Last updated: 2026-07-16

Related Pokemon
Summons harsh sunlight for 5 turns when the Pokémon enters a battle.
A high-ranking Mega attacker in Singles. Charizardite Y is almost mandatory, making Mega use the main approach, and Drought lets it unleash high-powered special attacks from 159 Special Attack under sun. The standard is a sun sweeping set with Modest/Timid and Solar Beam, Flamethrower, Air Slash, and Overheat.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-16)
Moves
Item
Ability
Nature
AP Spreads
Roost Special Attacker
A build with defensive EVs and Roost for staying power
Mega Charizard Y
| HP | 185 | 32 | |
|---|---|---|---|
| Atk↓ | 111 | - | |
| Def | 121 | 23 | |
| SpA↑ | 209 | 11 | |
| SpD | 135 | - | |
| Spe | 120 | - |
This is a special attacker build of Mega Charizard Y with heavy EV investment in HP and Def. Thanks to the Def raised through EVs, it can endure the opponent's attacks in many situations and strike back, or Roost — a composition capable of grinding it out with it.
EV Allocation Intent
Boost anti-physical performance with Will-O-Wisp
Effective against physical Pokémon, Will-O-Wisp is also recommended. With its high single-hit power, Overheat is strong too, so consider which one fits your team.
Flamethrower as an alternative to Weather Ball
にほんばれ状態, then Flamethrower has higher power than Weather Ball is also recommended. Since Weather Ball can no longer be used as a Fire move when the weather changes, choose between it and Flamethrower.
Mega-evolves to rewrite weather, pressing boosted STAB and coverage Solar Beam to keep pressuring the opponent is its main role. With EVs heavily invested in bulk and Roost for recovery, maintaining offensive-defensive balance and favorable boards — its role.
Advantageous in trades against low-bulk attackers
Example Favorable Matchups
In trades against low-bulk attackers, you have the advantage. After enduring the opponent's attack with its high bulk, it can deal a fatal blow with a powerful Fire move.
Example Pokémon that learn Stealth Rock
Mega Charizard Y as Fire/Flying Stealth Rock takes 4× damage from it, losing 1/2 max HP on switch-in.Stealth Rock is often set early — bring a counter Pokémon.
Counter it by pairing with a Defog Corviknight
*Note that Defog also removes your own Stealth Rock and other hazards, so be careful.
Mega Charizard Y struggles against Stealth Rock can be Defog removed. Equipping Corviknight, which is hard for Garchomp or Hippowdon to take down, with Defog lets you fight while protecting Mega Charizard Y from Stealth Rock.
Sun Special Attacker
A build using Drought-boosted Fire moves and charge-free Solar Beam to break the opposing team.
Mega Charizard Y
| HP | 155 | 2 | |
|---|---|---|---|
| Atk↓ | 111 | - | |
| Def | 98 | - | |
| SpA | 211 | 32 | |
| SpD | 135 | - | |
| Spe↑ | 167 | 32 |
The ability Drought sets sunny weather, boosted Fire moves and instant Solar Beam attack — a special attacker build. Multiple Fire moves cover both repeat-fire and heavy single-hit needs.
Dragon coverage is also an option
Against Dragon types absorbing Fire/Grass, Dragon Pulse is an option.
From favorable matchups, pressing boosted Fire moves to stress the opposing cycle — its ace role. Weather Grass and Rock coverage punish checks.
Disadvantage when weather-changers switch in
Sun dominance is high, but Drizzle and Sand Streamweather flips on switch-in reverse the game. Tyranitar in particular hits 4× weakness — a clear hard counter.
Flame Charge Sweep
Boosts Sp.Atk and Speed with Flame Charge to sweep the opposing team.
Mega Charizard Y
| HP | 163 | 10 | |
|---|---|---|---|
| Atk↓ | 111 | - | |
| Def | 99 | 1 | |
| SpA↑ | 232 | 32 | |
| SpD | 135 | - | |
| Spe | 143 | 23 |
Heavy Sp.Atk investment, with post-Mega ability Drought — a special attacker Mega Charizard Y using weather change.Flame Charge boosts own Speed, pressing high-power special hits from above to sweep.
Sub-weapon swap candidates
Mega Charizard Y has multiple sub-weapon options. For mirror matches, Ancient Power, STAB option Air Slash, or Rock-coverage like Tyranitar via Focus Blast etc. Pick based on which Pokémon to counter.
Sun-boosted Fire Blast and charge-free Solar Beam break the opposing field as an ace.Flame ChargeAfter flipping Speed with broad coverage and high Sp.Atk can sweep the opposing team.
4× Rock-type weakness
4× Rock weakness — usually OHKO'd. Also, Stealth Rock damages 50% of HP on entry, so Stealth Rocksend it in before hazards are set.
Scarf Solar Power
Scarf + Solar Power for Mega-class Speed/firepower.
Charizard
| HP | 155 | 2 | |
|---|---|---|---|
| Atk↓ | 93 | - | |
| Def | 98 | - | |
| SpA | 161 | 32 | |
| SpD | 105 | - | |
| Spe↑ | 167 | 32 |
Max Sp.Atk/Spe; Speed-boosting item — Charizard special attacker. Ability boosting own Sp.Atk in sunis leveraged for high special power from above — viable.
Weather Ball interchangeable with Flamethrower
Flamethrower over Weather Ball is also recommended. Flamethrower works as Fire move outside sunwithout Overheat's penalty or accuracy issues.
Rich coverage vs. Fire-halvers
Rich coverage vs. Fire-resisters. Dragon Pulse hits Dragon weakness. Ancient Power vs. Charizard; Focus Blast vs. Tyranitar' 4x weakness.
Deploy in sun, item+ability boosted attack performancepressures opponent team as ace. Boosted Speed in tier lets it outpace fast attackers and pin from above.
Faster Scarf users and non-sun weather setters
Charizard can be KO'd before acting by faster Scarf users. Also, non-sun weather doesn't trigger Solar Power — threat. Switch out vs. threats.
AS Swords Dance Flame Charge
Attack/Speed-focused with broad neutral coverage and strong face-off.
Mega Charizard X
| HP | 155 | 2 | |
|---|---|---|---|
| Atk↑ | 200 | 32 | |
| Def | 131 | - | |
| SpA↓ | 135 | - | |
| SpD | 105 | - | |
| Spe | 152 | 32 |
Adamant Atk/Speed face-off build. Broad neutral range tanks most one-shots even without bulk investment. Tough Claws-boosted Flare Blitz, Outrage, and Swords Dance powers through even resisted hits, setting the match pace.
Broad neutral range, above-average bulk, high power set early-game pace. Swords Dance handles walls, fills the rare role of high face-off breaker.
High-power Pokémon
Mega Charizard X's face-off is its strength but lacks survival guarantee. K.O. by high power makes the match tough — check unbeatable foes and adjust send order.
Example Threats
Bulky Setup Sweeper
Swords Dance + Flame Charge boost Attack/Speed; Roost recovers as needed.
Mega Charizard X
| HP | 185 | 32 | |
|---|---|---|---|
| Atk↑ | 200 | 32 | |
| Def | 131 | - | |
| SpA↓ | 135 | - | |
| SpD | 105 | - | |
| Spe | 122 | 2 |
Boost Attack with Swords Dance and Speed with Flame Charge to sweep — a bulky setup ace. Roost heals damage; ability-boosted Dragon Claw pushes opponents over.
Dragon Dance + Flare Blitz is also strong
Swap setup to Dragon Dance and Fire to Flare Blitz. Fairy/Steel that absorb Dragon Claw take big damage. Roost offsets recoil.
High physical bulk and good resistances create favorable matchups, uses setup moves to break the opposing team — its role. After setup, healing maintains HP and STAB contact moves finish the opposing team.
Pokémon with weakness moves or high physical bulk
Base Speed is low, so faster attackers like Garchomp hitting weaknesses are tough. Also bulky chip users like Hippowdon with Earthquake and Stealth Rock chipping are also tough.
Example Threats
HDS Will-O-Wisp Roost
Cushion/Attacker using Will-O-Wisp to weaken physical attackers and Roost to absorb hits.
Mega Charizard X
| HP | 185 | 32 | |
|---|---|---|---|
| Atk | 150 | - | |
| Def | 131 | - | |
| SpA↓ | 135 | - | |
| SpD | 123 | 18 | |
| Spe↑ | 149 | 16 |
HP/Sp.Def/Speed investment with Will-O-Wisp's firepower drop and Roost healing — cushion-attacker absorbing opposing attacks Mega Charizard X build. Weakens opponents while pressing Tough Claws-boosted STAB.
Swap Dragon Claw based on team
With Dragon Claw, no effective hit on Water/Fairy. Consider Thunder Punch depending on team.
High-power special
Despite bulk investment, special high-power moves unaffected by Will-O-Wisp are tough. Plan switches.
Example Threats
Doubles Heat Wave
A Doubles build that sets sun and attacks with high-power spread Heat Wave.
Mega Charizard Y
| HP | 159 | 6 | |
|---|---|---|---|
| Atk↓ | 111 | - | |
| Def | 125 | 27 | |
| SpA↑ | 198 | 1 | |
| SpD | 135 | - | |
| Spe | 152 | 32 |
With heavy Def/Spe EV investment, after Mega Evolution a special attacker build that fights by leveraging the weather change from the ability Drought Mega Charizard Y. It supplements its power with the Sp. Atk boost from a Modest nature and the weather benefit, while raising its physical bulk to secure more turns and dominate the field.
EV Allocation Intent
By raising HP and Def with EVs, Rock Slide of the commonly used Garchomp can be endured. Also, Glimmora's Power Gem cannot be endured, so take the initiative and KO it with focused attacks alongside your teammates.
Weather Ball is also recommended
OverheatIf you dislike accuracy issues or Sp.Atk drops, 100-accuracy Weather Ball is also recommended. Weather Ball, when the weather is にほんばれ状態, becomes a Fire-type move with 100 base power.
Using its ability to set up harsh sunlight and boost Fire-type moves, while fulfills the role of an ace that pressures the entire opposing field with Heat Wave. Focused attacks on itself are Protectblocked, and against troublesome opponents such as Water types, Solar Beam allows it to hit weaknesses — a flexible, viable playstyle.
Rock-move users resisting Fire
It struggles against Pokémon that resist Fire moves and exploit its 4x Rock weakness. Especially fast Garchomp and Aerodactyl, as well as those that set the weather to すなあらし状態, such as Tyranitar, are its natural enemies.Protect or switching to avoid taking Rock moves, then counter with a teammate's move.
Example Threats
Type
Category
Target
Properties
72 / 72
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Belly Drum | Normal | Stat | - | - | 12 | Self | The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Flare Blitz | Fire | Phys | 120 | 100 | 16 | Contact | 1 Foe | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. |
| Temper Flare | Fire | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Fire Punch | Fire | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of burning the target. |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target and a 10% chance of making the target flinch. |
| Flame Charge | Fire | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Heat Crash | Fire | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Blast Burn | Fire | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Overheat | Fire | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Inferno | Fire | Spec | 100 | 50 | 8 | 1 Foe | Burns the target. | |
| Heat Wave | Fire | Spec | 95 | 90 | 12 | Wind | All Foes | Has a 10% chance of burning targets. |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Fire Spin | Fire | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Fly | Flying | Phys | 90 | 95 | 16 | Contact | 1 Foe | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Acrobatics | Flying | Phys | 55 | 100 | 16 | Contact | 1 Foe | This move’s power is doubled if the user isn’t holding an item. |
| Hurricane | Flying | Spec | 110 | 70 | 12 | Wind | 1 Foe | Has a 30% chance of confusing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Air Cutter | Flying | Spec | 60 | 95 | 20 | CutWind | All Foes | This move has a 1-stage Critical-Hit Ratio Boost. |
| Roost | Flying | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Scorching Sands | Ground | Spec | 70 | 100 | 12 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Rush | Dragon | Phys | 100 | 75 | 12 | Contact | 1 Foe | Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers targets’ Attack stats by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Scale Shot | Dragon | Phys | 25 | 90 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. |
| Dragon Dance | Dragon | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack and Speed stats by 1 stage. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Beat Up | Dark | Phys | - | 100 | 12 | 1 Foe | The target is attacked as many times as the number of Pokémon in the user’s party. Pokémon that have fainted or have a status condition are not counted. This move’s power is calculated based on the Attack stats of the party Pokémon. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Steel Wing | Steel | Phys | 70 | 90 | 20 | Contact | 1 Foe | Has a 10% chance of boosting the user’s Defense stat by 1 stage. |