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Mega Charizard X animated sprite
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Pokemon Champions profile

Mega Charizard X

Mega Ability

Tough Claws

This Pokemon's contact moves have their power multiplied by 1.3.

Before Mega: Blaze / Solar Power

BST 634
SeasonM-6
Format
Battle data is recorded for CharizardMega Charizard X has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 634
HP
78
Atk
130
Def
111
SpA
130
SpD
85
Spe
100

Type defenses

Type defenses

Mega Charizard X takes damage from each attacking type below.

Weak to
Ground2xRock2xDragon2x
Resists
Electric1/2xBug1/2xSteel1/2xFire1/4xGrass1/4x
Immune to
None
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1x1/4x1x1/2x1/4x1x1x1x2x1x1x1/2x2x1x2x1x1/2x1x
Normal1x
Fire1/4x
Water1x
Electric1/2x
Grass1/4x
Ice1x
Fighting1x
Poison1x
Ground2x
Flying1x
Psychic1x
Bug1/2x
Rock2x
Ghost1x
Dragon2x
Dark1x
Steel1/2x
Fairy1x

Forms / Mega

Available forms

Base vs Mega

Mega Charizard XType: Fire / Flying -> Fire / DragonAbility: Blaze -> Tough ClawsHP +0 / Atk +46 / Def +33 / SpA +21 / SpD +0 / Spe +0
Mega Charizard YType unchangedAbility: Blaze -> DroughtHP +0 / Atk +20 / Def +0 / SpA +50 / SpD +30 / Spe +0

Battle Data

Common choices

Moves

Move usage
10
  1. 1NormalProtect93.1%
  2. 2FireHeat Wave92.9%
  3. 3NormalWeather Ball69.6%
  4. 4GrassSolar Beam59.4%

Held Items

Item usage
10
  1. 1Charizardite Y93%
  2. 2Charizardite X5%
  3. 3Choice Scarf0.4%
  4. 4Charcoal0.3%

Nature

Set usage
10
  1. 1ModestSp. Atk↑Attack↓58%
  2. 2TimidSpeed↑Attack↓32.8%
  3. 3AdamantAttack↑Sp. Atk↓3.7%

Abilities

Set usage
2
  1. 1Blaze76.3%
  2. 2Solar Power23.7%

Stat Points

Set usage
30
  1. 1HP2Atk0Def0SpA32SpD0Spe3228.7%
  2. 2HP0Atk0Def2SpA32SpD0Spe325.7%
  3. 3HP12Atk0Def14SpA8SpD0Spe323.7%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Acrobatics5510015Power doubles if the user has no held item.
Aerial Ace60-20This move does not check accuracy.
Air Cutter609520Has a higher chance for a critical hit.
Air Slash759515Has a 30% chance to make the target flinch.
Ancient Power601005Has a 10% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage.
Beat Up-10010Hits one time for the user and one time for each unfainted Pokemon without a non-volatile status condition in the user's party. The power of each hit is equal to 5+(X/10), where X is each participating Pokemon's base Attack; each hit is considered to come from the user.
Belly Drum--10Raises the user's Attack by 12 stages in exchange for the user losing 1/2 of its maximum HP, rounded down. Fails if the user would faint or if its Attack stat stage is 6.
Bite6010020Has a 30% chance to make the target flinch.
Blast Burn150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Body Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Breaking Swipe6010015Has a 100% chance to lower the target's Attack by 1 stage.
Brick Break7510015If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Brutal Swing6010020No additional effect.
Bulldoze6010020Has a 100% chance to lower the target's Speed by 1 stage.
Counter-10020Deals damage to the last opposing Pokemon to hit the user with a physical attack this turn equal to twice the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals 1 HP of damage instead. If that opposing Pokemon's position is no longer in use and there is another opposing Pokemon on the field, the damage is done to it instead. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by an opposing Pokemon's physical attack this turn.
Crunch8010015Has a 20% chance to lower the target's Defense by 1 stage.
Dig8010010This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Double-Edge12010015If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Dragon Cheer--15Raises the target's chance for a critical hit by 1 stage, or by 2 stages if the target is Dragon type. Fails if there is no ally adjacent to the user, or if the target already has this effect or the Focus Energy effect. Baton Pass can be used to transfer this effect to an ally.
Dragon Claw8010015No additional effect.
Dragon Dance--20Raises the user's Attack and Speed by 1 stage.
Dragon Pulse8510010No additional effect.
Dragon Rush1007510Has a 20% chance to make the target flinch. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Dragon Tail609010If both the user and the target have not fainted, the target is forced to switch out and be replaced with a random unfainted ally. This effect fails if the target used Ingrain previously, has the Suction Cups Ability, or this move hit a substitute.
Earthquake10010010Damage doubles if the target is using Dig.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Fire Blast110855Has a 10% chance to burn the target.
Fire Fang659515Has a 10% chance to burn the target and a 10% chance to make it flinch.
Fire Punch7510015Has a 10% chance to burn the target.
Fire Spin358515Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move.
Flame Charge5010020Has a 100% chance to raise the user's Speed by 1 stage.
Flamethrower9010015Has a 10% chance to burn the target.
Flare Blitz12010015Has a 10% chance to burn the target. If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Fling-10010The power of this move is based on the user's held item. The held item is lost and it activates for the target if applicable. If there is no target or the target avoids this move by protecting itself, the user's held item is still lost. The user can regain a thrown item with Recycle or the Harvest Ability. Fails if the user has no held item, if the held item cannot be thrown, if the user is under the effect of Embargo or Magic Room, or if the user has the Klutz Ability.
Fly909515This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, and Twister, and Gust and Twister have doubled power when used against it. If the user is holding a Power Herb, the move completes in one turn.
Focus Blast120705Has a 10% chance to lower the target's Special Defense by 1 stage.
Focus Punch15010020The user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Heat Crash-10010The power of this move depends on (user's weight / target's weight), rounded down. Power is equal to 120 if the result is 5 or more, 100 if 4, 80 if 3, 60 if 2, and 40 if 1 or less. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Heat Wave959010Has a 10% chance to burn the target.
Helping Hand--20The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move.
Hurricane1107010Has a 30% chance to confuse the target. This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If the weather is Heavy Rain or Rain, this move does not check accuracy. If the weather is Intense Sun or Sun, this move's accuracy is 50%. If this move is used against a Pokemon holding Utility Umbrella, this move's accuracy remains at 70%.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Inferno100505Has a 100% chance to burn the target.
Iron Tail1007515Has a 30% chance to lower the target's Defense by 1 stage.
Mega Kick120755No additional effect.
Outrage12010010The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user.
Overheat130905Lowers the user's Special Attack by 2 stages.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Roar--20The target is forced to switch out and be replaced with a random unfainted ally. Fails if the target is the last unfainted Pokemon in its party, or if the target used Ingrain previously or has the Suction Cups Ability.
Rock Slide759010Has a 30% chance to make the target flinch.
Rock Tomb609515Has a 100% chance to lower the target's Speed by 1 stage.
Roost--5The user restores 1/2 of its maximum HP, rounded half up. If the user is not Terastallized, until the end of the turn Flying-type users lose their Flying type and pure Flying-type users become Normal type. Does nothing if the user's HP is full.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Sandstorm--5For 5 turns, the weather becomes Sandstorm. At the end of each turn except the last, all active Pokemon lose 1/16 of their maximum HP, rounded down, unless they are a Ground, Rock, or Steel type, or have the Magic Guard, Overcoat, Sand Force, Sand Rush, or Sand Veil Abilities. During the effect, the Special Defense of Rock-type Pokemon is multiplied by 1.5 when taking damage from a special attack. Lasts for 8 turns if the user is holding Smooth Rock. Fails if the current weather is Sandstorm.
Scale Shot259020Hits two to five times. Lowers the user's Defense by 1 stage and raises the user's Speed by 1 stage after the last hit. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times.
Scary Face-10010Lowers the target's Speed by 2 stages.
Scorching Sands7010010Has a 30% chance to burn the target. The target thaws out if it is frozen.
Shadow Claw7010015Has a higher chance for a critical hit.
Slash8010020Has a higher chance for a critical hit.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Solar Beam12010010This attack charges on the first turn and executes on the second. Power is halved if the weather is Heavy Rain, Rain, Sandstorm, or Snow and the user is not holding Utility Umbrella. If the user is holding a Power Herb or the weather is Intense Sun or Sun, the move completes in one turn. If the user is holding Utility Umbrella and the weather is Intense Sun or Sun, the move still requires a turn to charge.
Steel Wing709020Has a 10% chance to raise the user's Defense by 1 stage.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Sunny Day--5For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun.
Swords Dance--20Raises the user's Attack by 2 stages.
Temper Flare7510010Power doubles if the user's last move on the previous turn, including moves called by other moves or those used through Instruct, Magic Coat, Snatch, or the Dancer or Magic Bounce Abilities, failed to do any of its normal effects, not including damage from an unsuccessful High Jump Kick, Jump Kick, or Mind Blown, or if the user was prevented from moving by any effect other than recharging or Sky Drop. A move that was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, Crafty Shield, Mat Block, Quick Guard, or Wide Guard will not double this move's power, nor will Bounce or Fly ending early due to the effect of Gravity, Smack Down, or Thousand Arrows.
Thunder Punch7510015Has a 10% chance to paralyze the target.
Weather Ball5010010Power doubles if a weather condition other than Strong Winds is active, and this move's type changes to match. Ice type during Snow, Water type during Heavy Rain or Rain, Rock type during Sandstorm, and Fire type during Intense Sun or Sun. If the user is holding Utility Umbrella and uses Weather Ball during Heavy Rain, Rain, Intense Sun, or Sun, this move remains Normal type and does not double in power.
Will-O-Wisp-8515Burns the target.
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