GameCards

Aerodactyl/Charizard Sun Balance

DoublesRegulation Set M-B

Synergy

Mega Aerodactyl's Tailwind and Wide Guard support a Garchomp and Kingambit offensive core, while Mega Charizard's Sun boosts its own Fire-type damage and Incineroar's Flare Blitz. Incineroar's Fake Out and Intimidate buy the safe turns the rest of the team needs to attack.

Win Conditions

Sun from Mega Charizard powers Flare Blitz and Weather Ball while Mega Aerodactyl's Tailwind and Wide Guard clear the way for Garchomp and Kingambit to finish games; Incineroar's Fake Out and Parting Shot buy the setup turns.

Lead Options

Aerodactyl + Charizard

Threats

Not called out explicitly in the video. Without Farigiraf, the team leans on Aerodactyl and Charizard's raw bulk instead of dedicated redirection, so it can be vulnerable to teams that pressure both Megas before Tailwind is up.

Team Export
Mega Aerodactyl @ Aerodactylite
Ability: Unnerve
Jolly Nature
Level: 50
EVs: 28 HP / 11 Atk / 9 Def / 1 SpD / 17 Spe
- Rock Slide
- Ice Fang
- Tailwind
- Wide Guard

Kingambit @ Focus Sash
Ability: Defiant
Adamant Nature
Level: 50
EVs: 13 HP / 25 Atk / 1 Def / 1 SpD / 26 Spe
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Protect

Sylveon @ Fairy Feather
Ability: Pixilate
Modest Nature
Level: 50
EVs: 18 HP / 10 Def / 21 SpA / 17 Spe
- Detect
- Hyper Voice
- Hyper Beam
- Quick Attack

Garchomp @ Life Orb
Ability: Rough Skin
Jolly Nature
Level: 50
EVs: 32 Atk / 1 Def / 1 SpD / 32 Spe
- Earthquake
- Dragon Claw
- Stomping Tantrum
- Protect

Mega Charizard Y @ Charizardite Y
Ability: Blaze
Modest Nature
Level: 50
EVs: 24 HP / 16 Def / 9 SpA / 17 Spe
- Protect
- Heat Wave
- Solar Beam
- Weather Ball

Incineroar @ Sitrus Berry
Ability: Intimidate
Impish Nature
Level: 50
EVs: 32 HP / 32 Def / 2 SpD
- Darkest Lariat
- Flare Blitz
- Fake Out
- Parting Shot

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