Charizard (QC: 3/3) (GP: 2/2)

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
[OVERVIEW]
Charizard is one of the tier's premier Fire-types, boasting great offensive stats and powerful attacks that threaten a good majority of the tier. While it is not as fast as Pyroar, Charizard sits in a comfortable Speed tier, able to outrun Pokemon such as Jynx, Primeape, Rotom, and Lilligant, and is equipped with good coverage options, such as Earthquake and Focus Blast. Charizard also has the choice to run a physical set, using Swords Dance alongside its physical Flying STAB move Acrobatics. Despite already possessing great strength and offensive versatility, Charizard is not a pushover when it comes to taking hits either, as its resistances, access to Roost, and not-too-shabby bulk allow it to withstand punishment decently well. However, Charizard still has its flaws; Water and Electric are common attacking types that can serve as annoyances to it. The Stealth Rock weakness is especially huge, as it greatly compromises Charizard's longevity and durability. Charizard's Rock weakness can also be exploited by certain Pokemon that it otherwise checks, such as Stone Edge Hariyama and Primeape and Hidden Power Rock Lilligant. Reliable entry hazard removal is mandatory to ensure Charizard's success at massacring the opponent's team.

[SET]
name: Life Orb
move 1: Fire Blast
move 2: Air Slash
move 3: Hidden Power Grass / Focus Blast
move 4: Roost / Earthquake
item: Life Orb
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Fire Blast is Charizard's main attack, doing a lot of damage to any Pokemon that doesn't resist it. For example, it possesses enough power to OHKO the likes of Rotom and bulky Scyther and 2HKO Musharna. Air Slash is Charizard's alternate STAB attack. It doesn't hit a lot of Pokemon that Fire Blast does not, aside from Thick Fat Hariyama, certain Water-types, and opposing Fire-types such as Pyroar, Combusken, and opposing Charizard, but it still has decent neutral coverage and is a more accurate move to finish off a weakened target with. Hidden Power Grass primarily targets Pokemon that can withstand both of Charizard's STAB attacks, such as Rhydon, Gastrodon, Omastar, Barbaracle, and Kabutops. Focus Blast maintains coverage on the aforementioned Rock-type Pokemon as well as sturdier Pokemon that resist Fire, such as Regirock and Thick Fat Miltank, though it comes at the cost of accuracy. Roost is useful to offset Life Orb recoil and keep Charizard healthy, especially if Charizard is used to check Pokemon such as Grass-types and Fighting-types, as well as slightly helping Charizard to deal with its Stealth Rock weakness. Earthquake is primarily used to 2HKO less bulky variants of Lanturn and Assault Vest Magmortar.

Set Details
========
Maximum investment in Special Attack and Speed maximizes Charizard's offensive prowess, while a Timid nature is used to make the most out of Charizard's good Speed tier to outspeed the likes of Jynx, Primeape, Lilligant, and Rotom. The remaining investment should not be placed in HP, lest Charizard be KOed by two switches into Stealth Rock. Blaze is the ability of choice, as powering up Charizard's Fire Blast for massive damage is useful for a last-ditch attack. Solar Power also clashes with Life Orb, causing Charizard to take excessive damage. Note that even with a Timid nature, Earthquake can still 2HKO its main targets while preserving Charizard's bulk to take resisted hits, so there is no need to deviate from the suggested EV spread and nature. However, a Naive nature can be considered if Charizard prefers to dent more physically defensive variants of Lanturn with its Earthquake.

Usage Tips
========
Charizard would prefer nothing more than to raze foes to the ground with its powerful Fire Blast; its other attacks should usually only be used against threats that resist Fire or perhaps against a weakened foe. Charizard does an especially good job at punishing bulkier builds that rely on Hariyama as their Fire-type switch-in of choice, as Air Slash can tear through it with ease. Charizard can use its resistance to Grass- and Fighting-type moves as well as its immunity to Will-O-Wisp and Ground-type moves to enter battle and launch powerful attacks. Examples of Pokemon Charizard can switch into include Hariyama, Hitmonchan, Lilligant, Mismagius, Gourgeist-XL, and Steelix. With Roost, Charizard can check additional threats, such as Shiftry, Combusken, and Weezing, and handle the ones it already checks even more effectively, though Earthquake can delegate Charizard into an even more focused wallbreaking role, being able to break down Lanturn and Magmortar. In the mid- or late-game, should the opponent no longer have any faster Pokemon or priority users, Charizard can attempt to clean up the opposition with Blaze-boosted attacks and can even make use of Stealth Rock to activate Blaze if the situation permits it.

Team Options
========
Entry hazard removers are paramount to Charizard's success, as they get rid of Stealth Rock, which plagues Charizard. Shiftry and Kabutops are very strong offensive partners that can remove Stealth Rock with Defog and Rapid Spin, respectively. The two can also beat down or weaken most Water-types, Rock-types, and specially bulky Pokemon for Charizard, with Shiftry resisting Electric attacks as well, whereas Charizard can severely damage bulky Grass-types, Poison-types, and other physically defensive Pokemon while taking Will-O-Wisp plus Fighting-, Bug-, Grass-, and Ground-type attacks. Defog Skuntank can work as well, especially since it can easily dispatch of Grumpig, one of Charizard's few hard counters, and help lure Rock- and Ground-types, such as Rhydon and Gastrodon, to weaken them with Hidden Power Grass.

Hitmonchan and Claydol are great Rapid Spin partners from a defensive standpoint, as they resist Rock for Charizard, as well as Electric in Claydol's case, and can spin away Stealth Rock; both also beat down most Rock-types. Xatu's Magic Bounce can prevent Stealth Rock from being set on Charizard's side at all and can either support Charizard with Thunder Wave or U-turn or weaken its checks with its coverage moves. Outside of hazard control, Grass-types such as Lilligant and Shiftry appreciate Charizard breaking down their checks for them while offering Water and Electric resistances; Gastrodon offers perfect defensive synergy alongside Charizard and can wear down bulkier foes that Charizard cannot break through by using Toxic and Recover; and Lanturn can switch into Water- and Electric-type moves with ease while offering a slow Volt Switch to allow Charizard to safely enter battle, especially against opposing Grass-types that intend to take advantage of Lanturn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
item:
ability: Blaze
nature: Jolly
evs: 248 HP / 8 Atk / 252 Spe

[SET COMMENTS]
Moves
========
Swords Dance doubles Charizard's Attack, greatly improving its damage output. Acrobatics is the STAB move of choice, packing a solid 110 Base Power provided Charizard does not wield an item. Will-O-Wisp cripples physical Rock-types, which serve as hard counters to Charizard otherwise. It also weakens physical attackers in general, particularly Sucker Punch users, making it much easier for Charizard to set up. Roost keeps Charizard healthy, giving Charizard multiple opportunities to check foes or set up as well as offset Stealth Rock damage.

Set Details
========
248 HP EVs maximize Charizard's bulk without putting it at risk of being 2HKOed by Stealth Rock. 252 Speed EVs alongside a Jolly nature take advantage of Charizard's good Speed tier to outrun the likes of Primeape, Jynx, Lilligant, Haunter, and Vivillon. The remaining investment goes into Attack to add a bit more punch to Charizard's Acrobatics. Going itemless not only gives Charizard's Acrobatics consistent power but also allows Charizard to easily pivot into Knock Off from the likes of Hariyama and Shiftry. While neither ability benefits this variant of Charizard, Solar Power has the risk of depleting Charizard's health, so Blaze is chosen. Alternatively, a more offensive Swords Dance variant focusing on Attack and Speed investment can be considered. Said offensive Swords Dance Charizard may consider Earthquake or Flare Blitz over Will-O-Wisp for greater offensive potential.

Usage Tips
========
Charizard's main goal is to set up Swords Dances on a foe that cannot hurt it much, use Roost to remain healthy if necessary, and sweep with Acrobatics. Early-game, it's usually best to use Will-O-Wisp to cripple its checks, such as Rock- and Steel-types. Charizard can also check frailer foes, most notably Fighting- and Grass-types, as Acrobatics still has good initial power. However, Charizard must be wary about being nailed by Rock-type coverage moves on the switch from the Fighting-types. Once Charizard's checks and counters are sufficiently dealt with, Charizard can aim to set up Swords Dances on weaker foes; using Will-O-Wisp against physical attackers makes the task of setting up much easier for it as well.

Team Options
========
Entry hazard removers are crucial for Charizard, as Stealth Rock greatly hinders Charizard's ability to set up. Shiftry can Defog away Stealth Rock while synergizing very nicely with Charizard; it can crush Rock- and Water-types and resists Electric attacks for Charizard, while Charizard can set up on most Grass-, Poison-, and Fairy-types, resists Fighting- and Bug-type attacks, and can switch into Will-O-Wisp for Shiftry. Hitmonchan and Claydol are great Rapid Spin partners from a defensive standpoint. They resist Rock-type moves, as well as Electric in Claydol's case, can spin away Stealth Rock, and can take on Rock- and Steel-types for Charizard. Xatu's Magic Bounce can prevent Stealth Rock from being set on Charizard's side at all and can either support Charizard with Thunder Wave or U-turn or weaken its checks with its coverage moves. Charizard's burn support can be useful for specially bulky Pokemon such as Hariyama, Lanturn, and Gastrodon, as well as Calm Mind users such as Mega Audino, Musharna, and Xatu. Fast cleaners such as Tauros, Swellow, and Choice Scarf users, such as Primeape and Kabutops, can also capitalize on Charizard's ability to wear down their checks with burns and repeated Acrobatics.


[STRATEGY COMMENTS]
Other Options
=============
Charizard has a couple of appealing offensive options at its disposal. A Dragon Dance set with Flare Blitz, Earthquake, and Thunder Punch has effective neutral coverage and decent sweeping potential, although Dragon Dance is incompatible with Acrobatics. Charizard can wield Choice Specs, which performs best with Solar Power to throw out obscenely strong attacks, although sun teams aren't known for good entry hazard control, which can limit Solar Power Charizard's presence. The limited entry hazard control on sun teams makes Solar Power Charizard a shaky idea in general, even with items such as Leftovers and Flame Plate to help preserve its longevity and staying power. Both Choice Specs and Choice Scarf sets also tend to be outperformed by Pyroar, as Pyroar is not as pressured by Stealth Rock while constantly switching, and Charizard's movepool advantage over Pyroar is diminished when it cannot switch moves. Charizard has access to other Speed-boosting options, including Flame Charge and Tailwind, to outrun its foes. Belly Drum is a far riskier alternative to Swords Dance, and the risk greatly outweighs the reward, as Charizard greatly depends on its bulk and health to set up and maintain a sweep, not to mention Swords Dance is effective enough as it is. Charizard can attempt a set without an item using Fire Blast and Acrobatics to exploit players that rely on Team Preview to deduce Charizard's set by determining the presence of its item. While this itemless all-out-attacking variant of Charizard can lure most of its traditional defensive checks to unfavorable positions, the relative lack of raw or potential power compared to its other sets adversely affects its consistency.

Checks and Counters
===================
**Stealth Rock**: Easily the bane of Charizard's existence, Stealth Rock renders Charizard much more vulnerable to being picked off. Being forced to start at only 50% of health will prompt Charizard to use Roost, delaying its attack, as well as make it very inconvenient for Life Orb Charizard to choose between attacking and healing.

**Faster Super Effective Attackers**: The likes of Archeops, Manectric, Floatzel, and Rock Slide Tauros can revenge kill Charizard. Alternatively, Choice Scarf Pokemon such as Kabutops, Barbaracle, Rotom, and Primeape can bring Charizard down with super effective STAB moves, or Rock coverage in Primeape's case. Charizard falls victim to Swift Swim sweepers as well, such as Ludicolo, Omastar, and Kabutops.

**Rock-types**: Rock-types resist both of Charizard's STAB moves and do an especially good job at fending off the Swords Dance variant while being able to retaliate for an easy KO with their Rock-type STAB moves. However, the special variant of Charizard can prove to be troublesome to handle, as it can hit them hard with Hidden Power Grass or Focus Blast, and only a few Rock-types aren't immediately crippled by Will-O-Wisp from Swords Dance Charizard.

**Water-types**: Water-types do well, as they resist Charizard's Fire-type STAB moves and usually have the bulk to take a hit from most of its other attacks. Lanturn does especially well due to its resistance to both of Charizard's STAB moves and even has Heal Bell to shrug off burns, though it does not appreciate taking Earthquake. Mantine fares decently against special Charizard and Omastar and Gastrodon can handle Swords Dance Charizard, but they fear boosted Acrobatics and Hidden Power Grass, respectively. If one's Water-type cannot reliably check Charizard defensively, Aqua Jet from the likes of Samurott or Kabutops can still fend off Charizard.

**Bulky Pokemon**: While it's not easy, there are a number of Pokemon in the tier that can shrug off most of Charizard's neutral attacks, although they're usually only able to handle one variant of Charizard at a time or only win in one-on-one scenarios as opposed to being able to switch into Charizard. Sliggoo, Calm Mind Mega Audino, and Calm Mind Musharna can boost on special Charizard, but they may risk getting overpowered by Swords Dance Charizard. Assault Vest Magmortar with Thunderbolt can check most variants of special Charizard but loses to Earthquake and Swords Dance variants. Many Electric- and Steel-type Pokemon can take advantage of Swords Dance Charizard's relatively lesser immediate offensive presence but detest taking Fire Blasts. If worst comes to worst, simply having a Pokemon with a Rock-type move and enough bulk and health to take a hit from Charizard may be enough to put Charizard out of commission.
 
Last edited:

ryan

Jojo Siwa enthusiast
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
imo slash naive for lo eq zard bc

0 Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 203-239 (50.6 - 59.6%) -- 80.9% chance to 2HKO after Leftovers recovery
0 Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 203-239 (50.6 - 59.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

vs

0- Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 179-213 (44.6 - 53.1%) -- 0.4% chance to 2HKO after Leftovers recovery
0- Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 179-213 (44.6 - 53.1%) -- 85.5% chance to 2HKO after Stealth Rock and Leftovers recovery

also pls give a good mention to dd in oo, fsong fucked me with it yesterday. dont really need acro when using it on ho vs balance and fire/ground is gr8 coverage.

bolts edit: agree w/ both
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
imo slash naive for lo eq zard bc

0 Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 203-239 (50.6 - 59.6%) -- 80.9% chance to 2HKO after Leftovers recovery
0 Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 203-239 (50.6 - 59.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

vs

0- Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 179-213 (44.6 - 53.1%) -- 0.4% chance to 2HKO after Leftovers recovery
0- Atk Life Orb Charizard Earthquake vs. 40 HP / 152 Def Lanturn: 179-213 (44.6 - 53.1%) -- 85.5% chance to 2HKO after Stealth Rock and Leftovers recovery
I'm still a bit skeptical about sacrificing Zard's bulk to strike one target when Timid LO EQ puts in enough work against non-Def invested Lanturn and AV Mortar as is. I will make a mention of Naive in Set Details at least; what do you think?

also pls give a good mention to dd in oo, fsong fucked me with it yesterday. dont really need acro when using it on ho vs balance and fire/ground is gr8 coverage.
So we agree that DD, and the other stuff I mentioned in OO, would be fine in OO?
 

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Mention specific Fighting-types that run Rock-type coverage in the overview, such as Primeape and Hariyama, as well as things like Hidden Power Rock Lilligant. Also mention some specific KOs that LO Fire Blast gets in moves, such as OHKOing bulky Scyther and 2HKOing Musharna respectively. In set details for the special attacker, mention that Timid with Earthquake primarily preserves Charizard's bulk to take resisted attacks such as Hariyama's Close Combat and Lilligant's Giga Drain with.

Usage tips for the special attacker need expanding; mention how special Zard punishes balanced teams that rely on Hariyama as their Fire-resist. Also bring up how it can switch into Will-O-Wisp users such as Mismagius and Gourgeist with few issues and punish their teams with powerful attacks. Also mention that mid-to-late game Charizard can switch into Rocks to activate Blaze and clean up if the opponent lacks priority or faster attackers. In team options you should also mention good partners outside of hazard control; most Grass-types appreciate having Yama out of the way while Gastrodon has excellent defensive synergy and can break down bulkier foes with Toxic + Recover.

Team options for the physical set also need to not be copy pasted from the special set. Specially defensive partners that appreciate burn support such as Hariyama and Lanturn are good partners (alongside Gastrodon from earlier), while cleaners such as Swellow and Tauros can break through teams after Charizard has weakened them with burns and repeated Acrobatics.

I'm not sure whether the bulky SD set should be the main set so I'd like to see more discussion from other QC on this. I think it could be good as it has the most defined niche; the special attacker competes with Pyroar and Magmortar to an extent.

Otherwise looks good, QC 1/3
 

etern

is a Community Leaderis a Top Tiering Contributoris a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a defending SCL Championis a Former Smogon Metagame Tournament Circuit Champion
NU Leader
Moves:
  • Mention that Roost also slightly helps Charizard deal with its Stealth Rock weakness
Set Details:
  • Give some examples of Pokemon Charizard outspeeds with a Jolly nature, specifically base 95's such as Jynx, Primeape, and Haunter
Usage Tips:
  • Note that although Charizard can safely switch into Fighting-type moves, it should be cautious, as they can run Rock-type coverage and nail it on the switch in
Great work, QC 2/3
 

Blast

Member of the Alien Nation
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
I would mention for the SD set that going itemless also allows you to eat up Knock Offs significantly easier, allowing you to pivot into Hariyama easier as well as taking Shiftry on reasonably well.

QC 3/3
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]
Charizard is one of the tier's (apo) premier Fire-types, boasting great offensive stats and powerful attacks that threaten a good majority of the tier. While it is not as fast as Pyroar, Charizard still sits in a comfortable Speed tier, able to outrun Pokemon such as Jynx, Primeape, Rotom, and Lilligant, and is equipped with more good (or whatever adjective is appropriate, but "more" is weird when you haven't mentioned any yet) coverage options, such as Earthquake and Focus Blast. Charizard also has the choice to attack from the run a physical side as well set, using Swords Dance alongside its physical Flying STAB move (RC) Acrobatics. Despite already possessing great strength and offensive versatility, Charizard is not a pushover when it comes to taking hits either, as its resistances, access to Roost, and not-too-shabby (AH) bulk allow it to withstand punishment decently well. However, Charizard still has its flaws; Water and Electric are common attacking types that can serve as annoyances to Charizard. The Stealth Rock weakness is especially huge, as it greatly compromises Charizard's (apo) longevity and durability. Charizard's Rock weakness can also be exploited by certain Pokemon that it otherwise checks, such as Stone Edge Hariyama and Primeape (RC) or and Hidden Power Rock Lilligant. Reliable entry hazard removal (RH) is extremely mandatory to ensure Charizard's (apo) success at massacring the opponent's team.

[SET]
name: Life Orb
move 1: Fire Blast
move 2: Air Slash
move 3: Hidden Power Grass / Focus Blast
move 4: Roost / Earthquake
item: Life Orb
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Fire Blast is Charizard's main attack, doing a lot of damage to any Pokemon that doesn't resist it. For example, it possesses enough power to OHKO the likes of Rotom and bulky Scyther and 2HKO Musharna. Air Slash is Charizard's alternate STAB attack. It doesn't hit a lot of Pokemon that Fire Blast does not, aside from Thick Fat Hariyama, certain Water-types, and opposing Fire-types such as Pyroar, Combusken, and opposing Charizard, but it still has decent neutral coverage and is a more accurate move to finish off a weakened target with. Hidden Power Grass primarily targets Pokemon that can withstand both of Charizard's STAB attacks, such as Rhydon, Gastrodon, Omastar, Barbaracle, and Kabutops. Focus Blast hits maintains coverage on the aforementioned Rock-type Pokemon as well as sturdier Pokemon that resist Fire, such as Regirock and Thick Fat Miltank, though it comes at the cost of accuracy. Roost is useful to offset Life Orb recoil and keep Charizard healthy, especially if Charizard is used to check Pokemon such as Grass-types and Fighting-types, as well as slightly helping Charizard to deal with its Stealth Rock weakness. Earthquake is primarily used to 2HKO less bulky variants of Lanturn and Assault Vest Magmortar.

Set Details
========
Maximum investment in Special Attack and Speed maximize maximizes Charizard's offensive prowess, while a Timid nature is used to make the most out of Charizard's good Speed tier to outspeed the likes of Jynx, Primeape, Lilligant, and Rotom. The remaining investment should not be placed in HP, lest Charizard be KOed by 2 switch-ins two switches into Stealth Rock. Blaze is the ability of choice, as Charizard can power up its powering up Charizard's Fire Blast for massive damage, which is useful for a last-ditch attack. Solar Power also clashes with Life Orb, causing Charizard to take excessive damage. Note that even with a Timid nature, Earthquake can still 2HKO its main targets while preserving Charizard's bulk to take resisted hits, so there is no need to deviate from the suggested EV spread and nature. However, a Naive nature can be considered if Charizard prefers to dent more physically defensive variants of Lanturn with its Earthquake.

Usage Tips
========
Charizard would prefer nothing more than to raze things foes to the ground with its powerful Fire Blast; its other attacks should usually only be used against anything threats ("only be used against anything" kind of clashes) that resists Fire or perhaps against a weakened foe. Charizard does an especially good job at punishing bulkier builds that rely on Hariyama as their Fire-type switch-in of choice, as Air Slash can tear through Hariyama it with ease. Charizard can use its resistance to Grass- and Fighting-type moves as well as its immunity to Will-O-Wisp and Ground-type moves to enter battle and launch powerful attacks. Examples of Pokemon Charizard can switch into include Hariyama, Hitmonchan, Lilligant, Mismagius, Gourgeist-XL, and Steelix. With Roost, Charizard can check additional threats, such as Shiftry, Combusken, and Weezing, and handle the ones it already checks even more effectively, though Earthquake can delegate Charizard into an even more focused wallbreaking role, being able to break down Lanturn and Magmortar. In the mid- (AH) to or late-game, should the opponent no longer have any faster Pokemon or priority users, Charizard can attempt to clean up the opposition with Blaze-boosted attacks (RC) and can even make use of Stealth Rock to activate Blaze if the situation permits it.

Team Options
========
Entry hazard removers are extremely paramount to Charizard's success, as they get rid of Stealth Rock, (AC) which plagues Charizard. Shiftry and Kabutops are very strong offensive partners that can remove Stealth Rock with Defog and Rapid Spin, (AC) respectively. Shiftry and Kabutops The two can also beat down or weaken most Water-types, Rock-types, and specially bulky Pokemon for Charizard, with Shiftry resisting Electric attacks as well, whereas Charizard can severely damage bulky Grass-types, Poison-types, and other physically defensive Pokemon (RC) while taking Will-O-Wisp plus Fighting-, Bug-, Grass-, and Ground-type attacks. Defog Skuntank can work as well, especially since it can easily dispatch of Grumpig, one of Charizard's few hard counters, and help lure Rock- and Ground-types, such as Rhydon and Gastrodon, to weaken them with Hidden Power Grass.

Hitmonchan and Claydol are great Rapid Spin partners from a defensive standpoint, (AC) as they resist Rock for Charizard, as well as Electric in Claydol's case, and can spin away Stealth Rock; both also beat down most Rock-types. Xatu's Magic Bounce can prevent Stealth Rock from being set on Charizard's side at all (RC) and can either support Charizard withThunder Wave or U-turn (RC) or weaken its checks with its coverage moves. Outside of hazard control, Grass-types such as Lilligant and Shiftry appreciate Charizard breaking down their checks for them while offering Water and Electric resistances; (SC) Gastrodon offers perfect defensive synergy alongside Charizard and can wear down bulkier foes that Charizard cannot break through by using Toxic and Recover; (SC) and Lanturn can switch into Water- and Electric-type moves with ease while offering a slow Volt Switch to allow Charizard to safely enter battle, especially against opposing Grass-types that intend to take advantage of Lanturn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
item:
ability: Blaze
nature: Jolly
evs: 248 HP / 8 Atk / 252 Spe

[SET COMMENTS]
Moves
========
Swords Dance doubles Charizard's Attack, greatly improving its damage output. Acrobatics is the main STAB move of choice, packing a solid 110 Base Power provided Charizard does not wield an item. Will-O-Wisp cripples physical Rock-types, which serve as hard counters to Charizard otherwise. It also weakens physical attackers in general, particularly Sucker Punch users, making it much easier for Charizard to set up. Roost keeps Charizard healthy, giving Charizard multiple opportunities to check foes or set up (RC) as well as offset Stealth Rock damage.

Set Details
========
248 HP EVs maximize Charizard's bulk without putting it at risk of being 2HKOed by Stealth Rock. 252 Speed EVs alongside a Jolly nature takes take advantage of Charizard's good Speed tier to outrun the likes of Primeape, Jynx, Lilligant, Haunter, and Vivillon. The remaining investment goes into Attack to add a bit more punch to Charizard's Acrobatics. Going itemless not only gives Charizard's Acrobatics consistent power (RC) but also allows Charizard to easily pivot into Knock Off from the likes of Hariyama and Shiftry. While neither ability benefits this variant of Charizard, Solar Power has the risk of depleting Charizard's health, so Blaze is chosen. Alternatively, a more offensive Swords Dance variant (RC) focusing on Attack and Speed investment (RC) can be considered. Said offensive Swords Dance Charizard may consider Earthquake or Flare Blitz over Will-O-Wisp for greater offensive potential.

Usage Tips
========
Charizard's main goal is to set up Swords Dances on a foe that cannot hurt it much, use Roost to remain healthy if necessary, and sweep with Acrobatics. Early-game, it's usually best to use Will-O-Wisp to cripple its checks, such as Rock- and Steel-types. Charizard can also check frailer foes, most notably Fighting- and Grass-types, as Acrobatics still has good initial power. However, Charizard must be wary about being nailed by Rock-type coverage moves on the switch from the Fighting-types. Once Charizard's checks and counters are sufficiently dealt with, Charizard can aim to set up Swords Dances on weaker foes; using Will-O-Wisp against physical attackers makes the task of setting up much easier for it as well.

Team Options
========
Entry hazard removers are very (same deal as with "extremely paramount", kinda redundant with an adjective that's super strong as is) crucial for Charizard, as Stealth Rock greatly hinders Charizard's ability to set up. Shiftry can Defog away Stealth Rock while synergizing very nicely with Charizard; Shiftry it can crush Rock- and Water-types and resist resists Electric attacks for Charizard, while Charizard can set up on most Grass-, Poison-, and Fairy-types, resist resists Fighting- and Bug-type attacks, and can switch into Will-O-Wisp for Shiftry. Hitmonchan and Claydol are great Rapid Spin partners from a defensive standpoint. They resist Rock-type moves, as well as Electric in Claydol's case, can spin away Stealth Rock, and can take on Rock- and Steel-types for Charizard. Xatu's Magic Bounce can prevent Stealth Rock from being set on Charizard's side at all (RC) and can either support Charizard with Thunder Wave or U-turn (RC) or weaken its checks with its coverage moves. Charizard's burn support can be useful for specially bulky Pokemon such as Hariyama, Lanturn, and Gastrodon, as well as Calm Mind users such as Mega Audino, Musharna, and Xatu. Fast cleaners such as Tauros, Swellow, and Choice Scarf users, such as Primeape and Kabutops, can also capitalize on Charizard's ability to wear down their checks with burns and repeated Acrobatics.


[STRATEGY COMMENTS]
Other Options
=============
Charizard has a couple of appealing offensive options at its disposal. A Dragon Dance set with Flare Blitz, Earthquake, and ThunderPunch has effective neutral coverage and decent sweeping potential, although Dragon Dance is incompatible with Acrobatics. Charizard can wield Choice Specs, which performs best with Solar Power to throw out obscenely strong attacks, although sun teams aren't (apo) known for good entry hazard control, which can limit Solar Power Charizard's (apo) presence. The limited entry hazard control on sun teams make Solar Power Charizard a shaky idea in general, even with items such as Leftovers and Flame Plate which help to help preserve its longevity and staying power. Both Choice Specs and Choice Scarf sets also tend to be outperformed by Pyroar, as Pyroar is not as pressured by Stealth Rock while constantly switching, and Charizard's (apo) movepool advantage over Pyroar is diminished when it cannot switch moves. Charizard has access to other Speed-boosting options, include Flame Charge and Tailwind, to outrun its foes. Belly Drum is a far riskier alternative to Swords Dance, but and the risk greatly outweighs the reward as because Charizard greatly depends on its bulk and health to set up and maintain a sweep, plus not to mention Swords Dance is effective enough as it is. Charizard can attempt a set without an item using Fire Blast and Acrobatics to exploit players that rely on Team Preview to deduce Charizard's set by determining the presence of its item. While this itemless all-out-attacking variant of Charizard can lure most of its traditional defensive checks to unfavorable positions, the relative lack of raw or potential power compared to its other sets adversely affects its consistency.

Checks and Counters
===================
**Stealth Rock**: Easily the bane of Charizard's existance existence, as it Stealth Rock (or just add "Stealth Rock is" at the beginning of the sentence) renders Charizard much more vulnerable to being picked off. Being forced to start at only 50% of health will prompt Charizard to use Roost, delaying its attack, as well as make it very inconvenient for Life Orb Charizard to choose between attacking or and healing.

**Faster Super Effective Attackers with super effective moves**: The likes of Archeops, Manectric, Floatzel, and Rock Slide Tauros can revenge kill Charizard. Alternatively, Choice Scarf Pokemon such as Kabutops, Rotom, and Primeape can bring Charizard down with super effective STAB moves, or Rock coverage in Primeape's case. Charizard also falls victim to Swift Swim sweepers as well, such as Ludicolo, Omastar, and Kabutops.

**Rock-types**: Rock-types resist both of Charizard's STAB moves and do an especially good job at fending off the Swords Dance variant (RC) while being able to retaliate for an easy KO with their Rock-type STAB moves. However, the special variant of Charizard can prove to be troublesome to handle, (AC) as it can hit them hard with Hidden Power Grass or Focus Blast, and only a few Rock-types are (aren't?) immediately crippled by Will-O-Wisp from Swords Dance Charizard.

**Water-types**: Water-types do well, (AC) as they resist Charizard's Fire-type STAB moves and usually have the bulk to take a hit from most of its other attacks. Lanturn does especially well due to its resistance to both of Charizard's STAB moves and even has Heal Bell to shrug off burns, though it does not take kindly to appreciate taking Earthquake. Mantine fares decently against special Charizard while and Omastar and Gastrodon can handle Swords Dance Charizard, but they fear boosted Acrobatics and Hidden Power Grass, (AC) respectively. If one's Water-type cannot reliably check Charizard defensively, Aqua Jet from the likes of Samurott or Kabutops can still fend off Charizard.

**Bulky Pokemon**: While it's not easy, there are a number of Pokemon in the tier that can shrug off most of Charizard's neutral attacks, although they're usually only able to handle one variant of Charizard at a time (RC) or only win in 1v1 one-on-one scenarios as opposed to being able to switching into Charizard. Sliggoo, Calm Mind Mega Audino, and Calm Mind Musharna can boost on special Charizard, but they may risk getting overpowered by Swords Dance Charizard. Assault Vest Magmortar with Thunderbolt can check most variants of special Charizard (RC) but loses to Earthquake and Swords Dance variants. Many Electric- and Steel-type Pokemon can take advantage of Swords Dance Charizard's relatively lesser immediate offensive presence (RC) but otherwise detest taking Fire Blasts. If worst comes to worst, simply having a Pokemon with a Rock-type move with enough bulk and health to take a hit from Charizard may be enough to put Charizard out of commission.
 
Last edited:

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
no curly apostrophes
GP 2/2

[OVERVIEW]
Charizard is one of the tier's premier Fire-types, boasting great offensive stats and powerful attacks that threaten a good majority of the tier. While it is not as fast as Pyroar, Charizard sits in a comfortable Speed tier, able to outrun Pokemon such as Jynx, Primeape, Rotom, and Lilligant, and is equipped with good coverage options, such as Earthquake and Focus Blast. Charizard also has the choice to run a physical set, using Swords Dance alongside its physical Flying STAB move Acrobatics. Despite already possessing great strength and offensive versatility, Charizard is not a pushover when it comes to taking hits either, as its resistances, access to Roost, and not-too-shabby bulk allow it to withstand punishment decently well. However, Charizard still has its flaws; Water and Electric are common attacking types that can serve as annoyances to it Charizard. The Stealth Rock weakness is especially huge, as it greatly compromises Charizard's longevity and durability. Charizard's Rock weakness can also be exploited by certain Pokemon that it otherwise checks, such as Stone Edge Hariyama and Primeape and Hidden Power Rock Lilligant. Reliable entry hazard removal is extremely mandatory to ensure Charizard's success at massacring the opponent's team.

[SET]
name: Life Orb
move 1: Fire Blast
move 2: Air Slash
move 3: Hidden Power Grass / Focus Blast
move 4: Roost / Earthquake
item: Life Orb
ability: Blaze
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Fire Blast is Charizard's main attack, doing a lot of damage to any Pokemon that doesn't resist it. For example, it possesses enough power to OHKO the likes of Rotom and bulky Scyther and 2HKO Musharna. Air Slash is Charizard's alternate STAB attack. It doesn't hit a lot of Pokemon that Fire Blast does not, aside from Thick Fat Hariyama, certain Water-types, and opposing Fire-types such as Pyroar, Combusken, and opposing Charizard, but it still has decent neutral coverage and is a more accurate move to finish off a weakened target with. Hidden Power Grass primarily targets Pokemon that can withstand both of Charizard's STAB attacks, such as Rhydon, Gastrodon, Omastar, Barbaracle, and Kabutops. Focus Blast maintains coverage on the aforementioned Rock-type Pokemon as well as sturdier Pokemon that resist Fire, such as Regirock and Thick Fat Miltank, though it comes at the cost of accuracy. Roost is useful to offset Life Orb recoil and keep Charizard healthy, especially if Charizard is used to check Pokemon such as Grass-types and Fighting-types, as well as slightly helping Charizard to deal with its Stealth Rock weakness. Earthquake is primarily used to 2HKO less bulky variants of Lanturn and Assault Vest Magmortar.

Set Details
========
Maximum investment in Special Attack and Speed maximizes Charizard's offensive prowess, while a Timid nature is used to make the most out of Charizard's good Speed tier to outspeed the likes of Jynx, Primeape, Lilligant, and Rotom. The remaining investment should not be placed in HP, lest Charizard be KOed by two switches into Stealth Rock. Blaze is the ability of choice, as powering up Charizard's Fire Blast for massive damage is useful for a last-ditch attack. Solar Power also clashes with Life Orb, causing Charizard to take excessive damage. Note that even with a Timid nature, Earthquake can still 2HKO its main targets while preserving Charizard's bulk to take resisted hits, so there is no need to deviate from the suggested EV spread and nature. However, a Naive nature can be considered if Charizard prefers to dent more physically defensive variants of Lanturn with its Earthquake.

Usage Tips
========
Charizard would prefer nothing more than to raze foes to the ground with its powerful Fire Blast; its other attacks should usually only be used against threats that resist Fire or perhaps against a weakened foe. Charizard does an especially good job at punishing bulkier builds that rely on Hariyama as their Fire-type switch-in of choice, as Air Slash can tear through it with ease. Charizard can use its resistance to Grass- and Fighting-type moves as well as its immunity to Will-O-Wisp and Ground-type moves to enter battle and launch powerful attacks. Examples of Pokemon Charizard can switch into include Hariyama, Hitmonchan, Lilligant, Mismagius, Gourgeist-XL, and Steelix. With Roost, Charizard can check additional threats, such as Shiftry, Combusken, and Weezing, and handle the ones it already checks even more effectively, though Earthquake can delegate Charizard into an even more focused wallbreaking role, being able to break down Lanturn and Magmortar. In the mid- or late-game, should the opponent no longer have any faster Pokemon or priority users, Charizard can attempt to clean up the opposition with Blaze-boosted attacks and can even make use of Stealth Rock to activate Blaze if the situation permits it.

Team Options
========
Entry hazard removers are paramount to Charizard's success, as they get rid of Stealth Rock, which plagues Charizard. Shiftry and Kabutops are very strong offensive partners that can remove Stealth Rock with Defog and Rapid Spin, respectively. The two can also beat down or weaken most Water-types, Rock-types, and specially bulky Pokemon for Charizard, with Shiftry resisting Electric attacks as well, whereas Charizard can severely damage bulky Grass-types, Poison-types, and other physically defensive Pokemon while taking Will-O-Wisp plus Fighting-, Bug-, Grass-, and Ground-type attacks. Defog Skuntank can work as well, especially since it can easily dispatch of Grumpig, one of Charizard's few hard counters, and help lure Rock- and Ground-types, such as Rhydon and Gastrodon, to weaken them with Hidden Power Grass.

Hitmonchan and Claydol are great Rapid Spin partners from a defensive standpoint, as they resist Rock for Charizard, as well as Electric in Claydol's case, and can spin away Stealth Rock; both also beat down most Rock-types. Xatu's Magic Bounce can prevent Stealth Rock from being set on Charizard's side at all and can either support Charizard with Thunder Wave or U-turn or weaken its checks with its coverage moves. Outside of hazard control, Grass-types such as Lilligant and Shiftry appreciate Charizard breaking down their checks for them while offering Water and Electric resistances; Gastrodon offers perfect defensive synergy alongside Charizard and can wear down bulkier foes that Charizard cannot break through by using Toxic and Recover; and Lanturn can switch into Water- and Electric-type moves with ease while offering a slow Volt Switch to allow Charizard to safely enter battle, especially against opposing Grass-types that intend to take advantage of Lanturn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
item:
ability: Blaze
nature: Jolly
evs: 248 HP / 8 Atk / 252 Spe

[SET COMMENTS]
Moves
========
Swords Dance doubles Charizard's Attack, greatly improving its damage output. Acrobatics is the STAB move of choice, packing a solid 110 Base Power provided Charizard does not wield an item. Will-O-Wisp cripples physical Rock-types, which serve as hard counters to Charizard otherwise. It also weakens physical attackers in general, particularly Sucker Punch users, making it much easier for Charizard to set up. Roost keeps Charizard healthy, giving Charizard multiple opportunities to check foes or set up as well as offset Stealth Rock damage.

Set Details
========
248 HP EVs maximize Charizard's bulk without putting it at risk of being 2HKOed by Stealth Rock. 252 Speed EVs alongside a Jolly nature take advantage of Charizard's good Speed tier to outrun the likes of Primeape, Jynx, Lilligant, Haunter, and Vivillon. The remaining investment goes into Attack to add a bit more punch to Charizard's Acrobatics. Going itemless not only gives Charizard's Acrobatics consistent power but also allows Charizard to easily pivot into Knock Off from the likes of Hariyama and Shiftry. While neither ability benefits this variant of Charizard, Solar Power has the risk of depleting Charizard's health, so Blaze is chosen. Alternatively, a more offensive Swords Dance variant focusing on Attack and Speed investment can be considered. Said offensive Swords Dance Charizard may consider Earthquake or Flare Blitz over Will-O-Wisp for greater offensive potential.

Usage Tips
========
Charizard's main goal is to set up Swords Dances on a foe that cannot hurt it much, use Roost to remain healthy if necessary, and sweep with Acrobatics. Early-game, it's usually best to use Will-O-Wisp to cripple its checks, such as Rock- and Steel-types. Charizard can also check frailer foes, most notably Fighting- and Grass-types, as Acrobatics still has good initial power. However, Charizard must be wary about being nailed by Rock-type coverage moves on the switch from the Fighting-types. Once Charizard's checks and counters are sufficiently dealt with, Charizard can aim to set up Swords Dances on weaker foes; using Will-O-Wisp against physical attackers makes the task of setting up much easier for it as well.

Team Options
========
Entry hazard removers are crucial for Charizard, as Stealth Rock greatly hinders Charizard's ability to set up. Shiftry can Defog away Stealth Rock while synergizing very nicely with Charizard; it can crush Rock- and Water-types and resists Electric attacks for Charizard, while Charizard can set up on most Grass-, Poison-, and Fairy-types, resists Fighting- and Bug-type attacks, and can switch into Will-O-Wisp for Shiftry. Hitmonchan and Claydol are great Rapid Spin partners from a defensive standpoint. They resist Rock-type moves, as well as Electric in Claydol's case, can spin away Stealth Rock, and can take on Rock- and Steel-types for Charizard. Xatu's Magic Bounce can prevent Stealth Rock from being set on Charizard's side at all and can either support Charizard with Thunder Wave or U-turn or weaken its checks with its coverage moves. Charizard's burn support can be useful for specially bulky Pokemon such as Hariyama, Lanturn, and Gastrodon, as well as Calm Mind users such as Mega Audino, Musharna, and Xatu. Fast cleaners such as Tauros, Swellow, and Choice Scarf users, such as Primeape and Kabutops, can also capitalize on Charizard's ability to wear down their checks with burns and repeated Acrobatics.


[STRATEGY COMMENTS]
Other Options
=============
Charizard has a couple of appealing offensive options at its disposal. A Dragon Dance set with Flare Blitz, Earthquake, and Thunder Punch has effective neutral coverage and decent sweeping potential, although Dragon Dance is incompatible with Acrobatics. Charizard can wield Choice Specs, which performs best with Solar Power to throw out obscenely strong attacks, although sun teams aren't known for good entry hazard control, which can limit Solar Power Charizard's presence. The limited entry hazard control on sun teams makes Solar Power Charizard a shaky idea in general, even with items such as Leftovers and Flame Plate to help preserve its longevity and staying power. Both Choice Specs and Choice Scarf sets also tend to be outperformed by Pyroar, as Pyroar is not as pressured by Stealth Rock while constantly switching, and Charizard's movepool advantage over Pyroar is diminished when it cannot switch moves. Charizard has access to other Speed-boosting options, include including Flame Charge and Tailwind, to outrun its foes. Belly Drum is a far riskier alternative to Swords Dance, and the risk greatly outweighs the reward, (AC) as Charizard greatly depends on its bulk and health to set up and maintain a sweep, not to mention Swords Dance is effective enough as it is. Charizard can attempt a set without an item using Fire Blast and Acrobatics to exploit players that rely on Team Preview to deduce Charizard's set by determining the presence of its item. While this itemless all-out-attacking variant of Charizard can lure most of its traditional defensive checks to unfavorable positions, the relative lack of raw or potential power compared to its other sets adversely affects its consistency.

Checks and Counters
===================
**Stealth Rock**: Easily the bane of Charizard's existence, Stealth Rock renders Charizard much more vulnerable to being picked off. Being forced to start at only 50% of health will prompt Charizard to use Roost, delaying its attack, as well as make it very inconvenient for Life Orb Charizard to choose between attacking and healing.

**Faster Super Effective Attackers**: The likes of Archeops, Manectric, Floatzel, and Rock Slide Tauros can revenge kill Charizard. Alternatively, Choice Scarf Pokemon such as Kabutops, Barbaracle, Rotom, and Primeape can bring Charizard down with super effective STAB moves, or Rock coverage in Primeape's case. Charizard falls victim to Swift Swim sweepers as well, such as Ludicolo, Omastar, and Kabutops.

**Rock-types**: Rock-types resist both of Charizard's STAB moves and do an especially good job at fending off the Swords Dance variant while being able to retaliate for an easy KO with their Rock-type STAB moves. However, the special variant of Charizard can prove to be troublesome to handle, as it can hit them hard with Hidden Power Grass or Focus Blast, and only a few Rock-types aren't immediately crippled by Will-O-Wisp from Swords Dance Charizard.

**Water-types**: Water-types do well, as they resist Charizard's Fire-type STAB moves and usually have the bulk to take a hit from most of its other attacks. Lanturn does especially well due to its resistance to both of Charizard's STAB moves and even has Heal Bell to shrug off burns, though it does not appreciate taking Earthquake. Mantine fares decently against special Charizard and Omastar and Gastrodon can handle Swords Dance Charizard, but they fear boosted Acrobatics and Hidden Power Grass, respectively. If one's Water-type cannot reliably check Charizard defensively, Aqua Jet from the likes of Samurott or Kabutops can still fend off Charizard.

**Bulky Pokemon**: While it's not easy, there are a number of Pokemon in the tier that can shrug off most of Charizard's neutral attacks, although they're usually only able to handle one variant of Charizard at a time or only win in one-on-one scenarios as opposed to being able to switch into Charizard. Sliggoo, Calm Mind Mega Audino, and Calm Mind Musharna can boost on special Charizard, but they may risk getting overpowered by Swords Dance Charizard. Assault Vest Magmortar with Thunderbolt can check most variants of special Charizard but loses to Earthquake and Swords Dance variants. Many Electric- and Steel-type Pokemon can take advantage of Swords Dance Charizard's relatively lesser immediate offensive presence but detest taking Fire Blasts. If worst comes to worst, simply having a Pokemon with a Rock-type move and with enough bulk and health to take a hit from Charizard may be enough to put Charizard out of commission.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top