Charizard [Singles]

Theorymon

Long Live Super Mario Maker! 2015-2024
is a Site Content Manageris a Forum Moderatoris a Top Community Contributoris a Top Smogon Discord Contributoris a Pokemon Researcheris a Top Metagame Resource Contributoris a Top Contributoris a Top Smogon Media Contributoris a Social Media Contributor Alumnusis a Community Leader Alumnusis a CAP Contributor Alumnusis a Battle Simulator Moderator Alumnus
Moderator
[OVERVIEW]

Mega Evolutions define Battle Spot Singles's metagame, but Charizard kicks that concept up a notch, being the only Pokemon with two Mega Evolutions! Mega Charizard X is the physical attacker , having an incredible boosting ability in Tough Claws. Its secondary Dragon typing makes it very unique among Fire-types, allowing it to set up on defensive Water-types with Dragon Dance and Swords Dance. With access to awesome support moves such as Flame Charge, Roost, and Will-O-Wisp and the bulk to use them, Mega Charizard X stands out as the most versatile physical Fire-type out there and as a physical Dragon-type that isn't checked by normal means such as Will-O-Wisp or Suicune.

Mega Charizard Y is the opposite side of the coin. With Drought and an impressive Special Attack stat, Mega Charizard Y is a ferocious wallbreaker that 2HKOes the majority of the metagame with no setup whatsoever. Drought even provides Mega Charizard Y with defensive benefits, allowing it to take on most Water-type Pokemon in conjunction with its good Special Defense stat and access to Solar Beam. Mega Charizard Y might not be as versatile as Mega Charizard X, but it doesn't need to be when the switch-ins most teams can provide will get 2HKOed at worst!

While each Charizard Mega Evolution is a dangerous Pokemon, both are reasonable enough to check on their own. However, since both of these Pokemon come under the disguise of Charizard at first, their threat level is magnified. Each Charizard has a dramatically different set of checks from each other, with one Pokemon checking one Charizard Mega Evolution, only to get obliterated by the other. With the limited number of Pokemon you can send out and the fast-paced nature of Battle Spot Singles in mind, this means that predicting the wrong Mega Evolution often results in losing a Pokemon or getting set up on, which is usually a devastating blow that often costs you the game!

The key to solving the nightmarish guessing game is to keep their similarities in mind, which opens up a few reliable tactics against both Mega Evolutions. Both also have a huge problem with Stealth Rock, which is likely to appear on any team that has big problems with the Mega Charizard duo, chopping off enough health to make it reasonable to revenge kill. Charizard's Speed, while certainly not bad, is hotly contested in Battle Spot Singles, meaning it Speed ties with Salamence and Mega Kangaskhan and gets outsped by the ever-so-common Garchomp. Finally, with Choice Scarf users, Garchomp, and common Focus Sash users such as Breloom often running Rock-type attacks, landing a super effective hit on either Mega Evolution is actually a feasible task. In general, applying constant offensive pressure on the Mega Charizard family can save teams from getting tricked by this two-in-one Pokemon.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Outrage
move 3: Flare Blitz
move 4: Earthquake / Roost / Dragon Claw / Thunder Punch
item: Charizardite X
ability: Blaze
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

With a Dragon Dance in tow, Mega Charizard X becomes a powerful sweeper that outspeeds every relevant non-Choice Scarf Pokemon in Battle Spot Singles. Outrage is Mega Charizard X's cleaning tool of choice, OHKOing most offensive Pokemon after a boost. Flare Blitz is just as powerful as Outrage but doesn't lock Mega Charizard X in, making it a good move to throw out before setting up despite the recoil.

The last move is a bit trickier to choose and depends on the makeup of your team. Earthquake allows Mega Charizard X to OHKO Heatran and pick off weakened Aegislash without risking a King's Shield hit. Roost allows Mega Charizard X to recover from Stealth Rock damage against nonthreatening Pokemon such as Ferrothorn, and it allows Mega Charizard X to set up multiple Dragon Dances against certain defensive threats such as Suicune that lack Roar. Dragon Claw is a weaker but safer Dragon-type STAB move than Outrage, perfect for smashing through Dragon-types without risking a Steel- or Fairy-type switching in. Finally, Thunder Punch allows Mega Charizard X to OHKO Azumarill after a boost, to 2HKO Suicune without locking itself into Outrage, and to get past bulky Gyarados more easily.

Set Details
========

Mega Charizard X will want to maximize its Attack and Speed EVs to ensure it can sweep as easily as possible. The rest goes into Defense rather than HP, as this means less damage is taken from Stealth Rock. Make sure to carry Charizardite X so you don't use the wrong Mega Evolution!

Adamant is usually the best nature for Mega Charizard X, giving it plenty of power while still outspeeding non-Choice Scarf Pokemon after a Dragon Dance. However, a Jolly nature is still valuable for allowing Mega Charizard X to outspeed Kangaskhan and Lucario before they Mega Evolve and to outspeed the rare Jolly Choice Scarf Landorus-T. Note that the loss of power will be noticeable, losing out some KOs such as no longer guaranteeing a 2HKO on maximum HP Leftovers Heatran with a boosted Outrage.

Usage Tips
========

The key to sweeping with Mega Charizard X is knowing when to use Dragon Dance. Early in the game, if your opponent could potentially send out big problems such as Choice Scarf Garchomp, Hippowdon, bulky Landorus-T, Thundurus (which can use Prankster Thunder Wave to ruin a sweep), and walls that can paralyze Mega Charizard X such as Porygon2 and Cresselia, you're better off attacking instead of setting up. Only set up up Dragon Dance later in the game, when these checks have been weakened enough. Note that if running Lunar Dance Cresselia, you can use Mega Charizard X early in the game to deal plenty of damage, or use it more recklessly against Pokemon with status moves, since Lunar Dance will restore it back to perfect health!

Since Mega Charizard X often finds itself using the recoil-causing Flare Blitz, it's also best to set up on Pokemon that won't harm Mega Charizard X too much. Defensive Rotom formes, Volcarona, Ferrothorn, Raikou, and Mega Charizard Y are good examples of Pokemon Mega Charizard X will usually scare out. Note that defensive Rotom formes and Ferrothorn ocasionally carry Thunder Wave, which can be an issue if they predict setup. If Charizard has Roost, you can even set up on Suicune that lack Roar! Mega Charizard X's setup potential is especially boosted if given support in the form of Yawn.

While it might be tempting to always use Mega Charizard X as a sweeper, sometimes it's best to just attack switch-ins right away, especially if the opponent's Mega Charizard X answers tend to be more offensive Pokemon. Mega Charizard X's STAB moves have plenty of power before a boost, enough so that against a slower, weakened team, Dragon Dance might not even be needed.

If Stealth Rock isn't set up, you have the option of keeping Charizard unevolved for some time. This is great for double switches and scouting what your opponent's response to Charizard will be, potentially throwing them off guard if they choose the wrong check for Mega Charizard X. Also, Charizard has a useful Ground immunity, which can help it set up against Choice-locked Ground-type attacks or some offensive Heatran variants before Mega Evolving.


Team Options
========

Garchomp is Mega Charizard X's biggest problem, naturally outspeeding it and even being able to run a Choice Scarf or a Focus Sash to defeat it after a Dragon Dance. Bulky Ground-types such as Hippowdon and defensive Landorus-T and Focus Sash or Choice Scarf Mamoswine and Excadrill are also serious problems. Azumarill defeats Mega Charizard X without Thunder Punch, while faster Dragon-types such as Latios, Mega Salamence, and Hydreigon will OHKO Mega Charizard X before it can set up Dragon Dance. Finally, Thundurus and Cresselia, while not being able to directly defeat Mega Charizard X, can stop its sweep with Thunder Wave.

Because of these issues, Rotom-W makes a great teammate. It handles bulky Ground-types and Mamoswine fairly well with Hydro Pump, can burn Garchomp, handles Belly Drum Azumarill, and can even cripple Cresselia with Trick if running an offensive set! In return, Mega Charizard X sets up on Ferrothorn for Rotom-W. A Hippowdon of your own also makes an excellent teammate, being able to use Stealth Rock to help Mega Charizard X grab more KOs; it also has access to Yawn to help Mega Charizard X set up and is able to deal with Garchomp and Mega Kangaskhan. Defensive Zapdos does a good job against Azumarill and Mega Salamence, while Suicune can defeat Mega Salamence, Ground-types, and set up Calm Mind on Cresselia.

On the more offensive side of things, Serperior checks Azumarill and Ground-types, while Mamoswine aids Mega Charizard X by defeating Focus Sash Garchomp, Landorus-T, and Thundurus with Icicle Spear, as well as setting up Stealth Rock. Azumarill does a great job of taking on specially attacking Dragons, is immune to Outrage, smashes Hippowdon, and can revenge kill weakened Excadrill, Mamoswine, and Landorus-T. While Greninja offers no defensive synergy with Mega Charizard X, its ability Protean and its movepool allow it to revenge kill most of Mega Charizard X's threats, and it does a great job softening up threats to make way for a Mega Charizard X sweep.

Cresselia deserves special mention as a teammate, as Lunar Dance makes Mega Charizard X far more versatile in the earlier parts of the game thanks to the full recovery. Cresselia also deals with Garchomp and Landorus-T, and it supports Mega Charizard X by paralyzing faster foes with Thunder Wave.

[SET]
name: Versatile Sweeper
move 1: Swords Dance
move 2: Flame Charge
move 3: Outrage
move 4: Flare Blitz / Earthquake
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Charizard X's Attack to frightening new levels, allowing it to become a powerful wallbreaker. Flame Charge boosts Mega Charizard X's Speed. While it has low Base Power, Tough Claws and STAB boost it enough to make it a good tool for maintaining pressure against offensive teams and defeating faster Focus Sash switch-ins. Outrage is Mega Charizard X's main STAB move, being so powerful that even Heatran is 2HKOed after a Swords Dance! Flare Blitz complements Outrage perfectly, allowing Mega Charizard X to slam walls without locking itself into Outrage and to hit Fairy-types hard. In fact, after a Swords Dance, Flare Blitz has a 75% chance to OHKO Azumarill after Stealth Rock damage! However, if you're more worried about hitting Heatran before a boost, Earthquake is an acceptable alternative.

Set Details
========

Maximum Attack and Speed investment is needed for Mega Charizard X to be a competent wallbreaker. 4 Defense EVs are better than HP EVs, as this means Charizard will take less damage from Stealth Rock. Make sure to carry Charizardite X to Mega Evolve into Mega Charizard X.

An Adamant nature fits this set the best, as it maximizes Mega Charizard X's wallbreaking power. However, a Jolly nature allows Mega Charizard X to Speed tie with Salamence and outspeed Kangaskhan and Lucario before they Mega Evolve. This comes at the cost of power, however, losing the chance to OHKO Azumarill and Cresselia after a Swords Dance and Stealth Rock.

Usage Tips
========

Don't be reckless when switching Mega Charizard X in, as its reliance on boosted Outrage and Flare Blitz tends to make it the shortest-lived Mega Charizard X set. Usually, you'll want to switch Mega Charizard X in on something it can set up on without taking damage, after a KO, or via a slow U-turn or Volt Switch. Good Pokemon to set up on include defensive Rotom formes, Volcarona, Raikou, Ferrothorn, Scizor, and Mega Charizard Y. Also, note that if you are using Mega Charizard X with Cresselia, being more reckless against opponents becomes a much more viable tactic thanks to Lunar Dance.

While Mega Charizard X is nearly unstoppable once it sets up both Swords Dance and Flame Charge, setting up both is a difficult task, so oftentimes it's best to choose which move to set up with. When more defensive Pokemon are left, Swords Dance is the best move to set up with to break through walls, paving the way for other sweepers to clean up. If more frail, offensive Pokemon are left, then it's best to use Flame Charge to either set up a clean sweep or take out an important, fast Pokemon. Just note that this can be unsafe if Choice Scarf or Focus Sash Garchomp is around, so make sure to scout its item. Generally, Mega Charizard X is faster than the targets it wants to defeat with Swords Dance-boosted attacks, while the faster threats are OHKOed without a boost and only need to be outsped via Flame Charge.

A common way to defeat Mega Charizard X is to goad it into using Outrage so that Fairy-types like Azumarill and Mega Mawile can hit it hard, so only use Outrage if you absolutely need a threat down if you see Fairy-types in Team Preview. Steel-types are used for a similar purpose, but note that after a Swords Dance, most such as Heatran will be 2HKOed by Outrage.

Team Options
========

Stealth Rock support is highly recommended for this Mega Charizard X, as it gives it the chance to get some major KOs against defensive threats after a Swords Dance, such as a guranteed OHKO on Suicune, a 62.5% chance to OHKO Cresselia, and a 75% chance to OHKO Azumarill. Hippowdon is an excellent choice, as it deals with Garchomp, one of Mega Charizard X's archnemeses; can use Yawn to help Mega Charizard X set up; and has Sand Stream to takes care of Focus Sash. In a similar matter, Swampert can use Yawn and set up Stealth Rock, and as a bonus, its Water typing allows it to hit Mamoswine, Excadrill, and Landorus-T hard. Mamoswine is also a good user of Stealth Rock, and it is able to defeat Thundurus and Focus Sash Garchomp. A Focus Sash Garchomp of your own does a good job of setting up Stealth Rock, while Landorus-T can set up Stealth Rock and soften up foes with Intimidate. All of these Pokemon appreciate Mega Charizard X's wallbreaking power and can also help against Heatran if Mega Charizard X lacks Earthquake.

One of this Mega Charizard X's biggest problems is faster Dragon-types. Garchomp is the biggest issue, since it naturally outspeeds Mega Charizard X, and it can even run a Choice Scarf to always outspeed. Mega Salamence and Choice Scarf Hydreigon always outspeed it before a boost. Azumarill is also a big problem if Stealth Rock isn't set up. Defensive Zapdos is a good choice for a partner, as it can hep with Mega Salamence and Azumarill. While not as bulky as Zapdos, Thundurus can use Prankster Thunder Wave to deal with faster Dragons. Cresselia does a great job against Garchomp and Mega Salamence, and it can support Mega Charizard X with Thunder Wave and Lunar Dance. Suicune also does well against Garchomp and Mega Salamence and can aid further against Battle Spot Singles's walls with Calm Mind. If you're especially worried abut Azumarill, Serperior can work well against it; it also forms a good defensive core with Mega Charizard X and Suicune and can paralyze faster threats with Glare. While frail, Breloom can be a great teammate, dealing with Azumarill, slowing down foes with Rock Tomb, and even putting foes to sleep with Spore so Mega Charizard X can set up. Greninja can soften up or outright KO many of Mega Charizard X's threats despite its frailness. Finally, Mega Kangaskhan makes a good backup Mega Pokemon, as it deals with offensive teams better, while Mega Charizard X can handle more defensive teams.

As a special mention, seriously consider Cresselia as a teammate, as Lunar Dance gives Mega Charizard X a second chance to sweep. Cresselia also defeats Garchomp, Mega Salamence, and Landorus-T and can provide Mega Charizard X with Thunder Wave support so it can use Swords Dance more often.

[SET]
name: Drought Attacker
move 1: Flamethrower / Fire Blast
move 2: Solar Beam
move 3: Focus Blast
move 4: Overheat / Hidden Power Ice / Roost / Flame Charge
item: Charizardite Y
ability: Blaze / Solar Power
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

With the sun shining, Flamethrower is an extremely powerful attack, 2HKOing most Pokemon that don't resist it. Fire Blast is even more absurdly powerful, 2HKOing Pokemon that resist it such as Mega Salamence, Garchomp, Hydreigon, and opposing Mega Charizard Y. However, because of Mega Charizard Y's physical frailness, missing with Fire Blast can be deadly. Solar Beam complements the Fire STAB type perfectly, smashing Water-types such as Azumarill, Rotom-W, Suicune, and Swampert. It's also useful for revenge killing weakened Tyranitar in the sun. Focus Blast's accuracy can be a bit shaky, but it allows Mega Charizard Y to 2HKO Heatran and seriously damage Tyranitar switch-ins.

Overheat is an extremely powerful attack, dealing over 50% to most possible switch-ins. However, it greatly reduces Mega Charizard Y's power, often forcing it to switch, which is especially costly when your opponent has set up Stealth Rock. Hidden Power Ice OHKOes incoming Garchomp and Mega Salamence, potentially opening up a sweep for Mega Charizard Y, but note that Fire Blast does more to Pokemon that are only 2x weak to Hidden Power Ice. Roost allows Mega Charizard Y to recover from Stealth Rock damage and stay alive longer. Mega Charizard Y's good Special Defense stat means it is capable of using Roost against walls such as Porygon2, Cresselia, and Suicune and against Pokemon it scares out such as Aegislash, Ferrothorn, and Scizor. Flame Charge might seem a bit strange because it's a physical attack, but its Speed-boosting effect is great for allowing Mega Charizard Y to defeat faster threats such as Greninja and Choice Scarf Landorus-T, letting Mega Charizard Y defeat faster Focus Sash Pokemon after hitting them on the switch, and even potentially sweep weakened teams.

Set Details
========

Maximum HP and Speed are needed for full wallbreaking power. The leftover EVs should go in Defense so that Mega Charizard Y can switch into Stealth Rock twice. If you are using Hidden Power Ice, put the remaining EVs in Special Defense instead so you don't waste any EVs. Blaze is the simplest nature to use, since it has no harmful effects, and Trace Pokemon can't make any use of it. However, Solar Power has the bonus of making Charizard more powerful than Mega Charizard Y under the sun, which can be useful if your opponent is also running Mega Charizard Y. Make sure to hold a Charizardite Y so Charizard will Mega Evolve into Mega Charizard Y.

A Timid nature makes the most sense for Mega Charizard Y, since it already has plenty of power under the sun, and it can then Speed tie with Salamence and outspeed Lucario and Kangaskhan before they Mega Evolve. However, if you want more power, Modest allows Mega Charizard Y to 2HKO Garchomp, Mega Salamence, and Hydreigon with Flamethrower.

Usage Tips
========

Stealth Rock is a huge problem for Mega Charizard Y, chopping off almost half its health per switch in. Try to prevent Stealth Rock from being set up any way you can. If your opponent's Stealth Rock user looks like a more defensive, bulky user such as Hippowdon or Swampert, consider leading with Mega Charizard Y to avoid one switch into Stealth Rock and for the ability to slam them with Solar Beam. However, Mega Charizard Y won't be able to stop fast users of it such as Garchomp. If the opponent's team looks like it will put too much pressure on Mega Charizard Y due to Stealth Rock and a high number of offensive Pokemon, consider benching Charizard.

Usually, you'll want to Mega Evolve Charizard as soon as possible, as there are almost no direct benefits otherwise. The only reasons to not Mega Evolve are to grab a KO so you don't waste a turn of Drought, to predict a Tyranitar or Politoed switch-in, or if you want to double switch and keep your Charizard's Mega Evolution unrevealed.

Mega Charizard Y works great early- or mid-game, where it can deal massive damage to incoming Pokemon, softening them up for a sweep from its teammates late on. However, Mega Charizard Y is so powerful that cleaning up isn't out of the question late-game, especially if it is carrying Flame Charge. Also, try to target slower Pokemon with Mega Charizard Y, as fast offensive threats such as Garchomp and Mega Salamence deal massive damage to it.

Team Options
========

Stealth Rock is Mega Charizard Y's biggest fear, so if you can't stop it, at least check the threats that set it up. Additionally, Pokemon that carry Rock-type moves such as Garchomp, Landorus-T, and Excadrill often carry Focus Sash or Choice Scarf to revenge kill Mega Charizard Y. Talonflame is problematic because it resists all of Mega Charizard Y's attacks and can OHKO it with Choice Band-boosted Brave Bird. Rotom-H is also a problem due to its resistance to Fire- and Grass-type moves and its super effective Electric STAB type. While Thundurus and Raikou are hit hard by the Fire-type attacks, they can also outspeed and zap Mega Charizard Y. Finally, Politoed can flip the weather on Mega Charizard Y with its Drizzle ability.

Hippowdon makes an excellent teammate for Mega Charizard Y. It can hit Garchomp and offensive Landorus-T hard with Ice Fang, deal with Excadrill, and use Yawn to put Politoed switch-ins to sleep. They also have good typing synergy, with Hippowdon taking Rock-type attacks and Mega Charizard Y dealing with Grass-type attacks and certain special attacks. A unique aspect of Hippowdon is that it has Sand Stream, which allows Mega Charizard Y to reset the sun at any time. Tyranitar is also great for resetting the weather, and it does a good job of handling Talonflame, Latias, Latios, and Thundurus that lack Focus Blast. Mamoswine is a great option to consider, taking care of Focus Sash Garchomp, Landorus-T, and Thundurus, and if you are especially desperate to keep Stealth Rock off the field, it can even use a Choice Scarf to defeat Garchomp before Garchomp can move. Serperior cuts through Mamoswine and Politoed with Leaf Storm, can Taunt most Stealth Rock users before they move, and can Glare through Ground-types such as Garchomp. Ferrothorn handles Politoed and has a Rock-type resistance, the ability to handle Raikou and Thundurus, and the utility of Thunder Wave to support Mega Charizard Y. Conkeldurr takes Rock-type attacks fairly well and can hit Choice Scarf Excadrill and Mamoswine with Drain Punch. Bulky Landorus-T takes on most Ground-types fairly well, defeats offensive Talonflame, and can use U-turn to get Mega Charizard Y in, while Thundurus-T absorbs Electric-type attacks and fries Politoed and Talonflame with Thunderbolt. Thundurus can use its Prankster Thunder Wave to aid Mega Charizard Y against faster threats, and it can use a bulky EV spread to handle Talonflame and Mega Salamence.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Roost
move 3: Dragon Claw
move 4: Flame Charge / Earthquake
item: Charizardite X
ability: Blaze
nature: Jolly
evs: 172 HP / 116 Def / 220 Spe

[SET COMMENTS]
Moves
========

Will-O-Wisp is what makes this set so effective, crippling many of Mega Charizard X's physical switch-ins. Roost is the other key to this set, allowing Mega Charizard X to stick around for a long time. Dragon Claw doesn't have high Base Power, but STAB and Tough Claws makes it a reliable attack. Flame Charge is a bit weak, but the Speed boost it provides is invaluable for allowing Mega Charizard X to burn or attack faster threats such as Garchomp and Mega Kangaskhan. If you're more worried about Heatran, Earthquake is an acceptable secondary attack.

Set Details
========

Running a Jolly nature and 220 Speed EVs gives Mega Charizard X the ability to outspeed Adamant Salamence and Mega Kangaskhan. The HP EVs give Charizard an odd HP number to take less damage against Stealth Rock, and 116 Defense EVs maximize its physical bulk. If you prefer to be a bit quicker, you can run maximum Speed EVs to at least Speed tie with Salamence and Mega Kangaskhan, but note that these two often opt for Adamant over Jolly anyway. If you're interested in a bulkier spread, 172 HP / 132 Def / 204 Spe with an Impish nature gives Mega Charizard X better bulk, at the cost of only being able to outspeed base 80 Speed Pokemon.

Usage Tips
========

Usually, it's best to Mega Evolve Charizard as soon as you can to get a better defensive typing and stats. Staying in as Charizard only helps with switching into Ground-type attacks and keeping the opponent in the dark as to what Mega Stone you're running if you double switch. Mega Evolving early also lessens Stealth Rock's damage, to the point where leading with Charizard is encouraged as long as you think you can get a favorable lead matchup. Staying in against faster Dragons such as Garchomp is ill advised.

Throw out Will-O-Wisp as much as possible. Many of Mega Charizard X's checks are physical Ground-types in addition to Azumarill, making this Mega Charizard X set a great lure. You'll want to use a combination of Dragon Claw and Roost to whittle down these foes' health. Will-O-Wisp is even useful against bulky special attackers such as Porygon2 and Cresselia, as Will-O-Wisp can wear them down into the KO range of powerful sweepers. If you're carrying Flame Charge, using this attack early is useful so Mega Charizard X can burn faster threats such as Choice Scarf Landorus-T. Garchomp and Mega Salamence are also hit hard by Dragon Claw after a Speed boost, but note that they won't be OHKOed without previous damage. You can burn them, but note that they can still do heavy damage, with Salamence in particular being able to use Draco Meteor, while some Garchomp run Lum Berry.

Team Options
========

Mega Charizard X is a great lure against physical attackers such as Azumarill and Garchomp thanks to Will-O-Wisp, so packing in Pokemon to take advantage of burned foes is a good idea. Azumarill is a fantastic option, being able to easily set up Belly Drum on burned Pokemon. Calm Mind Sylveon does better when its foes are burned, and it happens to deal with defensive Pokemon well too. Weakness Policy Aegislash can take advantage of weaker super effective attacks to set up, while burned Pokemon have a difficult time preventing a Dragonite from setting up. Mega Charizard X can also be an invaluable lure for sand-based Excadrill teams for its ability to lure and cripple Landorus-T as well as deal with defensive Rotom-W and Ferrothorn. Just note that since this means you're also running either Hippowdon or Tyranitar, this core has severe problems with Suicune and offers no resistances to powerful Water-type attacks in general.

This Mega Charizard X set has trouble against bulky Pokemon that don't care about status, such as Suicune and Mega Sableye. Raikou sets up Calm Minds on Suicune with ease, and Serperior also works well with Leaf Storm. Both of these Pokemon also love Mega Charizard X's ability to deal with Ferrothorn and burn physical attackers. Zapdos is a good teammate against Suicune as well, while Sylveon and Azumarill can hit Mega Sableye hard. Thundurus and Thundurus-T can surprise Mega Sableye with Nasty Plot and also jolt through Suicune.

[STRATEGY COMMENTS]
Other Options
=============

For Mega Charizard X, Belly Drum might seem like a devastating setup attack, but Mega Charizard X's lack of priority and common Speed tier make it far more risky than Dragon Dance and Swords Dance. Rock Slide can be used to OHKO Mega Charizard Y and Talonflame, but Dragon-type attacks do plenty already. Fire Punch is a Fire-type attack that lacks recoil, but Flame Charge is usually the better choice for the Speed boost.

For Mega Charizard Y, Sunny Day can be useful to surprise Politoed and Tyranitar switch-ins, but it does little else. Dragon Pulse hits Hydreigon and Latios harder, but Fire-type moves do plenty enough to them, and Focus Blast does more to Hydreigon. If you're especially worried about Talonflame and other Mega Charizard Y, you can use Ancient Power to OHKO them. Air Slash is useful for inducing flinches and does a bit more against Conkeldurr and Mega Venusaur, but otherwise it is too weak to do much despite having STAB. If you really want to surprise Tyranitar, Heatran, and Chansey, you can use Focus Punch on Mega Charizard Y, though note that this only works on the switch. In general, Mega Charizard Y is strapped for moveslots, so using more exotic options is a difficult proposal for most teams.

Tailwind is an interesting choice to consider on both Charizard Mega Evolutions, as it allow them to outspeed Garchomp. However, it doesn't last long, and it doesn't have the Attack boost of Dragon Dance or the offensive pressure of Flame Charge. Substitute protects both Mega Evolutions from status, allows them to take advantage of their ability to force switches, and saves them from Mega Mawile's Sucker Punch and Choice Scarf Garchomp, but otherwise it costs them in coverage. Regular Charizard is monstrously powerful with a Life Orb, Solar Power, and Sunny Day, but the setup and lack of bulk are huge problems.

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

**For Both Charizard Mega Evolutions**

**Stealth Rock**: Stealth Rock chopping off half the health before Charizard can Mega Evolve really shortens its. Common users of Stealth Rock include Hippowdon, Garchomp, Landorus-T, Excadrill, and Swampert.

**Mega Altaria**: Mega Altaria is uncommon, but it's one of the few Pokemon to wall both Mega Evolutions, and it can hit both of them hard with its Dragon- and Fairy-type STAB moves. It can even run Facade to punish Will-O-Wisp.

**Garchomp**: Garchomp naturally outspeeds Charizard and often carries a Rock-type attack to hit them hard no matter which Mega Evolution it chooses. Garchomp can even run a Choice Scarf to outspeed Mega Charizard after a Dragon Dance or Flame Charge, but Garchomp that lack Choice Scarf must be warry of Flame Charge.

**Other Offensive Ground-types**: Ground-types often carry STAB Earthquake to defeat Mega Charizard X and Rock-type moves to defeat Mega Charizard Y. Focus Sash users such as Excadrill and Landorus-T can pull this off, and they can also use Choice Scarf to outspeed Mega Charizad X and Y before a Dragon Dance or Flame Charge. Even though Mamoswine doesn't always run a Rock-type attack, it still often runs Focus Sash, OHKOes Mega Charizard X with Earthquake, and deals massive damage to Mega Charizard Y with Icicle Spear.

**Mega Salamence**: Mega Salamence takes a lot of damage from both Charizard Mega Evolutions, but its STAB Double-Edge does a ton of damage to both. Earthquake hits Mega Charizard X hard, and Draco Meteor OHKOes Mega Charizard X. Mega Salamence is also faster than both Charizard Mega Evolutions before a Speed boost.

**Thundurus**: Thundurus hits Mega Charizard Y hard with Thunderbolt and can use prankster Thunder Wave to ruin Mega Charizard X's chances of sweeping. However, it can't take either of their hits very well, with even bulky Thundurus being 2HKOed.

**Mega Kangaskhan**: While it only Speed ties with Mega Charizard X and Y, said Speed tie means that Mega Kangaskhan can smash them with Double-Edge or Earthquake. It even sometimes runs Rock Slide.

**Breloom**: Breloom might sound preposterous as a check, but its affinity for Focus Sash and high-powered Rock Tombs are a big problem for Mega Charizard X and Y if Stealth Rock isn't set up.

**For Mega Charizard X**

**Bulky Ground-types**: Bulky Ground-types such as Hippowdon and Landorus-T can usually survive unboosted assaults and smash Mega Charizard X with Earthquake. Rhyperior also works, since Solid Rock covers its Earthquake weakness. Note that none of these like Will-O-Wisp.

**Azumarill**: Azumarill resists Mega Charizard X's STAB types and can hit hard with Play Rough. However, +1 Thunder Punch and +2 Flare Blitz can defeat Azumarill, and it hates Will-O-Wisp.

**Heatran**: Mega Charizard X without Earthquake can have a hard time against Heatran without boosts while Heatran can slam it hard with Earth Power.

**Faster Dragons**: Latios, Latias, and Choice Scarf Hydreigon outspeed and can OHKO Mega Charizard X; however, they are unable to switch in and must watch out for Speed-boosting moves such as Dragon Dance and Flame Charge.

**Cresselia**: While Cresselia doesn't directly hurt Mega Charizard X much, it can cripple Mega Charizard X with Thunder Wave. It must watch out for Swords Dance-boosted Outrage, however.

**For Mega Charizard Y**

**Talonflame**: Talonflame resists all of Mega Charizard Y's attacks and can either wall it with a specially defensive set or outright OHKO it with Choice Band-boosted Brave Bird. Note that Talonflame can lose in the rare case of Ancient Power Mega Charizard Y.

**Politoed**: Unlike most Water-types, Politoed has Drizzle, which ruins Mega Charizard Y's ability to hit it with Solar Beam.

**Rotom-H**: Calm Rotom-H isn't 2HKOed by Mega Charizard Y, and it 2HKOes with Thunderbolt in return. Offensive variants take heavy damage from Fire-type attacks, but Choice Specs variants in particular can OHKO Mega Charizard Y.

**Mega Charizard X**: Mega Charizard X takes little damage from Fire- and Grass-type attacks, and it can use Mega Charizard Y as setup fodder.

**Dragonite**: Thanks to Multiscale and resistances, Dragonite sets up on Mega Charizard Y, unless it switches into Hidden Power Ice after Stealth Rock damage.

**Specially Defensive Tyranitar**: Althought Focus Blast deals serious damage, specially defensive and Assault Vest Tyranitar get rid of the sun and easily OHKOs Mega Charizard Y. Choice Scarf Tyranitar also outspeeds Mega Charizard Y, and switching into a Solar Beam means Tyranitar will usually win. In general, Tyranitar's appearance makes Solar Beam much more difficult to use for Mega Charizard Y, reducing its versatility.

**Faster Electric-types**: While they can't take Mega Charizard Y's attacks very well, faster Electric-types such as Raikou and Thundurus-T can revenge kill it. Choice Scarf Rotom-W can also revenge kill weakened Mega Charizard Y, though it can get OHKOed by Solar Beam. Also, none of these threats can handle Mega Charizard Y once it gets a Flame Charge boost.

**Chansey and Blissey**: Chansey and Blissey's massive HP and Special Defense stats ensure that Mega Charizard Y can't muscle past them.

**Entei**: Assault Vest Entei can tank Mega Charizard Y's attacks and threaten to OHKO it with Stone Edge.

**Chandelure**: While uncommon, Flash Fire Chandelure completely walls Mega Charizard Y and can hit it with Shadow Ball while threataning other switch-ins with its own Fire Blasts.

**Greninja**: Greninja normally makes a poor Mega Charizard Y check, but if it's running Rock Slide or Rock Tomb, it can act as a surprise revenge killer as long as Mega Charizard Y hasn't used Flame Charge.
 
Last edited:
Imo flamethrower definitely deserves a main slot on Charizard Y:

Flamethrower


Use: 33.5%
Use When Killing: 19.5%
Ratio: 58%

Overheat

Use: 27.6%
Use When Killing: 7.4%
Ratio: 26.9%

Fire Blast

Use: 10.2%
Use When Killing: 5%
Ratio: 49%
 
[OVERVIEW]

Other threats in the 100 Speed tier that Charizard may be forced to tie with include Mega Kangaskhan and Salamence which can be troublesome for Charizard (if you want to mention them).
Also struggles with various forms of speed control. (Prankster Thunder Wave, Talonflame, Choice Scarf)
Some other minor things for the overview: access to great boosting moves like DD and SD that helps with different teams, reliable recovery in Roost and coverage options (EQ, Solar Beam, and Focus Blast).


[SET]
name: Dragon Dance

[SET COMMENTS]
Moves
========

After just one DD, Mega Charizard X outspeeds the entire unboosted metagame (bar Ninjask), so that's more accurate in saying "majority of Pokemon" right?

Set Details
========

-Adamant 252 Attack to maximize MCX's offensive presence, but Jolly can be good if you want to outspeed Kangaskhan and Lucario before they Mega Evolve, comes at the cost of power though.
You forgot to mention Speed EVs here so the "Rest in Def for bulk." part sounded almost like you were allocating 252 EVs into Defense.
-Charizardite X so that you don't evolve into MCY by accident.
Haha.
Don't have any fancy spreads for neither Charizards, in the past I've just went with max Speed max Attack/Special Attack.
Charizard doesn't have the leverage to be playing around with Speed, sitting at the most borderline average 100 Speed tier.
Same reason goes for fellow 100 tier mons like Mega Gardevoir.


Usage Tips
========

In addition to Thunder Wave and heavy hitters, Ground-types are should also be weakened/scouted for before trying to set up Dragon Dance. Garchomp, Hippowdon and Landorus-T are the big offenders here.

Team Options
========

The start of the section is more like checks and counters rather team options, but after reading the later parts you actually followed it up with some mentions so that's fine.
Mention defensive Zapdos as well being a decent Azumarill and fly spam check.


[SET]
name: Swords Dance

[SET COMMENTS]
Moves
========

Similarly, +2 Outrage has 62.5% to OHKO offensive Heatran after SR, so EQ is less relevant here than the DD set.

Set Details
========

Again, you need to mention Speed here, or did you mean: "Adamant 252 Attack and Speed"? Since you mentioned Jolly here either provide an example or two on the KOs missed or slash Jolly on the set.

Usage Tips
========

-Preferably sent out on a fresh switch instead of into an attack to avoid taking unneeded damage, and against a Pokemon that cannot do much to MCX or fears MCY like Steel, Bug, Electric, and Grass types.
Some examples would be nice here: Ferrothon, Scizor, Raikou, etc.
In addition to getting Flame Charge boosts on prediction switches, you can also mention it can finish off weakened foes without letting it one more turn (unlike Dragon Dance).

-Swords Dance if MCX already outspeeds everything left on your opponents' team and you have the opportunity to do so.
So pretty much SD vs defensive teams and Flame Charge against offensive teams?

Team Options
========

When you talk about Hippowdon wearing stuff down with sand, be sure to mention that it breaks annoying Focus Sash users such as Breloom.
Suicune is also a great teammate to mention along with Serperior, forming a solid FWG core.
For matchups may prove difficult for SD Zard X to handle, Mega Kangaskhan is a fantastic Mega to bring against those Dragon and frail offensive threats.
Mention some fly spam checks here, Raikou, Zapdos, etc.


[SET]
name: Drought Attacker

I guess it's a matter of preference but personally I would slash it AFTER Hidden Power Ice and Roost. Unless it scores some significant KOs, it leaves Mega Charizard Y very vulnerable and HP Ice helps against the 4x weak mons that decide to stay in for a free turn, not to mention Overheat is only 90% accurate.

[SET COMMENTS]
Moves
========

-Roost puts some pressure off the SR game, and helps against stuff MCY forces out.
Such as? Ferrothorn and Scizor maybe.
Not sure about Flame Charge Mega Charizard Y, I guess I'll leave it to next QC.


Team Options
========

Is Hippowdon worth a mention under team options? DragonWhale has paired them up in his thread due to synergy and the ability to reset each other's weathers.

[SET]
name: Defensive

Team Options
========

Mandatory checks to Mega Sableye and Talonflame are recommended due for their immunity to Will-O-Wisp.
Suicune is a great answer to both threats while appreciate burnt physical attackers so it can set up CM/Sub much better.
Thundurus or Serperior are great to have to help Mega Charizard X deal with bulky Water-types as this set lacks any setup moves of its own.


[STRATEGY COMMENTS]
Other Options
=============

-Substitute can ruin changes to status Charizard, but at the cost of coverage.
Does more than this. Substitute makes Charizard harder to revenge kill. This is especially for weather users like Politoed and Hippowdon/Tyranitar. It also blocks Yawn, makes you less susceptible to Sucker Punch from things like Mega Mawile. In fact, you can slash it next to Focus Blast on the Mega Charizard Y set if you wish.

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

**For Mega Charizard Y**

Opposing Mega Charizard X, CB/SpD Talonflame, Chansey, Blissey.

1/2
 
I implemented most of your stuff! Main things I didnt are:

- I didn't change MCY's moves yet. Overheat has more usage than Hidden Power pretty much because its so insanely powerful that it can be really nice mid game when stuff is more softened up, there aren't many safe switches against it! As for Flame Charge, I barely used that on MCY, but Ive heard of them using it before. Want some opinions on this from other QCers.

-Didn't mention Talonflame for bulky zard, as Dragon Claw actually 2HKOs it.

-Iffy abut mentioning Suicune for Mega Sableye, since CM Snarl is a thing, which means it comes down to a crit.

Otherwise, I'd like QCers to give this one more check before I start writing, since Charizard is an important Pokemon!
 
[OVERVIEW]
- Has two Mega Evolutions with very different capabilities, giving Charizard the element of surprise before Mega Evolving, and making it hard to check

- Both mega forms have amazing abilities: Drought allows Mega Charizard Y to nuke opponents under the sun and Tough Claws boosts Mega Charizard X's main offensive options in Outrage and Flare Blitz

- Both of them have mediocre speed, making them slightly slower than Garchomp, which usually carry something that can OHKO Charizard

- Struggles greatly against Stealth Rocks, especially the non-mega form and Mega Charizard Y, which loses half of its health upon switching in

- The change of typing of Mega Charizard X and the sunny weather of Mega Charizard Y makes it difficult for the opponent to go for a super-effective hit before mega evolving, as only Rock-type attacks hit both forms for super effective damage.

-Base 100 Speed means it speedties with important stuff like Salamence and Mega Kangaskhah, and outsped by Garchomp.

-Has problems with Scarfers and Talonflame

-i would mention somewhere in the overview that Zard X's typing makes it really unique as a fire-type and helps set itself apart from other fire types like blaziken
-when you mention both megas and the element of surprise they have, i would note that each of their checks are often vastly different pokemon and sometimes just flat out get destroyed by the opposite mega like cress or suicune switching into Y thinking its X, which is what makes switching into it so frightening



[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Outrage
move 3: Flare Blitz
move 4: Earthquake / Dragon Claw / Roost / Thunder Punch
item: Charizardite X
ability: Blaze
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

- Dragon Dance gives MCX a boost in speed and attack, allowing it to outspeed every relevant unboosted Pokemon.

- Outrage and Flare Blitz are the two powerful STAB moves at MCX's disposal

- Earthquake to hit stuff the two STAB doesn't too well like Heatran, and it dodges Kings Shield.

- Dragon Claw for more flexible Dragon type move but you won't have extra coverage

- Roost gives MCX more opportunities to set up Dragon Dance, especially against opponents that are unable to deal more than 50% damage. Essential if you want to be able to use Suicune as set up bait.

- Thunder Punch lets you OHKO Azumarill after a boost, and beat bulky Gyarados. Also lets you 2HKO Suicune after a boost without locking yourself into Outrage.

Set Details
========

- Adamant max attack and speed to maximize MCX's offensive presence, but Jolly can be good if you want to outspeed Kangaskhan and Lucario before they Mega Evolve, comes at the cost of power though

- Rest in Def for bulk. Not HP because otherwise it will give even HP (for Stealth Rocks)

- Charizardite X so that you don't evolve into MCY by accident

- Some speed and attack investment can be transferred to HP to give MCX greater survivability (any EV spreads for this? if not Im gonna yank this)
(i think you can remove this, most zards ive seen are 252/252)


Usage Tips
========

- It's key to find the right opportunity to set up a Dragon Dance. Don't use it if the opponent has Thunder Wave (especially Thundurus in the back), or something that deals heavy damage to MCX, as it will have difficulty sweeping with Flare Blitz recoil and being locked into Outrage. Also scout for Hippowdon, Landorus-T, and Scarf Garchomp before you attempt to sweep.

- Sometimes you don't need to Dragon Dance at all, such as when the opponent's team is already slower than you and all you need to do is deal enough damage to where another member of your team can clean up

- Some Pokemon require multiple boosts to get past in one hit, such as Porygon2, Suicune, Cresselia, and Hippowdon. Don't try to force your stay in against most of them, as they can usually beat you. Sets with Roost can beat some of them, like Suicune.

- Try to be sly about what Charizard is really up to. For example if SR isn't up, feel free to double switch before you mega evolve to get a feel for what your opponent thinks Charizard is gonna mega evolve into.

-i would mention some good opportunities when zard can set up. mention mons that dont threaten it much usually like defensive rotoms, volc, or something it might scare out like ferrothorn. teammates are also a big way to get opportunities to set up, yawn from hippowdon for example. i know that kinda sounds like team options but the meta is so offensive & zard has few mons it can actually set up on safely so i think getting help from hippo or something to get a turn of set up can often be a big part of the plan with zard.

Team Options
========

-Bulky Ground-types such as Hippowdon and defensive Landorus-T are big problems, surviving hits and EQing MCX

-Sash / Scarf Ground-types such as Garchomp, Mamoswine, and Excadrill are also big issues

- Azumarill will give you hell if you dont have Thunder Punch

-While Cresselia won't do big damage, it can Twave you and ruin your sweep.

-Faster Dragon-types such as Latios / Latias and Mega Salamence can OHKO you before you Dragon Dance, as do random scarf Dragons

-Rotom-W makes an excellent teammate. It can handle bulky Ground-types, can Will-O-Wisp Garchomp and Mamoswine (watch out for mold breaker Excadrill), switch into Azumarill Water attacks / Belly Drum, and can even Trick Cresselia! In return, Charizard owns Ferrothorn.

-Mamoswine can also work well, crushing Sash chomp and Landorus-T, and beating Excadrill.

-an Azumarill of you're own is a good idea. It takes on Special Dragons, switches into Outrage, can revenge weakened Excadrill, smash Mamoswine, and does plenty of damage to Landorus-T and Hippowdon. can also usually set up on tran, if you're not packing EQ and are scared of that

- Your own Cresselia works pretty well against Garchomp and Landorus-T, can Toxic opposing Cresselia, and as a big bonus, can use Lunar Dance to put MCX back in shape!

-Suicune does pretty well against most Ground-types and can CM in Cresselia's face.

-Serperior smashes Azumarill and more defensive Ground-types

-While Greninja can't switch into any of these threats, Protean and Ice Beam + Dark Pulse + Gunk Shot let it deal massive damage to most of MCX's threats - i would also mention that its really good at doing a lot of work early on which can help pave the way for zard x to clean up.

-If you REALLY hate Azumarill, you can use Amoonguss, whos sorta like a mega venusaur replacement, and has Spore to help out. (this seems a little niche to me, dont know really know about this one.)

-Defensive Zapdos helps against Azumarill and Mega Salamence.

-hippo needs a big mention, it sets up rocks which is great for sweeps to break sashes and put lots of pokemon closer to range of +1 attacks. most importantly it can use yawn which is a great way, if not the best way, to give zard x opportunities to sweep. it can also deal with chomps & kangas that zard struggles with sometimes.

-maybe mention mamo as a way to check thund which is usually annoying cause you dont want to get prankster twaved


[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flame Charge
move 3: Outrage
move 4: Flare Blitz / Dragon Claw / Earthquake
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

- Flame Charge increases MCX's speed while dishing out damage- makes it harder to revenge kill and is really good vs offensive teams. used over DD because against offensive teams you'll often need to put on pressure and wont have an opportunity to DD.

- Swords Dance is used when MCX has the opportunity to set up + outspeeds everything else on the opponents' team, makes MCX very hard to wall.

- Outrage is the most consistent damage source, allowing MCX to hit as hard as LO Garchomp. After an SD, it has a 62.5% chance to OHKO offensive Heatran after SR!

- The last move is filler for coverage or extra power.

- Flare blitz gives MCX powerful dual STAB and at +2, it has a 75% chance to OHKO Azumarill after SR!

-Dragon Claw is as an alternative to Outrage for more flexibility at the cost of power, (i dont like dclaw on this set, this is set is meant to hit hard and dclaw doesnt usually do the job imo)

- Earthquake hits stuff that resists both of MCX's STAB, such as Heatran and Azumarill

Set Details
========

- Adamant 252 Attack and Speed to maximize MCX's offensive presence. Jolly works too but you lose out on a ton of SR KOs, but in exchange outspeed Lucario and Kangaskhan before they mega evolve.

- Jolly lets you speedtie with Salamence, and outspeed Lucario and Kangaskhan before they mega evolve. However, you will no longer be able to KO Azumarill and Heatran after Stealth Rock with your STABs.

- Rest in Def for bulk. Not HP because otherwise it will give even HP (for Stealth Rocks)

- Charizardite X so that you don't evolve into MCY by accident'

- Some speed and attack investment can be transferred to HP to give MCX greater survivability (any spreads?)

Usage Tips
========

- Preferably sent out on a fresh switch instead of into an attack to avoid taking unneeded damage, and against a Pokemon that cannot do much to MCX or fears MCY like Scizor, Ferrothorn, and Raikou after Mega Evolution.

- Flame Charge if your opponent doesn't look like he'll do too much damage or not have a status move (especially paralysis or sleep). The opponent will most likely switch as you get a free speed boost. Works best against offensive team, and works great for picking off weakened foes while getting a speed boost.

- Swords Dance if MCX already outspeeds everything left on your opponents' team and you have the opportunity to do so. Works best against defensive teams.

-you kinda imply this in the above two posts, but for new players you may not understand, i would specifically explain you dont always need to use both SD and flame charge in the same game, they're both very good on their own

- Once MCX sets up SD and FC, it's pretty much unstoppable with Outrage and the filler move

- Don't stay in against Garchomp after one speed boost if you're not sure whether it's scarfed

-A common way to beat Megazard X is to bait it into Outrage and revenge with a Steel-type. Don't spam Outrage unless needed!
-i would mention that if you have an SD up, Outrage is a little safer to spam since even against resisted targets it hits hard as hell (unless there's fairies around ofc)

Team Options
========

-Stealth Rock support is extremely helpful, giving Charizard new chances to KO stuff after an SD, such as a guranteed OHKO on Suicune, a 62.5% chance to OHKO Cresselia, 75% chance to OHKO Azumarill. Swampert does pretty well since it can help against many Ground-types and hurt Mega Salamence. Hippowdown is reliable and provides sand to further wear down stuff, and breaks sashes even without SR set up(mention yawn as well). Mamoswine deals with Ground-types, sash Garchomp can set up SR and appreciates Megazard X's wall breaking. The Ground-types smash Heatran too if you dont have EQ.

- Faster Dragons are a real big problem this time if you SD instead of Flame Charge. Scarf Dragons are even worse. Serperior is pretty neat for dealing with Azumarill, Hippowdon, and parayzing fast dragons. Suicune can help check Mega Salamence, and works great with Serperior to form an FWG core.Azumarill helps against fast dragons and Heatran, Cresselia is a great Twaver that can Lunar Dance and beat Garchomp and Mega Salamence.

-Defensive Zapdos helps against Azumarill and Mega Salamence, Raikou can aid too though its more frail.
-mention thund as well for dealing with mence, also offers great utility with prankster twave and has a good offensive presence

-Mega Kangaskhan is a great alternative mega: MCX helps against stall, MK helps against more offensive mons.

-i think greninja should still have a mention here too

-could give breloom a mention, can deal with azu, can use rock tomb to help zard x come in and deal with something it might not have normally thanks to the speed drop.

[SET]
name: Drought Attacker
move 1: Flamethrower / Fire Blast
move 2: Solarbeam
move 3: Focus Blast
move 4: Overheat / HP Ice / Roost / Flame Charge
item: Charizardite Y
ability: Blaze / Solar Power
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

-Flamethrower under the sun is extremely painful, 2HKOing almost anything that doesn't resist it under the sun. Fire Blast actually 2HKOs resists like Mega Salamence, Garchomp, Hydreigon, and other MCY, but has less accuracy. -because zard can be pretty easily taken out by a lot of things in the meta, the misses can be pretty devastating so people usually opt for flamethrower.

-Solarbeam smacks Water-types like Azumarill, Rotom-W, Suicune, and Swampert. Also picks off Tyranitars in the sun.

-Focus Blast is unreliable(i dont really like saying its unreliable tbh, 70% isnt that bad and its still a great move, i feel any move thats good enough to be on a main set isnt that unreliable), but it hits incoming TTars and Heatrans. Also the most you can d against MCX lol. I would just take this part out because you give zard x a free turn to set up then kill you the next or really hurt whatever you switch in.

-Overheat is insanely powerful and is a great finishing move, but it lowers your SpA forcing a switch (bad news under SR).

-Hidden Power Ice OHKOs incoming Garchomp and Mega Salamence, though note it does less than Fire Blast / Overheat to mons that are only 2x weak to it, even when fire move is resisted.

-Roost puts some pressure off the SR game, and helps against stuff MCY forces out, such as Ferrothorn and Aegislash. -since zard y has really good spdef it can make good use out of roost against some defensive special attackers like p2, cress. can also help on predicted sucker punches from mega mawile

-Flame Charge is a bit weird, but the speed boost can give MCY an offensive edge over some mons while breaking possible switched in sashmons. -makes it harder for zard Y to be revenge killed by the likes of lando, greninja, etc.


Set Details
========

- Max SpA / Speed to wall break the best, 4 Def to switch into SR twice with no prior damage. 4 SpD if using HP Ice

- Timid is best for outspeeding Lucario and Kangaskhan before they mega evolve and anhilating them, but Modest allows Flamethrower to 2HKO Garchomp, Mega Salamence, and Hydreigon.

-Blaze does the least harm, but if you face an opposing MCY and don't mind taking some damage, Solar Power will make your Charizard more powerful than MCY in the sun!
-mention blaze is good because of potential trace taking advantage of solar power before you mega and give them a boost

- MCY stone because goodness MCX wont help here


Usage Tips
========

- STEALTH ROCK IS BAD NEWS! prevent this if you can, even if you have to lead with MCY (unless SRer is something dangerous like Garchomp). If the team looks like it has SR and too much offensive pressure, you may want to bench it.

- Usually you'll want to mega evolve asap for all that power and getting rid of the water weak.

- If you see TTar Hippo or Politoed, don't spam Solarbeam. If these switch in on Solarbeam, MCY is screwed.

-MCY works great early game to deal massive damage, but it can also work late game to clean up.

-usually wants to be brought in on something slower, often cant afford to take many hits from faster pokemon.

Team Options
========

- Stealth Rock is bad news so stop it if you can. Also, Rock-type moves in general are a huge problem, Usually its gonna be Ground-types with sash or scarf, like Garchomp, Landorus-T, or Excadrill. Rotom-H an be sorta annoying too despite getting 2HKOed cuz of its Electric-STAB. Thundurus / Thundurus-T / Raikou cant take a hit but they're faster and have Electric stab. Politoed can flip the tables with drizzle too.

- Scarf Mamoswine kicks ass(eh, i dont really like scarf and dont see what it does over other variants in this context. sash/av beats chomp and no mamo set is stopping defensive lando from getting up rocks most of the time). Icicle Spear stops Garchomp and Landorus-T from setting up SR, can take Electric-type attacks and handle the stab users.

Hippowdon is awesome, it takes on offensive Ground-types, sets up SR, and the Sand it sets up allows MCY to reset the drought.

- Serperior can deal massive damage to Mamoswine and Politoed, and can also Glare annoying fast stuff like Garchomp. Can taunt before most SRers can move.

- Ferrothorn smacks Politoed and tanks Rock attacks. Can also handle some electric mons like Raikou and some Thundurus. Can also Twave for MCY

- Conkeldurr takes Rock moves well, can sorta handle Excadrill and Mamoswine.

-Bulky Landorus-T switches into Ground-types pretty well

-Thundurus-T can absorb electric attacks and do a ton to Politoed

-mention thund. can deal with mence & talon that can often threaten zard. also provides nice twave support to help zard's awkward speed.

[SET]
name: Defensive
move 1: Will-o-Wisp
move 2: Roost
move 3: Dragon Claw
move 4: Earthquake / Flame Charge flame charge before EQ imo
item: Charizardite X
ability: Blaze
nature: Impish
evs: 172 HP / 132 Def / 204 Spe

[SET COMMENTS]
Moves
========

- Will-o-Wisp and Roost are the crux of this set, allowing MCX to wall physical attackers and widdle them down

- Dragon claw is the most reliable STAB move that puts out consistent damage even without investment thanks to Tough Claws

- Flame Charge increases your speed and allows you to burn more things before they attack you, like Garchomp and Scarf Excadrill. Earthquake hits fire types since they cannot be burned, especially Heatran which resists dragon as well

Set Details
========

- HP at 16n-1, speed to outspeed base 80s, rest in def
- Impish to buff physical bulk
- EVs are interchangeable to give more bulk or firepower at the cost of speed. Examples to come

i actually really like this spread 172 HP / 116 Def / 220 Spe with jolly. i personally like it over impish cause outspeeding a lot of kang variants is important imo & adamant max speed kangas are getting pretty damn popular. this outspeeds up to max speed gliscor as well as jolly kang before mega, adamant kangs, and modest hydreis. and even without impish thanks to wisp its bulky enough to take on everything it needs to and can roost stall a burned kanga easily.

Usage Tips
========

- Mega Evolve as soon as you can to get better defensive typing and stats. It's not bad to lead with it but don't force your stay if the opponent leads with something like Garchomp

- Burn physical attackers with will-o-wisp, then widdle them down while roosting

- Burning special attackers isn't as effective, but super effective special attacks are rare, such as Hydreigon, Latis, Nidos

-burn can be nice on defensive special attackers like p2 and cress, really nice to chip away at them to possibly help a teammate break through later on.

-use flame charge vs offensive teams so it can outspeed & burns physical attackers like garchomp & mence


Team Options
========

-Many of MCX's checks like Garchomp and Azumarill hate Will-O-Wisp, so take advantage of the lures by packing stuff that can set up on them.

- An azumarill of your own can set up on burned mons

- Sylveon does pretty well against most burned mons, cuz it can set up CM

- A bit strange, but Weakness Policy Aegislash can use SE burned attacks to set up.

- Burned physical Dragons won't stop a Dragonite set up

-MCX hates bulky Pokemon that can deal with status, like Suicune and Mega Sableye. Raikou works great, setting up Calm Mind on Suicune. Zapdos works against Suicune too. Serperior works against Suicune. Fairy-types like Sylveon and Azumarill (watch out for WoW) work well against Sableye. thund can deal with cune, can set up nasty plots on sableye.

-can work well with ExcaSand. Zard can lure in Lando-T and helps deal with defensive rotom-w & ferrothron.

[STRATEGY COMMENTS]
Other Options
=============

-Charizard is ultra powerful in the sun with LO, but it dies too fast to really work out

-Sunny Day on MCY screws up Politoed and TTar switch-ins.

-Tailwind allows Charizard to outspeed Scarfchomp, which can be a nasty surprise, but it doesnt last long.

-Dragon Pulse hits Dragons for MCY, but Fire moves do plenty enough.

-Ancient Power owns opposing MCY.

-Air Slash can flinch stuff, but the its weak even for a STAB.

- Substitute can ruin chances to status Charizard, saves MCY against MMawile Sucker Punch, makes it harder to revenge kill, but at the cost of coverage.

- Belly Drum makse MCX insanely powerful, but SR can ruin it, and the lack of priority and contested speed tier is an issue.

- Fire Punch gives you a Fire STAB without recoil

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

**For both Mega Charizards**

**Stealth Rock**: chopping off half the health before mega evolving really shortens the life span. common SRers include the offensive grounds, Hippowdown, Swampert.

**Mega Altaria**: Uncommon, but typing lets it take most of the moves.

**Offensive Grounds**: Carry STAB EQ for MCX, Rock moves for MCY. Garchomp is huge cuz it always outspeeds with Scarf, and can have sash too. Scarf Excadrill Mamoswine and Landorus-T are nasty, and they also carry sash. All can't really switch in though.

**Mega Salamence**: Is hit hard by both, but STAB Double-Edge and Outrage does a huge amount, and Mence is faster.

**Thundurus**: Twaves MCX (but doesn't hurt much), Tbolts MCY. Can't take hits at all, though can have sash. (a lot of thunds are run bulky, whether they're phys def or spdef, both are kinda common)

-i think mega kanga should be put in for both. it can outspeed some zards or at least speed tie and threatens to ohko both.


**For Mega Charizard X**

**Azumarill**: Resists STABS and can hit hard with Play Rough. hates wisp, Thunder Punch, and SD Flare Blitz though.

**Heatran**: Any MCX without EQ loses. well +2 Outrage still really hurts. but yeah it mostly struggles

**Faster Dragons**: Latios, Latias, Scarf Hydreigon slam the hell outta MCX. Can't switch in though. also mention they have to watch out after flame charge/dd

*Cresselia**: Twaves MCX, but gets hit too hard by SD.

**For Mega Charizard Y**

**Politoed**: The rain utterly ruins MCY's day.

**Rotom-H**: Calm Rotom-H isn't 2HKOed by MCY, and 2HKOs with Tbolt. Bold and Modest take heavy damage from Fire attacks, but can hit MCY hard with Thunderbolt or paralyze with twave.

**Mega Charizard X**: 4x Fire resist means that only Focus Blast hits it well, while MCX smashes MCY with Outrage. can use zard y as an opportunity to set up DD

**Talonflame**: SpD Talonflame walls MCY, while CB can OHKO MCY.

**Faster Electric-types**: Hit MCY for its weakness, but they can't take MCY's attacks. Include Raikou, Thundurus-T. Scarf Rotom-W can take care of weakened ones but gets owned by Solarbeam.

**Chansey and Blissey**: Their massive SpD means they totally wall MCY.
some comments in bold
 
I finished the write up for this and implemented NOVED's stuff! Gonna highlight Hulavuta since he was particularly interested in looking at this. Just one more QC check till this is ready to be grammar checked!
 
OK here you go

Overview:

Everything looks ok here in terms of facts, I'm sure GP will try to trim the fat a bit though lol

Dragon Dance:

I think it would be a nice mention in Usage Tips where you list Pokemon Charizard can force out to say that Rotom and Ferrothorn sometimes carry Thunder Wave. It is rare, but I think worth a mention. Ferrothorn will usually wanna switch out but Rotom can sometimes take a hit and then Thunder Wave. Thunder Wave is rarer on these two, but I think still worth a mention.

For Usage Tips / Team Options I think you can talk more about Cresselia as a teammate. I don't know if it is "proper" to talk about a teammate in usage tips, but having Cresselia on your team will fundamentally change how you play with Charizard so I think it's worth mentioning. For example, in this paragraph:

The key to sweeping with Mega Charizard X is knowing when to Dragon Dance. Early in the game, if your opponent could potentially send out big problems such as Choice Scarf Garchomp, Hippowdon, bulky Landorus-T, Thundurus (who can use Prankster Thunder Wave to ruin a sweep), and walls that can paralyze Mega Charizard X such as Porygon2 and Cresselia, you're better off only setting up Dragon Dance later in the game, when these checks have been weakened enough.

You can add a sentence here saying that with Cresselia as a teammate, you don't have to worry about wearing down your own Charizard with Flare Blitz recoil and stuff early game, because you can heal it later on and then sweep. It also means getting paralyzed for KOing something is an ok trade, because you can heal it off later. So for example, if you're up against a Thundurus, you can go ahead and kill it even if you'll get Thunder Waved.

I just don't think "and even use Lunar Dance to make Mega Charizard X healthy again!" does it enough justice because it changes how Charizard plays and allows it to break walls early game but still sweep later on. I think Cresselia deserves its own small paragraph in teammates.

Versatile Sweeper (I like this name lol, we usually just call it SD + Flame Charge but this shows the point well)

In Usage Tips, I think you should add just a short sentence about Swords Dance and Flame Charge, say something like how Charizard is already faster than the things it needs Swords Dance to break, and how Pokemon it needs Flame Charge to outspeed are already weak enough for it to OHKO. Just to make things a little more intuitive.

Team Options: Just mention Cresselia again as a defensive teammate, it can handle Scarf Garchomp, Azumarill, and Salamence to an extent.

Drought Attacker

As the guy who innovated it, I say definitely keep Flame Charge :heart: it can be very useful. Obviously, I'm biased when it comes to it so I guess keeping it the fourth slash is ok. Man, it is really good though.

In Team Options, mention how Hippowdon and Charizard have good type synergy too! Hippowdon takes rock attacks and other physical attacks, whereas Charizard resists grass and can take special attacks better.

Tyranitar is also a decent partner for similar reasons with sandstorm and such. It can also beat some Talonflames and Latias and Latios, though they are quite rare, and Thundurus that don't have Focus Blast (apparently only about 23% do!).

Defensive

I've been using this set quite a bit and I'm not entirely convinced that we don't wanna outspeed Kangaskhan and Salamence. I think the main EV spread should be the 220 Speed and Jolly should be the main slash rather than Impish. I'd like to hear more about this though, you didn't really mention what 2HKOs you avoid with Impish rather than Jolly, whereas you did mention that 220 Speed Jolly is important to outspeed people in the high 90s to 100s. Personally, I think speed is the way to go. I would like to hear other opinions though.

I looked at NOVED's check and it looks like he suggested it. I would honestly replace the main EV spread with that one, and then put the alternate EV spread as 252 Speed if you want to speed tie with max speed 100s, but mention that most Kanga and Salamence are Adamant so this is uncommon.

We have both been using the same team with this set so we have the same opinions I guess, lol.

If you're carrying Flame Charge, using this attack early is useful so Mega Charizard X can burn faster threats such as Garchomp and Mega Salamence, removing their ability to effectively check you.

Wouldn't you want to Dragon Claw these two rather than Wisp them?

In Team Options, when you mention Excadrill as a teammate, make sure you mention that you have to bring Tyranitar or Hippowdon too. This is important because basically it's securing your 3-mon team from the get-go, so just briefly touch on the pros and cons of that. For example, this is gonna have problems with Suicune.

Other Options

Is it even worth mentioning Belly Drum? I have actually never seen this come up, lol. I know you just brought it up to say not to use it, but idk I have no idea why anyone think it was remotely a good idea lol. Maybe say Belly Drum + Flame Charge may seem like a decent idea? There are just a lot of things wrong with this though, like you can't use Sitrus Berry, you have no priority so you still lose to Scarf Garchomp and Prankster Thunder Wave, you still lose to Azumarill, idk it is just awful. Maybe mention Swords Dance is just way better and it OHKOs almost everything already so Belly Drum is really unnecessary!

For Zard-Y's other options, make sure to mention for all of these that Zard-Y is already kind of strapped for movesets (which should be evident by the 4 slashes on move 4). Air Slash is somewhat useful against Machamp and Conkeldurr but in the sun, Flamethrower is doing almost the same damage anyway (225 vs 203).

Also just a quick mention of Focus Punch, I saw it once and it can actually be a great lure to Tyranitars and Heatrans. That is literally all it does though, so it is not a great option, only if you don't want Focus Blast to miss. Maybe it can do something against Chansey and Blissey too, although I don't think it's anywhere near an OHKO Still better than Belly Drum though l 0 l

On the topic of Focus Blast, mention that in the Dragon Pulse OO, since you brought up Hydreigon

Tailwind - Nice mention, since it is a thing in OU. Maybe mention that it can help your team a bit depending on your partners. But yeah, it doesn't last long, good call.

Substitute - Good call too, mention that Charizard forces a lot of switches so that's useful. You could actually give some examples here, like if they switched to Scarf Garchomp or something you would have an advantage.

Do we need to mention regular Charizard? You cover pretty well why it is bad, I guess there might be some curious person out there. Let's keep it just for the laughs lol

Checks and Counters

For Mega Salamence, Outrage is really not that common at all. Draco Meteor is actually way more common! So maybe you should switch the mention to that. Earthquake also beats out Zard X

For Mega Kangaskhan, 58% are Adamant, and only 28% are Jolly, so I wouldn't say it runs a +Speed nature more often.

Breloom - lol that's funny. nothing wrong with it as a check it's just funny.

For Zard X

For bulky Ground-types, add Rhyperior. Rhyperior is becoming an underrated threat lately so I think it's worth a mention. Thanks to Solid Rock, even Earthquake isn't a great move against it.

Also mention that most Mamoswine use Sash, so if the Sash is still intact they can even survive a boosted attack and OHKO back.

For Heatran, mention that Heatran that use Earth Power do a lot back to Zard X.

For Zard Y

For Talonflame, mention that Zard can use Ancient Power again like you did in OO. The way I (and I think others) read analyses, sometimes you just jump to the part you need and not read the whole thing.

For Tyranitar, also mention that just having Tyranitar on your team makes things hard for Charizard-Y, because it cannot safely use Solar Beam. This can create a lot of mindgames for your opponent

For faster electric types, mention that with the godlike Flame Charge, you now outspeed and OHKO or 2HKO them all >:]

Maybe Greninja is worth mentioning here? it honestly loses 100% to Zard in sun unless it has Rock Slide or Rock Tomb, but these are very uncommon. When the sun is gone it can beat it with Scald and stuff but idk if that is worth mentioning. Maybe better to not include it I guess.



I think that's all! Pretty long analysis so it took a while. But it gave me a lot of good ideas for teammates for my next Zard team so it was a good read :heart:
 
Hulavuta Implemented most of the checks! Main differences I made where

-For Dragon Claw I mention that they can do a lot of damange to chomp and mence, but they dont OHKO, so WoWing them can still make sense (though its risky too)

-Added mentions of Flame Charge screwing up faster sashers, love doing that lol

-I made Jolly the only nature on defensive since I agree its the best nature (forgot to fix that when noved checked lol), but I left a short mention of Impish in since it does have some non trivial usage.

-Mentioned Cresselia in usage tips for Versatile Attacker too.

-Mentioned Rock Move Greninja as the last check. Its uncommon, but basically if Greninja actually switches into MCY, it might have it which can be devestating.

-Left Belly Drum zard in because people have asked me about that a lot, so I want to straight up mention why it doesn't work well.
 
Last edited:
Nice, you implemented everything pretty well. Good call on Venusaur for Air Slash too, I never thought of that lol.

Just two things: I think you can combine Rhyperior to the other Bulky Ground-types section alongside Hippowdon and Landorus-T instead of giving it its own section. Just add another sentence to explain Solid Rock. Those guys don't like burns either so you can keep the Will-O-Wisp mention.

For "residual damage" on Garchomp and Salamence, I think "previous damage" would be more appropriate.

Once those are done, this is 3/3 approved

Eu96gVg.gif

(Does anyone use these stamps anymore???)​
 
GP 1/2
[OVERVIEW]

Mega Evolutions define Battle Spot Singles's metagame, but Charizard kicks that concept up a notch, being the only Pokemon allowed to have two Mega Evolutions! Mega Charizard X is the physical attacker of the equation, having an incredible boosting ability in Tough Claws. Its Mega Charizard X's secondary Dragon typing makes it very unique among Fire-types, allowing it to set up on defensive Water-types with great boosting moves such as Dragon Dance and Swords Dance. With access to awesome support moves such as Flame Charge, Roost, and Will-O-Wisp, (RC) and the bulk to use them, Mega Charizard X stands out as the most versatile physical Fire-type out there, (RC) and as a physical Dragon-type that isn't checked by normal means such as Will-O-Wisp or Suicune.

Mega Charizard Y is the opposite side of the coin. With Drought and an impressive Special Attack stat, Mega Charizard Y is a ferocious wallbreaker that 2HKOes the majority of the metagame with no setup whatsoever. Drought even provides Mega Charizard Y with defensive benefits, allowing it to take on most Water-type Pokemon in conjunction with its good Special Defense stat and access to Solar Beam. Mega Charizard Y may not be as versatile as Mega Charizard X, but it doesn't need to be when the switch-ins most teams can provide will get 2HKOed at worst best!

While each Mega Charizard forme is a dangerous Pokemon on their own, both are reasonable enough to check on their own. However, since both of these Pokemon come under the disguise of Charizard at first, their threat level is magnified to horrifying new levels. Each Charizard has a dramatically different set of checks from each other, with one Pokemon checking one Mega Charizard forme, only to get obliterated by a different Mega Charizard forme. With the limited amount number of Pokemon you can send out and the fast-paced nature of Battle Spot Singles in mind, this means that predicting the wrong Mega Charizard forme often results in losing a Pokemon or getting set up on, which is usually a devestating blow that often costs you the game!

The key to solving the Charizard's nightmarish guessing game is to keep their similarities in mind, which opens up a few reliable tactics against both Mega Charizard formes. Both Mega Charizard also have a huge problem with Stealth Rock, which is likely to appear come out on any team that has big problems with the Mega Charizard duo, chopping off enough health to make it reasonable to revenge kill. Charizard's Speed, while certainly not bad, is hotly contested in Battle Spot Singles, meaning it Speed ties tying with Salamence, (RC) and Mega Kangaskhan, (RC) and gettings outsped by the ever so common Garchomp. Finally, with Choice Scarf users, Garchomp, and common Focus Sash users such as Breloom often running Rock-type attacks, landing a super effective hit on either Mega Charizard forme is actually a feasible task. In general, applying constant offensive pressure on the Mega Charizard family can save teams from getting tricked by this two-in-one Pokemon.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Outrage
move 3: Flare Blitz
move 4: Earthquake / Roost / Dragon Claw / Thunder Punch
item: Charizardite X
ability: Blaze
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

With a Dragon Dance in tow, Mega Charizard X becomes a powerful sweeper that outspeeds every relevant non-Choice Scarf Pokemon in Battle Spot Singles. Outrage is Mega Charizard X's cleaning tool of choice, OHKOing most offensive Pokemon after a boost. Flare Blitz is just as powerful as Outrage, (RC) but doesn't lock you in, making it a good move to throw out before setting up despite the recoil.

The last moveslot is a bit trickier to choose and depends on the makeup of your team. Earthquake allows Mega Charizard X to OHKO Heatran, (RC) and pick off weakened Aegislash without risking a King's Shield hit. Roost allows Mega Charizard X to recover from Stealth Rock damage against nonthreatening Pokemon such as Ferrothorn, and it allows Mega Charizard X to set up multiple Dragon Dances against certain defensive threats such as Suicune that lack Roar. Dragon Claw is a weaker, (RC) but safer Dragon-type STAB move than Outrage, perfect for smashing through Dragon-types without risking a Steel- or Fairy-type switch-in. Finally, Thunder Punch allows Mega Charizard X to OHKO Azumarill after a boost, to 2HKO Suicune without locking itself into Outrage, and allows Mega Charizard X to get past bulky Gyarados more easily.

Set Details
========

Mega Charizard X will want to maximize its Attack and Speed EVs to ensure it can sweep as easily as possible. The rest goes into Defense rather than HP, as this means less damage is taken from Stealth Rock. Make sure to carry Charizardite X, (RC) so you don't use the wrong Mega Evolution!

Adamant is usually the best nature for Mega Charizard X, giving it penty of power while still outspeeding non-Choice Scarfed Pokemon after a Dragon Dance. However, a Jolly nature is still valuable for allowing Mega Charizard X to outspeed Kangaskhan and Lucario before they Mega Evolve, (RC) and to outspeeding the rare Jolly Choice Scarf Landorus-T. Note that the loss of power will be noticeable, losing out some KOs such as no longer guaranteeing a 2HKO on maximum HP Leftovers Heatran with a boosted Outrage.

Usage Tips
========

The key to sweeping with Mega Charizard X is knowing when to use Dragon Dance. Early in the game, if your opponent could potentially send out big problems such as Choice Scarf Garchomp, Hippowdon, bulky Landorus-T, Thundurus (who which can use Prankster Thunder Wave to ruin a sweep), and walls that can paralyze Mega Charizard X such as Porygon2 and Cresselia, you're better off only setting up Dragon Dance later in the game, when these checks have been weakened enough. Note that if running Lunar Dance Cresselia, you can use Mega Charizard X early in the game to deal plenty of damage, or use it more recklessly against Pokemon with status moves, since Lunar Dance will restore it back to perfect health!

Since Mega Charizard X often finds itself using the recoil-causing Flare Blitz, it's also best to set up on Pokemon that won't harm Mega Charizard X too much. Defensive Rotom formes, Volcarona, Ferrothorn, Raikou, and Mega Charizard Y are good examples of Pokemon Mega Charizard X will usually scare out. Note that defensive Rotom formes and Ferrothorn ocasionally carry Thunder Wave, which can be an issue if they predict setup. If you have Charizard has Roost, you can even set up on Suicune that lack Roar! Mega Charizard X's setup potential is especially boosted if given support in the form of Yawn.

While it may be tempting to always use Mega Charizard X as a sweeper, sometimes it's best to just straight up attack switch-ins, especially if the opponent's Mega Charizard X answers tend to be more offensive Pokemon. Mega Charizard X's STAB moves have plenty of power before a boost, enough so that against a slower, weakened team, Dragon Dance may not even be needed.

If Stealth Rock isn't set up, you have the option of keeping Charizard in its base forme for some time. This is great for double switches and scouting what your opponent's response to Charizard will be, potentially throwing them off guard if they choose the wrong check for Mega Charizard X. Also, Charizard has a useful Ground immunity, which can help it set up against choiced Choice-locked Ground-type attacks or some offensive Heatran variants before Mega Evolving.


Team Options
========

Garchomp is Mega Charizard X's biggest problem, naturally outspeeding it, (RC) and even being able to running a Choice Scarf or a Focus Sash to defeat it after a Dragon Dance. Bulky Ground-types such as Hippowdon and defensive Landorus-T, (RC) and Focus Sashed / or Choice Scarfed Mamoswine and Excadrill are also serious problems. Azumarill defeats Mega Charizard X without Thunder Punch, while faster Dragon-types such as Latios, Mega Salamence, and Hydreigon will OHKO Mega Charizard X before it can set up Dragon Dance. Finally, Thundurus and Cresselia, while not being able to directly defeat Mega Charizard X, can stop its sweep with Thunder Wave.

Because of these issues, Rotom-W makes a great teammate. It Rotom-W handles bulky Ground-types and Mamoswine fairly well with Hydro Pump, it can burn Garchomp, handles Belly Drum Azumarill, and offensive Rotom-W can even cripple Cresselia with Trick if running an offensive set! In return, Mega Charizard X sets up on Ferrothorn for Rotom-W. A Hippowdon of your own also makes an excellent teammate, being able to use Stealth Rock to help Mega Charizard X grab more KOs; (ASC) it also has access to Yawn to help Mega Charizard X set up, (RC) and is being able to deal with Garchomp and Mega Kangaskhan. Defensive Zapdos does a good job against Azumarill and Mega Salamence, while Suicune can defeat Mega Salamence, Ground-types, and set up Calm Mind on Cresselia.

On the more offensive side of things, Serperior checks Azumarill and Ground-types, while your Mamoswine aids Mega Charizard X, (RC) by defeating Focus Sash Garchomp, Landorus-T, and Thundurus with Icicle Spear, as well as and also setting up Stealth Rock. Azumarill does a great job of taking on specially attacking Dragons, is immune to Outrage, it smashes Hippowdon, and it can revenge kill weakened Excadrill, Mamoswine, and Landorus-T. While Greninja offers no defensive synergy with Mega Charizard X, its ability, (RC) Protean, (RC) and its movepool allow it Greninja to revenge kill most of Mega Charizard X's threats, and it does a great job softening up threats to make way for a Mega Charizard X sweep.

Cresselia deserves special mention as a teammate, as Lunar Dance makes Mega Charizard X far more versatile in the earlier parts of the game thanks to the full recovery. Cresselia also deals with Garchomp, (RC) and Landorus-T, and it supports Mega Charizard X by paralyzing faster opponents foes with Thunder Wave.

[SET]
name: Versatile Sweeper
move 1: Swords Dance
move 2: Flame Charge
move 3: Outrage
move 4: Flare Blitz / Earthquake
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Charizard X's Attack to frightening new levels, allowing it to become a powerful wallbreaker. Flame Charge boosts Mega Charizard X's Speed. While it Flame Charge has low Base Power, Tough Claws and STAB boost it enough to make it that its still a good tool for laying down maintaining pressure against offensive teams, (RC) and defeating faster Focus Sash switch-ins. Outrage is Mega Charizard X's main STAB move of choice, being so powerful that even Heatran is 2HKOed after a Swords Dance! Flare Blitz complements Outrage perfectly, allowing Mega Charizard X to slam walls without locking itself into Outrage, (RC) and to hit Fairy-types hard. In fact, after a Swords Dance, Flare Blitz has a 75% chance to OHKO Azumarill after Stealth Rock damage! However, if you're more worried about hitting Heatran before a boost, Earthquake is an acceptable alternative.

Set Details
========

Maximum Attack and Speed investment is are needed for Mega Charizard X to be a competent wallbreaker. 4 Defense EVs are better than HP EVs, as this means Mega Charizard X will take less damage from Stealth Rock. Make sure to carry Charizardite X to Mega Evolve into the correct Charizard forme.

An Adamant nature fits this set the best, as it maximizes Mega Charizard X's wallbreaking power. However, a Jolly nature allows Mega Charizard X to Speed tie with Salamence, (RC) and outspeed Kangaskhan and Lucario before they Mega Evolve. This comes at the cost of power, (AC) however, losing the chance to OHKO Azumarill and Cresselia after a Swords Dance and Stealth Rock.

Usage Tips
========

Don't be reckless with Mega Charizard X's switches ins, as its reliance relying on boosted Outrage and Flare Blitz tends to make it the shortest-lived Mega Charizard set. Usually, you'll want to switch Mega Charizard X in on something it can set up on without taking damage, either after a KO or via a slowing U-turn or Volt Switch. Good Pokemon to set up on include defensive Rotom formes, Volcarona, Raikou, Ferrothorn, Scizor, and Mega Charizard Y. Also, note that if you are using Mega Charizard X with Cresselia, being more reckless against opponents becomes a much more viable tactic thanks to Lunar Dance.

While Mega Charizard X is nearly unstoppable once it sets up both Swords Dance and Flame Charge, setting up both is a difficult task, so oftentimes it's best to choose which move to set up with. When more defensive Pokemon are left, Swords Dance is the best move to set up with to break through walls, paving the way for other sweepers to clean up. If more frail, offensive Pokemon are left, then it's best to use Flame Charge to either set up a clean sweep or to take out an important, fast Pokemon. Just note that this can be unsafe if Choice Scarf or Focus Sash Garchomp is around, so make sure to scout its item. Generally, Mega Charizard X is faster than the targets it wants to defeat with Swords Dance-boosted attacks, while the faster threats are OHKOed without a boost and only need to be outsped via Flame Charge.

A common way to defeat Mega Charizard X is to goad it into using Outrage, (RC) so that Fairy-types like Azumarill or and Mega Mawile can hit it hard, so only use Outrage if you absolutely need a threat down if you see Fairy-types in Team Preview. Steel-types are used for a similar purpose, but note that after a Swords Dance, most such as Heatran will be 2HKOed by Outrage.

Team Options
========

Stealth Rock support is highly recommended for this Mega Charizard X, as it gives it the chance to get some major KOs against defensive threats after a Swords Dance, such as a guranteed OHKO on Suicune, a 62.5% chance to OHKO Cresselia, and a 75% chance to OHKO Azumarill. Hippowdon is an excellent choice, as not only does it deals with Garchomp, one of Charizard's archnemeses; (ASC) and can use Yawn to help Mega Charizard X set up; (ASC) and its has Sand Stream to takes care of Focus Sash. In a similar matter, Swampert can use Yawn and set up Stealth Rock, and as a bonus, its Swampert's Water typing allows it to hit Mamoswine, Excadrill, and Landorus-T hard. Mamoswine is also a good user of Stealth Rock, and it is able to defeat Thundurus and Focus Sash Garchomp. A Focus Sash Garchomp of your own does a good job of setting up Stealth Rock, while Landorus-T can set up Stealth Rock and soften up foes opponents with Intimidate. All of these Pokemon appreciate Mega Charizard X's wallbreaking power, (RC) and can also help against Heatran if Mega Charizard X lacks Earthquake.

One of this Mega Charizard X's biggest problems are is faster Dragon-types. Garchomp is the biggest issue, (AC) since it naturally outspeeds Mega Charizard X, and it can even run a Choice Scarf to always outspeed. Mega Salamence and Choice Scarf Hydreigon always outspeed it before a boost. Azumarill is also a big problem if Stealth Rock isn't set up. Defensive Zapdos is a good choice, as it can hep with Mega Salamence and Azumarill. While not as bulky as Zapdos, Thundurus can use Prankster Thunder Wave to deal with faster Dragons. Cresselia does a great job against Garchomp and Mega Salamence, and it can support Mega Charizard X with Thunder Wave and Lunar Dance. Suicune also does well against Garchomp and Mega Salamence, (RC) and can aid further against defeating Battle Spot Singles's walls with Calm Mind. If you're especially worried abut Azumarill, Serperior can work well against it; (ASC) and it also forms a good defensive core with Mega Charizard X and Suicune, (RC) and can paralyze faster threats with Glare. While frail, Breloom can be a great teammate, dealing with Azumarill, slowing down opponents foes with Rock Tomb, and even putting foes opponents to sleep with Spore so Mega Charizard X can set up. Greninja can soften up or outright KO many of Mega Charizard X's threats despite its frailness. Finally, Mega Kangaskhan makes a good backup Mega Pokemon, as it Mega Kangaskhan deals with offensive teams better, while Mega Charizard X can handle more defensive teams.

As a special mention, seriously consider Cresselia as a teammate, as Lunar Dance gives Mega Charizard X a second chance to sweep. Cresselia also defeats Garchomp, Mega Salamence, and Landorus-T, (RC) and can provide Mega Charizard X with Thunder Wave support so it can use Swords Dance more often.

[SET]
name: Drought Attacker
move 1: Flamethrower / Fire Blast
move 2: Solar Beam
move 3: Focus Blast
move 4: Overheat / Hidden Power Ice / Roost / Flame Charge
item: Charizardite Y
ability: Blaze / Solar Power
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

With the sun shining, Flamethrower is an extremely powerful attack, 2HKOing most Pokemon that don't resist it. Fire Blast is even more absurdly powerful, 2HKOing Pokemon that resist it such as Mega Salamence, Garchomp, Hydreigon, and opposing Mega Charizard Y. However, because of Mega Charizard Y's physical frailness, missing with Fire Blast can be a deadly risk. Solar Beam complements the Fire STAB perfectly, smashing Water-types such as Azumarill, Rotom-W, Suicune, and Swampert. It's also useful for revenge killing weakened Tyranitar in the sun. Focus Blast's accuracy can be a bit shaky, but it allows Mega Charizard Y to 2HKO Heatran and seriously damage Tyranitar switch-ins.

Overheat is an extremely powerful attack, dealing over 50% to most possible switch-ins. However, it greatly reduces Mega Charizard Y's power, often forcing it to switch, which is especially costly when your opponent has set up Stealth Rock. Hidden Power Ice OHKOes incoming Garchomp and Mega Salamence, potentially opening up a sweep for Mega Charizard Y, but note that Fire Blast does more to Pokemon that are only 2x weak to it (is it HP Ice?). Roost allows Mega Charizard Y to recover from Stealth Rock damage, (RC) and stay alive longer. Its good Special Defense stat means it is capable of using Roost against walls such as Porygon2, Cresselia, and Suicune, (RC) and against Pokemon it scares out such as Aegislash, Ferrothorn, and Scizor. Flame Charge may seem a bit strange since because it's a physical attack, but its Speed-boosting effect is great for allowing Mega Charizard Y to defeat faster threats such as Greninja and Choice Scarf Landorus-T, defeating faster Focus Sash Pokemon, and even potentially sweep weakened teams.

Set Details
========

Maximum HP and Speed are needed for full wallbreaking power. The leftover EVs should go in Defense, (RC) so that Mega Charizard Y can switch into Stealth Rock twice. If you are using Hidden Power Ice, put the remaining EVs in Special Defense instead, (RC) so you don't waste any EVs. Blaze is the simplest nature to use, since it has no harmful effects, and Trace Pokemon can't make any use of it. However, Solar Power has the bonus of making Charizard more powerful than Mega Charizard Y under the sun, which can be useful if your opponent is also running Mega Charizard Y. Make sure to hold a Charizardite Y so you Charizard will Mega Evolve into the right forme Charizard.

A Timid nature makes the most sense for Mega Charizard Y, since it already has plenty of power under the sun, and it can then Speed tie with Salamence, (RC) and outspeed Lucario and Kangaskhan before they Mega Evolve. If you want more power, (AC) however, Modest allows Mega Charizard Y to 2HKO Garchomp, Mega Salamence, and Hydreigon with Flamethrower.

Usage Tips
========

Stealth Rock is a huge problem for Mega Charizard Y, chopping off almost half its health per switch in. Try to prevent Stealth Rock from being set up any way you can. If your opponent's Stealth Rock user looks like its a more defensive, bulky user such as Hippowdon or Swampert, consider leading with Mega Charizard Y to avoid one Stealth Rock switch in, (RC) and for the ability to slam them ("with [some attack]" or something here) bulky users of it. However, Mega Charizard Y won't be able to stop fast users of it such as Garchomp. If the opponent's team looks like it will put too much pressure on Mega Charizard Y due to Stealth Rock and a high amount number of offensive Pokemon, consider benching Charizard.

Usually, you'll want to Mega Evolve Charizard as soon as possible, as there are almost no direct benefits to staying in base forme. The only reasons to stay in base forme are to grab a KO so you don't waste a turn of Drought, to predict a Tyranitar or Politoed switch-in, or if you want to double switch and keep your Charizard's Mega forme unrevealed (right?).

Mega Charizard Y works great early- to mid-game, where it can deal massive damage to incoming Pokemon, softening them up for a sweep from its teammates late on. However, Mega Charizard Y is so powerful that cleaning up isn't out of the question late-game, especially if you are it is carrying Flame Charge. Also, try to target slower Pokemon with Mega Charizard Y, as fast offensive threats such as Garchomp and Mega Salamence deal massive damage to it.

Team Options
========

Stealth Rock is Mega Charizard Y's biggest fear, so if you can't stop it, at least check the threats that set it up. Additionally, Pokemon that carry Rock-type moves such as Garchomp, Landorus-T, and Excadrill often carry Focus Sash or Choice Scarf to revenge kill Mega Charizard Y. Talonflame is problamatic because it resists all of Mega Charizard Y's attacks, (RC) and can OHKO it with Choice Band-boosted Brave Bird. Rotom-H is also a problem due to its resistance to Fire- and Grass-type moves, (RC) and its super effective Electric STAB type. While Thundurus and Raikou are hit hard by the Fire-type attacks, they can also zap and outspeed and zap Mega Charizard Y. Finally, Politoed can flip the tables on Mega Charizard Y with its Drizzle ability.

Hippowdon makes an excellent teammate for Mega Charizard Y. It can hit Garchomp and offensive Landorus-T hard with Ice Fang, deal with Excadrill, and use Yawn to put Politoed switch-ins to sleep. They also have good typing synergy, with Hippowdon taking Rock-type attacks, (RC) and Mega Charizard Y dealing with Grass-type attacks and certain special attacks. A unique aspect of Hippowdon is that it has can set up Sand Stream, which allows Mega Charizard Y to reset the sun at any time. Tyranitar is also great for resetting the weather, and it does a good job of handling Talonflame, Latias, Latios, and Thundurus that lack Focus Blast. Mamoswine is a great option to consider, taking care of Focus Sash Garchomp, Landorus-T, and Thundurus, and if you are especially desperate to keep Stealth Rock off the field, it can even use a Choice Scarf to defeat Garchomp before it can move. Serperior cuts through Mamoswine and Politoed with Leaf Storm, can Taunt most Stealth Rock users before they move, and can Glare through Ground-types such as Garchomp. Ferrothorn handles Politoed and has the advantage of a Rock-type resistance, the ability to handle Raikou and Thundurus, and the utility of supporting Mega Charizard Y with Thunder Wave to support Mega Charizard Y. Conkeldurr takes Rock-type attacks fairly well, (RC) and can hit Choice (Band? Scarf? if just Choice items in general add "item" imo. or Choice-locked if that was your point?) Excadrill and Mamoswine with Drain Punch. Bulky Landorus-T takes on most Ground-types fairly well, defeats offensive Talonflame, and can use U-turn to get Mega Charizard Y in, while Thundurus-T absorbs Electric-type attacks and fries Politoed and Talonflame with Thunderbolt. Thundurus can use its Prankster Thunder Wave to aid Mega Charizard Y against faster threats, and it can use a bulky EV spread to handle Talonflame and Mega Salamence.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Roost
move 3: Dragon Claw
move 4: Flame Charge / Earthquake
item: Charizardite X
ability: Blaze
nature: Jolly
evs: 172 HP / 116 Def / 220 Speed

[SET COMMENTS]
Moves
========

Will-O-Wisp is what makes this set so effective, crippling many of Mega Charizard X's physical switch-ins. Roost is the other key to this set, allowing Mega Charizard X to stick around for a long time. Dragon Claw doesn't have high Base Power, but STAB and Tough Claws makes it a reliable attack. Flame Charge is a bit weak, but the Speed boost it provides is invaluable for allowing Mega Charizard X to burn or attack faster threats such as Garchomp and Mega Kangaskhan. If you're more worried about Heatran, Earthquake is an acceptable secondary attack.

Set Details
========

Running a Jolly nature and 220 Speed EVs gives Mega Charizard X the ability to outspeed Adamant Salamence and Mega Kangaskhan. The HP EVs give Mega Charizard X an odd HP number (I imagine it's important to have an odd HP because BASE Charizard is 4x weak), and 116 Defense EVs maximizes its physical bulk with 116 Defense EVs. If you prefer more speed, you can run maximum Speed to at least Speed tie with Salamence and Mega Kangaskhan, but note that these two often opt for Adamant over Jolly anyways. If you're interested in a bulkier spread, 172 HP / 132 Def / 204 Spe with an Impish nature gives Mega Charizard X better bulk, at the cost of only being able to outspeed base 80 Speed Pokemon.

Usage Tips
========

Usually, it's best to Mega Evolve Charizard as soon as you can to get a better defensive typing and stats. Staying in Charizard's base forme only helps with switching into Ground-type attacks and keeping the opponent in the dark as to what Charizard Mega stone you're running if you double switch. Mega Evolving early also lessens Stealth Rock's damage, to the point where leading with Charizard is encouraged as long as you think you can get a favorable lead matchup. Staying in against faster Dragons such as Garchomp is ill advised.

Throw out Will-O-Wisp as much as possible. Many of Mega Charizard X's checks are physical Ground-types in addition to Azumarill, making this Mega Charizard X set a great lure. You'll want to use a combination of Dragon Claw and Roost to whittle down these foes' health. Will-O-Wisp is even useful against bulky special attackers such as Porygon2 and Cresselia, as Will-O-Wisp can wear them down into the KO range of powerful sweepers. If you're carrying Flame Charge, using this attack early is useful so Mega Charizard X can burn faster threats such as Choice Scarf Landorus-T. Garchomp and Mega Salamence are also hit hard by Dragon Claw after a Speed boost, but note that they won't be OHKOed without previous damage. You can burn them, but note that they can still do heavy damage, with Salamence in particular being able to use Draco Meteor, while some Garchomp run Lum Berry.

Team Options
========

Mega Charizard X is a great lure against physical attackers such as Azumarill and Garchomp thanks to Will-O-Wisp, so packing in Pokemon to take advantage of burned foes is a good idea. Azumarill is a fantastic option, being able to easily set up Belly Drum on burned Pokemon. Calm Mind Sylveon does better when its foes are burned, and it happens to deal with defensive Pokemon well too. Weakness Policy Aegislash can take advantage of weaker super effective attacks to set up, while burned Pokemon have a difficult time from preventing a Dragonite from setting up. Mega Charizard X can also be an invaluable lure for sand-based Excadrill teams for its ability to lure and cripple Landorus-T, (RC) as well as and its ability to deal with defensive Rotom-W and Ferrothorn. Just note that since this means you're also running either Hippowdon or Tyranitar, that this core has severe problems with Suicune, (RC) and offers no resistances to powerful Water-type attacks in general.

This Mega Charizard X set has trouble against bulky Pokemon that don't care about status, such as Suicune and Mega Sableye. Raikou sets up Calm Minds on Suicune with ease, while Serperior also works well with Leaf Storm. Both of these Pokemon also love Mega Charizard X's ability to deal with Ferrothorn and burn physical attackers. Zapdos is a good teammate againt Suicune as well, while Sylveon and Azumarill can hit Mega Sableye hard. Thundurus and Thundurus-T can surprise Mega Sableye with Nasty Plot, (RC) and also jolt through Suicune.

[STRATEGY COMMENTS]
Other Options
=============

For Mega Charizard X, Belly Drum may seem like a devastating setup attack, but Mega Charizard X's lack of priority and common Speed tier make it far more risky than Dragon Dance and Swords Dance. Rock Slide can be used to OHKO Mega Charizard Y and Talonflame, but its Dragon-type attacks do plenty already. Fire Punch is a Fire-type attack that lacks recoil, but Flame Charge is usually the better choice for the Speed boost.

For Mega Charizard Y, Sunny Day can be useful to surprise Politoed and Tyranitar switch-ins, but it does little else. Dragon Pulse hits Hydreigon and Latios harder, but Fire-type moves do plenty enough to them, and Focus Blast does more to Hydreigon. If you're especially worried about Talonflame and other Mega Charizard Y, you can use Ancient Power to OHKO them. Air Slash is useful for inducing flinches flinching and does a bit more against Conkeldurr and Mega Venusaur, but otherwise it is too weak to do much despite having STAB. If you really want to surprise Tyranitar, Heatran, and Chansey, you can use Focus Punch on Mega Charizard Y, though note that this only works on the switch. In general, Mega Charizard Y is strapped for moveslots, so using more exotic options is a difficult proposal for most teams.

Tailwind is an interesting choice to consider on both Mega Charizard formes, as it allow them to outspeed Garchomp. However, it doesn't last long, and it doesn't have the Attack boost of Dragon Dance or the offensive pressure of Flame Charge. Substitute protects the Charizard formes from status, allows them Charizards to take advantage of their ability to force switches, and saves them from Mega Mawile's Sucker Punch and Choice Scarf Garchomp, but otherwise it costs them in coverage. Regular Charizard is monstrously powerful with a Life Orb, Solar Power, and Sunny Day, but the setup and lack of bulk are huge problems.

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

**For Both Mega Charizard Formes**

**Stealth Rock**: Stealth Rock chopping off half the health before the Charizards can Mega Evolve really shortens their life span. Common users of Stealth Rock include Hippowdon, Garchomp, Landorus-T, Excadrill, and Swampert.

**Mega Altaria**: Mega Altaria is uncommon, but it's one of the few Pokemon to wall both Charizard formes, and it can hit both of them hard with its Dragon- and Fairy-type STAB moves. It can even run Facade to punish Will-O-Wisp.

**Garchomp**: Garchomp naturally outspeeds the Charizard formes, (RC) and often carries a Rock-type attack to hit them hard no matter which Mega Evolution they choose. Garchomp can even run a Choice Scarf to outspeed them after a Dragon Dance / or Flame Charge.

**Other Offensive Ground-types**: These often carry STAB Earthquake to defeat Mega Charizard X, (RC) and Rock-type moves to defeat Mega Charizard Y. Focus Sash users such as Excadrill and Landorus-T can pull this off, and they can also use Choice Scarf to outspeed them before a Dragon Dance / or Flame Charge. Even though Mamoswine doesn't always run a Rock-type attack, it still often runs Focus Sash, OHKOes Mega Charizard X, and deals massive damage to Mega Charizard Y with Icicle Spear.

**Mega Salamence**: Mega Salamence takes a lot of damage from both Charizard formes, but its STAB Double-Edge does a ton of damage to both, Earthquake hits Mega Charizard X hard, and Draco Meteor OHKOes Mega Charizard X. Mega Salamence is also faster than both Charizard formes before a Speed boost.

**Thundurus**: Thundurus hits Mega Charizard Y hard with Thunderbolt, (RC) and can use prankster Thunder Wave to ruin Mega Charizard X's chances of sweeping. However, it can't take either of their hits very well, with even bulky Thundurus being 2HKOed.

**Mega Kangaskhan**: While it only Speed ties with the Charizard formes, said Speed tie means that it can smash them Charizards with Double-Edge or Earthquake. It even sometimes runs Rock Slide.

**Breloom**: Breloom may sound preposterous as a check, but its affinity for Focus Sash and high-powered Rock Tombs are a big problem for the Charizard formes if Stealth Rock isn't set up.

**For Mega Charizard X**

**Bulky Ground-types**: Bulky Ground-types such as Hippowdon and Landorus-T can usually survive unboosted assaults, (RC) and smash Mega Charizard X with Earthquake. Rhyperior also works, (AC) since Solid Rock covers the its Earthquake weakness. Note that none of these like Will-O-Wisp.

**Azumarill**: Azumarill resists Mega Charizard X's STABS types and can hit hard with Play Rough. However, boosted Thunder Punch and Swords Dance-boosted Flare Blitz (if you mean Thunder Punch is also boosted by SD, just say "Swords Dance-boosted (or +2 or w/e) Thunder Punch and Flare Blitz") can defeat Azumarill, and it hates Will-O-Wisp.

**Heatran**: Mega Charizard X without Earthquake can have a hard time against Heatran without boosts set up, while Heatran can slam it hard with Earth Power.

**Faster Dragons**: Latios, Latias, and Choice Scarf Hydreigon outspeed and can OHKO Mega Charizard X; (ASC) however, (AC) they are unable to switch in, (RC) and must watch out for Speed-boosting moves such as Dragon Dance and Flame Charge.

**Cresselia**: While Cresselia doesn't directly hurt Mega Charizard X much, it can cripple the dragon with Thunder Wave. It must watch out for Swords Dance-boosted Outrage, (AC) however.

**For Mega Charizard Y**

**Talonflame**: Talonflame resists all of Mega Charizard Y's attacks, (RC) and can either wall it with a specially defensive set, (RC) or outright OHKO it Mega Charizard Y with Choice Band-boosted Brave Bird. Note that Talonflame can lose in the rare case of Ancient Power Mega Charizard Y.

**Politoed**: Unlike most Water-types, Politoed has Drizzle, which ruins Mega Charizard Y's ability to hit it with Solar Beam.

**Rotom-H**: Calm Rotom-H isn't 2HKOed by Mega Charizard Y, and it 2HKOes with Thunderbolt in return. Offensive variants take heavy damage from Fire-type attacks, but Choice Specs variants in particular can OHKO Mega Charizard Y.

**Mega Charizard X**: Mega Charizard X takes little damage from Fire- and Grass-type attacks, and it can use Mega Charizard Y as setup fodder time to set up.

**Dragonite**: Thanks to Multiscale and resistances, Dragonite sets up on Mega Charizard Y, unless it switches into Hidden Power Ice after Stealth Rock damage.

**Specially Defensive Tyranitar**: Althought Focus Blast deals serious damage, specially defensive and Assault Vest Tyranitar get rid of the sun and easily OHKOs Mega Charizard Y. Choice Scarf Tyranitar also outspeeds Mega Charizard Y, and switching into a Solar Beam means Tyranitar will usually win. In general, Tyranitar's appearance makes Solar Beam much more difficult to use for Mega Charizard Y, reducing its versatility.

**Faster Electric-types**: While they can't take Mega Charizard Y's attacks very well, faster Electric-types such as Raikou and Thundurus-T can revenge kill it. Choice Scarf Rotom-W can also revenge kill weakened Mega Charizard Y, though it can get OHKOed by Solar Beam. Also, none of these threats can handle Mega Charizard Y once it gets a Flame Charge boost.

**Chansey and Blissey**: Chansey and Blissey's massive HP and Special Defense stats ensure that Mega Charizard Y can't muscle past them.

**Entei**: Assault Vest Entei can tank Mega Charizard Y's attacks, (RC) and threaten to OHKO it with Stone Edge.

**Chandelure**: While uncommon, Flash Fire Chandelure completely walls Mega Charizard Y, (RC) and can hit it with Shadow Ball, (RC) and roast other switch-ins with its own Fire Blasts.

**Greninja**: Greninja normally makes a poor Mega Charizard Y check, but if it's running Rock Slide or Rock Tomb, it can act as a surprise revenge killer as long as Mega Charizard Y hasn't used Flame Charge.
 
Last edited:
Thank you very much P Squared for going through that massive analysis! Man I really need to stop putting commas before and lol...

Anyways, only need one more grammar check till this bad ass mofo is onsite!
 
Theorymon

REMOVE CHANGE COMMENTS

[OVERVIEW]

Mega Evolutions define Battle Spot Singles's metagame, but Charizard kicks that concept up a notch, being the only Pokemon allowed to have with two Mega Evolutions! Mega Charizard X is the physical attacker of the equation, having an incredible boosting ability in Tough Claws. Its secondary Dragon typing makes it very unique among Fire-types, allowing it to set up on defensive Water-types with great boosting moves such as Dragon Dance and Swords Dance. With access to awesome support moves such as Flame Charge, Roost, and Will-O-Wisp and the bulk to use them, Mega Charizard X stands out as the most versatile physical Fire-type out there and as a physical Dragon-type that isn't checked by normal means such as Will-O-Wisp or Suicune.

Mega Charizard Y is the opposite side of the coin. With Drought and an impressive Special Attack stat, Mega Charizard Y is a ferocious wallbreaker that 2HKOes the majority of the metagame with no setup whatsoever. Drought even provides Mega Charizard Y with defensive benefits, allowing it to take on most Water-type Pokemon in conjunction with its good Special Defense stat and access to Solar Beam. Mega Charizard Y may might not be as versatile as Mega Charizard X, but it doesn't need to be when the switch-ins most teams can provide will get 2HKOed at worst!

While each Mega Charizard forme Mega Evolution is a dangerous Pokemon, both are reasonable enough to check on their own. However, since both of these Pokemon come under the disguise of Charizard at first, their threat level is magnified to horrifying new levels.to avoid "level elevated to levels" Each Charizard has a dramatically different set of checks from each other, with one Pokemon checking one Mega Charizard forme Mega Evolution, only to get obliterated by the other. a different Mega Charizard forme. With the limited number of Pokemon you can send out and the fast-paced nature of Battle Spot Singles in mind, this means that predicting the wrong Mega Charizard forme Mega Evolution often results in losing a Pokemon or getting set up on, which is usually a devastating blow that often costs you the game!

The key to solving the nightmarish guessing game is to keep their similarities in mind, which opens up a few reliable tactics against both Mega Charizard formes Mega Evolutions. Both also have a huge problem with Stealth Rock, which is likely to appear on any team that has big problems with the Mega Charizard duo, chopping off enough health to make it reasonable to revenge kill. Charizard's Speed, while certainly not bad, is hotly contested in Battle Spot Singles, meaning it Speed ties with Salamence and Mega Kangaskhan and gets outsped by the ever-so-common Garchomp. Finally, with Choice Scarf users, Garchomp, and common Focus Sash users such as Breloom often running Rock-type attacks, landing a super effective hit on either Mega Charizard forme Mega Evolution is actually a feasible task. In general, applying constant offensive pressure on the Mega Charizard family can save teams from getting tricked by this two-in-one Pokemon.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Outrage
move 3: Flare Blitz
move 4: Earthquake / Roost / Dragon Claw / Thunder Punch
item: Charizardite X
ability: Blaze
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

With a Dragon Dance in tow, Mega Charizard X becomes a powerful sweeper that outspeeds every relevant non-Choice Scarf Pokemon in Battle Spot Singles. Outrage is Mega Charizard X's cleaning tool of choice, OHKOing most offensive Pokemon after a boost. Flare Blitz is just as powerful as Outrage but doesn't lock you Mega Charizard X in, making it a good move to throw out before setting up despite the recoil.

The last moveslot is a bit trickier to choose and depends on the makeup of your team. Earthquake allows Mega Charizard X to OHKO Heatran and pick off weakened Aegislash without risking a King's Shield hit. Roost allows Mega Charizard X to recover from Stealth Rock damage against nonthreatening Pokemon such as Ferrothorn, and it allows Mega Charizard X to set up multiple Dragon Dances against certain defensive threats such as Suicune that lack Roar. Dragon Claw is a weaker but safer Dragon-type STAB move than Outrage, perfect for smashing through Dragon-types without risking a Steel- or Fairy-type switch-in switching in. Finally, Thunder Punch allows Mega Charizard X to OHKO Azumarill after a boost, to 2HKO Suicune without locking itself into Outrage, and to get past bulky Gyarados more easily.

Set Details
========

Mega Charizard X will want to maximize its Attack and Speed EVs to ensure it can sweep as easily as possible. The rest goes into Defense rather than HP, as this means less damage is taken from Stealth Rock. Make sure to carry Charizardite X so you don't use the wrong Mega Evolution!

Adamant is usually the best nature for Mega Charizard X, giving it plenty of power while still outspeeding non-Choice Scarf Pokemon after a Dragon Dance. However, a Jolly nature is still valuable for allowing Mega Charizard X to outspeed Kangaskhan and Lucario before they Mega Evolve and to outspeed the rare Jolly Choice Scarf Landorus-T. Note that the loss of power will be noticeable, losing out some KOs such as no longer guaranteeing a 2HKO on maximum HP Leftovers Heatran with a boosted Outrage.

Usage Tips
========

The key to sweeping with Mega Charizard X is knowing when to use Dragon Dance. Early in the game, if your opponent could potentially send out big problems such as Choice Scarf Garchomp, Hippowdon, bulky Landorus-T, Thundurus (which can use Prankster Thunder Wave to ruin a sweep), and walls that can paralyze Mega Charizard X such as Porygon2 and Cresselia, you're better off attacking instead of setting up. only setting Only set up up Dragon Dance later in the game, when these checks have been weakened enough. Note that if running Lunar Dance Cresselia, you can use Mega Charizard X early in the game to deal plenty of damage, or use it more recklessly against Pokemon with status moves, since Lunar Dance will restore it back to perfect health!

Since Mega Charizard X often finds itself using the recoil-causing Flare Blitz, it's also best to set up on Pokemon that won't harm Mega Charizard X too much. Defensive Rotom formes, Volcarona, Ferrothorn, Raikou, and Mega Charizard Y are good examples of Pokemon Mega Charizard X will usually scare out. Note that defensive Rotom formes and Ferrothorn ocasionally carry Thunder Wave, which can be an issue if they predict setup. If Charizard has Roost, you can even set up on Suicune that lack Roar! Mega Charizard X's setup potential is especially boosted if given support in the form of Yawn.

While it may might be tempting to always use Mega Charizard X as a sweeper, sometimes it's best to just straight up attack switch-ins right away, especially if the opponent's Mega Charizard X answers tend to be more offensive Pokemon. Mega Charizard X's STAB moves have plenty of power before a boost, enough so that against a slower, weakened team, Dragon Dance may might not even be needed.

If Stealth Rock isn't set up, you have the option of keeping Charizard in its base forme unevolved for some time. This is great for double switches and scouting what your opponent's response to Charizard will be, potentially throwing them off guard if they choose the wrong check for Mega Charizard X. Also, Charizard has a useful Ground immunity, which can help it set up against Choice-locked Ground-type attacks or some offensive Heatran variants before Mega Evolving.


Team Options
========

Garchomp is Mega Charizard X's biggest problem, naturally outspeeding it and even being able to run a Choice Scarf or a Focus Sash to defeat it after a Dragon Dance. Bulky Ground-types such as Hippowdon and defensive Landorus-T and Focus Sash or Choice Scarf Mamoswine and Excadrill are also serious problems. Azumarill defeats Mega Charizard X without Thunder Punch, while faster Dragon-types such as Latios, Mega Salamence, and Hydreigon will OHKO Mega Charizard X before it can set up Dragon Dance. Finally, Thundurus and Cresselia, while not being able to directly defeat Mega Charizard X, can stop its sweep with Thunder Wave.

Because of these issues, Rotom-W makes a great teammate. It handles bulky Ground-types and Mamoswine fairly well with Hydro Pump, can burn Garchomp, handles Belly Drum Azumarill, and can even cripple Cresselia with Trick if running an offensive set! In return, Mega Charizard X sets up on Ferrothorn for Rotom-W. A Hippowdon of your own also makes an excellent teammate, being able to use Stealth Rock to help Mega Charizard X grab more KOs; it also has access to Yawn to help Mega Charizard X set up and is able to deal with Garchomp and Mega Kangaskhan. Defensive Zapdos does a good job against Azumarill and Mega Salamence, while Suicune can defeat Mega Salamence, Ground-types, and set up Calm Mind on Cresselia.

On the more offensive side of things, Serperior checks Azumarill and Ground-types, while Mamoswine aids Mega Charizard X by defeating Focus Sash Garchomp, Landorus-T, and Thundurus with Icicle Spear, as well as setting up Stealth Rock. Azumarill does a great job of taking on specially attacking Dragons, is immune to Outrage, smashes Hippowdon, and can revenge kill weakened Excadrill, Mamoswine, and Landorus-T. While Greninja offers no defensive synergy with Mega Charizard X, its ability Protean and its movepool allow it to revenge kill most of Mega Charizard X's threats, and it does a great job softening up threats to make way for a Mega Charizard X sweep.

Cresselia deserves special mention as a teammate, as Lunar Dance makes Mega Charizard X far more versatile in the earlier parts of the game thanks to the full recovery. Cresselia also deals with Garchomp and Landorus-T, and it supports Mega Charizard X by paralyzing faster foes with Thunder Wave.

[SET]
name: Versatile Sweeper
move 1: Swords Dance
move 2: Flame Charge
move 3: Outrage
move 4: Flare Blitz / Earthquake
item: Charizardite X
ability: Blaze
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Charizard X's Attack to frightening new levels, allowing it to become a powerful wallbreaker. Flame Charge boosts Mega Charizard X's Speed. While it has low Base Power, Tough Claws and STAB boost it enough to make it a good tool for maintaining pressure against offensive teams and defeating faster Focus Sash switch-ins. Outrage is Mega Charizard X's main STAB move, being so powerful that even Heatran is 2HKOed after a Swords Dance! Flare Blitz complements Outrage perfectly, allowing Mega Charizard X to slam walls without locking itself into Outrage and to hit Fairy-types hard. In fact, after a Swords Dance, Flare Blitz has a 75% chance to OHKO Azumarill after Stealth Rock damage! However, if you're more worried about hitting Heatran before a boost, Earthquake is an acceptable alternative.

Set Details
========

Maximum Attack and Speed investment is needed for Mega Charizard X to be a competent wallbreaker. 4 Defense EVs are better than HP EVs, as this means Charizard will take less damage from Stealth Rock. Make sure to carry Charizardite X to Mega Evolve into the correct Charizard forme Mega Charizard X.

An Adamant nature fits this set the best, as it maximizes Mega Charizard X's wallbreaking power. However, a Jolly nature allows Mega Charizard X to Speed tie with Salamence and outspeed Kangaskhan and Lucario before they Mega Evolve. This comes at the cost of power, however, losing the chance to OHKO Azumarill and Cresselia after a Swords Dance and Stealth Rock.

Usage Tips
========

Don't be reckless with when switching Mega Charizard X's switches in, as its reliance on boosted Outrage and Flare Blitz tends to make it the shortest-lived Mega Charizard set. Usually, you'll want to switch Mega Charizard X in on something it can set up on without taking damage, either after a KO, (AC) or via a slow U-turn or Volt Switch. Good Pokemon to set up on include defensive Rotom formes, Volcarona, Raikou, Ferrothorn, Scizor, and Mega Charizard Y. Also, note that if you are using Mega Charizard X with Cresselia, being more reckless against opponents becomes a much more viable tactic thanks to Lunar Dance.

While Mega Charizard X is nearly unstoppable once it sets up both Swords Dance and Flame Charge, setting up both is a difficult task, so oftentimes it's best to choose which move to set up with. When more defensive Pokemon are left, Swords Dance is the best move to set up with to break through walls, paving the way for other sweepers to clean up. If more frail, offensive Pokemon are left, then it's best to use Flame Charge to either set up a clean sweep or take out an important, fast Pokemon. Just note that this can be unsafe if Choice Scarf or Focus Sash Garchomp is around, so make sure to scout its item. Generally, Mega Charizard X is faster than the targets it wants to defeat with Swords Dance-boosted attacks, while the faster threats are OHKOed without a boost and only need to be outsped via Flame Charge.

A common way to defeat Mega Charizard X is to goad it into using Outrage so that Fairy-types like Azumarill and Mega Mawile can hit it hard, so only use Outrage if you absolutely need a threat down if you see Fairy-types in Team Preview. Steel-types are used for a similar purpose, but note that after a Swords Dance, most such as Heatran will be 2HKOed by Outrage.

Team Options
========

Stealth Rock support is highly recommended for this Mega Charizard X, as it gives it the chance to get some major KOs against defensive threats after a Swords Dance, such as a guranteed OHKO on Suicune, a 62.5% chance to OHKO Cresselia, and a 75% chance to OHKO Azumarill. Hippowdon is an excellent choice, as it deals with Garchomp, one of Charizard's archnemeses; can use Yawn to help Mega Charizard X set up; and has Sand Stream to takes care of Focus Sash. In a similar matter, Swampert can use Yawn and set up Stealth Rock, and as a bonus, its Water typing allows it to hit Mamoswine, Excadrill, and Landorus-T hard. Mamoswine is also a good user of Stealth Rock, and it is able to defeat Thundurus and Focus Sash Garchomp. A Focus Sash Garchomp of your own does a good job of setting up Stealth Rock, while Landorus-T can set up Stealth Rock and soften up foes with Intimidate. All of these Pokemon appreciate Mega Charizard X's wallbreaking power and can also help against Heatran if Mega Charizard X lacks Earthquake.

One of this Mega Charizard X's biggest problems is faster Dragon-types. Garchomp is the biggest issue, since it naturally outspeeds Mega Charizard X, and it can even run a Choice Scarf to always outspeed. Mega Salamence and Choice Scarf Hydreigon always outspeed it before a boost. Azumarill is also a big problem if Stealth Rock isn't set up. Defensive Zapdos is a good choice for a partner, as it can hep with Mega Salamence and Azumarill. While not as bulky as Zapdos, Thundurus can use Prankster Thunder Wave to deal with faster Dragons. Cresselia does a great job against Garchomp and Mega Salamence, and it can support Mega Charizard X with Thunder Wave and Lunar Dance. Suicune also does well against Garchomp and Mega Salamence and can aid further against Battle Spot Singles's walls with Calm Mind. If you're especially worried abut Azumarill, Serperior can work well against it; it also forms a good defensive core with Mega Charizard X and Suicune and can paralyze faster threats with Glare. While frail, Breloom can be a great teammate, dealing with Azumarill, slowing down foes with Rock Tomb, and even putting foes to sleep with Spore so Mega Charizard X can set up. Greninja can soften up or outright KO many of Mega Charizard X's threats despite its frailness. Finally, Mega Kangaskhan makes a good backup Mega Pokemon, as it deals with offensive teams better, while Mega Charizard X can handle more defensive teams.

As a special mention, seriously consider Cresselia as a teammate, as Lunar Dance gives Mega Charizard X a second chance to sweep. Cresselia also defeats Garchomp, Mega Salamence, and Landorus-T and can provide Mega Charizard X with Thunder Wave support so it can use Swords Dance more often.

[SET]
name: Drought Attacker
move 1: Flamethrower / Fire Blast
move 2: Solar Beam
move 3: Focus Blast
move 4: Overheat / Hidden Power Ice / Roost / Flame Charge
item: Charizardite Y
ability: Blaze / Solar Power
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

With the sun shining, Flamethrower is an extremely powerful attack, 2HKOing most Pokemon that don't resist it. Fire Blast is even more absurdly powerful, 2HKOing Pokemon that resist it such as Mega Salamence, Garchomp, Hydreigon, and opposing Mega Charizard Y. However, because of Mega Charizard Y's physical frailness, missing with Fire Blast can be a deadly risk. Solar Beam complements the Fire STAB type perfectly, smashing Water-types such as Azumarill, Rotom-W, Suicune, and Swampert. It's also useful for revenge killing weakened Tyranitar in the sun. Focus Blast's accuracy can be a bit shaky, but it allows Mega Charizard Y to 2HKO Heatran and seriously damage Tyranitar switch-ins.

Overheat is an extremely powerful attack, dealing over 50% to most possible switch-ins. However, it greatly reduces Mega Charizard Y's power, often forcing it to switch, which is especially costly when your opponent has set up Stealth Rock. Hidden Power Ice OHKOes incoming Garchomp and Mega Salamence, potentially opening up a sweep for Mega Charizard Y, but note that Fire Blast does more to Pokemon that are only 2x weak to Hidden Power Ice. Roost allows Mega Charizard Y to recover from Stealth Rock damage and stay alive longer. Its Mega Charizard Y's good Special Defense stat means it is capable of using Roost against walls such as Porygon2, Cresselia, and Suicune and against Pokemon it scares out such as Aegislash, Ferrothorn, and Scizor. Flame Charge may might seem a bit strange because it's a physical attack, but its Speed-boosting effect is great for allowing Mega Charizard Y to defeat faster threats such as Greninja and Choice Scarf Landorus-T, letting Mega Charizard Y defeat faster Focus Sash Pokemon after hitting them on the switch, and even potentially sweep weakened teams.

Set Details
========

Maximum HP and Speed are needed for full wallbreaking power. The leftover EVs should go in Defense so that Mega Charizard Y can switch into Stealth Rock twice. If you are using Hidden Power Ice, put the remaining EVs in Special Defense instead so you don't waste any EVs. Blaze is the simplest nature to use, since it has no harmful effects, and Trace Pokemon can't make any use of it. However, Solar Power has the bonus of making Charizard more powerful than Mega Charizard Y under the sun, which can be useful if your opponent is also running Mega Charizard Y. Make sure to hold a Charizardite Y so Charizard will Mega Evolve into the right forme Mega Charizard Y.

A Timid nature makes the most sense for Mega Charizard Y, since it already has plenty of power under the sun, and it can then Speed tie with Salamence and outspeed Lucario and Kangaskhan before they Mega Evolve. If you want more power however, Maybe consider rephrasing to "However, if you want more power," because idk if this is correct or not but seems fine Modest allows Mega Charizard Y to 2HKO Garchomp, Mega Salamence, and Hydreigon with Flamethrower.

Usage Tips
========

Stealth Rock is a huge problem for Mega Charizard Y, chopping off almost half its health per switch in. Try to prevent Stealth Rock from being set up any way you can. If your opponent's Stealth Rock user looks like a more defensive, bulky user such as Hippowdon or Swampert, consider leading with Mega Charizard Y to avoid one switch into Stealth Rock switch in and for the ability to slam them with Solar Beam. However, Mega Charizard Y won't be able to stop fast users of it such as Garchomp. If the opponent's team looks like it will put too much pressure on Mega Charizard Y due to Stealth Rock and a high number of offensive Pokemon, consider benching Charizard.

Usually, you'll want to Mega Evolve Charizard as soon as possible, as there are almost no direct benefits otherwise to staying in base forme. The only reasons to stay in base forme not Mega Evolve are to grab a KO so you don't waste a turn of Drought, to predict a Tyranitar or Politoed switch-in, or if you want to double switch and keep your Charizard's Mega forme Evolution unrevealed.

Mega Charizard Y works great early- to or mid-game, to avoid saying "early-to-mid-game", which is how we should if we were to say "X-to-Y" where it can deal massive damage to incoming Pokemon, softening them up for a sweep from its teammates late on. However, Mega Charizard Y is so powerful that cleaning up isn't out of the question late-game, especially if it is carrying Flame Charge. Also, try to target slower Pokemon with Mega Charizard Y, as fast offensive threats such as Garchomp and Mega Salamence deal massive damage to it.

Team Options
========

Stealth Rock is Mega Charizard Y's biggest fear, so if you can't stop it, at least check the threats that set it up. Additionally, Pokemon that carry Rock-type moves such as Garchomp, Landorus-T, and Excadrill often carry Focus Sash or Choice Scarf to revenge kill Mega Charizard Y. Talonflame is problematic because it resists all of Mega Charizard Y's attacks and can OHKO it with Choice Band-boosted Brave Bird. Rotom-H is also a problem due to its resistance to Fire- and Grass-type moves and its super effective Electric STAB type. While Thundurus and Raikou are hit hard by the Fire-type attacks, they can also outspeed and zap Mega Charizard Y. Finally, Politoed can flip the tables weather on Mega Charizard Y with its Drizzle ability.

Hippowdon makes an excellent teammate for Mega Charizard Y. It can hit Garchomp and offensive Landorus-T hard with Ice Fang, deal with Excadrill, and use Yawn to put Politoed switch-ins to sleep. They also have good typing synergy, with Hippowdon taking Rock-type attacks and Mega Charizard Y dealing with Grass-type attacks and certain special attacks. A unique aspect of Hippowdon is that it has Sand Stream, which allows Mega Charizard Y to reset the sun at any time. Tyranitar is also great for resetting the weather, and it does a good job of handling Talonflame, Latias, Latios, and Thundurus that lack Focus Blast. Mamoswine is a great option to consider, taking care of Focus Sash Garchomp, Landorus-T, and Thundurus, and if you are especially desperate to keep Stealth Rock off the field, it can even use a Choice Scarf to defeat Garchomp before it Garchomp can move. Serperior cuts through Mamoswine and Politoed with Leaf Storm, can Taunt most Stealth Rock users before they move, and can Glare through Ground-types such as Garchomp. Ferrothorn handles Politoed and has the advantage of a Rock-type resistance, the ability to handle Raikou and Thundurus, and the utility of Thunder Wave to support Mega Charizard Y. Conkeldurr takes Rock-type attacks fairly well and can hit Choice Scarf Excadrill and Mamoswine with Drain Punch. Bulky Landorus-T takes on most Ground-types fairly well, defeats offensive Talonflame, and can use U-turn to get Mega Charizard Y in, while Thundurus-T absorbs Electric-type attacks and fries Politoed and Talonflame with Thunderbolt. Thundurus can use its Prankster Thunder Wave to aid Mega Charizard Y against faster threats, and it can use a bulky EV spread to handle Talonflame and Mega Salamence.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Roost
move 3: Dragon Claw
move 4: Flame Charge / Earthquake
item: Charizardite X
ability: Blaze
nature: Jolly
evs: 172 HP / 116 Def / 220 Spe

[SET COMMENTS]
Moves
========

Will-O-Wisp is what makes this set so effective, crippling many of Mega Charizard X's physical switch-ins. Roost is the other key to this set, allowing Mega Charizard X to stick around for a long time. Dragon Claw doesn't have high Base Power, but STAB and Tough Claws makes it a reliable attack. Flame Charge is a bit weak, but the Speed boost it provides is invaluable for allowing Mega Charizard X to burn or attack faster threats such as Garchomp and Mega Kangaskhan. If you're more worried about Heatran, Earthquake is an acceptable secondary attack.

Set Details
========

Running a Jolly nature and 220 Speed EVs gives Mega Charizard X the ability to outspeed Adamant Salamence and Mega Kangaskhan. The HP EVs give Charizard an odd HP number to take less damage against Stealth Rock, and 116 Defense EVs maximize its physical bulk. If you prefer more Speed, alternatively "prefer to be a bit quicker" you can run maximum Speed EVs to at least Speed tie with Salamence and Mega Kangaskhan, but note that these two often opt for Adamant over Jolly anyway. If you're interested in a bulkier spread, 172 HP / 132 Def / 204 Spe with an Impish nature gives Mega Charizard X better bulk, at the cost of only being able to outspeed base 80 Speed Pokemon.

Usage Tips
========

Usually, it's best to Mega Evolve Charizard as soon as you can to get a better defensive typing and stats. Staying in Charizard's base forme as Charizard only helps with switching into Ground-type attacks and keeping the opponent in the dark as to what Mega Stone you're running if you double switch. Mega Evolving early also lessens Stealth Rock's damage, to the point where leading with Charizard is encouraged as long as you think you can get a favorable lead matchup. Staying in against faster Dragons such as Garchomp is ill advised.

Throw out Will-O-Wisp as much as possible. Many of Mega Charizard X's checks are physical Ground-types in addition to Azumarill, making this Mega Charizard X set a great lure. You'll want to use a combination of Dragon Claw and Roost to whittle down these foes' health. Will-O-Wisp is even useful against bulky special attackers such as Porygon2 and Cresselia, as Will-O-Wisp can wear them down into the KO range of powerful sweepers. If you're carrying Flame Charge, using this attack early is useful so Mega Charizard X can burn faster threats such as Choice Scarf Landorus-T. Garchomp and Mega Salamence are also hit hard by Dragon Claw after a Speed boost, but note that they won't be OHKOed without previous damage. You can burn them, but note that they can still do heavy damage, with Salamence in particular being able to use Draco Meteor, while some Garchomp run Lum Berry.

Team Options
========

Mega Charizard X is a great lure against physical attackers such as Azumarill and Garchomp thanks to Will-O-Wisp, so packing in Pokemon to take advantage of burned foes is a good idea. Azumarill is a fantastic option, being able to easily set up Belly Drum on burned Pokemon. Calm Mind Sylveon does better when its foes are burned, and it happens to deal with defensive Pokemon well too. Weakness Policy Aegislash can take advantage of weaker super effective attacks to set up, while burned Pokemon have a difficult time preventing a Dragonite from setting up. Mega Charizard X can also be an invaluable lure for sand-based Excadrill teams for its ability to lure and cripple Landorus-T as well as deal with defensive Rotom-W and Ferrothorn. Just note that since this means you're also running either Hippowdon or Tyranitar, this core has severe problems with Suicune and offers no resistances to powerful Water-type attacks in general.

This Mega Charizard X set has trouble against bulky Pokemon that don't care about status, such as Suicune and Mega Sableye. Raikou sets up Calm Minds on Suicune with ease, while and Serperior also works well with Leaf Storm. Both of these Pokemon also love Mega Charizard X's ability to deal with Ferrothorn and burn physical attackers. Zapdos is a good teammate against Suicune as well, while Sylveon and Azumarill can hit Mega Sableye hard. Thundurus and Thundurus-T can surprise Mega Sableye with Nasty Plot and also jolt through Suicune.

[STRATEGY COMMENTS]
Other Options
=============

For Mega Charizard X, Belly Drum may might seem like a devastating setup attack, but Mega Charizard X's lack of priority and common Speed tier make it far more risky than Dragon Dance and Swords Dance. Rock Slide can be used to OHKO Mega Charizard Y and Talonflame, but its Mega Charizard X's Dragon-type attacks do plenty already. Fire Punch is a Fire-type attack that lacks recoil, but Flame Charge is usually the better choice for the Speed boost.

For Mega Charizard Y, Sunny Day can be useful to surprise Politoed and Tyranitar switch-ins, but it does little else. Dragon Pulse hits Hydreigon and Latios harder, but Fire-type moves do plenty enough to them, and Focus Blast does more to Hydreigon. If you're especially worried about Talonflame and other Mega Charizard Y, you can use Ancient Power to OHKO them. Air Slash is useful for inducing flinches and does a bit more against Conkeldurr and Mega Venusaur, but otherwise it is too weak to do much despite having STAB. If you really want to surprise Tyranitar, Heatran, and Chansey, you can use Focus Punch on Mega Charizard Y, though note that this only works on the switch. In general, Mega Charizard Y is strapped for moveslots, so using more exotic options is a difficult proposal for most teams.

Tailwind is an interesting choice to consider on both Mega Charizard Mega Evolutions formes, as it allow them to outspeed Garchomp. However, it doesn't last long, and it doesn't have the Attack boost of Dragon Dance or the offensive pressure of Flame Charge. Substitute protects the Charizard formes both Mega Evolutions from status, allows them to take advantage of their ability to force switches, and saves them from Mega Mawile's Sucker Punch and Choice Scarf Garchomp, but otherwise it costs them in coverage. Regular Charizard is monstrously powerful with a Life Orb, Solar Power, and Sunny Day, but the setup and lack of bulk are huge problems.

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

**For Both Mega Charizard Mega Evolutions Formes**

**Stealth Rock**: Stealth Rock chopping off half the health before the Charizards can Mega Evolve really shortens their its lifespan. Common users of Stealth Rock include Hippowdon, Garchomp, Landorus-T, Excadrill, and Swampert.

**Mega Altaria**: Mega Altaria is uncommon, but it's one of the few Pokemon to wall both Charizard formes Mega Evolutions, and it can hit both of them hard with its Dragon- and Fairy-type STAB moves. It can even run Facade to punish Will-O-Wisp.

**Garchomp**: Garchomp naturally outspeeds the Charizard formes and often carries a Rock-type attack to hit them hard no matter which Mega Evolution they choose it chooses. Garchomp can even run a Choice Scarf to outspeed them Mega Charizard after a Dragon Dance or Flame Charge. I'd mention that +1 thing here, just as a caution to Garchomp users

**Other Offensive Ground-types**: These Ground-types often carry STAB Earthquake to defeat Mega Charizard X and Rock-type moves to defeat Mega Charizard Y. Focus Sash users such as Excadrill and Landorus-T can pull this off, and they can also use Choice Scarf to outspeed them Mega Charizad X and Y before a Dragon Dance or Flame Charge. Even though Mamoswine doesn't always run a Rock-type attack, it still often runs Focus Sash, OHKOes Mega Charizard X with Earthquake, and deals massive damage to Mega Charizard Y with Icicle Spear.

**Mega Salamence**: Mega Salamence takes a lot of damage from both Charizard formes Mega Evolutions, but its STAB Double-Edge does a ton of damage to both. (period) Earthquake hits Mega Charizard X hard, and Draco Meteor OHKOes Mega Charizard X. Mega Salamence is also faster than both Charizard formes Mega Evolutions before a Speed boost.

**Thundurus**: Thundurus hits Mega Charizard Y hard with Thunderbolt and can use prankster Thunder Wave to ruin Mega Charizard X's chances of sweeping. However, it can't take either of their hits very well, with even bulky Thundurus being 2HKOed.

**Mega Kangaskhan**: While it only Speed ties with the Charizard formes Mega Charizard X and Y, said Speed tie means that it Mega Kangaskhan can smash them with Double-Edge or Earthquake. It even sometimes runs Rock Slide.

**Breloom**: Breloom may might sound preposterous as a check, but its affinity for Focus Sash and high-powered Rock Tombs are a big problem for the Charizard formes Mega Charizard X and Y if Stealth Rock isn't set up.

**For Mega Charizard X**

**Bulky Ground-types**: Bulky Ground-types such as Hippowdon and Landorus-T can usually survive unboosted assaults and smash Mega Charizard X with Earthquake. Rhyperior also works, since Solid Rock covers its Earthquake weakness. Note that none of these like Will-O-Wisp.

**Azumarill**: Azumarill resists Mega Charizard X's STAB types and can hit hard with Play Rough. However, +1 Thunder Punch and +2 Flare Blitz can defeat Azumarill, and it hates Will-O-Wisp.

**Heatran**: Mega Charizard X without Earthquake can have a hard time against Heatran without boosts, (RC) while Heatran can slam it hard with Earth Power.

**Faster Dragons**: Latios, Latias, and Choice Scarf Hydreigon outspeed and can OHKO Mega Charizard X; however, they are unable to switch in and must watch out for Speed-boosting moves such as Dragon Dance and Flame Charge.

**Cresselia**: While Cresselia doesn't directly hurt Mega Charizard X much, it can cripple the dragon Mega Charizard X with Thunder Wave. It must watch out for Swords Dance-boosted Outrage, however.

**For Mega Charizard Y**

**Talonflame**: Talonflame resists all of Mega Charizard Y's attacks and can either wall it with a specially defensive set or outright OHKO it with Choice Band-boosted Brave Bird. Note that Talonflame can lose in the rare case of Ancient Power Mega Charizard Y. lol

**Politoed**: Unlike most Water-types, Politoed has Drizzle, which ruins Mega Charizard Y's ability to hit it with Solar Beam.

**Rotom-H**: Calm Rotom-H isn't 2HKOed by Mega Charizard Y, and it 2HKOes with Thunderbolt in return. Offensive variants take heavy damage from Fire-type attacks, but Choice Specs variants in particular can OHKO Mega Charizard Y.

**Mega Charizard X**: Mega Charizard X takes little damage from Fire- and Grass-type attacks, and it can use Mega Charizard Y as setup fodder.

**Dragonite**: Thanks to Multiscale and resistances, Dragonite sets up on Mega Charizard Y, unless it switches into Hidden Power Ice after Stealth Rock damage.

**Specially Defensive Tyranitar**: Althought Focus Blast deals serious damage, specially defensive and Assault Vest Tyranitar get rid of the sun and easily OHKOs Mega Charizard Y. Choice Scarf Tyranitar also outspeeds Mega Charizard Y, and switching into a Solar Beam means Tyranitar will usually win. In general, Tyranitar's appearance makes Solar Beam much more difficult to use for Mega Charizard Y, reducing its versatility.

**Faster Electric-types**: While they can't take Mega Charizard Y's attacks very well, faster Electric-types such as Raikou and Thundurus-T can revenge kill it. Choice Scarf Rotom-W can also revenge kill weakened Mega Charizard Y, though it can get OHKOed by Solar Beam. Also, none of these threats can handle Mega Charizard Y once it gets a Flame Charge boost.

**Chansey and Blissey**: Chansey and Blissey's massive HP and Special Defense stats ensure that Mega Charizard Y can't muscle past them.

**Entei**: Assault Vest Entei can tank Mega Charizard Y's attacks and threaten to OHKO it with Stone Edge.

**Chandelure**: While uncommon, Flash Fire Chandelure completely walls Mega Charizard Y and can hit it with Shadow Ball and roast while threataning other switch-ins with its own Fire Blasts.

**Greninja**: Greninja normally makes a poor Mega Charizard Y check, but if it's running Rock Slide or Rock Tomb, it can act as a surprise revenge killer as long as Mega Charizard Y hasn't used Flame Charge.
gato

2/2
 
Last edited:
Back
Top