Charizard, the Flame Pokémon. Its wings can carry this Pokémon close to an altitude of 4,600 feet. It blows out fire at very high temperatures.
Overview
After generations of bemoaning its lost Mega Evolutions, Charizard can finally rejoice with the return of Mega Charizard X and Mega Charizard Y. Yet it may be surprising to know despite the sheer power of its Mega Evolutions, base Charizard eclipses them. This is due to Solar Power, granting Charizard an effective Choice Specs boost in the Sun. Stacking with the ability to hold items, STAB and the boost from the Sun, Charizard’s Fire attacks jump to superlative levels of power with little setup. With access to Solar Beam, Dragon Pulse and Scorching Sands, Charizard has all the coverage it would ever want to handle those that can resist its Fire.
Getting to exercise such power is another matter entirely. Charizard base defenses are already unimpressive to begin with, even before taking in account the HP sapping of Solar Power. An extreme weakness to Stealth Rocks further compounds matters, placing Charizard on a very short clock to do so. With how frail Charizard is, even its good Base 100 Speed is far too slow as Charizard is outsped by far too many Pokémon to be justifiable. Furthermore, Charizard’s power is only impressive in the Sun, so deprive it of the Sun and Charizard’s above average Special Attack cannot make up the difference. Charizard’s firepower is impressive by any measure, but its extreme frailty prevents that power from being used.
Positives
Solar Power, Sun and STAB is insane damage multiplication, allowing Charizard to maim even Fire resists with its attacks.
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Wide moveset gives Charizard an answer to most of its checks.
Base 100 Speed is a gold standard, allowing Charizard to tie with numerous offensive threats.
Negatives
78/78/85 defenses are underwhelming without investment.
Extreme weakness to Stealth Rocks further cuts into Charizard’s durability and greatly limits defensive utility.
Solar Power’s HP drain exacerbates Charizard’s frailty..
Movesets
Ancient Dragon Drum
-Belly Drum
-Arcobatics
-Temper Flare
-Earthquake
Ability: Blaze
Item: Sitrus Berry
Stat Points and Nature:
2 HP / 32 Atk / 32 Spe
Jolly Nature
Harkening back to early generations, Belly Drum Charizard can work as a game ending sweeper… provided every naturally faster threat is removed along with Stealth Rocks. Belly Drum is an absurd power boost pushing even Charizard’s below average base 84 Attack into a game ending force. Acrobatics is the primary attack of the set, an amazing base 110 STAB move after the Sitrus Berry is consumed by Belly Drum. Temper Flare is secondary STAB for Steel types that could otherwise stave off Acrobatics. Earthquake rounds out the set as coverage, handling Rock types like Tyranitar that otherwise resist Charizard’s STABs.
Stat Points and Items:
Max Speed and Attack are recommended. Once setting up, Charizard needs to get OHKOs to continue, and it must outspeed its opponents to do so. Jolly is preferred for this, allowing Charizard to outspeed as many targets as possible. Despite the overkill of Belly Drum, Charizard can still miss OHKOs without full investment due to its mediocre base Attack, so every point counts. Sitrus Berry is recommended as the item, immediately triggering after a Belly Drum, boosting Charizard’s HP back up, or enabling the initial Belly Drum in the first place.
Partners:
Belly Drum Charizard absolutely needs a foe that can’t damage it to set up safely. Encore Primarina immediately comes to mind, its Water STAB invaluable against physical walls like Skeledirge and Hippowdon that can survive Belly Drum Charizard’s assault while being able to lock the likes of Garchomp into Earthquake with Encore to ensure Charizard gets in safely. Alolan-Ninetails is a decent alternative, thanks to its Aurora Veil providing Charizard badly needed Defense on top of the speedy Encore that is easier to select the move to lock the target into. Memento users can also fulfill this roll. Whimsicott being the most prominent thanks to its Tailwind making Charizard impossible to outspeed.
Stealth Rocks is also a huge issue for this strategy, gutting Charizard before it can begin, so hazard control is very much necessary. Glimmora is ideal for this thanks to its Mortal Spin clearing away hazards, its own ability to setup Toxic Spikes and Stealth Rocks to chip opponents down and its own access to Memento.
Other Options:
Flare Blitz is a much stronger Fire STAB option, but Belly Drum Charizard will knock itself out with Recoil sooner rather than later.
Flame Charge is an alternative STAB option that directly addresses Charizard’s speed, though the power is otherwise lacking.
Countering Charizard
While Charizard’s power is frankly absurd, the resulting frailty from using that power holds it back.
Regardless of set, Stealth Rocks is a major hindrance for Charizard, making it laughably easy to KO by any attacker that can outspeed it.
Given the all or nothing nature of both Solar Power and Belly Drum, any measures that prevent OHKOs, whether it be Dragonite’s Multiscale, Mimikyu’s Disguise, Archaludon’s Sturdy or Focus Sash will often end in Charizard’s own knock out.
For Solar Power sets, depriving Charizard of the Sun all but defangs its threat. Tyranitar, Hippowdon, Pelipper and Politoed can all come in and stop Charizard before it can get going.
If it does get the Sun up there are still a few options. Mega Dragalge absorbs any attack save Dragon Pulse with ease and even that struggles to 2HKO if fully invested in Special Defense. Ceruledge is 2HKOd by Air Slash and Scorching Sands, but can freely switch in on Fire STAB and Solarbeam and can KO with Poltergeist + Solar Power Recoil. Mega Delphox still takes a whopping 60-72% from Life Orb Solar Power Weather Ball but it outspeeds and can easily 2HKO Charizard with Psychic if it comes in freely.
Belly Drum Charizard cannot handle Unaware walls with 32 HP Skeledirge only being 3HKOd by Earthquake and 32 HP/32 Def+ Clefable only being 2HKOd by Flare Blitz. 32 HP/32+ Def Hippowdon is bulky enough to avoid the guaranteed OHKO from Acrobatics, and can end Charizard between Whirlwind or Stone Edge, but cannot switch in directly as a result.
Otherwise, the scores of faster attackers can all take advantage of Charizard’s frailty and end its rampage before it begins.
Mega Charizard X, the Flame Pokémon. The overwhelming power that fills its entire body causes it to turn black and creates intense blue flames.
Overview
The more marketed of Charizard’s two Mega Evolutions, Mega Charizard X has had a far rougher time in Champions than its Y counterpart. Part of this is due to a hostile environment, with the current Reg M-B format dominated by physical attackers. This means that not only are teams more prepared for physical offense, but also a sea of competitors that Mega Charizard X must stand out against. While Mega Charizard X’s power and coverage are certainly nothing to scoff at, it find itself in a similar position to several other Pokémon, including setup sweepers like (Mega) Gyarados and (Mega) Blaziken as well as offensive Dragon types like Garchomp which have a much lower opportunity cost than Mega Charizard X. Even without those issues, Mega Charizard X’s defense is heavily flawed with the self-destructive nature of Flare Blitz making it much easier to revenge KO, to say nothing of its extreme Stealth Rock weakness pre-Mega Evolution. Mega Charizard X’s reliance on Flare Blitz hints at the issues with its secondary STAB. Dragon Claw, even with the Tough Claws boost can miss important knockouts against Fire resistant Water and Rock types, while the much stronger Outrage is easily punished by Fairy types.
Mega Charizard X’s comparisons to Garchomp are not without merit. Base 130 Attack with Tough Claws is already a brutal start, but unlike other Tough Claws users, Mega Charizard X can make full use of the ability with both its STABs. This is all the more brutal with the superb coverage of Fire and Dragon, blowing past even staple walls like Corviknight that are valued for their ability to stop Dragon + Ground offense. Mega Charizard X backs up this searing power with the solid base 100 Speed and the boosting of Dragon Dance, becoming absurdly strong and impossible to outspeed by an unboosted threat after just one use. Difficult to stop too, given its Fire typing meaning that burning Mega Charizard X is not an option to slow it down. Mega Charizard X has no issue finding opportunities in setting up either, its typing changing to Fire Dragon upon Mega Evolution is a boon in reducing Mega Charizard X’s extreme Rock weakness on top of the significant bump to 111 Defense to better handle the scores of physical attackers. Even Mega Charizard X’s relative lack of popularity can be devastating as most opponents will be expecting its Y counterpart which boasts very different checks. While Mega Charizard X has struggled amid the fierce competition it finds itself in, the fact that it stands out all the same is testament to its efficacy.
Positives
Base 130 Attack and Tough Claws gives Mega Charizard X brutal stopping power.
Fire Dragon STAB is nearly unresisted, leaving few safe resists to its offense.
Base 100 Speed is a gold standard for offensive Pokémon and Mega Charizard X can push it further with Dragon Dance.
111 Defense is good, giving Mega Charizard X the ability to stave off some physical blows.
Negatives
Reliance on Flare Blitz makes it difficult to make the most of Mega Charizard X’s defenses.
Extreme weakness to Stealth Rocks pre–Mega Evolution can make it difficult to setup.
Similar to Garchomp and other setup sweepers at a higher opportunity cost
Movesets
Black and Blue and Dread
-Dragon Dance
-Flare Blitz
-Dragon Claw
-Earthquake
Ability: Blaze -> Tough Claws
Item: Charizardite X
Stat Points and Nature:
2 HP / 32 Atk / 32 Spe
Jolly Nature
Dragon Dance Mega Charizard X is a devastating game warping sweeper that does not need much to get going. Finding an opportunity to get a Dragon Dance up isn’t that hard either, between its extreme Fire and Grass resistances along with Bug and Steel, Mega Charizard X can easily come in on the likes of Mega Charizard Y, Scizor, Volcarona, Ceruledge and Mega Scovillain for safe setup opportunities. Flare Blitz is Mega Charizard X’s primary STAB and is easy to see why between its insane base power, and stacking boosts from both Tough Claws and STAB, even neutral targets struggle to switch in, having a 75% chance to OHKO offensive Archaludon and 60-71% to 32 HP/32+ Def Hippowdon after Dragon Dance, as well as dealing 84-99% to Mega Staraptor at neutral. To say nothing of the many Steel types that form part of a team’s defensive back bone that want nothing to do with Mega Charizard X. Dragon Claw is secondary STAB and vital for the Fire resistant Dragons that could otherwise tank Flare Blitz like Mega Dragalge, Garchomp, and Hydreigon as well as a strong neutral hit on Water types. Earthquake, while not getting the Tough Claws boost is valuable for its ability to efficiently take out Fire and Rock types like the Flare Blitz immune Ceruledge and Tyranitar, dealing 58-69% to 32 HP Mega Tyranitar after a Dragon Dance.
Stat Points and Items:
Max Speed and Attack are recommended to get the most out of Dragon Dance. Jolly is recommended here due to enabling Mega Charizard X to outrun Jolly Excadrill and Annihilape pre Dragon Dance as well as outrunning Timid Scarf Hydreigon, Adamant Scarf Garchomp, and Adamant Swift Swim Mega Swampert post Dragon Dance to say nothing of the numerous Speed ties at base 100. The value of Adamant is not to be discounted either, guaranteeing the 2HKO on 32 HP/32+ Def Clefable through Sitrus Berry, getting a coin flip for an OHKO on Mega Staraptor, and after a Dragon Dance boost, a guaranteed OHKO on 32 HP Rotom-Wash after Stealth Rocks, guaranteed OHKO on 2 HP Basculegion, OHKO Mega Gyarados with Thunder Punch, and a coin flip to OHKO 32 HP Palafin with Thunder Punch. Investing in defenses is not completely remiss and can have Mega Charizard X survive a shocking amount of punishment, especially if it has Roost. For Jolly Mega Charizard X it is recommended to invest at least 21 Speed so that Mega Charizard X still outruns Adamant Scarf Garchomp after a Dragon Dance. 12 HP and 3 Defense allows Mega Charizard X to survive 2 ally Last Respects from Jolly Basculegion, while 14 HP and 1 Defense enables Mega Charizard X to endure an Adamant Garchomp’s Dragon Claw.
Partners:
Mega Charizard X reaches its zenith after a Dragon Dance, to allies that can enable safe setup are crucial for Mega Charizard X’s success. Primarina is a prime example with its Encore locking opponents into moves that enable safe pivoting and setup. Primarina even goes beyond this, having STABs to handle physical walls like Hippowdon, and Skeledirge but also cover the Dragon types that make setup difficult. Mimikyu is another solid partner, able to switch into opposing Dragon attacks with ease, cripple physical attackers with Will-O-Wisp and chip or compromise the physical walls tasked with checking both Mimikyu and Mega Charizard X. Alolan Ninetails is another fantastic enabler between Encore and Aurora Veil while baiting Fire and Steel attacks that Mega Charizard X can easily absorb.
Greninja is also a solid partner for Mega Charizard X, with its Water and Ice attacks excellent for handling the Rock, Fire, Hippowdon and Dragon types that give Mega Charizard X trouble and chipping down such foes into ranges where Mega Charizard X can clean up.
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Other Options:
Thunder Punch is Mega Charizard X’s best option into Primarina and Azumarill who otherwise tank both of Mega Charizard X’s STABs comfortably.
Outrage is a far stronger alternative Dragon STAB that can make Mega Charizard X wholly unmanageable, but is a liability against Fairy types.
Roost gives Mega Charizard X significant staying power, allowing it to setup more safely and recoup damage incurred from Flare Blitz recoil.
Swords Dance is an alternative boosting option that helps Mega Charizard X more reliably break through durable walls like Hippowdon and Tyranitar. Should be paired with Speed boosting STABs like Flame Charge or Scale Shot to still outrun key targets..
Doubles and VGC Options
Mega Charizard X finds itself in an even rougher spot in Doubles than in Singles. While Mega Charizard Y flourishes due to the strength of Weather in Doubles, Mega Charizard X’s physical offense runs headlong into the Intimidate users prevalent in Doubles, slashing its attack and causing it to miss vital knock outs. Furthermore, while boosting sweepers can and do work in Doubles, as proven by the successes of Mega Blastoise and Mega Delphox, it requires specific team support to enable such attackers, restricting teambuilding in a way other Pokémon don’t mandate. Even when successful, Mega Charizard X’s reliance on Flare Blitz and limited ability to handle multiple Pokémon at once makes it rather volatile despite its good defenses and decent typing. If all the pieces fall in place though, Mega Charizard X is every bit as devastating as advertised. The superb coverage of Fire Dragon leaves little that can safely tank Mega Charizard X’s blows allowing it to tear teams apart with no recourse while still allowing Mega Charizard X enough room to fit the near mandatory Protect. Dragon Dance’s speed boosting effect and Mega Charizard X’s solid speed means teams lacking Speed control cannot offensively suppress Mega Charizard X either further limiting answers.
Flame Dragon King
-Dragon Dance
-Flare Blitz
-Dragon Claw
-Protect
Ability: Blaze -> Tough Claws
Item: Charizardite X
Stat Points and Nature:
14 HP / 21 Atk / 1 Def / 1 SDef / 29 Spe
Adamant Nature
Mega Charizard X is a win condition unto itself once it sets up. Dragon Dance does so much for Mega Charizard X, pushing its base Speed to peerless level while giving its offense the extra push Mega Charizard X needs to get OHKOs on neutral targets. Flare Blitz is Mega Charizard X’s primary weapon between its absurd base power and invaluable coverage in the staple Steel and Grass types prominent in Doubles like Kingambit, Sinistcha, Whimsicott, Gholdengo, Mega Metagross, Mega Mawile, and more. Even generally bulky Mega Evolutions like Mega Staraptor and Mega Scovillain cannot withstand a boosted Flare Blitz. Dragon Claw is secondary STAB but necessary for the plethora of Dragons that would absorb Mega Charizard X’s Flare Blitzes without issue, including Garchomp, Hydreigon and Mega Dragonite. Protect rounds out the set as the Double standard, invaluable for stalling for allied setup, blocking opposing Fake Outs, stalling out opposing field conditions, scouting for moves and more. The importance of Protect in Doubles cannot be understated and for good reason.
The given stat spread allows Mega Charizard X to survive Adamant Garchomp’s Dragon Claw and Timid Mega Floette’s Moonblast. The given speed investment allows Mega Charizard X to outrun Mega Aerodactyl and by extension every unboosted Pokémon after a Dragon Dance. Everything else goes into Attack so that Mega Charizard X hits as hard as possible.
Preferred Partners & Other Options:
Given Mega Charizard X’s poor matchup into Intimidate, allies that can punish its use are invaluable in enabling Mega Charizard X. Milotic comes to the forefront, thanks to its Competitive immediately pressuring the popular Incineroar that would otherwise stymie Mega Charizard X while boasting excellent speed control of its own in Icy Wind. Mega Charizard X in turn handles Grass and Electric attacks very well, making it that much more difficult to remove Milotic. Kingambit is also decent at this thanks to its Defiant being similarly brutal to Intimidate users while its Dark STAB is difficult to ignore.
Fake Out users are also important in enabling Mega Charizard X, allowing it to safely setup and sweep. Incineroar is easily the best at this thanks to its own disruptive suite of Intimidate and Parting Shot on top of Fake Out making Mega Charizard X difficult to remove. Grimmsnarl can perform similarly with its access to Screens and priority Parting Shot for its own form of damage mitigation. Sneasler is a more offensive enabler, pairing its speedy Fake Outs with Coaching to further boost Mega Charizard X and help it grab knock outs it would otherwise miss.
Redirectors are another way to facilitate setup sweepers, redirecting otherwise crippling or lethal blows. Sinistcha is by far the best option, not only for its resistance to Ground being a huge boon for Mega Charizard X, but also for its Hospitality and Life Dew addressing Mega Charizard X’s self destructive tendencies.
Temper Flare is a less self-destructive Fire STAB option that is actually stronger if Mega Charizard X is flinched by Fake Out, but is weaker otherwise.
Breaking Swipe is a Tough Claws empowered Spread move that provides damage mitigation, making Mega Charizard X’s team harder to remove, but the power drop is significant.
Countering Mega Charizard X
While Mega Charizard X is very different to stop once it gets going, its reliance on setup, self-destructive STAB, and gaps in its coverage give it very clear answers.
Water-Fairy types like Primarina and Azumarill are difficult foes for Mega Charizard X, given their good base bulk, resistance to Flare Blitz and immunity to Dragon Claw. While Mega Charizard X can run Thunder Punch explicitly for them and boosted Earthquake is still a 2HKO on both, any Mega Charizard X lacking these moves is helpless against them.
Other Water types can work similarly provided Mega Charizard X lacks Thunder Punch. Toxapex also abhors Earthquake and is still 2HKO’d 50% of the time by +1 Dragon Claw, but otherwise is fantastic for Hazing away boosts and placing Mega Charizard X on a short timer with Toxic. Gyarados is annoying in that it is a Water type that can wipe away Attack boosts with Intimidate, but can only deal 77-91% to 2 HP Mega Charizard X with Earthquake and is still 2HKO’d Dragon Claw even if it Mega Evolves. Mega Swampert will take 76-90% from Dragon Claw and OHKO back with Earthquake but similarly cannot switch in. 32 HP Mega Tyaranitar is bulky enough to not be KOd by Jolly +1 Flare Blitz into Dragon Claw/Earthquake, and OHKO back with Rock STAB. It is still 2HKO’d 50% of the time by 2 Jolly +1 Dragon Claws and guaranteed 2HKOd by Adamant +1 Mega Charizard X.
As for physical walls in general, 32 HP/32+ Def Hippowdon can work given its fantastic physical bulk ensuring that even a +1 Flare Blitz won’t OHKO while the resulting recoil, Sandstorm chip and Earthquake means Mega Charizard X cannot survive the follow up Earthquake. However it can’t switch in reliably due to +1 Dragon Claw into Flare Blitz is always a knock out. Unaware walls have their own issues. 32 HP/32 Def+ Unaware Clefable only takes 56-67% from Jolly Flare Blitz and can stall Mega Charizard X out with Leftovers and Moonlight provided Mega Charizard X doesn’t have Roost as well as cripple Mega Charizard X with Thunder Wave. Conversely, 32 HP/32+ Def Skeledirge only takes 39-46% from Earthquake, but can’t cripple with Will-O-Wisp and only 3HKOs with Shadow Ball.
Checking Mega Charizard X offensively is its own path of thorns. Mega Charizard X is very difficult to outspeed once setup. Jolly Scarf Garchomp can do so reliably and OHKO with Earthquake but Adamant Scarf Garchomp and the similarly powerful Timid Scarf Hydreigon are both slower than Jolly Mega Charizard X. Scarf Meowscarada reliably outspeeds, but its best option is Foul Play which caps out at 93% against +1 2 HP Adamant Mega Charizard X and after that is Triple Axel doing only 60-71%. Scarf Greninja runs into similar issues of being faster but unable to get the OHKO with Modest Hydro Pump doing 69% at best. Sand Rush Excadrill does outspeed and OHKO with Earthquake at the very least.
The best way to handle Mega Charizard X is to keep the pressure on and not let it setup in the first place, where its speed and power are still manageable. Furthermore, while Mega Charizard X’s bulk is good enough to avoid a lot OHKOs, that is often only at full health and with the recoil of Flare Blitz it is pushed out of such safe ranges. As noted above, a lot of Pokémon can survive a boosted hit if health and KO back.
Mega Charizard Y, the Flame Pokémon. Its bond with its Trainer is the source of its power. It boasts speed and maneuverability greater than that of a jet.
Overview
Mega Charizard Y has returned in Champions with a searing vengeance, all but guaranteeing that the formats would revolve around weather. While Mega Charizard Y may not have the sheer damage multiplication of Solar Power from its base form, its Drought empowered offense is a sight to behold on its own. Base 159 Special Attack eclipses even the likes of legendaries like Kyogre and Mewtwo and Mega Charizard Y’s power has only increased in the intervening generations. The addition of Weather Ball to Charizard’s moveset is a huge boon for Mega Charizard Y, giving it a reliable base 100 STAB move that is further empowered by the Sun, making its offense difficult to resist. Add in the Water and Rock type crushing Solar Beam, Air Slash for secondary STAB, and even Scorching Sands or Ancient Power for opposing Fire types and there is little that can deign to withstand Mega Charizard Y’s blazing wrath. Mega Charizard Y isn’t without defensive merit either. Fire Flying despite its flaws, is flush with resistances and immunities to prominent types like Fairy, Fighting and Ground, something Mega Charizard Y can take full advantage of thanks to its good Base 115 Special Defense.
Yet for all Mega Charizard Y’s devastating power, it is still rather frail. Mega Charizard Y’s physical bulk is completely untouched from its base form, allowing for many of the absurdly powerful physical attackers running around to pick it off easily. Its extreme Rock weakness also does it no favors, especially in formats where Stealth Rock is prevalent, making Mega Charizard Y lose half its health upon switch in with no recourse. While Mega Charizard Y is assuaged by the fact that it isn’t tearing itself apart unlike its base form or Mega Charizard X, this lacking durability leaves it easily exploited by the many faster attackers introduced since its introduction. Mega Charizard Y is also reliant on the Sun to function, especially with Weather Ball as its main STAB, so losing control of weather severely cuts down on its power and deprives it of coverage. Furthermore, for all Mega Charizard Y’s truly insane power, that is largely concentrated in its Fire attacks, meaning Fire resists, especially Dragon types that resist the common Solar Beam can handle Mega Charizard Y’s offense. This does not change the fact that Mega Charizard Y has warped the surroundings around it, and one must come in with a clear plan for Mega Charizard Y or be turned to ash under the blistering sun.
Positives
Base 159 Special Attack borders on absurdity, ensuring Mega Charizard Y can melt everything in its path..
Drought is game defining ability, enabling entire team archetypes and pushing Mega Charizard Y’s Fire STABs to the point where resists are required to manage it..
Base 100 Speed is a gold standard, allowing Mega Charizard Y to tie with numerous offensive threats..
115 Special Defense cannot be discounted, giving Mega Charizard Y some staying power against Special Attackers..
Negatives
Fire Flying’s extreme Rock weakness leaves Charizard exposed to Stealth Rocks and any form of Rock coverage.
78 HP/78 Defense leaves Mega Charizard Y frail on the physical side and exposed to physical attackers.
Reliant on Fire STAB and Sun for damage and less impressive when forced to use something else.
Movesets
Solar Saurian Sweeper
-Weather Ball
-Solar Beam
-Scorching Sands
-Fire Blast
Ability: Blaze -> Drought
Item: Charizardite Y
Stat Points and Nature:
2 HP / 32 SAtk / 32 Spe
Timid Nature
Mega Charizard Y is both a team set piece and brutal attacker, setting the Sun just by Mega Evolving, fueling both it and its teammates before launching devastating Sun boosted Fire STABs. Weather Ball exemplifies this to a tee, being a 100 base power Fire attack in the Sun, giving Mega Charizard Y an amazingly powerful and accurate primary attack. Mega Charizard Y’s Sun boosted Weather Ball is so strong, it 2HKOs famed special sponge Galarian-Slowking while other specially bulky targets like 2 HP Volcarona have a 3/8 chance of being OHKOd, and Mega Floette taking a whopping 71-84% from the move, to say nothing of frailer targets. Solar Beam complements Fire Weather Ball incredibly, preventing Water and Rock types from being a safe switch into Mega Charizard Y, especially when even a resisted Fire Weather Ball is still ripping off at least a third of even bulky Water types like 32 HP Primarina. This prevents Grass weak Water types from coming in safely as Fire Weather Ball + Solar Beam knocks out all of them. Scorching Sands is coverage and utility, boasting a wicked Burn rate that makes even resists wary while being Mega Charizard Y’s best option into Fire types as well as Toxapex, an otherwise sturdy wall that can outlast Mega Charizard Y with Recover and Toxic. Fire Blast is a secondary STAB option that addresses some of Weather Ball’s reliability issues, being able to hit Bulletproof Pokémon like Mega Chestnaught and Kommo-o as well as granting Mega Charizard Y a Fire STAB option when it is caught out of the Sun. The extra fire power comes in handy too being a favored OHKO on 32/21 Archaludon, a possible OHKO on 32 HP Clefable, and a 2HKO on Hydreigon.
Stat Points and Items:
This set goes simple with max Speed and Special Attack to maximize Mega Charizard Y’s stopping power. Base 100 Speed is a very crowded speed tier, shared by Volcarona, Palafin, Mega Kangaskhan, Mega Dragonite, Mega Charizard X, and opposing Mega Charizard Y, so being assured of at worst speed tying in such scenarios is invaluable. The power boost from Modest is not insignificant, greatly favoring Mega Charizard Y to OHKO offensive Mega Floette and 32 HP Mega Venusaur after a layer of Spikes, favored to 2HKO 32 HP/2 SDef Toxapex, with Scorching Sands, and deal at least 50% to Mega Delphox with Fire Blast/Ancient Power. However, the resulting Speed drop means Mega Charizard Y is outrun by Jolly Excadrill and non-Scarf Hydreigon in addition to the positive Speed natured base 100s. A bulkier spread that sacrifices power for HP can be worth merit, especially if running Roost or Will-O-Wisp surviving surprising blows like Jolly Mega Metagross’ Thunder Punch and Mega Starmie’s Liquidation with 22 HP and 2 Def, while ensuring Jolly +1 Mega Gyarados cannot OHKO with Waterfall and Adamant has only a 1/8 chance to do so. Item is locked to the Charizardite Y.
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Partners:
As odd as it is to hear about a Pokémon that revolves around the Sun, in 3v3 Singles, Mega Charizard Y appreciates other weather setters, resetting the timer on its own Sun when it is forced out so Mega Charizard Y is not put in the position of being forced back in while the Sun still only has 1 or 2 turns left. Hippowdon is easily the best at this, being a sturdy defensive physical wall that absorbs Electric and Rock attacks with ease while chipping opponents down with Stealth Rocks and its own Sandstorm. Mega Charizard Y in turn handles the Grass and to a lesser extent Water and Ice attacks that give Hippowdon trouble. Tyranitar can fulfill a similar role, though it lacks the useful resistances that makes Hippowdon so effective.
Venusaur also deserves mention as the best Chlorophyll attacker available, becoming impossible to outspeed in the Sun, while its own coverage handling most Fire resistant foes and forming a solid Fire-Grass core. However, Venusaur’s Grass STAB and Earth Power is redundant with Mega Charizard Y’s Solar Beam and Scorching Sands, and with Mega Charizard Y’s inability to hold a Heat Rock, its Drought is limited to an effective 4 turns at best for Venusaur’s use.
Mega Charizard Y struggles to fit coverage against Dragon types, so allies that can pick up the slack are greatly appreciated. Hydreigon is notable, its Scarf version outspeeding all but Scarf Garchomp, while boasting STAB Dark Pulse for Mega Delphox while Mega Charizard Y with its good special bulk is one of the best pivots for the oft special Fairy offense. Garchomp also stands out akin to Hippowdon for its immunity to Electric and resistance to Rock on top of answering opposing Fire, Dragon and Rock types between its STABs and Stone Edge. Primarina is an excellent Fairy example, forming a Fire-Water core with Mega Charizard Y, though the shared Electric weakness is unfortunate.
Other Options:
Air Slash is secondary STAB and hits non-Rock Fire resists for at least neutral and a decent option into Kommo-o.
Dragon Pulse is Mega Charizard Y’s best answer into opposing Dragon types, but due to lack of STAB it still often misses OHKOs.
Focus Blast is Mega Charizard Y’s best answer into Tyranitar, who otherwise hard counters Mega Charizard Y.
Flamethrower is an alternative Fire STAB option that is more reliable than Fire Blast
Roost gives Mega Charizard Y extra longevity.
Will-O-Wisp can punish physical attackers trying to exploit Mega Charizard Y’s poor Defense.
Ancient Power easily dispatches opposing Mega Charizard Y.
Doubles and VGC Options
With the strength of weather in Doubles, it is unsurprising that Mega Charizard Y is even more dominant there than in singles, disrupting opposing weather strategies while boosting up its own team. This gets further exemplified with the spread Heat Wave, allowing Mega Charizard Y to deal obscene damage to the opposing team and easily capable of picking up multiple knockouts in a few uses. Such is the strength of Mega Charizard Y that it doesn’t even need Sun exploiting teammates to excel and can just get by on the sheer firepower it outputs. Base 100 Speed is also incredibly potent for Doubles formats where many popular support staples are slower than Mega Charizard Y, making its offense even more potent. Add in being one of the best offensive Fairy resists in the game and Mega Charizard Y offers good defensive utility as well. All this has come together to make Mega Charizard Y the number one Mega Evolution in use at the time of writing. However, all this success comes at a price. Rock Slide is everywhere in the current format with naturally faster staples like Garchomp and (Mega) Aerodactyl coming to the forefront in part because of Mega Charizard Y’s success. Mega Charizard Y is so dominant some teams have been running otherwise niche picks like Lycanroc-Dusk simply to answer Mega Charizard Y.
Doubled Burning Wings
-Heat Wavev
-Weather Ball
-Solar Beam
-Protect
Ability: Blaze -> Drought
Item: Charizardite Y
Stat Points and Nature:
2 HP / 32 SAtk / 32 Spe
Modest Nature
This is the standard Mega Charizard Y set in Doubles and for good reason. Between Weather Ball and Solar Beam alone Mega Charizard Y is capable of 2-3HKOing almost every popular Pokémon, making it extremely hard to switch into. This is further exemplified by Heat Wave, allowing Mega Charizard Y to act akin to Torkoal and Hisuian-Typhlosion’s Eruptions in previous formats. While Mega Charizard Y will not be picking up the OHKOs on neutral targets their Eruptions are famed for, its Sun empowered Heat Waves still deal ludicrous damage for a spread move, allowing Mega Charizard Y to make progress even in the face of Protect. Weather Ball is a single target option for removing high priority targets where Heat Wave does not suffice and allows Mega Charizard Y to exercise its STAB even against the possibility of Wide Guard. Solar Beam is coverage, preventing Water types like Basculegion, Milotic, Mega Blastoise as well as Garchomp from easily absorbing Mega Charizard Y’s Fire STAB. Protect rounds out the set as the best move in Doubles, invaluable for blocking Fake Out, punishing focus fire attempts, stalling for allied setup, stalling out detrimental field conditions, blocking Rock or Electric attacks so Mega Charizard Y’s teammates can take the attacker out and more. Protect is also helpful for keeping Charizard safe before it Mega Evolves, invaluable when going against opposing teams with their own weather setters.
Standard offensive array is recommended, allowing Mega Charizard Y to outspeed most support pieces and defensive staples while dealing as much damage as possible to fuel Mega Charizard Y’s brutal Heat Waves. Of course, with proper Speed support, defensive investment can go a long way. It is recommended to not go below 4 Speed points, ensuring Mega Charizard Y can still outrun Adamant Mega Tyranitar and Mega Swampert. With 32 HP/30 Def Mega Charizard Y can survive Aerodactyl’s and Life Orb Garchomp’s Rock Slide as well as +2 Blackglasses Kingambit’s Sucker Punch. If not wanting to go to that extreme, 32 HP investment alone is enough for Mega Charizard Y to survive Mega Swampert’s Wave Crash in the Sun, while 32 HP/11 Defense is enough to survive Adamant Garchomp’s Rock Slide.
Preferred Partners & Other Options:
Venusaur as the best Chlorophyll user in the game is a natural partner for the sun setting Mega Charizard Y. Not only providing a solid Fire-Grass core, but its speedy Sleep Powders are crucial in shutting down normally faster Pokémon, allowing Mega Charizard Y while being a sticking point for Rain and Sand teams given its own Grass STAB and Earth Power.
Whimsicott may be an even better partner, providing speed control, Fake Tears support to allow Mega Charizard Y to get surprise knockouts, and Fairy STAB for the Dragons that resist Fire STAB and Solar Beam. Fairy types in general work well with Mega Charizard Y, with it melting the Steel types that threaten them and the Fairy types handling the Dragons that Mega Charizard Y struggles with. Sylveon is the most prominent non-Mega Fairy type, delivering a deadly one two punch for spread damage and being slow enough to be awkward for Trick Room teams. Mega Floette is also popular as a secondary Mega Evolution for matchups that Mega Charizard Y struggles with, especially Rain and the common Garchomp. Grimmsnarl is another solid support piece, especially for bulkier Mega Charizard Y’s with its Screens, as well as Fake Out support, Speed control with Thunder Wave and another user of Prankster Fake Tears.
As the most popular Water type around, Basculegion is popular for rounding out the Grass-Water-Fire core, while being a Water type that isn’t reliant on its Water STAB to deal terrifying amounts of damage, allowing it to function in Mega Charizard Y’s Sun.
Countering Mega Charizard Y
Mega Charizard Y’s firepower is as every bit devastating as advertised, but its relative frailty and reliance on weather do open exploitable weakpoints.
Given Mega Charizard Y’s reliance on Weather Ball and Solar Beam for the bulk of its offense, it is extremely vulnerable to having its Sun removed, changing Weather Ball to a non-STAB (and usually resisted) attack and not only turn Solar Beam back into a charge move, but halve its power as well. (Mega) Tyranitar is easily the best at this, between its Fire resistance, fantastic special bulk in the sand and Rock STAB to immediately crush Mega Charizard Y. The only thing stopping it from being a true counter to Mega Charizard Y are burns and Focus Blast. Hippowdon also does decently into Rock Weather Ball, but any alternative Fire STAB will 2HKO it and it needs Rock coverage to handle Mega Charizard Y. Pelipper and its Rain is also ruinous for Mega Charizard Y, but unless invested in HP, it is so frail that it will take 50% from Rain Weather Ball and thus needs to switch into Solar Beam to safely check Mega Charizard Y.
Dragon types are also problematic for Mega Charizard Y given their resistance to Fire and Solar Beam and how Mega Charizard Y struggles to fit Dragon Pulse for coverage. Even with Dragon Pulse, its lack of STAB means that Mega Charizard Y often misses the OHKO. 32 HP/32+ SDef Mega Dragalge all but counters Mega Charizard Y, taking only 24.4-29% from Weather Ball and Air Slash, while Dragon Pulse only caps out at 44%, and Mega Dragalge can do so repeatedly thanks to Regenerator, though it only 2HKOs with Thunderbolt. If Multiscale is intact, (Mega) Dragonite can absorb any attack with ease though Dragon Pulse will deal 73-88% once Multiscale is broken. Base Dragonite can deal 72-85% with Dragon Fang Dragon Claw as well as pick off a weakened Mega Charizard Y with Extreme Speed, while Mega Dragonite reliably 2HKOs with Thunderbolt. Bulletproof Kommo-o is uniquely aggravating due to its immunity to Weather Ball allowing it to switch in much more freely, but fears both Air Slash and Dragon Pulse and can only 2HKO with Clanging Scales.
Fire types can also be annoying given their resistance to both Fire STAB, and Solar Beam, though Mega Charizard Y resisting their own STABs and having anti Fire coverage in Scorching Sands and to a lesser extent Ancient Power means these matchups are rarely clean. Mega Blaziken does not like Air Slash, but easily outspeeds thanks to Speed Boost and threatens an easy KO with Rock coverage or a small chance to OHKO with Thunder Punch. Mega Delphox is particularly nightmarish given its immunity to Scorching Sands leaves only the weak Ancient Power as an answer against its good special bulk while threatening a 2HKO with Psychic STAB. Ironically opposing Mega Charizard Y are also difficult for Mega Charizard Y to the point some carry Ancient Power explicitly for the mirror match.
Toxapex is also frustrating with Solar Beam only dealing 40-48% and able to stall Mega Charizard Y out with Toxic. Bulletproof Chestnaught is another hard wall for any Mega Charizard Y lacking STABs aside from Weather Ball though it struggles to deal damage with its own STABs in turn.
For offensive checks, fast attackers with Rock moves immediately come to mind. (Mega) Aerodactyl, Garchomp, Lycanroc-Dusk, Scarf Kleavor, and Mega Glimmora all outspeed and OHKO, while Focus Sash Glimmora can absorb any one blow and KO back with Power Gem. Mega Raichu Y between its absurd Speed and absurdly powerful Zap Cannon also invariably OHKOs even max HP Mega Charizard Y.
Stealth Rocks also deserves mention, chewing off half of Mega Charizard Y’s health on entry greatly limits the number of times it can pivot in and out to reestablish Sun and make it that much easier to remove, especially given its low defense.
Locations in Games
Red/Blue/Yellow:
Evolve Charmeleon
Gold/Silver/Crystal:
Trade from Red/BLue/Yellow
Ruby/Sapphire/Emerald:
Trade from FireRed or LeafGreen
FireRed/LeafGreen:
Evolve Charmeleon
Colosseum/XD:
Trade from FireRed or LeafGreen
Diamond/Pearl/Platinum:
Trade from HeartGold/SoulSilver
HeartGold/SoulSilver:
Evolve Charmeleon
Black/White:
Transfer from Generation IV
Black 2/White 2:
Transfer from Generation IV
X/Y:
Evolve Charmeleon
Omega Ruby/Alpha Sapphire:
Trade from X/Y
Sun/Moon:
Trade from Ultra Sun/Ultra Moon
Ultra Sun/Ultra Moon:
Evolve Charmeleon
Let's Go, Pikachu!/Let's Go, Eevee!:
Route 1, Route 2, Route 3, Route 4, Route 6, Route 7, Route 8, Route 10, Route 11, Route 12, Route 13, Route 14, Route 15, Route 16, Route 17, Route 18, Route 19, Route 21, Route 22, Route 23, Route 24, Route 25
Sword/Shield:
Evolve Charmeleon
Max Raid Battles: Hammerlocke Hills Fields of Honor, Challenge Beach, Loop Lagoon, Potbottom Desert
Gigantamax Raid Battles: Lake of Outrage
Brilliant Diamond/Shining Pearl:
Evolve Charmeleon
Legends: Arceus:
Not in game
Scarlet/Violet:
Evolve Charmeleon
Legends: Z-A:
Evolve Charmeleon
Hyperspace Lumiose - Flying (4 Star), Fire (4 Star), Fire (5 Star)

Anime Appearences



