Charizard (Update)

shrang

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Okay, did a revamp of Charizard.

Changes made:
-Moved BellyZard to bottom and combined the two versions
-Separated DD and SD, they are quite different
-Added Special Attacking set
-Removed mixed and Choice Specs
-Reintroduced the Sunnybeamer set, but is different

QC - 2/2, GP - 2/2



http://www.smogon.com/dp/pokemon/charizard

[Overview]

<p>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.</p>

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

[SET COMMENTS]

<p>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.</p>

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>Charizard's special movepool extends further than just the moves suggested; Dragon Pulse has perfect coverage alongside Fire Blast and allows Charizard to hit Altaria super effectively without using Hidden Power. Focus Blast is Charizard's most powerful move against Regirock and Clefable, if you can stand to rely on its terrible accuracy.</p>

<p>When deciding which EVs to invest in with Charizard, take advantage of Charizard's decent Special Attack and Speed. As for its nature, Timid is almost always preferred, as using a Modest nature means that Charizard is completely outclassed by Timid Moltres, which sports higher Special Attack, superior Speed, and better bulk. Modest Charizard should only be used if you run Charizard alongside Moltres in a "double-Fire" combination, using Moltres to break apart walls for Charizard to clean up later. It should be noted that Charizard and Moltres both have a 4x weakness to Stealth Rock as well as sharing common weaknesses.</p>

<p>Aside from the omnipresent Stealth Rock, Charizard is hindered by bulky Water-types such as Milotic and Slowking. Specially defensive Pokemon such as Regirock, Altaria, and Chansey are fantastic checks to Charizard too. Good teammates for Charizard obviously need to provide Rapid Spin support to clear away Stealth Rock while also taking advantage of the aforementioned problematic Pokemon. Hitmontop and Blastoise are arguably the best Rapid Spinners to run alongside Charizard, since they both are relatively bulky and have good defensive synergy with Charizard. Hitmontop resists Rock-type attacks and Foresight allows him to hit Ghosts with Rapid Spin to clear away Stealth Rock. Hitmontop can also scare away Chansey with its powerful STAB Close Combat, but Hitmonlee and Hitmonchan are both viable alternatives if more attacking power is desired. Blastoise can do the same but it instead sports a resistance to Water-type attacks. Although it shares a weakness to Water-type attacks with Charizard, Donphan is a decent Rapid Spinner that can defeat common spinblockers with moves like Assurance, Head Smash, and Earthquake. Venusaur is a fantastic switch-in to bulky Water-types, such as Milotic and Slowking, causing havoc with its powerful STABs or Sleep Powder. Dugtrio is also a good partner to run alongside Charizard as it can trap and KO Chansey with Beat Up or Earthquake.</p>

[SET]
name: Sunny Day
move 1: Sunny Day
move 2: Fire Blast / Flamethrower
move 3: SolarBeam
move 4: Roost / Air Slash
item: Life Orb / Heat Rock
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>With this set, Charizard aims to defeat its bulky Water-type rivals. 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.</p>

[ADDITIONAL COMMENTS]

<p>Like all Charizard sets, Rapid Spin support is essential, especially if it's not running Roost. Hitmontop and Blastoise are both bulky spinners that synergize well with Charizard and have reliable ways of dealing with spinblockers. Donphan is viable as well, as it can usually deal with spinblockers with its powerful attacks. Chansey makes a fairly decent counter to Sunny Day Charizard, although it risks getting 2HKOed by sun-boosted Fire Blasts if Blaze is activated. If Charizard is not running Air Slash, Flash Fire Pokemon, such as Houndoom and Arcanine, absolutely wall Charizard. Dugtrio with Substitute can trap and remove Houndoom with some prediction, while Rhyperior is a decent switch-in to most Arcanine.</p>

<p>Since SunnyBeam Charizard is good at luring and defeating bulky Water-types, Pokemon that can take advantage of their absence make fantastic teammates. Rock Polish Rhyperior, Dragon Dance Feraligatr, and Nasty Plot Houndoom are a few Pokemon that can sweep when opposing bulky Water-types (especially Milotic) are removed.</p>

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz
move 3: Earthquake
move 4: ThunderPunch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>If you find Charizard's power a bit lacking, an Adamant nature can be used, provided your team has a reliable way of removing Choice Scarf Rotom, Choice Scarf Hitmonlee, and other revenge killers. Dragon Claw is an option for coverage if your team has trouble with Altaria.</p>

<p>Slowbro is arguably the best counter to Dragon Dance Charizard thanks to its enormous physical Defense. Physically defensive Milotic also counters Charizard very well. Regirock and Rhyperior can take a +1 Earthquake and OHKO Charizard in return. Due to all of this, Charizard is better used in the late-game when every Pokemon on the opposing team has been significantly weakened or crippled, allowing it to clean up. The aforementioned Pokemon and Stealth Rock need to be cleared before Charizard attempts its sweep. Venusaur can easily switch into Slowbro and Milotic and threaten them with Sleep Powder or its STAB Grass-type attacks. Torterra can also switch into Slowbro and set up Rock Polish. Toxicroak does a similar job against Milotic, boosting its stats with Swords Dance or Nasty Plot, and can easily punch holes in the opponent's team. Rhyperior is an excellent switch-in to Regirock that can set up Rock Polish or Substitute to terrorize the opponent. Rapid Spinners are essential to run alongside Charizard, especially when it lacks Roost and its main STAB causes recoil. Hitmontop, Blastoise, and Donphan are all good Rapid Spinners to run alongside Charizard.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz / Fire Punch
move 3: Earthquake
move 4: ThunderPunch
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>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. To demonstrate Charizard's power after a Swords Dance, here are some damage calculations:</p>

<ul class="damage_calculation">
<li>+2 Flare Blitz vs 252 HP / 252 Def Bold Uxie: 64.41% - 75.71%</li>
<li>+2 Flare Blitz vs 252 HP / 0 Def Mesprit: 100%</li>
<li>+2 ThunderPunch vs 252 HP / 200 Def Milotic: 77.66% - 91.37</li>
<li>+2 ThunderPunch vs 252 HP / 252 Def Bold Slowbro: 54.31% - 64.47%</li>
<li>+2 Earthquake vs 252 HP / 0 Def Regirock: 62.64% - 74.18%</li>
<li>+2 Earthquake vs 140 HP / 32 Def Rhyperior: 60.59% - 71.18%</li>
</ul>

[ADDITIONAL COMMENTS]

<p>Without the Speed boost from Dragon Dance, Charizard is revenge killed a lot more easily. Due to this, it is best to scout opposing revenge killers before attempting to set up a sweep. Swords Dance Charizard is especially good at luring out bulky Water-types that expect Charizard to be a special attacking variant (such as Milotic and Slowking) and deal a lot of damage to them with a +2 ThunderPunch. Due to this, Pokemon that can take advantage of a weakened bulky Water-type make excellent partners to Swords Dance Charizard. Dragon Dance Feraligatr and Rock Polish Rhyperior are especially dangerous when opposing Milotic are weakened.</p>

<p>Like all offensive Pokemon, Charizard appreciates entry hazard support to achieve some important KOs; for example, 252 HP / 200 Def Milotic is OHKOed by ThunderPunch after she switches into Stealth Rock and one layer of Spikes. Omastar can set up both Stealth Rock and Spikes while luring Grass-, Ground-, and Fighting-type attacks for Charizard to switch into. Cloyster can set up Spikes while using Rapid Spin to clear away Stealth Rock. On the topic of Stealth Rock, Rapid Spin support is, again, essential for Charizard's effectiveness. Hitmontop, Blastoise, and Donphan are good Rapid Spinners to run alongside Charizard.</p>

[SET]
name: BellyZard
move 1: Belly Drum
move 2: Substitute
move 3: Fire Punch
move 4: Thunderpunch / Earthquake
item: Salac Berry
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
ivs: 30 HP

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>If you are more daring, Double-Edge can be used over Substitute. The idea behind it is to use Belly Drum first, possibly luring out a bulky Water-type, which are then KOed with Double-Edge, which allows Charizard to reach Salac Berry and Blaze activation range. The EVs are simple: let Charizard be as fast as possible so it is as difficult to revenge-kill as possible. 30 HP IVs are used so Charizard's HP is divisible by 4, allowing Salac Berry to activate after Substitute and Belly Drum. Earthquake or Thunderpunch can replace Substitute if the coverage is more important to Charizard than the Speed boost.</p>

<p>While BellyZard looks horrifically scary on paper, it is very easy to stop in practice. Firstly, if Stealth Rock is up, Charizard will be unable to pull off a successful Belly Drum. Physically defensive Hariyama with Thick Fat can take a hit from Charizard and KO it in return. If Charizard lacks ThunderPunch, bulky Water-types can stop him, while if he lacks Earthquake, Rhyperior and Regirock are hard stops to it. Priority attacks also cut Charizard's sweep very short. These include Aqua Jet Azumarill, ExtremeSpeed Arcanine, and Sucker Punch Toxicroak. Sand Stream and Snow Warning make Charizard sad as well, since they force it to sweep on a timer. Before bringing Charizard out, scouting the opponent's team is extremely important. Rapid Spinners can clear away Stealth Rock for Charizard, while anti-leads such as Taunt Ambipom, Electrode, and Choice Scarf Venusaur can prevent them from going up in the first place. Spiritomb, Mesprit, and Uxie are good switch-ins to Hariyama. Claydol is great for switching into Hariyama and also has the ability to use Rapid Spin to clear away Stealth Rock.</p>

[Team Options]

<p>Charizard's biggest problem in the metagame is Stealth Rock. Due to this, Rapid Spinners and Pokemon that prevent it from being set up are always the best teammates to Charizard. Hitmontop and Blastoise synergize well with Charizard and have Foresight, allowing Rapid Spin to remove Stealth Rock even against Ghost-types. Ambipom, Electrode, and Choice Scarf Venusaur can outspeed common leads and use Taunt or Sleep Powder to stop Stealth Rock from going up. Outside of Stealth Rock, bulky Water-types such as Milotic and Slowking are Charizard's biggest enemies. Venusaur is an excellent partner to run alongside Charizard, as it can switch into bulky Water-types and threaten devastation with Sleep Powder or its powerful STAB attacks. Toxicroak can switch into Milotic with ease and set up with either Swords Dance or Nasty Plot.</p>

[Other Options]

<p>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.</p>

[Counters]

<p>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.</p>
 
BellyZard was ridiculously overhyped during the early stages of Gen 4, but its borederline impossible to utilize successfully in consecutive battles. Its SR weakness kills it, and it's stopped cold by priority moves. Overall, not to good. I'm for removing it and leaving an OC mention of how massively overhyped it is.
 

shrang

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Yeah I want to get rid of BellyZard too, but since it's so deeply bound in "tradition", I feel obliged to write it up, lol. Persuade me out of it, please!! =D
 
Hate to dissuade you, but I feel BellyZard should still be on the analysis because after all, he has the highest Speed of all the others who can get it. He will still pose a threat for one not prepared (though many pretty much are prepared for him and take him out with ease).

I do think it's high time for the set to be bumped down however. You hardly see BellyZard anymore. If I ever see him, its almost always with a Special set, like the one on top.
 
I disagree that the special attacker set is outclassed by moltres. You noted it's faster, but Charizard also has access to focus blast and dragon pulse. These options deserve mention, especially if you intend to use him in OU.

Charizard also has a pretty expansive physical move pool, which you barely touched on. The only one really worth slashing in to any of the sets is Rock Slide, but i think outrage, crunch and brick break are kind of noteworthy. Maybe you could mention them in optional changes.

Lastly, i think its kind of worth noting that water absorb quagsire makes a pretty effective partner to charizard as well. charizard resists grass, and quagsire resists rock, electric, and water.

Sorry if this post is kind of rambling. I use Charizard a lot on wifi and kind of had an analysis in my head for a while
 

shrang

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I disagree that the special attacker set is outclassed by moltres. You noted it's faster, but Charizard also has access to focus blast and dragon pulse. These options deserve mention, especially if you intend to use him in OU.

Charizard also has a pretty expansive physical move pool, which you barely touched on. The only one really worth slashing in to any of the sets is Rock Slide, but i think outrage, crunch and brick break are kind of noteworthy. Maybe you could mention them in optional changes.

Lastly, i think its kind of worth noting that water absorb quagsire makes a pretty effective partner to charizard as well. charizard resists grass, and quagsire resists rock, electric, and water.

Sorry if this post is kind of rambling. I use Charizard a lot on wifi and kind of had an analysis in my head for a while
Well, this IS a UU analysis, but I will note down Dragon Pulse, as it hurts Altaria a lot. Focus Blast isn't that useful except to beat down Regirock with crappy 70% accuracy, but I'll probably AC it.
 

Oglemi

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I say remove the BellyZard set, but give it a hefty mention in OC.

BellyZard is very capable of raping face in UU if set up correctly, but that's exactly what brings down its usefulness; it's nearly impossible to set up.

Stealth Rock and Priority are just too common in UU to allow Charizard to set up, and it's a high-risk, high-reward, one-trick pony. If you fail to get Charizard set up, it's dead-weight.

Even if set up and priority is gone, Charizard isn't even granted a sweep. If it lacks Earthquake, Charizard can't get past Rhyperior and without ThunderPunch it can't get past Staller Moltres, Milotic, and Slowbro. Either way, Charizard has no hope against Hariyama with Thick Fat.

If QC decides to pass it, remove the mention of Double-Edge KOing Milotic, unless you meant Return. Because Double-Edge + low health + high HP Milotic = dead Charizard.
 

shrang

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If QC decides to pass it, remove the mention of Double-Edge KOing Milotic, unless you meant Return. Because Double-Edge + low health + high HP Milotic = dead Charizard.
Double-Edge is supposed to be used once only, and at a specific time when Charizard won't die from the recoil. For Recoil BellyZard, the point is Belly Drum up to +6, putting yourself at 50% HP. As Milotic switches in, you kill Milotic with Double-Edge, taking enough recoil to put you into Salac range but not enough to kill you. It was pretty much my way of merging Recoil BellyZard with standard BellyZard.
 

Oglemi

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Double-Edge is supposed to be used once only, and at a specific time when Charizard won't die from the recoil. For Recoil BellyZard, the point is Belly Drum up to +6, putting yourself at 50% HP. As Milotic switches in, you kill Milotic with Double-Edge, taking enough recoil to put you into Salac range but not enough to kill you. It was pretty much my way of merging Recoil BellyZard with standard BellyZard.
Hmmm, that seems like an even riskier way to go about things, as you have to have Stealth Rock off the field, make sure there's no more priority, and have to bank on something with Milotic-ish HP to switch in that you can kill after you Belly Drum as they switch out with Double-Edge to push you into Salac Range. And in the meantime, they could be switching to something that'd outspeed Charizard before the Salac Boost and off him.

I don't like it. That seems way to specified. Granted Milotic is usually a safe switch-in to Charizard and probably mine and most people's go-to Charizard switch-in; even then, not all teams have Milotic.
 

Bluewind

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Ok, not much to fix here, so I'll try to make myself concise. On the LO set, mention Modest somwewhere in AC. I know it's completely outclassed by Moltres then, but if one wants to use the two of them in tandem, that possiblity should be brought up (pretty much just for the sake of it).

The Dragon Dance and Swords Dance sets are the ones that are bothering me a bit though. Maybe that's just me, but I really cannot find many opportunities to setup and heal at the same time, as Charizard is pretty much always promptly met by something like Milotic, Blastoise, Scarf Rotom, Regirock etc etc. I really think the main selling point of the SD set is its ability to bait bulky Water-types in expectations of a special LO set and defeat them with Thunderpunch (you don't really beat them, but you deal a minimum of 68% to max/max Milotic and have a very high chance of KOing Slowking; also I'm pretty sure it can take a Surf from the former if the needs arises); while being able to hold his own against Rock-types. tl;dr I suggest this:

move 1: Swords Dance (Or DD)
move 2: Flare Blitz / Fire Punch
move 3: Earthquake
move 4: Thunderpunch

Roost, IMHO, is AC material, as you should be worried about boosting whenever you get the chance and not healing SR damage, as you'll be doing nothing throughout the match but that. Added to that, this set doesn't embody the concept of brute force, which means providing it with spin support and enabling it to actually break through something is more recommended than giving it a recovery move but not many chances to setup.

Lots of explanations for almost no changes. On the BellyZard matter, to be honest; I have nothing against keeping it online, as despite being pretty hard to setup, coming in on something like Venusaur, scaring it out and getting your thing going isn't impossible, we have to admit (I'd remove Double-Edge though, due to the reasons Oglemi listed). Maybe that's just tradition speaking, and I wouldn't really struggle to keep him on site, but that's just me. Outside of that:


 
A couple of things ...

1. I think it might be worth it to keep the mixed set. Yes Charizard lacks power, but it does allow Charizard to muscle its way past Chansey and Hariyama both (still walled by bulky Waters).

2. I think you should keep Bellyzard. I can't be the only person to have left Registeel in on Charizard because of the risk of Belly Drum ... if you can keep Stealth Rock off the field, then Charizard has no lack of opportunities to switch in. Its typing lets it switch in on Earthquakes and Power Whips while immediately threatening their respective users (depending on its moveset).

If Charizard sets up, its only real counter is priority, and even then chances are good you lose a Pokemon. Therefore, although a Charizard sweep is unlikely against a prepared team, it's a powerful psychological threat if nothing else. If Charizard switches in on Donphan's EQ, do you Head Smash and risk dying to LO HP Grass, or switch out and risk it putting up a Sub? If your priority user is too weak to survive an unboosted hit at that point, you'd be losing a Pokemon one way or another ...
 

Honko

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I think BellyZard should stay. Even though it's hard to set up it's still the one I see most often by far, and it's a threat that every player should keep in mind whenever they're facing a Charizard whose set they don't know yet.
 

shrang

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Thanks Bluewind. Changes made

1. I think it might be worth it to keep the mixed set. Yes Charizard lacks power, but it does allow Charizard to muscle its way past Chansey and Hariyama both (still walled by bulky Waters).
What do others think about this?? It sounds a bit specialised to me.
 

Bluewind

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I really never found the Mixed set to be alluring. It forces Charizard to split its EVs among 3 stats, doesn't allow you to beat anything notable outside of Chansey (Hariyama loses to Air Slash anyways, and Focus Blast can be mentioned somewhere on the special attacker's write-up if Clefable is a real concern), which is better off mentioned on Other Options.

Another thing I remembered just now is that Charizard should get a Sunny Day set. Yeah, it's mostly outclassed by Moltres, but the latter did a pretty damn good job in this role and I don't why Charizard wouldn't. A simple set like the one outlined below should be ok:

name: Sunny Day
move 1: Sunny Day
move 2: Fire Blast / Flamethrower
move 3: Solarbeam
move 4: Roost / Air Slash
item: Life Orb / Heat Rock
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

Pretty much the same as Moltres (IIRC). Heat Rock does a very good job at supporting Sunny Day teams, while holding his own a sweeper, but Life Orb can be used if your main concern is breaking through Milotic and sweeping. Last slot is ordered by efficiency, with Air Slash getting a mention if you want to go all-out berserk, attain the Blaze boost and get the best possible coverage.
 
Not to dissuade you either... but BellyZard has always worked well for me... lol But I love the changes you made. You are right, SD and DD sets are completly different, and needed serperate attention. ^^ Good Job.

If I could stamp it, I would xDD
 

Komodo

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[Overview]
<p>Apart from the its huge Stealth Rock weakness, you can't really find anything that is really noticeably wrong with Charizard. It has decent, usable stats with a fantastic movepool. However, the reason that Charizard is banished to the depths of NU is due to the fact that the sets its sets can run are either outclassed by a better Pokemon, or just plain ineffective in the metagames that he's its trying to compete for a team-slot in. Nonetheless, Charizard is still a very capable Pokemon who can be quite of being deadly in the right hands.</p>

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

[SET COMMENTS]
<p>Charizard's is most effective is arguably one of as a special attacker; although he it is seems outclassed by Moltres, who 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 being revenge-killed by Pokemon that would outspeed Moltres, such as Rotom and Arcanine. Sceondly, Charizard's ability, Blaze, allows it receive a boost in to its Fire-type attacks when its health falls below 33% of its health. Charizard's Fire STAB of choice has excellent coverage alongside its secondary STAB, Air Slash, while Hidden Power Grass hits the Pokemon that resist both Fire- and Flying-type moves. Roost allows Charizard to heal lost recover health from Life Orb recoil and Stealth Rock damage.</p>

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

[ADDITIONAL COMMENTS]
<p>Charizard's special attacking movepool extends further than the moves suggested; Dragon Pulse has perfect coverage alongside Fire Blast, and allows Charizard to hit Altaria super effectively without resorting to Hidden Power. Focus Blast is Charizard's most powerful move against Regirock and Clefable, if you can stand its terrible accuracy.</p>

<p>When EVing Charizard, it is always best to take advantage of Charizard's good Special Attack and good Speed. As for its nature, Timid is almost always preferred. as a Modest nature is not recommended because it is completely outclassed by Timid Moltres, who sports both a higher Special Attack, and superior Speed, stat with and better bulk. Modest Charizard should only be used if you wish to run Charizard alongside Moltres in a "double-Fire" combination, using Moltres to break apart walls so for Charizard can come back to clean up later. It should be noted that such a strategy requires very careful team building, as Charizard and Moltres both have a huge 4x weakness to Stealth Rock, as well as sharing common weaknesses.</p>

<p>Aside from the omnipresent Stealth Rock, Charizard is hard countered hindered by bulky Waters such as Milotic and Slowking. Specially defensive Pokemon such as Regirock, and Altaria, and are also fantastic checks to Charizard. Chansey are fantastic checks to Charizard too. also walls specially inclined Charizard. Good teammates to Charizard obviously need to be able to use Rapid Spin to clear away Stealth Rock, and take advantage of the aforementioned Pokemon. Hitmontop and Blastoise are arguably the two best Rapid Spinners to run alongside Charizard, since they both are relatively bulky and synergize well with him it. Hitmontop resists Rock-type attacks, and can use Foresight allows him to hit Ghosts with and Rapid Spin to clear away Stealth Rock. Hitmontop also scares chansey away. while Blastoise can do the same except resisting Water-type attacks. Hitmontop can also scare away Chansey. Hitmonlee and Hitmonchan can be used as are alternatives to Hitmontop if more attacking power is desired. Although he shares a weakness to Water-type attacks, Donphan is a decent Rapid Spinner who can defeat most common spinblockers more easily with powerful attacks moves such as Head Smash Assuance and Earthquake. Venusaur is a fantastic switch-in to bulky Water-types such as Milotic and Slowking, who can wreak causing havoc with his powerful STAB moves or Sleep Powder. Dugtrio is also a good partner to run alongside Charizard as he can trap and KO Chansey with Beat Up or Earthquake.</p>

name: SunnyBeamer
move 1: Sunny Day
move 2: Fire Blast / Flamethrower
move 3: SolarBeam
move 4: Roost / Air Slash
item: Life Orb / Heat Rock
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
<p>With this set, Charizard can lure in and aims to defeat his its bulky Water-type rivals counters. Again, Moltres largely outclasses Charizard in such a role, but Charizard's higher Speed stat and Blaze help him it compete for a team spot. By using Sunny Day, Charizard's Fire-type STAB is powered up to ridiculous levels. In the sun, SolarBeam does not require its charging turn, allowing Charizard to 2HKO Milotic and Slowking, his its two biggest counters. The last slot depends on how offensively you want Charizard to operate; Roost allows Charizard to recover lost health from Stealth Rock and Life Orb recoil, while Air Slash gives Charizard maximum coverage.</p>

<p>Charizard's item of choice depends on the type of team he it's in. If Charizard is part of a Sunny Day team, Heat Rock can should be considered so Charizard can to support the team as well as itself. Life Orb is preferred in most other cases.</p>

[ADDITIONAL COMMENTS]
<p>Like all Charizard sets, Rapid Spin support is essential, especially if he it's not running Roost. Hitmontop and Blastoise are both bulky Spinners who synergize well with Charizard and have reliable ways of dealing with spinblockers. Donphan is also a good Spinner who can usually deal with spinblockers with its powerful attacks.</p>

<p>Chansey makes a fairly decent counter to SunnyBeam Charizard, although it risks getting 2HKOed by sun-boosted Fire Blast if Blaze is activated. If Charizard is not running Air Slash, Flash Fire Pokemon such as Houndoom and Arcanine walls Charizard. Dugtrio with Substitute can trap and remove Houndoom with some prediction. Rhyperior is a very decent switch into most Arcanine.</p>

<p>Since SunnyBeam Charizard is good at luring and defeating bulky Water-types, Pokemon that can take advantage of their absence make good teammates to him. Rock Polish Rhyperior, Dragon Dance Feraligatr, and Nasty Plot Houndoom are only a few of the Pokemon that who can easily sweep when opposing bulky Waters (especially Milotic) are removed.</p>

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz
move 3: Earthquake
move 4: ThunderPunch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>With usable Attack and Speed stats, access to Dragon Dance, 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, outspeeding beating Choice Scarf Rotom and Hitmonlee, two of the fastest revenge killers commonly seen in UU. Flare Blitz is Charizard's main STAB 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 Roost and set up simulataneously.</p>

[ADDITIONAL COMMENTS]
<p>If you find Charizard's power a bit lacking, an Adamant nature can be used provided your team has a reliable way of removing Choice Scarf Rotom, Hitmonlee, or other such revenge killers. Dragon Claw is an option as a for coverage move if your team has trouble with Altaria.</p>

<p>Slowbro is arguably the best counter to Dragon Dance Charizard with its enormous physical Defense. Physically defensive Milotic also counters Charizard very well too. Regirock and Rhyperior can take +1 Earthquake when they are good health and OHKO Charizard in return. Due to this, it is good idea to bring Charizard out is better in the late-game when everything on the opposing team has been significantly weakened, and allowing it to clean up. This means The aforementioned Pokemon and Stealth Rock need to be cleared before Charizard attempts his sweep. Venusaur can easily switch into Slowbro and Milotic and threaten them with Sleep Powder or his STAB Grass attacks. Torterra can also switch into Slowbro and set up Rock Polish. Toxicroak does a similar job against Milotic. Rhyperior is an excellent switch into Regirock who can set up Rock Polish or Substitute to terrorize the opponent. Rapid Spinners are essential to run alongside Charizard, especially when his it lacks Roost and his main STAB makes him causes take recoil. Hitmontop, Blastoise, and Donphan are all good Rapid Spinners to run alongside Charizard.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz / Fire Punch
move 3: Earthquake
move 4: ThunderPunch
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>With Charizard's natural Speed, he it can forego Dragon Dance the need for additional Speed to and boost his attack even further with Swords Dance, allowing him 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 is taking. Earthquake hits Rock-types and ThunderPunch hits Water-types. Like the Dragon Dance set, Roost can be used over Earthquake or ThunderPunch but again, though Charizard finds it hard to boost and heal at the same time. Similarly, if you are having trouble with Altaria, Dragon Claw can be used. To demonstrate Charizard's power after a Swords Dance, here are some damage calculations:</p>

<ul class=”damage_calculation”>
<li>+2 Flare Blitz vs 252 HP / 252 Def Bold Uxie: 64.41% - 75.71%</li>
<li>+2 Flare Blitz vs 252 HP / 0 Def Mesprit: 100%</li>
<li>+2 ThunderPunch vs 252 HP / 200 Def Milotic: 77.66% - 91.37</li>
<li>+2 ThunderPunch vs 252 HP / 252 Def Bold Slowbro: 54.31% - 64.47%</li>
<li>+2 Earthquake vs 252 HP / 0 Def Regirock: 62.64% - 74.18%</li>
<li>+2 Earthquake vs 140 HP / 32 Def Rhyperior: 60.59% - 71.18%</li>
</ul>

[ADDITIONAL COMMENTS]
<p>Without the Speed boost from Dragon Dance, Charizard finds itself a lot easier to revenge-kill. Due to this, it is best to scout out opposing potential revenge-killers. With Swords Dance, Charizard is more threatening to defensive teams. Swords Dance Charizard is especially good at luring out bulky Waters that expect Charizard to a special variant (such as Milotic and Slowking), and deal a lot of damage to them with a +2 ThunderPunch. Due to this, Pokemon that can take advantage of a weakened bulky Water-type make excellent partners to Swords Dance Charizard. Dragon Dance Feraligatr and Rock Polish Rhyperior are especially dangerous when opposing Milotic are weakened.</p>

<p>Like all offensive Pokemon, Charizard appreciates entry hazard support to achieve some important KOs, for example, 252 HP / 200 Def Milotic is OHKOed by Thunderpunch after she switches into Stealth Rock and one layer of Spikes most of the time. Omastar can set up both Stealth Rock and Spikes while luring Grass-, Ground- and Fighting-type attacks for Charizard to switch into. Cloyster can set up Spikes while using Rapid Spin to clear away Stealth Rock. On the topic of Stealth Rock, Rapid Spin support is, again, essential for Charizard's effectiveness. Hitmontop, Blastoise, and Donphan are good Rapid Spinners to run alongside Charizard.</p>

[SET]
name: BellyZard
move 1: Belly Drum
move 2: Substitute
move 3: Fire Punch
move 4: Thunderpunch / Earthquake
item: Salac Berry
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
ivs: 30 HP

[SET COMMENTS]
<p>Charizard is the only Pokemon in the game apart from the omniscient Smeargle to be able to learn the combination of Dragon Dance, Swords Dance, and Belly Drum. BellyZard, once the epitome of offense, is now possibly one of the highest-risk, relatively-low reward sets in the 4th generation metagame. 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. Then, use Proceed with Belly Drum to Charizard max out his Charizard's Attack stat while 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.</p>

[ADDITIONAL COMMENTS]
<p>If you are more daring, Double-Edge can be used over Substitute. The idea behind it is to use Belly Drum first, possibly luring out a bulky Water-type, who might switch into the special attacker. Charizard is then able to KO it with Double-Edge, which allowing Charizard him to reach Salac Berry and Blaze activation range.</p>

<p>The EVs are simple, let Charizard be as fast as possible so it is as difficult to revenge-kill as possible. 30 HP IVs are used so Charizard's HP is divisible by 4, allowing Salac Berry to activate after Substitute and Belly Drum. Earthquake or Thunderpunch can replace Substitute if the coverage is more important to you than the Speed boost.</p>

<p>While Belly Drum Charizard looks horrifically scary on paper, it is very easy to stop in practice. Firstly, if Stealth Rock is up, Charizard will be unable to pull off a successful Belly Drum. Physically defensive Hariyama with Thick Fat can take a hit from Charizard and KO it in return. If Charizard lacks ThunderPunch, bulky Water-types can stop him, while if he it lacks Earthquake, Rhyperior and Regirock is a hard stop to him it. Priority attacks also cut Charizard's sweep very short. These include Aqua Jet from Azumarill, ExtremeSpeed from Arcanine, and Sucker Punch from Toxicroak. Sand Stream and Snow Warning make Charizard sad as well, since it forces him to sweep on a timer. This is why Before bringing Charizard out, scouting the opponent's team is extremely important. Rapid Spinners can clear away Stealth Rock for Charizard, while anti-leads such as Taunt Ambipom, Electrode, and Choice Scarf Venusaur can prevent it going up in the first place. Spiritomb, Mesprit, and Uxie are good switch-ins to Hariyama. Claydol is also good for switching into Hariyama and also has the ability to use Rapid Spin to clear away Stealth Rock.</p>

[Team Options]

<p>Charizard's biggest problem in the metagame is Stealth Rock. Due to this, Rapid Spinners and Pokemon who prevent it being set up are always good teammates to Charizard. Hitmontop and Blastoise synergize well with Charizard and can use have Foresight, and allowing Rapid Spin to remove Stealth Rock even against Ghost-types. Ambipom, Electrode, and Choice Scarf Venusaur can outspeed common leads and use Taunt or Sleep Powder to stop Stealth Rock going up.</p>

<p>Outside of Stealth Rock, bulky Water-types such as Milotic and Slowking are Charizard's biggest enemies. Venusaur is an excellent partner to run alongside Charizard, who can switch in without many problems at all into bulky Waters and threaten devastation with Sleep Powder or its powerful STABs. Toxicroak can switch into Milotic and set up Swords Dance or Nasty Plot.</p>

[Other Options]

<p>Charizard has a very big movepool and many options that he it can use. On the special side, Charizard has access to Focus Blast, Overheat, and Dragon Pulse, while on the physical side, he 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 him 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 he generally lacks the power to do so.</p>

[Counters]

<p>Charizard has two huge enemies: One is Stealth Rock, 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 walls any special variant of Charizard.</p>


Red is removals
Blue is changes

There was a lot of uneccessary info, quite a lot of bad wording / sentence structure, and there was a slight inconsistancy between he and it, so I made all mentions "it"
 

uragg

Walking the streets with you in your worn-out jeans
is a Contributor Alumnus
i'm slow

[Overview]
<p>Apart its huge Stealth Rock weakness, you can'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.</p>

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

[SET COMMENTS]
<p>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 Flame Pokemon [its pokedex entry, since ‘Fire bird’ sounded a bit odd. Feel free to put something else here]. Firstly, Charizard's base 100 Speed allows it to outrun and prevent being revenge killed by Pokemon that would outspeed Moltres, such as Rotom and Arcanine. Secondly, Charizard's ability, Blaze,
allows gives its receive a boost in 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.</p>

<p>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.</p>

[ADDITIONAL COMMENTS]
<p>Charizard's special movepool extends further than the moves suggested; Dragon Pulse has perfect coverage alongside Fire Blast and allows Charizard to hit Altaria super effectively without using Hidden Power. Focus Blast is Charizard's most powerful move against Regirock and Clefable, if you can stand its terrible accuracy.</p>

<p>When EVing Charizard, take advantage of Charizard's decent Special Attack and
good Speed. As for its nature, Timid is almost always preferred, as using a Modest nature means that Charizard is completely outclassed by Timid Moltres, which sports higher Special Attack, superior Speed, and better bulk. Modest Charizard should only be used if you run Charizard alongside Moltres in a "double-Fire" combination, using Moltres to break apart walls for Charizard to clean up later. It should be noted that Charizard and Moltres both have a 4x weakness to Stealth Rock as well as sharing common weaknesses.</p>

<p>Aside from the omnipresent Stealth Rock, Charizard is hindered by bulky Water-typess such as Milotic and Slowking. Specially defensive Pokemon such as Regirock, Altaria, Arcanine, and Chansey are fantastic checks to Charizard too. Good teammates for Charizard obviously need to provide Rapid Spin support to clear away Stealth Rock while also taking advantage of the aforementioned problematic Pokemon. Hitmontop and Blastoise are arguably the best Rapid Spinners to run alongside Charizard, since they both are relatively bulky and have good defensive synergy with Charizard
synergize well with it. Hitmontop resists Rock-type attacks and has access to Foresight, which allows it to hit Ghost-types with Rapid Spin to clear away Stealth Rock. Hitmontop also scares Chansey away. Blastoise can do the same, except it sports a resistance to resisting Water-type attacks instead of Rock-type attacks. Hitmontop can also scare away Chansey with its powerful STAB Close Combat, but Hitmonlee and Hitmonchan are both viable alternatives to Hitmontop if more attacking power is desired. Although he shares a weakness to Water-type attacks, Donphan is a decent Rapid Spinner that can defeat common spinblockers with moves like Assurance, Head Smash, and Earthquake. Venusaur is a fantastic switch-in to bulky Water-types such as Milotic and Slowking, causing havoc with its powerful STAB attacks or Sleep Powder. Dugtrio is also a good partner to run alongside Charizard, as it can trap and KO Chansey with Beat Up or Earthquake.</p>


name: SunnyBeamer
move 1: Sunny Day
move 2: Fire Blast / Flamethrower
move 3: SolarBeam
move 4: Roost / Air Slash
item: Life Orb / Heat Rock
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
<p>With this set, Charizard aims to defeat its bulky Water-type rivals. 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.</p>

<p>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.</p>

[ADDITIONAL COMMENTS]
<p>Like all Charizard sets, Rapid Spin support is essential, especially if it's not running Roost. Hitmontop and Blastoise are both bulky spinners that synergize well with Charizard and have reliable ways of dealing with spinblockers. Donphan is viable as well, as it can usually deal with spinblockers with its powerful attacks.</p>

<p>Chansey makes a fairly decent counter to SunnyBeam Charizard, although it risks getting 2HKOed by sun-boosted Fire Blast if Blaze is activated. If Charizard is not running Air Slash, Flash Fire Pokemon such as Houndoom and Arcanine wall Charizard. Dugtrio with Substitute can trap and remove Houndoom with some prediction, while Rhyperior is a
very decent switch-in to most Arcanine.</p>

<p>Since SunnyBeam Charizard is good at luring and defeating bulky Water-types, Pokemon that can take advantage of their absence make good teammates. Rock Polish Rhyperior, Dragon Dance Feraligatr and Nasty Plot Houndoom are a few Pokemon that can sweep when opposing bulky Water-types (especially Milotic) are removed.</p>

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Flare Blitz
move 3: Earthquake
move 4: ThunderPunch
item: Life Orb
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>With usable Attack and Speed
, access to Dragon Dance 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 both use Roost and set up simulataneously.</p>

[ADDITIONAL COMMENTS]
<p>If you find Charizard's power a bit lacking, an Adamant nature can be used, provided your team has a reliable way of removing Choice Scarf Rotom, Choice Scarf Hitmonlee, and other revenge killers. Dragon Claw is an option for coverage if your team has trouble with Altaria.</p>

<p>Slowbro is arguably the best counter to Dragon Dance Charizard, with its enormous physical Defense. Physically defensive Milotic also counters Charizard very well
too. Regirock and Rhyperior can take a +1 Earthquake and OHKO Charizard in return. Due to this, Charizard is better in the late-game when every Pokemon on the opposing team has been significantly weakened, allowing it to clean up. The aforementioned Pokemon and Stealth Rock need to be cleared before Charizard attempts his sweep. Venusaur can easily switch into Slowbro and Milotic and threaten them with Sleep Powder or its STAB Grass-type attacks. Torterra can also switch into Slowbro and set up Rock Polish. Toxicroak does a similar job against Milotic, boosting with Swords Dance or Nasty Plot. Rhyperior is an excellent switch-in to Regirock that can set up Rock Polish or Substitute to terrorize the opponent. Rapid Spinners are essential to run alongside Charizard, especially when it lacks Roost and his main STAB causes recoil. Hitmontop, Blastoise, and Donphan are all good Rapid Spinners to run alongside Charizard.</p>


[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Flare Blitz / Fire Punch
move 3: Earthquake
move 4: ThunderPunch
item: Life Orb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
<p>With Charizard's naturally high Speed, it can forego Dragon Dance to boost his 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 is taking. For Charizard’s coverage options, Earthquake hits Rock-types and ThunderPunch hits Water-types. 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. To demonstrate Charizard's power after a Swords Dance, here are some damage calculations:</p>

<ul class=”damage_calculation”>
<li>+2 Flare Blitz vs 252 HP / 252 Def Bold Uxie: 64.41% - 75.71%</li>
<li>+2 Flare Blitz vs 252 HP / 0 Def Mesprit: 100%</li>
<li>+2 ThunderPunch vs 252 HP / 200 Def Milotic: 77.66% - 91.37</li>
<li>+2 ThunderPunch vs 252 HP / 252 Def Bold Slowbro: 54.31% - 64.47%</li>
<li>+2 Earthquake vs 252 HP / 0 Def Regirock: 62.64% - 74.18%</li>
<li>+2 Earthquake vs 140 HP / 32 Def Rhyperior: 60.59% - 71.18%</li>
</ul>

[ADDITIONAL COMMENTS]
<p>Without the Speed boost from Dragon Dance, Charizard is revenge killed
finds itself a lot more easily to revenge-kill. Due to this, it is best to scout opposing revenge killers before attempting to set up a sweep. Swords Dance Charizard is especially good at luring out bulky Water-types that expect Charizard to a special variant (such as Milotic and Slowking) and deal a lot of damage to them with a +2 ThunderPunch. Due to this, Pokemon that can take advantage of a weakened bulky Water-type make excellent partners to Swords Dance Charizard. Dragon Dance Feraligatr and Rock Polish Rhyperior are especially dangerous when opposing Milotic are weakened.</p>

<p>Like all offensive Pokemon, Charizard appreciates entry hazard support to achieve some important Kos; for example, 252 HP / 200 Def Milotic is OHKOed by ThunderPunch after she switches into Stealth Rock and one layer of Spikes. Omastar can set up both Stealth Rock and Spikes while luring Grass-, Ground- and Fighting-type attacks for Charizard to switch into. Cloyster can set up Spikes while using Rapid Spin to clear away Stealth Rock. On the topic of Stealth Rock, Rapid Spin support, is, again, essential for Charizard's effectiveness. Hitmontop, Blastoise and Donphan are good Rapid Spinners to run alongside Charizard.</p>


[SET]
name: BellyZard
move 1: Belly Drum
move 2: Substitute
move 3: Fire Punch
move 4: Thunderpunch / Earthquake
item: Salac Berry
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
ivs: 30 HP

[SET COMMENTS]
<p>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 with Belly Drum to max out Charizard's Attack stat while 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.</p>

[ADDITIONAL COMMENTS]
<p>If you are more daring, Double-Edge can be used over Substitute. The idea behind it is to use Belly Drum first, possibly luring out a bulky Water-type, is then KO it with Double-Edge, which allows Charizard to reach Salac Berry and Blaze activation range.</p>

<p>The EVs are simple: let Charizard be as fast as possible so it is as difficult to revenge-kill as possible. 30 HP IVs are used so Charizard's HP is divisible by 4, allowing Salac Berry to activate after Substitute and Belly Drum. Earthquake or Thunderpunch can replace Substitute if the coverage is more important to Charizard than the Speed boost.</p>

<p>While Belly Drum Charizard looks horrifically scary on paper, it is very easy to stop in practice. Firstly, if Stealth Rock is up, Charizard will be unable to pull off a successful Belly Drum. Physically defensive Hariyama with Thick Fat can take a hit from Charizard and KO it in return. If Charizard lacks ThunderPunch, bulky Water-types can stop him, while if he lacks Earthquake, Rhyperior and Regirock are hard stops to it. Priority attacks also cut Charizard's sweep very short. These include Aqua Jet Azumarill, ExtremeSpeed Arcanine and Sucker Punch Toxicroak. Sand Stream and Snow Warning make Charizard sad as well, since they force it to sweep on a timer. Before bringing Charizard out, scouting the opponent's team is extremely important. Rapid Spinners can clear away Stealth Rock for Charizard, while anti-leads such as Taunt Ambipom, Electrode, and Choice Scarf Venusaur can prevent them from going up in the first place. Spiritomb, Mesprit, and Uxie are good switch-ins to Hariyama. Claydol is good for switching into Hariyama and also has the ability to use Rapid Spin to clear away Stealth Rock.</p>

[Team Options]
<p>Charizard's biggest problem in the metagame is Stealth Rock. Due to this, Rapid Spinners and Pokemon that prevent it from being set up are always good teammates to Charizard. Hitmontop and Blastoise synergize well with Charizard and have Foresight, allowing Rapid Spin to remove Stealth Rock even against Ghost-types. Ambipom, Electrode, and Choice Scarf Venusaur can outspeed common leads and use Taunt or Sleep Powder to stop Stealth Rock going up.</p>

<p>Outside of Stealth Rock, bulky Water-types such as Milotic and Slowking are Charizard's biggest enemies. Venusaur is an excellent partner to run alongside Charizard, as it can switch into bulky Water-types and threaten devastation with Sleep Powder or its powerful STAB attacks. Toxicroak can switch into Milotic and set up with either Swords Dance or Nasty Plot.</p>

[Other Options]
<p>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 generally lacks the power to do so.</p>

[Counters]
<p>Charizard has two huge enemies; one is Stealth Rock, 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 walls any special variant of Charizard.</p>


nice work, be sure to do ctrl + f to find any he/it who/that discrepancies i might have missed.

GP CHECK 1/2
 

shrang

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Okay, since Komodo's check was official, this is done! Thanks to both Komodo and uragg for checking this.
 

Oglemi

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I found it to be almost too concise, but all the information was there. Don't be afraid to give your writing some personality, especially when dealing with a NU Pokemon.

Great job with this.

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