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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Charizard Y holds a 3.58% usage rate at rank 47 in singles, sitting on the edge of the metagame. Drought combined with its Mega-boosted Special Attack lets it deliver reliable Fire-type damage under sun, while Solar Beam partly covers its 4× weakness to Rock. It plays as a mid-speed special attacker that converts sun turns and opponent misplays into wins.
Playstyle:Solar Beam at 23.8%, Flamethrower at 18.3%, Air Slash at 12.4%, and Overheat at 7.8% form a Grass/Fire/Dragon coverage core, while Weather Ball at 6.6% turns into a Fire-type STAB under sun to pivot around Water walls and clean weakened targets. Timid at 38.8% is the dominant spread to outspeed most mid-tier threats with its 100 base Speed, whereas Modest at 15.8% is chosen when raw power matters more. Substitute at 4.2% remains a fringe option.
At 26.52% usage and rank 6, Mega Charizard Y is a cornerstone of doubles. Drought reshapes the field, and the 24.9% Protect plus 25.0% Heat Wave pairing creates a high-accuracy spread-damage core, while Weather Ball at 22.9% and Solar Beam at 16.1% use the sun to plug Water, Ground, and Rock blind spots. It acts as both weather setter and finisher.
Playstyle:In doubles, Heat Wave at 25.0% and Protect at 24.9% carry equal weight, the former as AoE damage and the latter to preserve the Mega turn. Weather Ball at 22.9% switches to Fire STAB against Water walls, while Solar Beam at 16.1% punishes Rock-weak foes. Ancient Power at 6.4% is a fringe pick used after stat boosts for burst. Spreads lean Modest with much less Speed investment than singles.
Mega Charizard X sits at a 2.34% usage rate, ranked 57th in singles, placing it at the fringe of the niche tier. Tough Claws and Charizardite X are locked in at 100% each, leaving no real choice in the standard kit. Its identity is the STAB-boosted offensive pressure under Tough Claws, paired with Dragon Dance to snowball after a safe entry. The presence of steel- and rock-type attackers across the metagame keeps it from finding consistent switch turns.
Playstyle:Flare Blitz at 23.3% and Dragon Claw at 19.7% form the core offensive pair; Flare Blitz delivers the highest burst under Tough Claws while Dragon Claw offers a more reliable hit. Dragon Dance at 20% is the setup move that converts a safe switch into momentum, and Roost at 14.8% extends its lifespan after a boost. Thunder Punch at 6.5% is the minority pick that patches the water and ground matchups, Outrage at 2.6% offers a high-risk dual-STAB chain, and Will-O-Wisp at 2.5% cripples physical attackers. The 100 base speed line is contested primarily through Jolly investment.
In doubles it drops to 0.49% usage at rank 93, firmly in niche territory. It functions as a setup Dragon Dance sweeper with Tough Claws locked in and Charizardite X at 100%, trading bulk for immediate power after a boost. The niche is built around Breaking Swipe combining with the partner's speed control to snowball mid-speed matchups.
Playstyle:Protect rises to 22.5% in doubles, used to stall out unfavorable switches and preserve boost progress. Dragon Dance at 19.4% remains the tempo core, while Dragon Claw at 21.6% and Flare Blitz at 21% split the offensive slot almost evenly. Breaking Swipe at 3.3% is the dedicated pairing with Sinistcha's speed control for group-hit manipulation, and Belly Drum at 1.6% is the rare extreme-burst route. Spreads lean almost entirely Adamant to maximize physical output rather than contesting the 100 speed tier as in singles.
Charizard sits at a 0.04% usage rate and rank 210 in singles, a near-invisible presence in the metagame. Its Fire/Flying typing gives it dual STAB, but 109 Special Attack and 100 Speed are unremarkable, and the 4x Rock weakness introduced by Flying is a structural liability for a Pokémon that often wants to stay in. Solar Power at 17.6% only deepens the risk of being one-shot by a Rock move before it can deal meaningful damage.
Playstyle:The most common singles builds revolve around Belly Drum at 6.1% for physical setup, paired with Acrobatics at 8.2% and Thunder Punch at 6.1% for coverage; Flamethrower at 11.1% and Flame Charge at 8.6% form the standard special set. Items lean on Sitrus Berry at 24.6% and Focus Sash at 9.8%, the former patching up the durability hole left by Belly Drum and the latter securing a free hit against Rock-types before they can move. Spread data shows 41.5% running 0/0/0/0/0/0 and 24.9% running Jolly—most players do not invest in bulk and instead prioritize outspeeding the opposition.
In doubles, Charizard sits at 0.02% usage and rank 244, essentially at the bottom of the viability chart. Solar Power at 95.7% is the dominant ability, and Weather Ball at 12.8% gets a Fire-type boost when paired with Heat Rock; the 4x Rock weakness and middling 100 Speed, however, leave it struggling to establish a consistent turn order. Choice Scarf at 35.1% handles speed control, while Life Orb at 37.5% delivers steady damage.
Playstyle:Doubles Charizard is a special attacker at heart: Heat Wave at 23.1% functions as the AoE nuke, Solar Beam at 18.9% patches the Rock weakness, and Protect at 15.4% reads opponent priority to keep it alive. Ancient Power at 5.8% and Hurricane at 5.2% are fringe coverage options aimed at Rock- and Dragon-types that resist its STAB. Modest at 61.7% is the dominant nature, dumping everything into Special Attack and Speed to clean up in the late game.