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I believe that Charizard will be a solid pokemon in UU or over just alone because of its option to mega-evolte to 2 different pokemon. In times like this, a lead-Charizard with Counter or a choiced set could catch people of guard. X will be used over Y most of the time for sure. One of the pokemon who wall Charizard, Azumarill, has to expect a Charizard Y ready to fire a powerful Solarbeam. So it pays of to wait till that thing mega-evoltes before switching in something to beat it. Charizard X, though it will be without an item, can take advantage of 2 solid base attacking stats, 3 different STAB (even though for a short time) and of course a really good ability. Just changing from Fire/Flying to Fire/Dragon makes it so much better, considering that Reshiram (who people could have expected to be a must have Uber pokemon) is barely seen because it is relying to much on the sun to be useful. One could say, in my Eyes a Mega-Charizard X would be extremly good in Ubers compare to Reshiram if it had an item.
Charizard will be a solid Pokemon in OU. (and there's no more talking about Charizard without talking about his Mega's. They're a part of him now).
Charizard X is a power house in both offenses with a really unique type and can take advantage of Charizards immunity to Ground/resistance to Fairy/Fighting (as well as immunity to hazzards not named Stealth Rock), and Char Y is a nuke with Drought who can overwrite any opposing weather leads unlike Ninetails. Defog neutered the SR problem as well, and having two Mega's means the opponents need to guess which Mega you're using. .
As for Mega Charizard Y, which nature is the more solid choice? I'm currently using Timid with a Tailwind lead to set him up but would Modest be the better choice?
Edit: I've seen both natures tossed around in different builds but which is best overall?
As for Mega Charizard Y, which nature is the more solid choice? I'm currently using Timid with a Tailwind lead to set him up but would Modest be the better choice?
I'm not particularly experienced with how to balance out stats - but I think Timid is the superior choice because you can't rely on Tailwind's mediocre duration to help Charizard outspeed common threats.
I also have a similar question - is it worth dropping Flame Charge/Dragon Dance for a coverage move on Megazard Y if I have Sticky Web support?
I'm not particularly experienced with how to balance out stats - but I think Timid is the superior choice because you can't rely on Tailwind's mediocre duration to help Charizard outspeed common threats.
I also have a similar question - is it worth dropping Flame Charge/Dragon Dance for a coverage move on Megazard Y if I have Sticky Web support?
I wouldn't bother with sticky web support and the like to try and sweep, but rather take on an all out attacker/wall breaking role. Megazard Y's drought confers it a really strong fire blast, and on top of that, it has the movepool to take compliment that fire blast. Solarbeam is a strong coverage move that floors water and the occasional rock type, focus blast/EQ/Brick break can muscle through heatran and tyranitar with ease, rock slide annihilates talonflame, dragon pulse/hp ice does a number on dragons, it's definitely a usable set. In the case of megazard X, again, tough claws grants a very nice boost to your moves, and between Earthquake, thunderpunch, dragon claw, flare blitz, outrage, and a few other misc moves, a 4 attack set can do real damage. It's not a sweeper, but rather something that packs a hell of a punch immediately and blows holes in teams.
You don't know that and I don't know that. So don't make blanket def-facto statements. Both of them are good megas and they both have there uses, so stop chocking everything up to fanboy'ism. Normal Zard is mediocre under the very best of circumstances, it's mega forms have actual competitive merit.
I've been having success with Zard X using only 2 attacks. Dclaw / Flare Blitz with DD and roost. Char X has respectable bulk with great defensive typing. Although it's weak to some common attacks, it packs a lot of resistances. Roost helps it take on Heatran, non CB azumarill, and recover off Flare Blitz recoil.
I've been having success with Zard X using only 2 attacks. Dclaw / Flare Blitz with DD and roost. Char X has respectable bulk with great defensive typing. Although it's weak to some common attacks, it packs a lot of resistances. Roost helps it take on Heatran, non CB azumarill, and recover off Flare Blitz recoil.
I have to agree with this. I used to use EQ as a coverage move but I've found that having Roost allows Megazard X to actually make use of its resistances early-mid game by switching in and punching holes in teams with its STABs, whiling being able to heal off damage. The loss of coverage can be dealt with proper team support.
It's too bad you can't de-megavolve in battle (while, of course, still retaining the status as the one mega in your team).
Charizard could have been his own defensive pivot XD, at least for Xzard. He'd counter Xzard's weakness to ground and, seeing as Xzard has higher defense, he could probably tank a hit or two that would threaten regularZard
I think Tailwind is better if you want to go this way. Yeah, it only lasts 4 turns, but boosting sets like this you save for late-game cleaning anyway so limited time of Tailwind won't matter as much (and your Sun lasts only 1 turns more and you don't want to continue MegaZard Y sweep/cleaning without sun anyway unless you must). Also at +2 you outspeed pretty much everything, while at +1 you may still be outspeeded by some Scarfers and offensive Deoxys-S (which IMO is his best set). And I think I'd rather go with standard Timid 4 attacks set. Tailwind is ok, but sometimes you don't have time to use it.
So, what would be the best nature for a Dragon Dancing Zard X, and what would be some good teammates for him? Does Jolly let you outspeed anything important and Relevant that Adamant wouldnt have? As for teammates, I was thinking of something like this for one of them:
This set is designed to be a Lead revolving around making Charizard's life easier. Spore is there for the sake of being integral to Smeargle's sucess, and once the opponent is hit by Spore two scenarios are likely to happen, either A they stay in with their Pokemon thats asleep, or B they switch out, allowing you to use Parting Shot so Zard can take hits easier and make it more likely to get off a Dragon Dance. Stealth Rock is there to fill a move slot while Magic Coat is here so you dont get Spored yourself.
X has good physical bulk, Y has good special bulk. X can take neutral priority hits well and yeah, it can take advantage of Charizard's flying-status (lots of things cannot hit fire/flying). Also Charizard-X is essentially a better Salamence. 130 attack, it's ability acts as a pseudo-life orb, it's got a better secondary STAB in fire. The biggest problem is still the stealth rock weakness. He can't really take advantage of his bulk like Volcarona can, and he has to deal with Flare Blitz's recoil and using recovery takes away from his coverage, so if he takes 50% of his health off the first time he switches in, he's kinda... not gonna be able to boost without dying, and if he can't boost he gets outrun by so many things.
Charizard-X is still a monster, though, and after a single dragon dance can sweep entire teams. He hits hard even without a dragon dance.
He can't really take advantage of his bulk like Volcarona can, and he has to deal with Flare Blitz's recoil and using recovery takes away from his coverage, so if he takes 50% of his health off the first time he switches in, he's kinda... not gonna be able to boost without dying, and if he can't boost he gets outrun by so many things.
When Pokebank is out he'll have access to Fire Punch, so Flare Blitz recoil isn't something you'll necessarily have to worry about . Of course, Flare Blitz IS 120 base power, sooo...
But the point is he'll at least have an option to not mangle himself with his Fire STAB.
Imo Yizard will serve as this generation's premier Sun bringer. So many fast threats get Taunt to shut down Stealth Rock. If anything, Prankster key is going to be the main entry hazzard, tossing Spikes out to break sashes.
I see it killing Steels for grass types or killing dragons for ally fire types.
Using MegaCharizard Y is like using Delibird for rapid spin support. The fact that drought only lasts five turns means that it will consistently have to switch in to reactivate it. Throw down stealth rock and Mega Charizard Y is finished. Nintales at least has a singular fire typing.
Imo Yizard will serve as this generation's premier Sun bringer. So many fast threats get Taunt to shut down Stealth Rock. If anything, Prankster key is going to be the main entry hazzard, tossing Spikes out to break sashes.
I see it killing Steels for grass types or killing dragons for ally fire types.
*MEvo facts: You can Mega Evolve and Attack on the same turn and your pokemon stays mega evolved through out the match. However, switching takes priority to Mega evolving. Mega stones cannot be tricked away or knocked off. Both of them are capable of participating in Sky Battles.
Blaze: Boosts power of Fire-type moves 50% when at 1/3 HP or less.
Solar Power: HP decreases in the sun. Special Attack increases by 50%.
Tough Claws: Boosts the power of contact moves by x1.33 (33%)
Drought: Automatically summons sunlight in battle as soon as a Pokémon with Drought enters the battle. Its effects almost are the same as Sunny Day's. If a Pokémon with Drought is sent out in the same turn as another Pokémon whose Ability creates a different weather condition, the slower Pokémon's Ability will override the faster Pokémon's Ability.
Notable Moves:
Solar Beam
Fire Blast (110 BP)
Flame Thrower (90 BP)
Dragon Pulse (85 BP)
Air Slash
Focus Blast
Earth Quake
Flare Blitz
Flame Charge
Outrage
Sword Dance
Ancient Power
*Only underlined pokemon and types exist as of Gen 6
Dragon/Fire:
Resisted by: Heatran (ability), Fairy/Fire, Fairy/Rock, Fairy/Water, Fairy/Dragon
Perfect Third Type Coverage: Ground
General Analysis of Pokemon:
Even though Charizard was solidly NU, his legions of fans refused to be constrained by his meager stats and SR laughable typing, and they genuinely believed he was better, much better. In fact, he was used high enough to list in Uber statistics. Well loyal fans, your work didn't go in vain, in Gen 6 you favorite pokemon got not 1, but 2 Mega Evolutions, have at it! The first is buffed Fire Flying type found in pokemon Y exclusively, and can summon Sun for 5 turns, greatly boosting his STABs attacks and providing secondary weather support as well. The other Mega Evolution is basically a wet dream, it turned into a physically inclined Dragon/Fire, with Tough Claws boosting contact moves, removing any thoughts about losing LO/EB damage increases, while at the same time being able to face Fairys squarely in the face and take neutral damage from Water and Ice attacks, how neat is that? Once the pink tinted glasses are taken down, you will still live in a world where SR roams free and faster monster lie ahead. Will you support him?
Potential Movesets:
Hell Blitz/Press X
CharX@Charizardite X
Nature: Adamant/Jolly
Ability: Tough Claws
EVs: 252 Atk/252 Speed/4 HP
Pretty much what you see is what you get. A Dragon/Fire type that has his contact moves buffed, we assume x1.2 but don't get too surprised if is actually x1.3 given the treatment Game Freak is giving him. Your main attack is Flare Blitz, while Dragon Claw provides nice neutral damage and the ability to nail Dragons right in the face without being worried about Fairy switch ins. Earth quake rounds everything else nicely, be it for Rain coverage, bulky fire resists who are weak to Ground, or prediction. Thunder Pwnch handles quiet a few threats that may prove too annoying in the future, such Azumarill, Aerodactyl, Keldeo and Gyradous. +1 Adamant outspeeds standard +1 Nite (also running Adamant) and most importantly Scarf TTar. An adamant Char with full speed investment will still outspeed Jolly Mamoswine. At +2 you outspeed 110 scarfers. A +speed nature makes sure that at the very least, you speed tie with scarf Jirachi and Salamance.
Calcs:
*Done with the assumption tough claws x1.2 boost to contact moves, will recalculate soon
252+ Atk Expert Belt Charizard ThunderPunch vs. 212 HP / 0 Def Azumarill: 259-307 (65.73 - 77.91%) -- guaranteed 2HKO
252+ Atk Expert Belt Charizard Flare Blitz vs. 252 HP / 0 Def Amoonguss: 691-816 (159.95 - 188.88%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 4 HP / 252 Def Blissey: 511-603 (78.37 - 92.48%) -- 37.5% chance to OHKO after Stealth Rock
252+ Atk Expert Belt Charizard Flare Blitz vs. 252 HP / 168 Def Bronzong: 396-468 (117.15 - 138.46%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 0 Def Celebi: 516-608 (127.72 - 150.49%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 4 HP / 0 Def Cloyster: 154-183 (63.63 - 75.61%) -- 6.25% chance to OHKO after Stealth Rock
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 208+ Def Cobalion: 320-380 (82.9 - 98.44%) -- 12.5% chance to OHKO after Stealth Rock
252+ Atk Charcoal Charizard Flare Blitz vs. 120 HP / 0 Def Conkeldurr: 270-318 (70.86 - 83.46%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Charcoal Charizard Flare Blitz vs. 248 HP / 252+ Def Cresselia in sun: 247-292 (55.75 - 65.91%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 252+ Def Donphan in sun: 247-292 (64.32 - 76.04%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Expert Belt Charizard Dragon Claw vs. 0 HP / 0 Def Dragonite: 362-427 (112.07 - 132.19%) -- guaranteed OHKO
252+ Atk Expert Belt Charizard Earthquake vs. 248 HP / 44 Def Empoleon: 305-360 (82.21 - 97.03%) -- guaranteed 2HKO
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 4 Def Espeon: 388-457 (116.16 - 136.82%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 48+ Def Ferrothorn in rain: 352-420 (100 - 119.31%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 252+ Def Forretress in rain: 292-348 (82.48 - 98.3%) -- 68.75% chance to OHKO after Stealth Rock
252+ Atk Expert Belt Charizard Dragon Claw vs. 4 HP / 0 Def Garchomp: 362-427 (101.11 - 119.27%) -- guaranteed OHKO
252+ Atk Dragon Fang Charizard Dragon Claw vs. 252 HP / 84 Def Gastrodon: 211-249 (49.53 - 58.45%) -- 98.83% chance to 2HKO after Stealth Rock
+1 252+ Atk Dragon Fang Charizard Dragon Claw vs. 244 HP / 248+ Def Gliscor: 160-189 (45.45 - 53.69%) -- 57.81% chance to 2HKO after Stealth Rock
+1 252+ Atk Charcoal Charizard Flare Blitz vs. 244 HP / 248+ Def Gliscor: 240-283 (68.18 - 80.39%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Expert Belt Charizard ThunderPunch vs. 88 HP / 4 Def Gyarados: 523-619 (148.15 - 175.35%) -- guaranteed OHKO
252+ Atk Expert Belt Charizard Earthquake vs. 248 HP / 8 Def Heatran: 542-643 (140.77 - 167.01%) -- guaranteed OHKO
+1 252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 252+ Def Hippowdon: 249-294 (59.28 - 70%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Expert Belt Charizard Dragon Claw vs. 4 HP / 0 Def Hydreigon: 377-446 (115.64 - 136.8%) -- guaranteed OHKO
252+ Atk Expert Belt Charizard Earthquake vs. 252 HP / 0 Def Jirachi: 288-341 (71.28 - 84.4%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Expert Belt Charizard ThunderPunch vs. 0 HP / 0 Def Keldeo: 353-418 (109.28 - 129.41%) -- guaranteed OHKO
+1 252+ Atk Expert Belt Charizard Dragon Claw vs. 252 HP / 64 Def Kyurem-B: 485-571 (106.82 - 125.77%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 4 HP / 0 Def Landorus-T: 282-333 (88.12 - 104.06%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Expert Belt Charizard Dragon Claw vs. 252 HP / 0 Def Latias: 564-665 (154.94 - 182.69%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 0 HP / 4 Def Thick Fat Mamoswine: 308-366 (85.31 - 101.38%) -- 87.5% chance to OHKO after Stealth Rock
252+ Atk Charcoal Charizard Flare Blitz vs. 252 HP / 0 Def Metagross: 414-488 (113.73 - 134.06%) -- guaranteed OHKO
252+ Atk Expert Belt Charizard ThunderPunch vs. 248 HP / 32 Def Moltres: 228-269 (59.53 - 70.23%) -- guaranteed 2HKO
252+ Atk Expert Belt Charizard ThunderPunch vs. 252 HP / 252+ Def Politoed: 187-221 (48.69 - 57.55%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Dragon Fang Charizard Dragon Claw vs. 248 HP / 0 Def Rotom-W: 244-288 (80.52 - 95.04%) -- 50% chance to OHKO after Stealth Rock
252+ Atk Charcoal Charizard Flare Blitz vs. 0 HP / 4 Def Skarmory: 386-456 (142.43 - 168.26%) -- guaranteed OHKO
252+ Atk Charcoal Charizard Flare Blitz vs. 224 HP / 252+ Def Skarmory: 294-348 (89.9 - 106.42%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Charcoal Charizard Flare Blitz vs. 224 HP / 252+ Def Skarmory in rain: 218-258 (66.66 - 78.89%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Expert Belt Charizard ThunderPunch vs. 252 HP / 252+ Def Slowbro: 218-259 (55.32 - 65.73%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Dragon Fang Charizard Dragon Claw vs. 248 HP / 32 Def Starmie: 285-336 (88.23 - 104.02%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Expert Belt Charizard Earthquake vs. 244 HP / 120 Def Toxicroak: 518-612 (140.76 - 166.3%) -- guaranteed OHKO
+1 252+ Atk Expert Belt Charizard Earthquake vs. 252 HP / 0 Def Tyranitar: 396-468 (98.01 - 115.84%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Dragon Fang Charizard Dragon Claw vs. 248 HP / 236+ Def Zapdos: 210-247 (54.83 - 64.49%) -- guaranteed 2HKO after Stealth Rock
Counters & Checks:
SR. OK seriously pokemon who outspeed it in general will be able to deal with it pretty quickly, as well as pokemon who aren't OHKO'd by any of it's move but can OHKO in return. As you can see, even Physical walls fall prey to it's brute power, but should they live and manage to status it it's pretty much game over. One notable pokemon to mention is Azumarill, who is immune to Dragon, resist Fire and is bulky enough to not care about EQ even when boosted but even our fairy friend can't take a Thunder pwnch to the face.
Synergy:
Hazards are always welcome, as well as spinner support. Team mates who can take care of those nasty pranksters and scout for scarfers as well are appreciated. This set is a good solution for those who want to use Dragons but want something that can stand on it's own facing typical Dragon slaying counters, as well as an answer to Fairy types.
------------------------
Trap & Dance/Why so bait? Suggested by Shadow-XIII, EVs and edited by X5Dragon
Substitute/Fire Spin
Dragon Dance
Fire Punch/Roost/Substitute
Dragon Claw
Set Description:
This set takes a lot of inspiration from a similar, Dragonite sub DD set, although this one adds a twist by featuring a reliable way of trapping a pokemon if it's deemed bait worthy. Your main method of dealing damage is by Dragon Claw, although you can slash in Fire Punch as well to keep the almost perfect coverage. The EVs give you maximum bulk so you can DD till you can no more, and the speed EVs ensures you outspeed Timid Alakazam after +1.
Counters and Checks:
Phazers and Taunters mostly do well, as well as Physical walls if you haven't managed to build enough Dragon Dances. Sets with only Dragon Claw will find it even harder to sweep should you not provide the necessary support, and Heatran walls this completely, as does Azumaril.
Synergy:
Getting rid of Fairys is a good start by either trapping them or finishing them off. Pairing Charizard with other pokemon who can handle his checks and counters is appreciated as well as getting rid of those pesky taunters and phazers.
--------------------------
Special Claws/You can't wall me! Suggested by banryu, kazu matsumoto, mr. glass, EVs and edited by X5Dragon
Dragon Dance
Fire Blast/Overheat
Dragon Claw/Outrage
Earth Quake/Thunder Pwnch
Set Description:
With those 130/130 offensive stats, X is begging to go mixed at his opponents. With those SpA evs, you will be frying Physical Wall Hippo with a 2HKO with Naive and Fire Blast, let alone the more powerful nature and Over Heat. The rest obviously goes for max speed and throwing the rest at Atk, although you can choose the alternative set that makes you outspeed +130 base speeds at +1 and base +70 without any boosts to emphasize attacking prowess.
Counters and Checks:
Much like the purely physical set, any pokemon that can live the 2HKO can threaten him, and depending on the moveslot you are employing either Azumarill or Heatran or going to hard counter you. Pranksters with status moves and Taunters can prevent CharX from doing his job properly...seriously I just wrote all this to avoid mentioning SR too soon.
Synergy:
Hazard support and keeping rocks away is a good synergistic choice, as well as getting rid of pokemon Charizard has no hope of defeating due to 4 MSS.
--------------------------
Hell Fire/NU-KED Suggested by Alphanex20, Edited by X5Dragon
Fire Blast
Solar Beam
Focus Blast/Dragon Pulse
Air Slash/Roost/Tail Wind/Flame Charge
Set Description:
Aiming to make the best out of CharY's huge increase in SpA and the Drought Boost, Fire Blast hits so strong it even manages to 2HKO some resistant pokemon to Fire. Solar Beam benefits from the sun by becoming a 1 turn attack, and heavily dents Water/Rock/Ground pokemon. Focus Blast is a must if you want to have a snow balls chance in hell when facing Heatran...just jk this OHKO's the (BAN ME PLEASE) straight up yo. You could run Dragon Pulse to Dragons who are notoriously Grass/Fire care free if you have something else to handle Heatran confidently. The last slot can either be used to Roost off SR damage or use Air Slash to nail Fighting types mostly and hit things like Breloom with a 100% accuracy move.
Calcs:
252+ SpA Mega Charizard Y SolarBeam vs. 248 HP / 232+ SpD Rotom-W: 234-276 (77.22 - 91.08%) -- 25% chance to OHKO after Stealth Rock
252+ SpA Mega Charizard Y Fire Blast vs. 4 HP / 0 SpD Latias in sun: 137-162 (45.36 - 53.64%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mega Charizard Y Focus Blast vs. 0 HP / 4 SpD Heatran: 316-374 (97.83 - 115.78%) -- guaranteed OHKO after Stealth Rock
Counters & Checks: Just use SR like everyone else does. As always, 100 base speed is nothing to gloat about in the OU metagame, even more so with the new MEvos laying around and scarfers. Blissey still tanks and manages to pull off a paralyze most of the time, and I'm not even mentioning Chansey here. Pranksters are annoying and their status moves are never welcome.
Synergy:
Spinner. A pokemon that spins. Don't allow hazards on your field. Something that deals with the special walls that aren't weak to either Grass or Fire are appreciated. Getting rid of pranksters as well as Scarfers and other +101 base speeds and above is recommended as well. Charizard could really benefit from Sticky Web support as well.
----------------------
Trapped in Hell/120 Position Suggested by X5Dragon
Fire Spin (buffed to 1/8 each turn)
Solar Beam
Focus Blast/Dragon Pulse
Flare Blitz/Fire Blast
Set Description:
This set needed auto Drought to work, and since now that has actually happened just give yourself a moment to think about this. You trap a pokemon unexpectedly with Fire Spin. Drought activates, and then with the 159 SpA and your ability to go mixed you proceed to OHKO and 2HKO everything with the right moves. How scary is this? Well...
Calcs:
* WITHOUT taking into effect Fire Spin initial damage and trapping damage:
0 Atk Charizard Flare Blitz vs. 252 HP / 0 Def Amoonguss in sun: 536-632 (124.07 - 146.29%) -- guaranteed OHKO
0 Atk Charizard Flare Blitz vs. 4 HP / 252 Def Blissey in sun: 397-468 (60.88 - 71.77%) -- guaranteed 2HKO
0 Atk Charizard Flare Blitz vs. 252 HP / 168 Def Bronzong in sun: 306-362 (90.53 - 107.1%) -- 43.75% chance to OHKO
0 Atk Charizard Flare Blitz vs. 252 HP / 0 Def Celebi in sun: 404-476 (100 - 117.82%) -- guaranteed OHKO
0 Atk Charizard Flare Blitz vs. 120 HP / 0 Def Conkeldurr in sun: 210-247 (55.11 - 64.82%) -- guaranteed 2HKO
252 SpA Charizard SolarBeam vs. 252 HP / 0 SpD Donphan: 460-542 (119.79 - 141.14%) -- guaranteed OHKO
252 SpA Charizard Dragon Pulse vs. 0 HP / 4 SpD Dragonite: 214-254 (66.25 - 78.63%) -- 25% chance to OHKO after Stealth Rock
0 Atk Charizard Flare Blitz vs. 252 HP / 48+ Def Ferrothorn in sun: 564-664 (160.22 - 188.63%) -- guaranteed OHKO
252 SpA Charizard Dragon Pulse vs. 4 HP / 0 SpD Garchomp: 248-292 (69.27 - 81.56%) -- guaranteed 2HKO after Stealth Rock
252 SpA Charizard SolarBeam vs. 252 HP / 172+ SpD Gastrodon: 540-636 (126.76 - 149.29%) -- guaranteed OHKO
252 SpA Charizard SolarBeam vs. 244 HP / 0 SpD Gliscor: 192-227 (54.54 - 64.48%) -- guaranteed 2HKO after Stealth Rock
252 SpA Charizard Focus Blast vs. 4 HP / 0 SpD Hydreigon: 332-392 (101.84 - 120.24%) -- guaranteed OHKO
252 SpA Charizard SolarBeam vs. 252 HP / 220+ SpD Jellicent: 216-256 (53.46 - 63.36%) -- guaranteed 2HKO after Stealth Rock
0 Atk Charizard Flare Blitz vs. 252 HP / 0 Def Jirachi in sun: 404-476 (100 - 117.82%) -- guaranteed OHKO
252 SpA Charizard Focus Blast vs. 56 HP / 0 SpD Kyurem-B: 332-392 (81.97 - 96.79%) -- guaranteed OHKO after Stealth Rock
252 SpA Charizard Dragon Pulse vs. 252 HP / 0 SpD Latias: 182-216 (50 - 59.34%) -- guaranteed 2HKO after Stealth Rock
0 Atk Charizard Flare Blitz vs. 4 HP / 0 Def Magnezone in sun: 356-422 (126.24 - 149.64%) -- guaranteed OHKO
252 SpA Charizard SolarBeam vs. 252 HP / 4 SpD Politoed: 304-358 (79.16 - 93.22%) -- 43.75% chance to OHKO after Stealth Rock
252 SpA Charizard SolarBeam vs. 0 HP / 4 SpD Terrakion: 330-390 (102.16 - 120.74%) -- guaranteed OHKO
0 Atk Charizard Flare Blitz vs. 252 HP / 4 Def Togekiss in sun: 210-247 (56.14 - 66.04%) -- guaranteed 2HKO after Stealth Rock
252 SpA Charizard Focus Blast vs. 252 HP / 252+ SpD Tyranitar: 440-520 (108.91 - 128.71%) -- guaranteed OHKO
0 Atk Charizard Flare Blitz vs. 248 HP / 0 Def Zapdos in sun: 229-271 (59.79 - 70.75%) -- guaranteed 2HKO
Counters and Checks:
I've ran out of SR jokes Pretty much nothing. Not even Blissey lives. Notice how precisely it OHKOs SpD Jirachi and Celebi WITHOUT attack investment. That being set, it does suffer from 4 MSS and choosing Focus Blast or Dragon Pulse can either mean trouble dealing with Dragons are Heatran. Also, this set may become too popular for it's own good and the next thing the opponent will be sending is something scarfed.
Synergy:
Spinning = Winning. Also, depending on your third coverage move, either deal with Heatran or Dragons with an adequate pokemon. Be also sure to get rid of any pokemon that outspeeds and OHKOs you.
---------------------------
Sunny Mix/Sun Blitz Suggested by Accidental Greed and mr. glass, edited by X5Dragon
Earth Quake/Fire Blast/Hidden Power Ice
Solar Beam
Focus Blast/Dragon Pulse
Flare Blitz
Set Description:
This set is very similar to the above trapping set, but instead of Fire Spin you choose to use more options for a more complete coverage. As always Fire Blitz is a must to get by Special Walls such as Blissey, while Solar Beam takes advantage of Drought and blasts right through bulky Waters such as Jellicent. Heatran and TTar won't enjoy either EQ or Focus Blast while Dragons won't switch in for the fear of HP Ice or even Dragon Pulse.
Counters and Checks:
This set doesn't suffer from the 4MSS the trapper version does, however it trades coverage with the ability to trap pokemon and as such, the opponent can switch to someone who can live a hit and outspeed/OHKO you in return, although such pokemon are few in number.
Synergy:
Hazards, let someone provide it for you, and let someone else keep them away from your field. Be sure to scout scarfers early on and deal with pranksers with status too.
Fire Blast
Air Slash
Hidden Power Grass/Solar Beam
Flamethrower/Focus Blast
Set Description:
The thought of ever using Charizard without his stone might cause severe headaches to some, but seeing how this isn't an OU only thread and some players might rely on brute, specs power and even accompanying sun to torch everything, this might come in handy when bluffing on sun teams or just plain Fire Blast spamming else where...The slashes are there for whether or not you are using a sun team, and the last slot depends on whether you want to aim for Heatran and other fight weak pokemons or just want something more reliable accuracy wise.
Calcs:
252+ SpA Choice Specs Solar Power Charizard Fire Blast vs. 4 HP / 252+ SpD Blissey in sun: 343-405 (52.6 - 62.11%) -- 98.83% chance to 2HKO
252+ SpA Choice Specs Solar Power Charizard Fire Blast vs. 248 HP / 0 SpD Vaporeon in sun: 307-362 (66.3 - 78.18%) -- guaranteed 2HKO
252+ SpA Choice Specs Solar Power Charizard Fire Blast vs. 252 HP / 4 SpD Suicune in sun: 259-306 (64.1 - 75.74%) -- guaranteed 2HKO
Counters and Checks:
SR plz Because this set depends on such raw power, your traditional special walls might not even handle the heat (#punny), however seeing how it's a specs set, once the card is revealed your opponent can go around playing with whatever move you are using and send someone who can resist or even set up upon you, especially when using something other than Fire Blast. Pranksters can come and shut you down especially with T-wave, and pokemon who outlive any of these attacks can most of the time punish Charizard hard.
Synergy:
Spin baby spin! Sun support is nice, as it also helps with the bluffing factor should you carry another Mega worthy pokemon. Usage in OU and lower tiers if possible can use hazard and paralysis support, especially Stick web. Keeping rocks at bay is of outmost importance, as is felling Heatran and having reliable switch tos whenever the opponent has you figured out.
Just standard. I dunno if the opposing Latios had a defensive spread or no, but anyhow My ZardY barely survived anyway, left me with 3% hp. I guess it's just a testament that ZardY can take special neutral hits that aren't SE.
Charizard's Mega evos have guaranteed him a spot in OU, I feel. Fire/Flying was a terrible type in the last metagame due to SR and permanent rain, but with the nerf to rain and with the divine gift of Drought, Charizard Y's Fire/Flying typing really shines. Fire is usually destroyed by Ground, but Flying gives immunity to Ground. Flying is usually torn apart by Ice, but Fire resists Ice. Water is also a non-concern for Charizard Y due to Drought. Charizard Y's only real weaknesses are Rock and Electric.
But imo he does have a spot in OU. Though I'm basing this on the fact that ZardY fills the same niche as Volcarona. I know that ZardY lacks Quiver Dance that makes Volcarona as fearsome as it is, but the insane power that ZardY brings right off the bat with Drought-boosted Fire Blast coming from 159 Sp. Atk is indeed very powerful. It's immunity to hazards bar SR is also a plus. And ZardY will beat out Volcarona in the sun in a 1-on-1.
I'm not saying that ZardY > Volcarona, but they both fill the same niche with minor differences, each having an edge against each other.
Can someone suggest a good counter for Charizard? Like... something that can switch into it, not knowing what it will mega evolve into. My team is weak to Charizard (among other things) for some reason and I just don't really know a good way to deal with it. (Azumarill for example, can get destroyed by solar beam.)