Charizard

Blaze
Boosts power of Fire-type moves 50% when at 1/3 HP or less.
Type Tier
Fire / Flying NU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
78
- 297 360 -
Atk
84
183 204 267 293
Def
78
172 192 255 280
SpA
109
228 254 317 348
SpD
85
185 206 269 295
Spe
100
212 236 299 328
  • Underused

Overview

Apart from its huge Stealth Rock weakness, you probably couldn't find anything noticeably wrong with Charizard. It has decent stats with a fantastic movepool; however, the reason that Charizard is banished to the depths of NU is the fact that its sets are either outclassed by a better Pokemon or just plain ineffective in the metagame it's trying to compete in. Nonetheless, Charizard is still very capable of being quite deadly in the right hands.

Name Item Nature

Special Attacker

Life Orb Timid
Moveset EVs
~ Fire Blast / Flamethrower
~ Air Slash
~ Hidden Power Grass
~ Roost
4 Def / 252 SpA / 252 Spe

Charizard is most effective as a special attacker; although it seems outclassed by Moltres, which hits a lot harder, Charizard still has some useful perks over the fire bird. Firstly, Charizard's base 100 Speed allows it to outrun, and prevent itself from being revenge killed, by Pokemon that would outspeed Moltres, such as Rotom and Arcanine. Secondly, Charizard's ability, Blaze, gives its Fire-type attacks a significant boost when its health falls below 33%. Charizard's Fire-type STAB attack has excellent coverage alongside its secondary STAB move, Air Slash, while Hidden Power Grass hits Pokemon that resist both Fire- and Flying-type moves. Roost allows Charizard to recover health from Life Orb recoil and Stealth Rock damage.

The choice between Fire Blast and Flamethrower boils down to whether you prefer power or accuracy; Fire Blast is preferred since Charizard's Special Attack is comparatively poor to Moltres, and because it needs all the power it can get. Life Orb gives Charizard a boost in its power without locking it into a move.

Team Options & Additional Comments >>>
Name Item Nature

Sunny Day

Life Orb / Heat Rock Timid
Moveset EVs
~ Sunny Day
~ Fire Blast / Flamethrower
~ SolarBeam
~ Roost / Air Slash
4 Def / 252 SpA / 252 Spe

With this set, Charizard aims to defeat its bulky Water-type counters. Again, Moltres largely outclasses Charizard in such a role, but Charizard's higher Speed and rare ability in Blaze help it compete for a team spot. After using Sunny Day, Charizard's Fire-type STAB attacks are powered up to ridiculous levels. In the sun, SolarBeam does not require its charging turn, allowing Charizard to 2HKO Milotic and Slowking, its two biggest counters. The last slot depends on how offensively you want Charizard to operate. Roost allows Charizard to recover from Stealth Rock and Life Orb recoil, while Air Slash gives Charizard maximum coverage. Finally, Charizard's item choice depends on the type of team it is in. If Charizard is part of a Sunny Day team, Heat Rock should be considered so Charizard can support the team as well as itself. Life Orb is preferred in most other cases due to the higher damage output it provides.

Team Options & Additional Comments >>>
Name Item Nature

Dragon Dance

Life Orb Jolly / Adamant
Moveset EVs
~ Dragon Dance
~ Flare Blitz
~ Earthquake
~ ThunderPunch
252 Atk / 4 Def / 252 Spe

With usable Attack and Speed and a workable physical movepool, Dragon Dance Charizard can be very difficult to deal with late-game, especially if you're running an offensive team. With a single Dragon Dance under its belt, Charizard reaches 492 Speed, beating Choice Scarf Rotom and Hitmonlee, two of the fastest revenge killers commonly seen in UU. Flare Blitz is Charizard's main STAB move and is very powerful after a Dragon Dance. Even though Flare Blitz's recoil may be unappealing, Fire Punch is too weak at +1, and Charizard needs all the power it can get. Earthquake punishes Rock-types such as Rhyperior and Regirock, while ThunderPunch is Charizard's best answer to Water-types. Roost can used over Earthquake or ThunderPunch, but Charizard rarely finds opportunities to use both Roost and Dragon Dance.

Team Options & Additional Comments >>>
Name Item Nature

Swords Dance

Life Orb Jolly
Moveset EVs
~ Swords Dance
~ Flare Blitz / Fire Punch
~ Earthquake
~ ThunderPunch
252 Atk / 4 Def / 252 Spe

With Charizard's naturally high Speed, it can forego Dragon Dance to boost its attack even further with Swords Dance, allowing it to reach a very high 534 Attack after a boost. Again, Flare Blitz is Charizard's main STAB for its sheer power, but since Charizard is now at +2 after a boost instead of +1, Fire Punch is acceptable if you don't like the absurd amount of residual damage that Charizard would be taking from Flare Blitz. For Charizard's coverage options, Earthquake hits Rock-types and ThunderPunch hits Water-types for super effective damage. Like the Dragon Dance set, Roost can be used over Earthquake or ThunderPunch, though Charizard finds it hard to boost and heal at the same time. Similarly, if your team is having trouble with Altaria, Dragon Claw can be used.

Team Options & Additional Comments >>>
Name Item Nature

Belly Drum

Salac Berry Jolly
Moveset IVs
~ Belly Drum
~ Substitute
~ Fire Punch
~ Thunderpunch / Earthquake
30 HP
EVs
252 Atk / 4 Def / 252 Spe

Charizard is the only Pokemon in the game, apart from Smeargle, to learn the combination of Dragon Dance, Swords Dance, and Belly Drum. BellyZard, once the epitome of an offensive powerhouse, is now possibly one of the highest-risk, relatively-lowest-reward sets in the 4th generation. Still, it is still quite potent when used unexpectedly. Utilizing BellyZard follows quite a strict format. The first step is to switch into a Pokemon that cannot hurt Charizard and scare it out, allowing for Charizard to set up Substitute. Proceed to use Belly Drum to max out Charizard's Attack stat while simultaneously activating Salac Berry and Blaze. From there, Charizard (hopefully) proceeds to sweep with 1068 Attack and 492 Speed. Fire Punch is Charizard's main STAB, which is boosted to acceptable levels with Blaze. ThunderPunch takes out bulky Water-types, while Earthquake takes out Rock-types.

Team Options & Additional Comments >>>

Other Options

Charizard has a very big movepool and many options that it can use. On the special side, Charizard has access to Focus Blast, Overheat, and Dragon Pulse, while on the physical side, it has Rock Slide, Focus Punch, and Return. A Choice Specs set is usable, but the 4x weakness to Stealth Rock really limits its ability switch in and out, not to mention that Moltres is a better candidate overall. Charizard can also use a Blaze + Sunny Day + Petaya Berry set that makes it absurdly powerful but, like the Belly Drum set, it is extremely hard to stop and difficult to set up. Charizard can also attempt a mixed wallbreaking set with Air Slash, Brick Break, Fire Blast, and Roost, but Charizard generally lacks the power to do so.

Checks and Counters

Charizard has two huge enemies; one is Stealth Rock, and the other is bulky Water-types. Milotic is the best general counter for Charizard, while Slowking can handle special variants and Slowbro can handle physical variants. Specially defensive Regirock is also an excellent check to Charizard, being able to take most of its attacks while OHKOing back with Stone Edge or Rock Slide. Chansey and Clefable wall any special variant of Charizard as well. In most cases, keep a priority user handy (especially Aqua Jet Azumarill), keep Stealth Rock on the field, don't give it a chance to set up, and you'll fare just fine.