Doubles Charizard

shaian

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zard

[OVERVIEW]
In Doubles OU, Mega Charizard Y finds itself to be a powerful, metagame-defining presence as one of the top three Mega Pokemon in the metagame and one of the most threatening Pokemon overall. Having access to Drought is Mega Charizard Y's key attribute that serves as the foundation of its success as a Pokemon. Drought complements its excellent base 159 Special Attack by boosting the power of its Fire-type moves by 50%, which lets Mega Charizard Y's Heat Wave tear through any opposing Pokemon that does not resist it. Drought also allows Mega Charizard Y to serve as a reliable weather supporter for its teammates and hinder opposing weather teams. However, Mega Charizard Y struggles against common Pokemon such as Mega Salamence, Tapu Koko, Landorus-T, and Heatran and suffers from the frequency of opposing weather setters such as Politoed, Pelipper, and Tyranitar. Charizard also possesses a very mediocre base 100 Speed, meaning that it is heavily reliant on speed control in order to truly shine. Charizard also possesses a poor defensive typing that leaves it weak to very common Electric-, Rock-, and Water-type moves (though Drought helps mitigate the Water-type weakness), and being unable to take neutral hits particularly well makes Charizard a Pokemon that requires some level of board control to bring out safely.

Overall, Mega Charizard Y is still a fantastic Pokemon in the DOU metagame that offers a wide range of team compositions it works well in and a combination of power and utility that few Pokemon can boast about rivaling. Mega Charizard Y is #FreeStratos capable of working on Trick Room compositions and Tailwind teams, and everything from balanced to hyper offensive teams, and works well with all the common Pokemon that find themselves on those team structures. Though Mega Charizard Y does have a few exploitable weaknesses and does struggle against a few Pokemon, those shortcomings can be overcome with very little support.

[SET]
name: Sun Attacker
move 1: Heat Wave
move 2: Solar Beam
move 3: Protect
move 4: Tailwind / Overheat / Hidden Power Ground
item: Charizardite Y
ability: Blaze
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Heat Wave provides Mega Charizard Y with a powerful STAB attack, and due to being a sun-boosted spread move, it allows Mega Charizard Y to quickly punch holes through both opposing Pokemon. Solar Beam is a primary coverage option that allows Mega Charizard Y to deal super effective damage to opposing Rock- and Water-type Pokemon that resist Heat Wave. Protect allows Mega Charizard Y to scout for moves, block Fake Out and status inflictions, and stall out opposing field conditions. Lastly, Tailwind can be used to provide Charizard's team with a reliable form of speed control and outrun the opposing team, helping cover up Charizard's own middling Speed. Overheat can be used as a powerful "nuke" option that deals heavy damage even to resistant foes. Hidden Power Ground is used primarily to beat opposing Heatran, which otherwise walls Charizard.

Set Details
========
The EV spread is simple; maximum Special Attack and Speed investment allows Charizard to take full advantage of its offensive capabilities. The remaining 4 EVs are a dump stat and can be put in Special Defense just as well, though it is important to remember to not put them in HP, as keeping Charizard at an odd HP stat allows it to come in on Stealth Rock twice if needed. A Timid nature is chosen in order to allow Charizard to outrun as many opposing Pokemon as possible, such as non-Choice Scarf Tapu Lele and Landorus-T, though Charizard can also use Modest in order to hit slightly harder if outrunning the aforementioned foes is not a priority. Using a Modest nature also enables Charizard to use bulkier spreads, such as 248 HP / 64 Def / 88 SpA / 108 Spe, which allows Charizard to outrun base 130 Speed Pokemon at -1 and survive a Jolly Landorus-T's spread-reduced Rock Slide.

Usage Tips
========
Mega Charizard Y is a fairly simple Pokemon to use, though it does require some measure of proper board positioning to use optimally. Once Charizard is in play, the goal is to use Heat Wave as many times as possible before Charizard is forced out, as sun-boosted Heat Wave takes large chunks of HP out of both opposing Pokemon, assuming they are not resistant. Coverage options are used when needed, though Solar Beam should be used carefully if the opposing team has a rain or sand setter in the back. Overheat should only be used when something needs to be KOed immediately, or if you are okay with switching Charizard out immediately afterwards. During weather wars, it is a generally good idea to keep Charizard in the back to switch in once the opposing team has already set their weather, as Charizard can then come in to negate it.

Team Options
========
Mega Charizard Y is a Pokemon that finds itself being a viable option on a wide range of teams; however, in order to truly shine, it almost always requires Landorus-T and a Steel-type Pokemon on its team. Landorus-T is an indispensable partner due to Intimidate helping bolster Charizard's longevity, its immunity to Electric-type moves, and its ability to quickly and efficiently dispose of Electric- and Rock-type Pokemon and Heatran. Choice Scarf variants are able to naturally deal with Deoxys-A and Tapu Koko, two Pokemon that are very threatening to Charizard due to their ability to outrun and OHKO it; non-Choice Scarf variants work great with Tailwind Charizard, as they can quickly deal massive amounts of spread damage to the opposing team together. In return, Landorus-T greatly benefits from Charizard being able to easily take out Grass- and Ice-type Pokemon, which otherwise work well against Landorus-T. The Steel-type partner is needed in order to have a reliable method of switching in on Rock-type moves and typically is Heatran, which combines with Charizard to make a very threatening sun-spam pair, or Aegislash, which provides a reliable answer to Rock-type Pokemon, is a useful answer to most forms of opposing speed control, and can use Wide Guard if needed.

The remaining three team slots offer a much greater degree of flexibility when building with Mega Charizard Y in mind, though it is advisable to keep certain things in mind. Mega Charizard Y struggles against Salamence, which makes Pokemon such as Tapu Koko and Choice Scarf Tapu Lele good options. They also provide useful resistances, with Tapu Koko resisting Electric-type moves and both having an immunity to Dragon-type moves. Zapdos and Milotic are interesting options for this role as well, each bringing unique attributes that work well when used with Charizard. Zapdos is able to switch in safely against most Salamence variants and threaten it with Hidden Power Ice, and it is also able to use Tailwind to provide speed control for the team. Milotic has access to Competitive, which makes it very threatening to not only Salamence but also Landorus-T, which is a common check to Mega Charizard Y. Milotic also has excellent staying power due to Recover, can slow down the opposing team thanks to Icy Wind, and is an effective Heatran counter. Tapu Bulu is an interesting option as a Charizard partner, as it simplifies the matchup against rain and sand compositions, though it creates a more difficult board position game against Heatran. Hoopa-U is a good option, being able to work as both a Trick Room setter and a 3 attacks offensive partner. Lastly, Venusaur is a partner that works well due to Chlorophyll doubling Venusaur's Speed in the sun and Charizard and Venusaur having good offensive and defensive synergy with each other.

[STRATEGY COMMENTS]
Other Options
=============
Mega Charizard Y is a capable option on Trick Room teams; a spread of 232 HP / 72 Def / 144 SpA / 60 SpD with a Modest nature allows it to survive a spread-reduced Rock Slide from a Jolly Landorus-T or an Electric Terrain-boosted Thunderbolt from a non-Life Orb Tapu Koko, with the remainder in Special Attack. Hidden Power Ice is a nice option in order to KO conventional checks to Charizard such as Salamence and Zygarde. Flamethrower and Fire Blast are alternatives to Overheat, allowing Charizard to get around Wide Guard, as well as avoid the -2 Special Attack drop from Overheat. Focus Blast allows Mega Charizard Y to beat Tyranitar and Heatran, though the shaky accuracy makes it unreliable, and it is usually better to allow a teammate to deal with them. Roost is an option on bulkier Charizard sets that greatly extend its longevity, though it does temporarily remove Charizard's Ground-type immunity. Will-O-Wisp is a possible option that allows Charizard to slow down physical attackers, though there is almost always a better choice than Charizard for the role.

Checks and Counters
===================

**Heatran**: If Charizard is not running Hidden Power Ground, Heatran is virtually untouchable by it.

**Dragon-types**: Dragon-type Pokemon such as Salamence, Zygarde, and Hydreigon can all come in on Charizard's STAB moves and deal massive damage to it with minimal worry.

**Opposing Weather**: Politoed and Pelipper are complete neutralizing forces against Mega Charizard Y, being able to weaken its Fire-type moves and not having to worry about Solar Beam. Tyranitar is able to easily switch in on Charizard and can OHKO it with ease or force it out.

**Faster Pokemon**: Pokemon such as Tapu Koko, Deoxys-A, Terrakion, and Choice Scarf Landorus-T are all able to outrun Charizard and deal massive damage to or OHKO it. Weather-based attackers such as Kingdra, Ludicolo, and Excadrill are all able to outrun and OHKO Charizard as well in rain for the former two and in sand for the latter.

**Paralysis, Tailwind, and Trick Room**: Though Mega Charizard Y can find itself being used on Trick Room teams, faster sets find themselves having to be more cautious when playing against Trick Room, as it allows normally slower foes such as Diancie and Araquanid to outrun Charizard and deal massive damage to, if not outright OHKO it. Tailwind works in the same fashion, allowing Pokemon such as non-Choice Scarf Landorus-T to outrun and OHKO Charizard. Though relatively uncommon outside of Rotom-W and the rare Thundurus, Thunder Wave severely hinders Charizard by allowing more Pokemon to move before it and deal significant damage to it.

**Stealth Rock and Wide Guard**: Stealth Rock, though uncommon in Doubles OU, severely cuts short Charizard's staying power due to taking 50% of its HP upon it switching in. Pokemon such as Landorus-T and Tyranitar, which can force Charizard out, can take advantage of the free turn to set Stealth Rock and reduce the ease with which Charizard can come back in. Wide Guard prevents Charizard from being able to freely use Heat Wave, which is what it will be looking to use most turns. Araquanid is a common Wide Guard user and can also threaten Charizard with Liquidation.

[OVERVIEW]
- TOP 5 MON!!!!!
- Drought + Fire-type
- i hate white people
- LOL DIANCIE IS GO- OH FUCK MENCE AND KOKO
- is 100 base speed even relevant in 2017?
- niggas made ttar relevant again like wtf?
- seriously fire and flying is lowkey superaids tier typing for a lot of reasons
- nice hair tho

[SET]
name: Sun Attacker
move 1: Heat Wave
move 2: Solar Beam
move 3: Protect
move 4: Tailwind / Overheat / Hidden Power Ground (could probably be details imo)<--- in no particular order
item: Charizardite Y
ability: Blaze
nature: Modest / Timid
evs: 252 atk / 252 def / 4 spd

[SET COMMENTS]
Moves
========
- >when you roasting all ya' niggas at once
- >when a nigga ain't bout the thiccness and you need to show them the light
- >when a nigga bout to go in raw but you give em a rubber
- >when a nigga bout to lose the 100m but god rights that wrong
- >when a nigga goes off for 50 points in the 4th
- >when that nigga ya'll made fun of for playing yugioh finally had enough

Set Details
========

- fast / strong
- thicc / kinda fastish / strong
- hp ground is going in here i decree it

Usage Tips
========
- "Mega Charizard Y is an incredibly simple Pokemon to use; generally, the hardest part of using it is finding the right time to get it onto the field. However, once Mega Charizard Y is in, the goal is to spam Heat Wave until something on the opposing side forces Charizard out, as a sun-boosted Heat Wave takes large chunks of HP out of both opposing Pokemon, assuming that neither foe resists it. Coverage options are used when needed, though you should be careful when using Solar Beam if the opposing team has a sand or rain setter, as Solar Beam takes two turns to charge instead of one without sun. Overheat should only be used when you desperately need something KOed or if you are okay with switching Charizard out immediately afterwards. Use Protect when needed, such as to scout for an opposing weather setter to switch in before you Mega Evolve Charizard. During weather wars, it is a generally good idea to keep Charizard in the back to switch in once the opposing team has already set their weather, as Charizard can then come in to negate it." ~ shaian, 2016

Team Options
========
- landorus + a steel + 3 other mons lowkey af
- steels can be aegis or heatran
- 3 others can be whatever BUT here are some cool options:
  • tapu lele / koko / bulu (not fini because sun deboosted mw = groan zone) hit dragons / rocks / waters, etc and do some resist shit for relevant shit (zygardes a fuck)
  • zapdos is koko but with tailwind which frees up that slot or w/e if you want
  • milo is resist + speed control with wind (better with bulky zard)
  • hoopa-u trick room potential or hit shit hard and fast potential
  • i am legally obligated to mention venusaur but lol who tf has seen zardvenu in 2017?
  • seriously everything past steel and lando is optional
[STRATEGY COMMENTS]
Other Options
=============
- [Trick Room spread goes here once i make it] *note i have not yet made it
- HP Ice
- Flamethrower / Fire Blast for WG 'Steelas
- Wisp? lol -
- Focus Blast cuz niggas made ttar relevant again

Checks and Counters
===================

**Heatran**: only has to worry about hidden power ground otherwise it feasts on ya boi

**Dragon-type Pokemon**: salamence, zygarde, and hydreigon all come in for free (and by free i mean like 30% if they aint running fat)

**Electric-type Pokemon**: koko. ohko. zap is a wrap. thund-t ori? die

**Rock-type Pokemon**: tyranitar and terrakion

**Opposing Weather**: tyranitar and politoed

**Faster Pokemon**: deo a. choice lando. koko. terrak. weather users (kingdra, ludi, exca).

**Paralysis, Tailwind, and Trick Room** each of these fuck with zard in a different way depending on how it's built. fast gets fucked by paras, faster mons in tailwind, and trick room. slow gets fucked by the first two.

**Stealth Rock and Wide Guard**: are lame
 
Last edited:

Pocket

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max atk / max def wtf

Timid > Modest imo

keep hp ground slashed imho
 

Bughouse

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Thoughts on a Char-X set? Char-Y is pretty good and common and Char-X teams generally clobber Char-Y teams due to the easy set up.

It's not as good of a DDancer as Mence generally speaking of course, but it does have some unique matchups, ie better against steels and electrics and all the common ice coverage techs.
 

Bughouse

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K then I'd at least add that into the OO like

Char-X is a decent dragon dancer, but mega mence is better, so use that instead
 
the qc team already talked about adding mega charizard x a while ago, but we came to the conclusion that it's not worth a mention for a variety of reasons. for one, it faces severe competition from all the other dragon-types in the meta (as a dragon dance user, it's outclassed by both zygarde and mega salamence; as a tailwind setter it's outclassed by mega salamence and hydreigon), but it also takes up your valuable mega slot. if it sees some success in high level tournament play perhaps it'll get a mention, but for now there's really no reason to include it.
 

talkingtree

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  • [Moves] Overheat (and kind of HP Ground) also targets WG Aegis or other threats protected by a teammate with WG
  • [Team Options] Talk about what Lando-T gets from having Zard Y as a teammate
  • [Team Options] Point out why a Steel-type partner is pretty much required, that isn't super clear to anyone not well-versed in Doubles
  • [Other Options] Roost? I haven't seen it around but it seems decent on bulkier builds so you can add it if you want
  • [Checks and Counters] Don't mention OO things here, so for Heatran just talk about scouting HP Ground and Tyranitar really shouldn't worry about Focus Blast
  • [Checks and Counters] Dragon-type Pokemon -> Dragon-types as per the new convention
  • [Checks and Counters] Pelipper should also get a s/o in Opposing Weather, it's roughly as common and not even weak to Solar Beam in the case that sun is up when both Zard and it are on the field
  • [Checks and Counters] SR / WG could get specific shoutouts to Lando-T / Araquanid as the most threatening common users of those moves, Araquanid is also a fantastic Zard check in general so I want it in here not just as a TR threat
All good for 2/2, I'm going to hazard a guess that this is the most-improved analysis from skelly -> writeup in DOU history
 

P Squared

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charizard -> mega charizard y where accurate!
GP 1/2

[OVERVIEW]
In Doubles OU, Mega Charizard Y finds itself to be a powerful, metagame-defining presence as one of the top three Mega Pokemon in the metagame, (RC) and one of the most threatening Pokemon overall. Having access to Drought is Mega Charizard Y's key attribute that which serves as the foundation of its success as a Pokemon. Drought complements its excellent Charizards powerful base 159 Special Attack by boosting the power of its Charizards Fire-type moves by 50%, which lets Mega Charizard Y's Heat Wave tear through any opposing Pokemon that which does not resist it. Drought also allows Mega Charizard Y to serve as a reliable weather supporter for its teammates, (RC) and hinder opposing weather teams. However, Mega Charizard Y suffers from struggling against common Pokemon such as Mega Salamence, Tapu Koko, Landorus-T, and Heatran, as well as the frequency of opposing weather setters such as Politoed, Pelipper, and Tyranitar. Charizard also possesses a very mediocre 100 base 100 speed, meaning that it is heavily reliant on speed control in order to truly shine. Charizard also possesses a poor defensive typing that which leaves it weak to very common Electric-, Rock-, and Water-type moves (though Drought helps mitigate the Water-type weakness), and being unable to take neutral hits particularly well makes Charizard a Pokemon that requires some level of board control to bring out safely.

Overall, Mega Charizard Y is still a fantastic Pokemon in the DOU metagame, which that offers a wide range of team compositions it works well in, (RC) and a combination of power and utility that few Pokemon can boast about rivalling. Mega Charizard Y is capable of working on Trick Room compositions and Tailwind teams, and everything from balanced to hyper offensive teams, and works well with all the common Pokemon that find themselves on those team structures. Though Mega Charizard Y does have a few exploitable weaknesses, (RC) and does struggle against a few Pokemon, those shortcomings can be supported with very little effort.

[SET]
name: Sun Attacker
move 1: Heat Wave
move 2: Solar Beam
move 3: Protect
move 4: Tailwind / Overheat / Hidden Power Ground
item: Charizardite Y
ability: Blaze
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe / 4 Def

[SET COMMENTS]
Moves
========
Heat Wave provides Mega Charizard Y with a powerful STAB attack, and due to being a sun-boosted spread move, it allows Mega Charizard Y to quickly punch holes through both opposing Pokemon. Solar Beam is a primary coverage option that allows Mega Charizard Y to deal super effective damage to opposing Rock- and Water-type Pokemon that resist Heat Wave. Protect allows Mega Charizard Y to scout for moves, block Fake Out and status inflictions, and stall out opposing field conditions. Lastly, Tailwind can be used to provide Charizard's team with a reliable form of speed control and outrun the opposing team, helping cover up Charizard's own middling Speed. Overheat can be used as a powerful "nuke" option that deals heavy damage even to resistant foes. Hidden Power Ground is used primarily to beat opposing Heatran, which otherwise walls Charizard.

Set Details
========
The EV spread is simple; maximum Special Attack and Speed investment allows Charizard to take full advantage of its offensive capabilities. The remaining 4 EVs are were a dump stat and can be put in Special Defense just as well, though it is important to remember to not put them in HP, as keeping Charizard at an odd HP stat allows it to come in on Stealth Rocks Rock twice if needed. A Timid nature is chosen in order to allow Charizard to outrun as many opposing Pokemon as possible, such as non-Choice Scarf Tapu Lele and Landorus-T, though Charizard can also use Modest in order to hit slightly harder if outrunning non-Choice Scarf Lele and Landorus-T is not a priority. Using a Modest nature also opens Charizard up to being able to use bulkier spreads, such as 248 HP / 64 Def / 88 SpA / 108 Spe, which allows Charizard to outrun base 130 Speed Pokemon at -1, (RC) and survive a Jolly Landorus-T's spread-reduced Rock Slide.

Usage Tips
========
Mega Charizard Y is a fairly simple Pokemon to use, though it does require some measure of proper board positioning to use optimally. Once Charizard is in play, the goal is to use Heat Wave as many times as possible before Charizard is forced out, as sun-boosted Heat Wave takes large chunks of HP out of both opposing Pokemon, assuming they are not resistant. Coverage options are used when needed, though Solar Beam should be used carefully if the opposing team has a rain or sand setter in the back. Overheat should only be used when something needs to be KOed immediately, or if you are okay with switching Charizard out immediately afterwards. During weather wars, it is a generally good idea to keep Charizard in the back to switch in once the opposing team has already set their weather, as Charizard can then come in to negate it.

Team Options
========
Mega Charizard Y is a Pokemon that finds itself being a viable option on a wide range of teams; however, in order to truly shine, it Charizard almost always requires Landorus-T and a Steel-type Pokemon on its team. Landorus-T is an indispensable partner due to Intimidate helping bolster Charizard's longevity, having an its immunity to Electric-type moves, and its ability being able to quickly and efficiently dispose of Electric- and Rock-type Pokemon and Heatran. Choice Scarf variants are able to naturally deal with Deoxys-A and Tapu Koko, two Pokemon that which are very threatening to Charizard due to them being able to outrun and OHKO it; non-Choice Scarf variants work great with Tailwind Charizard, as they can quickly deal massive amounts of spread damage to the opposing team together. In return, Landorus-T greatly benefits from Charizard being able to easily take out Grass- and Ice-type Pokemon, which otherwise work well against Landorus-T. The Steel-type partner is needed in order to have a reliable method of switching in on Rock-type moves, (RC) and typically consists of is Heatran, which combines with Charizard to make a very threatening sun-spam pair, or Aegislash, which provides a reliable answer to Rock-type Pokemon, is a useful answer to most forms of opposing speed control, and can use Wide Guard if needed.

The remaining three team slots offer a much greater degree of flexibility when building with Mega Charizard Y in mind, though it is advisable to keep certain things in mind. Mega Charizard Y struggles against Salamence, which makes Pokemon such as Tapu Koko and Choice Scarf Tapu Lele good options. They also provide useful resistances, with Tapu Koko resisting Electric-type moves and both have having an immunity to Dragon-type moves. Zapdos and Milotic are also interesting options for this role as well, each bringing unique attributes that work well when used with Charizard. Zapdos is able to switch in safely against most Salamence variants and threaten it with Hidden Power Ice, and it is also able to use Tailwind to provide speed control for the team. Milotic has access to Competitive, which makes it very threatening to not only Salamence, (RC) but also Landorus-T, which is a common check to Mega Charizard Y. Milotic also has excellent staying power due to Recover, and can slow down the opposing team thanks to Icy Wind, and is an effective Heatran counter. Tapu Bulu is an interesting option as a Charizard partner, as it simplifies the matchup against rain and sand compositions, but creates a more difficult board position game against Heatran. Hoopa-U is a good option, being able to work as both a Trick Room setter and a 3 attacks offensive partner. Lastly, Venusaur is a partner that works well due to Chlorophyll doubling Venusaur's Speed in the sun, (RC) and Charizard and Venusaur having good offensive and defensive synergy coverage with each other.

[STRATEGY COMMENTS]
Other Options
=============
Mega Charizard Y is a capable option on Trick Room teams; a spread of 232 HP / 72 Def / 144 SpA / 60 SpD with a Modest nature allows it Charizard to survive a spread-reduced Rock Slide from a Jolly Landorus-T, (RC) or an Electric Terrain-boosted Thunderbolt from a non-Life Orb Tapu Koko, with the remainder in Special Attack. Hidden Power Ice is a nice option in order to KO conventional checks to Charizard such as Salamence and Zygarde. Flamethrower and Fire Blast are alternatives to Overheat, allowing Charizard to get around Wide Guard, as well as avoid the -2 Special Attack drop from Overheat. Focus Blast allows Mega Charizard Y to beat Tyranitar and Heatran, though the shaky accuracy makes it unreliable, and it is usually better to allow a teammate to deal with them. Roost is an option on bulkier Charizard sets that greatly extend its Charizards longevity, though it does temporarily remove Charizard's Ground-type immunity. Will-O-Wisp is a possible option that allows Charizard to slow down physical attackers, though there is almost always a better choice than Charizard for the role.

Checks and Counters
===================

**Heatran**: If Charizard is not running Hidden Power Ground then Heatran is virtually untouchable by Charizard.

**Dragon-types**: Dragon-type Pokemon such as Salamence, Zygarde, and Hydreigon can all come in on Charizard's STAB moves and deal massive damage to it with minimal worry.

**Opposing Weather**: Politoed and Pelipper are complete neutralizing forces against Mega Charizard Y, being able to weaken its Fire-type moves and not having to worry about Solar Beam. Tyranitar is able to easily switch in on Charizard and can OHKO it with ease or force it out.

**Faster Pokemon**: Pokemon such as Tapu Koko, Deoxys-A, Terrakion, and Choice Scarf Landorus-T are all able to outrun Charizard and deal massive damage to or OHKO it. Weather-based attackers such as Kingdra, Ludicolo, and Excadrill are all able to outrun and OHKO Charizard as well in rain for the former two, (RC) and in sand for the latter.

**Paralysis, Tailwind, and Trick Room**: Though Mega Charizard Y can find itself being used on Trick Room teams, faster sets find themselves having to be more cautious when playing against Trick Room, as it allows normally slower foes such as Diancie and Araquanid to outrun Charizard and deal massive damage to, if not outright OHKO it. Tailwind works in the same fashion, allowing Pokemon such as non-Choice Scarfed Landorus-T to outrun and OHKO Charizard. Though relatively uncommon outside of Rotom-W and the rare Thundurus-I, (if you leave this as just Thundurus, will readers assume it's Thundurus-T? if not, change to just Thundurus) Thunder Wave severely hinders Charizard by allowing more Pokemon to move before it and deal significant damage to it.

**Stealth Rock and Wide Guard**: Stealth Rock, though uncommon in Doubles OU, severely cuts short Charizard's staying power due to taking 50% of its HP upon it switching in. Pokemon such as Landorus-T and Tyranitar, which can force Charizard out, can take advantage of the free turn to set Stealth Rock Rocks and reduce the ease in with which Charizard can come back in. Wide Guard prevents Charizard from being able to freely use Heat Wave, which is what it will be looking to use most turns. Araquanid is a common Wide Guard user, (RC) and can also threaten Charizard with Liquidation.
 
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Lumari

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hi shay



remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]
In Doubles OU, Mega Charizard Y finds itself to be a powerful, metagame-defining presence as one of the top three Mega Pokemon in the metagame and one of the most threatening Pokemon overall. Having access to Drought is Mega Charizard Y's key attribute that serves as the foundation of its success as a Pokemon. Drought complements its excellent base 159 Special Attack by boosting the power of its Fire-type moves by 50%, which lets Mega Charizard Y's Heat Wave tear through any opposing Pokemon that does not resist it. Drought also allows Mega Charizard Y to serve as a reliable weather supporter for its teammates and hinder opposing weather teams. However, Mega Charizard Y suffers from struggling struggles against common Pokemon such as Mega Salamence, Tapu Koko, Landorus-T, and Heatran (RC) as well as and suffers from the frequency of opposing weather setters such as Politoed, Pelipper, and Tyranitar. Charizard also possesses a very mediocre base 100 Speed, meaning that it is heavily reliant on speed control in order to truly shine. Charizard also possesses a poor defensive typing that leaves it weak to very common Electric-, Rock-, and Water-type moves (though Drought helps mitigate the Water-type weakness), and being unable to take neutral hits particularly well makes Charizard a Pokemon that requires some level of board control to bring out safely.

Overall, Mega Charizard Y is still a fantastic Pokemon in the DOU metagame that offers a wide range of team compositions it works well in and a combination of power and utility that few Pokemon can boast about rivalling rivaling. (or just "that few Pokemon rival" tbqh) Mega Charizard Y is capable of working on Trick Room compositions and Tailwind teams, and everything from balanced to hyper offensive teams, and works well with all the common Pokemon that find themselves on those team structures. Though Mega Charizard Y does have a few exploitable weaknesses and does struggle against a few Pokemon, those shortcomings can be supported overcome with very little effort support.

[SET]
name: Sun Attacker
move 1: Heat Wave
move 2: Solar Beam
move 3: Protect
move 4: Tailwind / Overheat / Hidden Power Ground
item: Charizardite Y
ability: Blaze
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Heat Wave provides Mega Charizard Y with a powerful STAB attack, and due to being a sun-boosted spread move, it allows Mega Charizard Y to quickly punch holes through both opposing Pokemon. Solar Beam is a primary coverage option that allows Mega Charizard Y to deal super effective damage to opposing Rock- and Water-type Pokemon that resist Heat Wave. Protect allows Mega Charizard Y to scout for moves, block Fake Out and status inflictions, and stall out opposing field conditions. Lastly, Tailwind can be used to provide Charizard's team with a reliable form of speed control and outrun the opposing team, helping cover up Charizard's own middling Speed. Overheat can be used as a powerful "nuke" option that deals heavy damage even to resistant foes. Hidden Power Ground is used primarily to beat opposing Heatran, which otherwise walls Charizard.

Set Details
========
The EV spread is simple; maximum Special Attack and Speed investment allows Charizard to take full advantage of its offensive capabilities. The remaining 4 EVs are a dump stat and can be put in Special Defense just as well, though it is important to remember to not put them in HP, as keeping Charizard at an odd HP stat allows it to come in on Stealth Rock twice if needed. A Timid nature is chosen in order to allow Charizard to outrun as many opposing Pokemon as possible, such as non-Choice Scarf Tapu Lele and Landorus-T, though Charizard can also use Modest in order to hit slightly harder if outrunning non-Choice Scarf Lele and Landorus-T the aforementioned foes is not a priority. Using a Modest nature also opens enables Charizard up to being able to use bulkier spreads, such as 248 HP / 64 Def / 88 SpA / 108 Spe, which allows Charizard to outrun base 130 Speed Pokemon at -1 and survive a Jolly Landorus-T's spread-reduced Rock Slide.

Usage Tips
========
Mega Charizard Y is a fairly simple Pokemon to use, though it does require some measure of proper board positioning to use optimally. Once Charizard is in play, the goal is to use Heat Wave as many times as possible before Charizard is forced out, as sun-boosted Heat Wave takes large chunks of HP out of both opposing Pokemon, assuming they are not resistant. Coverage options are used when needed, though Solar Beam should be used carefully if the opposing team has a rain or sand setter in the back. Overheat should only be used when something needs to be KOed immediately, or if you are okay with switching Charizard out immediately afterwards. During weather wars, it is a generally good idea to keep Charizard in the back to switch in once the opposing team has already set their weather, as Charizard can then come in to negate it.

Team Options
========
Mega Charizard Y is a Pokemon that finds itself being a viable option on a wide range of teams; however, in order to truly shine, it almost always requires Landorus-T and a Steel-type Pokemon on its team. Landorus-T is an indispensable partner due to Intimidate helping bolster Charizard's longevity, its immunity to Electric-type moves, and its ability to quickly and efficiently dispose of Electric- and Rock-type Pokemon and Heatran. Choice Scarf variants are able to naturally deal with Deoxys-A and Tapu Koko, two Pokemon that are very threatening to Charizard due to them being able their ability to outrun and OHKO it; non-Choice Scarf variants work great with Tailwind Charizard, as they can quickly deal massive amounts of spread damage to the opposing team together. In return, Landorus-T greatly benefits from Charizard being able to easily take out Grass- and Ice-type Pokemon, which otherwise work well against Landorus-T. The Steel-type partner is needed in order to have a reliable method of switching in on Rock-type moves(space)and typically is Heatran, which combines with Charizard to make a very threatening sun-spam pair, or Aegislash, which provides a reliable answer to Rock-type Pokemon, is a useful answer to most forms of opposing speed control, and can use Wide Guard if needed.

The remaining three team slots offer a much greater degree of flexibility when building with Mega Charizard Y in mind, though it is advisable to keep certain things in mind. Mega Charizard Y struggles against Salamence, which makes Pokemon such as Tapu Koko and Choice Scarf Tapu Lele good options. They also provide useful resistances, with Tapu Koko resisting Electric-type moves and both having an immunity to Dragon-type moves. Zapdos and Milotic are also interesting options for this role as well, each bringing unique attributes that work well when used with Charizard. Zapdos is able to switch in safely against most Salamence variants and threaten it with Hidden Power Ice, and it is also able to use Tailwind to provide speed control for the team. Milotic has access to Competitive, which makes it very threatening to not only Salamence but also Landorus-T, which is a common check to Mega Charizard Y. Milotic also has excellent staying power due to Recover, can slow down the opposing team thanks to Icy Wind, and is an effective Heatran counter. Tapu Bulu is an interesting option as a Charizard partner, as it simplifies the matchup against rain and sand compositions, but though it (optional) creates a more difficult board position game against Heatran. Hoopa-U is a good option, being able to work as both a Trick Room setter and a 3 attacks offensive partner. Lastly, Venusaur is a partner that works well due to Chlorophyll doubling Venusaur's Speed in the sun and Charizard and Venusaur having good offensive and defensive synergy with each other.

[STRATEGY COMMENTS]
Other Options
=============
Mega Charizard Y is a capable option on Trick Room teams; a spread of 232 HP / 72 Def / 144 SpA / 60 SpD with a Modest nature allows it to survive a spread-reduced Rock Slide from a Jolly Landorus-T or an Electric Terrain-boosted Thunderbolt from a non-Life Orb Tapu Koko, with the remainder in Special Attack. Hidden Power Ice is a nice option in order to KO conventional checks to Charizard such as Salamence and Zygarde. Flamethrower and Fire Blast are alternatives to Overheat, allowing Charizard to get around Wide Guard, as well as avoid the -2 Special Attack drop from Overheat. Focus Blast allows Mega Charizard Y to beat Tyranitar and Heatran, though the shaky accuracy makes it unreliable, and it is usually better to allow a teammate to deal with them. Roost is an option on bulkier Charizard sets that greatly extend its longevity, though it does temporarily remove Charizard's Ground-type immunity. Will-O-Wisp is a possible option that allows Charizard to slow down physical attackers, though there is almost always a better choice than Charizard for the role.

Checks and Counters
===================

**Heatran**: If Charizard is not running Hidden Power Ground, (AC) then Heatran is virtually untouchable by Charizard it.

**Dragon-types**: Dragon-type Pokemon such as Salamence, Zygarde, and Hydreigon can all come in on Charizard's STAB moves and deal massive damage to it with minimal worry.

**Opposing Weather**: Politoed and Pelipper are complete neutralizing forces against Mega Charizard Y, being able to weaken its Fire-type moves and not having to worry about Solar Beam. Tyranitar is able to easily switch in on Charizard and can OHKO it with ease or force it out.

**Faster Pokemon**: Pokemon such as Tapu Koko, Deoxys-A, Terrakion, and Choice Scarf Landorus-T are all able to outrun Charizard and deal massive damage to or OHKO it. Weather-based attackers such as Kingdra, Ludicolo, and Excadrill are all able to outrun and OHKO Charizard as well in rain for the former two and in sand for the latter.

**Paralysis, Tailwind, and Trick Room**: Though Mega Charizard Y can find itself being used on Trick Room teams, faster sets find themselves having to be more cautious when playing against Trick Room, as it allows normally slower foes such as Diancie and Araquanid to outrun Charizard and deal massive damage to, if not outright OHKO it. Tailwind works in the same fashion, allowing Pokemon such as non-Choice Scarf Landorus-T to outrun and OHKO Charizard. Though relatively uncommon outside of Rotom-W and the rare Thundurus, Thunder Wave severely hinders Charizard by allowing more Pokemon to move before it and deal significant damage to it.

**Stealth Rock and Wide Guard**: Stealth Rock, though uncommon in Doubles OU, severely cuts short Charizard's staying power due to taking 50% of its HP upon it switching in. Pokemon such as Landorus-T and Tyranitar, which can force Charizard out, can take advantage of the free turn to set Stealth Rock and reduce the ease with which Charizard can come back in. Wide Guard prevents Charizard from being able to freely use Heat Wave, which is what it will be looking to use most turns. Araquanid is a common Wide Guard user and can also threaten Charizard with Liquidation.
 
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