
Overview on Mega Charizard X
I can only imagine the disappointment that kids everywhere felt when they evolved their very first Charmeleon into a Charizard only to find out that it wasn't part Dragon. Forget Dragonite, Charizard was the real original Dragon, but it never had the opportunity to enjoy the typing. Now all that has changed thanks to the Charizardite X! With its newfound Fire / Dragon typing, awesome ability in Tough Claws, and buffed up Attack stat, Charizard X has made its mark as one of the most dangerous Mega Pokemon in the metagame. As time has passed since the dawn of XY, it has become more and more apparent why Game Freak had been holding out on the Fire + Dragon combination on non-legends for so long: Charizard X, the first Pokemon outside of Reshiram to enjoy such a typing, is insanely good. It can pull off a wide variety of sets ranging from offensive wallbreakers and sweepers to bulky defensive sets that serve as valuable additions to defensive teams. No matter what kind of team you're building, there's a chance that you might find room for Charizard X.
Results Gained Using The Team:
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I can only imagine the disappointment that kids everywhere felt when they evolved their very first Charmeleon into a Charizard only to find out that it wasn't part Dragon. Forget Dragonite, Charizard was the real original Dragon, but it never had the opportunity to enjoy the typing. Now all that has changed thanks to the Charizardite X! With its newfound Fire / Dragon typing, awesome ability in Tough Claws, and buffed up Attack stat, Charizard X has made its mark as one of the most dangerous Mega Pokemon in the metagame. As time has passed since the dawn of XY, it has become more and more apparent why Game Freak had been holding out on the Fire + Dragon combination on non-legends for so long: Charizard X, the first Pokemon outside of Reshiram to enjoy such a typing, is insanely good. It can pull off a wide variety of sets ranging from offensive wallbreakers and sweepers to bulky defensive sets that serve as valuable additions to defensive teams. No matter what kind of team you're building, there's a chance that you might find room for Charizard X.
Results Gained Using The Team:

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Structure And Role Of Teammates:
[Dual Screens And Hazard Support]
Azelf is an excellent lead that does its job very well. It boasts a high speed and attack stat, as well as a versatile move pool. With its access to Dual Screens, Magic Bounce, Taunt and Stealth Rock, Azelf easily supports its teammates and provides them with everything they need.
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[Offensive Core And Rapid Spin Support]
Charizard X and Starmie form a dangerous core that compliment each other offensively. With the combination of Boltbeam, Starmie beats all spin blockers upon switch-in, as well defeating all ground type Pokemon. It lures Mega Slowbro and punishes it via Thunderbolt. Its speed stat enable it to threaten and pressure every Pokemon with a base speed of 100-105. This includes the likes of the Lati-twins, Keldeo and Thundurus.
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[Sweeper]
Azumarill, Landorus and Lucario boast high attack stats and can sweep teams if given the opportunity. Their ability to set up makes them ideal candidates for Hyper Offence. Upon a single boost, Azumarill is capable of sweeping entire teams, Landorus-T handles flying types and pressures offensive teams. Lucario offers a powerful priority as well a means to KO Talonflame, Gengar and Mega Diancie.
Teammates Analysis:

Azelf is an excellent lead that does its job very well. It boasts a high speed and attack stat, as well as a versatile move pool. With its access to Dual Screens, Magic Bounce, Taunt and Stealth Rock, Azelf easily supports its teammates and provides them with everything they need.


Charizard X and Starmie form a dangerous core that compliment each other offensively. With the combination of Boltbeam, Starmie beats all spin blockers upon switch-in, as well defeating all ground type Pokemon. It lures Mega Slowbro and punishes it via Thunderbolt. Its speed stat enable it to threaten and pressure every Pokemon with a base speed of 100-105. This includes the likes of the Lati-twins, Keldeo and Thundurus.



Azumarill, Landorus and Lucario boast high attack stats and can sweep teams if given the opportunity. Their ability to set up makes them ideal candidates for Hyper Offence. Upon a single boost, Azumarill is capable of sweeping entire teams, Landorus-T handles flying types and pressures offensive teams. Lucario offers a powerful priority as well a means to KO Talonflame, Gengar and Mega Diancie.
Teammates Analysis:


Ability: Levitate
EVs: 28 HP / 228 Def / 252 Spe
Jolly Nature




228 Defense EVs are used to avoid the 2HKO from Mega Lopunny’s Fake Out followed by Return, preventing it from anti-leading Azelf and turning it into dead weight. The remaining EVs goes into maximising its speed and boosting its HP. Dual Screen support boosts the defences of Azelf's teammates, this is especially beneficial for Belly Drum Azumarill. Stealth Rocks supports the team by helping them grab additional KOs and softening the opponents walls upon entry. U-Turn is preferred over Explosion because it preserves Azelf thereby allowing it to be used again during the match.
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Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature




The 72 EVs in HP provides Mega Charizard X with an easier time setting up, as well as improving its match up against Rotom W. Dragon Dance simultaneously boosts Mega Charizard X's Attack and Speed, which allows it to sweep weakened team or break down walls for its teammates. Flare Blitz boosts a lot of power allowing Mega Charizard X to 2HKO mixed Hippowdon after Stealth Rocks. Dragon Claw provides great coverage with Flare Blitz and is ideal when going up against water types. Roost increases longevity and somewhat remedies its Stealth Rock weakness.
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Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature




Belly Drum maximises Azumarill's Attack at the cost of its HP. Whilst this would normally pose a problem, it is quickly remedied with Dual Screen Support. Aqua Jet is Azumarill's STAB move. When boosted by Belly Drum, this priority attack hits incredibly hard and is often enough to sweep teams. Play Rough is our secondary STAB move and is used for beating down slower threats. Knock Off fits into the final slot perfectly. It hits and KOs everything that Play Rough and Aqua Jet cannot e.g. Ferrothorn.
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Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature




Earthquake has great power and accuracy, it hits everything that doesn't resist it hard. Stone Edge completes the infamous Edgequake combo and is useful for nailing flying types. Rock Slide boasts better accuracy and a useful chance to flinch. Paired with Landurus-T's speed, this can often aid in its sweep, the power lost is significant though. Rock Polish boosts its speed allowing it to threaten offensive teams and KO faster checks e.g. Mega Manectric. Swords Dance boosts its attack stat to insane levels which allows it to break through opposing walls.
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Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk




Rapid Spin removes opposing entry hazards whilst maintaining ours. This benefits Charizard as it won't loss 50% of its HP upon entry. Hydro Pump is Starmie's STAB move of choice, it hits switch-ins incredibly hard, for example Clefable. Thunderbolt punishes water types that attempt to switch in, such as Slowbro and Suicune. Ice Beam provides coverage with Hydro Pump and threats Dragon types.
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Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature




Close Combat is a powerful STAB move for punishing all who fail to resist it. Swords Dance boosts Lucario's attack to threatening levels allowing to sweep. Whilst Extreme Speed KO's fast threats upon a boost and threatens Talonflame. The option between Bullet Punch and Crunch is a matter of preference. Bullet Punch hits Gengar, a threat who walls this set, whilst Crunch crews through bulky psychic types such as Mew and Slowbro. Iron Tail allows Lucario to beat potential checks and counters such as Clefable, Azumarill, Sylveon, Mega Heracross, Mew, and Mega Venusaur.
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Threats To The Team:
Mandibuzz is incredibly annoying. It's stellar defences and irritating move sets bothers by teammates as they cannot 1HKO it. This allows it to use foul play, toxic and roost to either beat or stall out our dual screens. Landorus-T provides a way to beat and sweep against Mandibuzz, but Stone Edge is often unreliable and has cus me numerous matches.
Ditto's presence threatens the team and stops its members from boosting. Without a boost, most of my teammates fail to break through walls and lose offensive momentum. The added frailty of the team makes things worse. Fortunately Ditto is quite unpopular, and so its not a glaring threat.
Whilst not posing a threat to my teammates, Weavile is capable of stopping Azelf from setting up. If Weavile succeeds in beating Azelf, my teammates will find it difficult to set up and sweep. This is especially detrimental for both Azumarill and Lucario.
Conclusion:
Hyper offence is a difficult battle-style to master, and that's mainly because it demands a high level of precision to work properly. Compared to other play-styles that allow a Pokemon to retreat after a misplay, HO does not have that luxury and most mistakes [no matter how small] often spell disaster. On the plus side, HO is a very attractive play-style that suited for the more experienced players, and this is because it rewards long-term thinking over winning "prediction-games". Mastering HO is immensely rewarding and helps trainers develop good habits i.e. it forces you to think constantly about the endgame.
Import Team:Threats To The Team:

Mandibuzz is incredibly annoying. It's stellar defences and irritating move sets bothers by teammates as they cannot 1HKO it. This allows it to use foul play, toxic and roost to either beat or stall out our dual screens. Landorus-T provides a way to beat and sweep against Mandibuzz, but Stone Edge is often unreliable and has cus me numerous matches.

Ditto's presence threatens the team and stops its members from boosting. Without a boost, most of my teammates fail to break through walls and lose offensive momentum. The added frailty of the team makes things worse. Fortunately Ditto is quite unpopular, and so its not a glaring threat.

Whilst not posing a threat to my teammates, Weavile is capable of stopping Azelf from setting up. If Weavile succeeds in beating Azelf, my teammates will find it difficult to set up and sweep. This is especially detrimental for both Azumarill and Lucario.
Conclusion:
Hyper offence is a difficult battle-style to master, and that's mainly because it demands a high level of precision to work properly. Compared to other play-styles that allow a Pokemon to retreat after a misplay, HO does not have that luxury and most mistakes [no matter how small] often spell disaster. On the plus side, HO is a very attractive play-style that suited for the more experienced players, and this is because it rewards long-term thinking over winning "prediction-games". Mastering HO is immensely rewarding and helps trainers develop good habits i.e. it forces you to think constantly about the endgame.






Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Azelf @ Light Clay
Ability: Levitate
EVs: 28 HP / 228 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Stealth Rock
- U-turn
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance
Lucario (M) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Extreme Speed
- Bullet Punch
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Azelf @ Light Clay
Ability: Levitate
EVs: 28 HP / 228 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Stealth Rock
- U-turn
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance
Lucario (M) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Extreme Speed
- Bullet Punch
Replay Of The Team In Action:
http://replay.pokemonshowdown.com/ou-387807700
http://replay.pokemonshowdown.com/ou-387807700
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