after testing solar power zard with sun support from drought-tales on random wi-fi, i've noticed the following things:
- my set was:
charizard@ expert belt
timid, 252 sp atk / speed, 6 df
nitro charge
dragon pulse
air slash
HP ground
... so seeing as how dragon pulse and solar power were allowed onto wifi, nintendo acknowledges it's legal.
- despite not having a (good) fire move, nitro charge is probably the single best move on this set. assuming you see their entire team beforehand, you can predict flash-fire users pretty well and HP ground them (all of them are weak to HP ground, heatran doubly so). i have never wanted for flamethrower, as dragon pulse / HP ground are only resisted by bronzong / skarmory, which are both rare and stupid switches into charizard. stuff like nattorei/scizor/lucario get hit for neutral with air slash
- the only things that OHKO charizard are obvious things like rock moves or specs jolteon, so nitro charge away and outspeed 99% of the metagame. the nice thing is too that random wi-fi has item clause, so by default they can only have 1 scarf user.
- having all that said, if charizard can't OHKO the other pokemon, it usually dies. solar power even saps your health the turn you switch in, and that damage adds up quickly. stealth rock is non-existant in a 3v3 mode (for obvious reasons), but charizard still needs to avoid it like the plague.
- if the sun is not out, charizard is boned. i don't even use him if i see tyranitar or hippowdon on their team; it's not worth it with non-boosted special attack