-W. A flame charge set with flame charge over Roost could work if you want Zard to work as a late game cleaner too, but I felt Roost was the better option overall. A DD + EQ set could work on theory to boost speed and allow you to hit Tran and Toxapex better, but I would have to sacrifice both Roost and coverage, and that didn't sound too appealing.
Teambuilding With Zard Y:
I made two teams with Zard Y: One with Duggy and one without. Here they are:
Team 1 (Zard Y + Groundium Duggy VoltTurn BO):
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Fire Blast
- Solar Beam
- Hidden Power [Ice]
Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Substitute
- Toxic
- Screech
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Flash Cannon
- Ice Beam
Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Gunk Shot
- Ice Beam
- Rock Slide
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 204 Def / 28 SpD / 24 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- Protect
Mantine @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 196 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Roost
- Defog
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Fire Blast
- Solar Beam
- Hidden Power [Ice]
Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Substitute
- Toxic
- Screech
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Flash Cannon
- Ice Beam
Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Gunk Shot
- Ice Beam
- Rock Slide
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 204 Def / 28 SpD / 24 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- Protect
Mantine @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 196 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Roost
- Defog
Zard Y really appreciates Dugtrio support, so thats where I started. Sub + Groundium + Screech Duggy is able to trap things that can wall Zard Y, like Tran, Chansey, TTar, and Toxapex. Toxic is nice for whittling down things like Mantine and Latios as well for Zard. The combo of Duggy + Zard Y is able to break stall pretty effectively. AV Magearna is an overall blanket check to a lot of the threats to this team, like Lele, Koko, Protean Gren, and opposing Magearna. It also provides Volt Switch support to get Zard and Duggy in safely. Magearna lures in things like Jirachi and Heatran, which can give Zard free turns or be trapped by Duggy, respectively. Scarf Gren forms a Volt-Turn core with AV Mage, which helps Zard immensely. It also revenge kills many threats like Koko, Zygarde, and Volc. Defensive Protect Lando gives me a solid answer to Zygarde as well as Stealth Rock support. Mantine rounds out the team with Defog support + an answer to opposing Zard Y, Volcarona, and Keldeo. This is the team I enjoyed using most in my time laddering.
Team 2 (Zard Y + SG Mage):
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Fire Blast
- Solar Beam
- Focus Blast
Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shift Gear
- Ice Beam
- Thunderbolt
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 240 HP / 16 Def / 252 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Knock Off
- Earthquake
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stealth Rock
- Smack Down
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Thunder Wave
- Trick
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Roost
- Earth Power
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Fire Blast
- Solar Beam
- Focus Blast
Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shift Gear
- Ice Beam
- Thunderbolt
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 240 HP / 16 Def / 252 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Knock Off
- Earthquake
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stealth Rock
- Smack Down
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Thunder Wave
- Trick
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Will-O-Wisp
- Roost
- Earth Power
I took a different approach to this one. I decided to pair Zard Y with SG Mage, since Mage benefits drom Zards wallbreaking power to ease sweeping. Zard also breaks through AV Tang, AV Mage, and Jirachi, which are all annoying to SG Mage. I added AV Tang next to take care of Zygarde, Koko, and Ash Gren. Smack Down EPlate Lando gives me rocks + a solid stall breaker. Scarf Latios revenge kills Volc, which is huge. It also provides speed control in multiple ways with TWave. Mew rounds out the team as a Defogger and an answer to Medicham. Earth Power is my attack of choice since Tran is annoying.
Overall Great Teammates:
Dugtrio is probably Zard Y's best teammate since it traps most things that annoy Zard, like Toxapex, Chansey, and Heatran. Hazard removal is very important in general, so removers like Mew, Zapdos, and Mantine are great for Zard. Magearna in general is great for Zard. Shift Gear sets take advantage of Zard's wallbreaking power and overall synergizes well with Zard Y, while AV can get it in safely with Volt Switch. Pursuit trappers like Tyranitar and Weavile are cool too since they trap things like the Latis and Chansey for Zard. Pokemon that can generate momentum with U-Turn or Volt Switch, like Jirachi, Tapu Koko, and Landorus-T are great since they get in Zard safely. Koko in particular is great since it naturally lures in bulky grasses, which Zard can take advantage of.
Some Offensive Calcs of Zard Y:
252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 24 SpD Landorus-Therian in Sun: 366-432 (95.8 - 113%) -- 75% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 4 SpD Hoopa-Unbound in Sun: 249-294 (82.7 - 97.6%) -- guaranteed 2HKO
252 SpA Charizard-Mega-Y Solar Beam vs. 248 HP / 0 SpD Tapu Fini: 244-288 (71.1 - 83.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Hidden Power Ice vs. 240 HP / 212+ SpD Zygarde: 236-280 (56.5 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 0 SpD Greninja-Ash in Sun: 207-245 (72.6 - 85.9%) -- guaranteed 2HKO (lol)
252 SpA Charizard-Mega-Y Hidden Power Ice vs. 4 HP / 0 SpD Zygarde: 316-376 (88.2 - 105%) -- 31.3% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 240 HP / 140 SpD Mew in Sun: 274-324 (68.3 - 80.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Focus Blast vs. 232 HP / 0 SpD Heatran: 290-342 (76.1 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 4 SpD Hoopa-Unbound in Sun: 249-294 (82.7 - 97.6%) -- guaranteed 2HKO
252 SpA Charizard-Mega-Y Solar Beam vs. 248 HP / 0 SpD Tapu Fini: 244-288 (71.1 - 83.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Hidden Power Ice vs. 240 HP / 212+ SpD Zygarde: 236-280 (56.5 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 0 SpD Greninja-Ash in Sun: 207-245 (72.6 - 85.9%) -- guaranteed 2HKO (lol)
252 SpA Charizard-Mega-Y Hidden Power Ice vs. 4 HP / 0 SpD Zygarde: 316-376 (88.2 - 105%) -- 31.3% chance to OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 240 HP / 140 SpD Mew in Sun: 274-324 (68.3 - 80.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Focus Blast vs. 232 HP / 0 SpD Heatran: 290-342 (76.1 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
Final Thoughts/Where Zard Y fits in the Meta:
I personally loved using Zard Y. It is an insane wallbreaker with very little defensive counterplay (especially paired with duggy). Even some Pokemon who resist fire still get demolished by a Fire Blast. Despite this, Zard Y needs a good amount of support to do what it needs to do effectively (defog, pex/chansey answers, answers to koko/offensive in general, etc.). Overall, I think Charizard Y definitely has a place in the meta, and despite needing support, is still a top threat in the meta. In terms of the Viability Rankings, it is fine where it is at in A-. I highly recommend you try this beast out, you won't be disappointed. Thanks for reading!
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