Charizard (QC 3/3) (GP2/2)

CHARIZARDITE

[Overview]

<p>In the RU tier, Charizard is usually considered to be outclassed by a plethora of other powerful Fire-types, most notably Moltres by virtue of their shared secondary typing. However, Charizard has a few tricks up its sleeve that can make it worth using over its Fire-type brethren. First of all, it has a rather expansive movepool by RU standards, with a wide selection physical and special attacks as well as several boosting moves, the most notable of which is Swords Dance. This last move, when combined with Acrobatics, allows it to function as a physical setup sweeper, which is a role that none of its competitors can fill efficiently. Second, it has usable stats with which to take advantage of said movepool, including a fairly high Special Attack stat and a 100 base Speed stat, which allows it to Speed tie with Timid Typhlosion and Entei, the fastest Fire-types in RU. Third, its hidden ability, Solar Power, raises its Special Attack to unparalleled heights under the sun, making special sets very difficult to wall. That said, it's clear that Charizard has to capitalize on these singular traits if it doesn't want to be outclassed in RU, but even then, unfortunately, it requires a lot of team support to alleviate its shortcomings. In fact, its easily exploitable weaknesses and the prominence of faster threats make it prone to being revenge killed; moreover, Charizard has a terrible 4x weakness to Stealth Rock, which makes Rapid Spin support absolutely necessary. </p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Earthquake
move 4: Fire Punch / Flare Blitz / Roost
item: Flying Gem
ability: Blaze
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>Despite its low base Attack stat, Charizard can pull off an effective Swords Dance set. Charizard is threatening enough to force switches and this grants it plenty of opportunities to grab a boost; once it is at +2, the Pokemon that would wall special sets, such as Slowking and Druddigon, are easily OHKOed by a Flying Gem-boosted Acrobatics. Earthquake is Charizard's best move alongside Acrobatics, as it hits most of the Pokemon that resist Flying for a hefty amount of damage, leaving just a few threats uncovered. A Fire-type STAB move in the fourth slot rounds out the coverage and hits Steelix, Ferroseed, and Rotom harder; Fire Punch is slashed before Flare Blitz due to the absence of recoil. Roost is a viable alternative if you don't feel the need for the added coverage; in this case, though, its ability, Blaze, goes from being situational to being almost completely useless.</p>

[ADDITIONAL COMMENTS]

<p>The nature can be changed from Jolly to Naive if you opt for Fire Blast in the fourth slot. Despite this being a physical set, this move is still its safest option to take out Steelix, Ferroseed and Tangrowth, as it can be done even without boosts and without consuming its vital Flying Gem.</p>

<p>Rapid Spin users, the best being Kabutops and Cryogonal, are obvious choices as teammates. Charizard also has decent synergy with them, seeing that it can take on Grass-types for Kabutops and Fighting-types for Cryogonal. Choice Scarf users and priority users must be eliminated beforehand for Charizard to have a chance to actually sweep. On more defensive teams, you may need a partner to deal with Charizard's weaknesses; Ground-types, especially Torterra and Seismitoad, who are also neutral and immune to Water-type attacks, respectively, can cover Rock- and Electric-type attacks, and in particular deter the opponent from spamming fast Volt Switches against Charizard. Defensive variants of Torterra and Cryogonal, when paired together, can counter most of the revenge killers that threaten Charizard, while at the same time offering the invaluable Rapid Spin support.</p>

<p>Rock-types are natural counters to this set, as they can switch into most of its attacks and proceed to threaten it with their STAB moves. As a result, Water-types are also excellent partners; Slowking and Seismitoad are the only two that are not only capable of switching into their attacks and pressuring them, but also continue to offer good offensive and defensive synergy with Charizard. More specifically, Aqua Jet users, such as Feraligatr, Kabutops, and Samurott, are immediately threatening to Rhydon and Regirock (especially Samurott with its mixed set), but they can't switch more than once into powerful Rock-type attacks, making them shakier checks to Aerodactyl and Archeops. In addition, these Pokemon greatly appreciate Charizard's ability to wear down certain physical walls, such as Alomomola and Tangrowth. Lastly, Pokemon that benefit from the elimination of Pokemon that resist Fire-type attacks, such as Entei, are also good partners.</p>

[SET]
name: Solar Power
move 1: Sunny Day
move 2: Fire Blast
move 3: SolarBeam
move 4: Roost / Air Slash
item: Flame Plate / Leftovers
ability: Solar Power
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>This set revolves around setting up sun and capitalizing on the subsequent Special Attack boost, granted by Solar Power, to turn Charizard into a fearsome wallbreaker. When sun is up, in fact, its Fire Blast OHKOes literally everything bar the bulkiest Pokemon that resist it, with just a bit of entry hazard support. SolarBeam is its best choice for the third slot in order to beat Water-types, as it easily 2HKOes defensive variants of Slowking and Lanturn. Actually, given the insane damage output of a sun-boosted Fire Blast, SolarBeam is the only coverage move you will need in most situations. This is also the reason why Charizard can forgo a damaging move in the fourth slot, thus favoring Roost over Air Slash. Roost gives it the ability to heal off Solar Power damage, especially against Pokemon with a below-average offensive presence, possibly allowing Charizard to set up sun more than once during the match. On the other hand, Air Slash certainly is a good coverage option for those situations in which Charizard can't set up sun (without this move, in neutral weather this basically is a mono-attacking set); however, when the sun is up, Fire Blast is almost always the best choice, as there's nothing significant that Air Slash accomplishes and Fire Blast doesn't.

[ADDITIONAL COMMENTS]

<p>The EV spread is the classic for special sweepers, and dropping Speed EVs for bulk doesn't accomplish anything worthy of note. A Timid nature is the only one you should choose, in order to make the best use of Charizard's solid Speed. As far as items go, Leftovers enhances Charizard's durability, but Flame Plate gives a little boost to its most important move, which is greatly needed the achieve some crucial OHKOs, especially on Fire-types, such as Entei and Emboar, and against bulky Pokemon like Clefable and Uxie. Life Orb is an option to secure the OHKOs on Lanturn and Slowking (the latter only after Stealth Rock), while generally increasing the damage output of its other moves, but it severely limits Charizard's staying power; equipping Charizard with a Grass Gem, on the other hand, makes it even more efficient in eliminating bulky Water-types, but with the obvious downside of having a one-use item which doesn't boost its most powerful move. An interesting support move for the fourth slot is Tailwind, which can be useful when Charizard just needs a Speed boost to clean a weakened team, and gives Charizard another decent way to support its teammates.</p>

<p>This Charizard set obviously needs Rapid Spin support, which can be provided by Kabutops or Cryogonal, and benefits from having teammates that deal with its weaknesses; Ground-types are a good fit for this role. In addition, Chlorophyll users are valuable partners on more offensively oriented teams, as they resist the Water- and Electric-type moves that trouble Charizard and become fast revenge killers in the sun, using the remaining turns for a late-game sweep; Heat Rock can be the item of choice in this case. Lilligant and Sawsbuck are ideal because of their ability to function even outside of sun, unlike other sun sweepers such as Shiftry and Victreebel.</p>

[Other Options]

<p>Every specially attacking set not employing Solar Power would be completely outclassed by Moltres, which has better bulk and higher Special Attack. The sheer wallbreaking power of a Choice Specs set in the sun may look appealing, but generally Moltres outclasses Charizard when it comes to Choiced sets, as the former is less reliant on team support to function and has access to Hurricane and U-turn. It must be noted, though, that Choice Specs Charizard has an insane amount of power, and can actually 2HKO a fully invested Slowking with a sun- and Solar Power-boosted Fire Blast. Physical boosting sets with Belly Drum or Dragon Dance are either too frail or too weak to perform adequately, and these boosting moves are illegal with Acrobatics, arguably its best physical move.</p>

<p>Notable other moves in Charizard's arsenal are Dragon Pulse and Will-O-Wisp. The former has perfect neutral coverage in RU alongside Fire Blast, but the threats that you need to cover are hit harder by SolarBeam, while the latter sees better use on a Pokemon that actually has the bulk to play a supporting role.</p>

[Checks and Counters]

<p>The best way to check all of Charizard's sets is to keep Stealth Rock on the field, as it saps half of its health every time it switches in. Also, Choice Scarf users and priority users (barring Mach Punch users), will, in most cases, put an end to its sweep. Given that Charizard lacks a reliable way to boost its Speed, basically every Pokemon in RU with more than 100 base Speed, barring Scyther and Cryogonal, can outspeed and OHKO it. Aerodactyl needs special attention, because it can also switch into Charizard in neutral weather.</p>

<p>Druddigon stands out from the crowd as one of the best and most viable answers to the Solar Power set; it can easily come in while Charizard sets up sun, without fear of its unboosted attacks, and force it to switch out with the threat of a powerful Dragon-type STAB move. It must be noted, though, that Druddigon can be easily worn down during the match and that it must be at almost full health to successfully counter Charizard, seeing that a sun-boosted Fire Blast will put a huge dent in it. The specially defensive variant takes hits a little better and can employ a RestTalk strategy to remain sufficiently healthy to stop it, all while threatening to cripple Charizard with Glare or to phaze it away with Dragon Tail. Flareon and Altaria, even though they are NU, can wall this set, especially if it lacks Air Slash. More defensive teams can deal with the Solar Power set by stalling out sun turns, using either smart switching or Protect. Even after a boost, the Swords Dance set is walled by Quagsire, thanks to Unaware, and Regirock, thanks to its massive physical bulk. The latter doesn't have reliable recovery, but can easily tank a hit and retaliate with a super effective Rock-type STAB move. Furthermore, if Charizard is not running Flare Blitz, Steelix cannot be 2HKOed, and Eelektross and defensive versions of Rotom can take a hit and OHKO back.</p>

[Overview]
  • Good SpA and Speed, expansive physical and special movepool
  • Its specially attacking sets face stiff competition from Moltres and are plain outlcassed outside of Sun
  • Whilst its Atk may seem too low for a special sweeper, it can run an effective SD+Acrobatics set, that lures and kills its usual counters; this differentiates Zard from the competition
  • Crippling SR weakness, that makes Rapid Spin support mandatory

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Earthquake
move 4: Fire Punch / Flare Blitz / Roost
item: Flying Gem
ability: Blaze
nature: Jolly
evs: 4 Def / 252 Atk / 252 Spe

[SET COMMENTS]
  • Charizard's base Atk is weak, but it can still pull off an effective physically attacking set, thanks to its good movepool
  • Acrobatics+Flying Gem works like a "nuke" button after a Swords Dance boost, OHKOing most of Charizard's wannabe counters (Slowking, Druddigon)
  • A fire-type STAB in the fourth slot hits Steelix, Ferroseed and Rotom harder, with Fire Punch slashed first because of the lack of recoil; Roost is still a good option if you don't feel the need for this added coverage
  • Blaze skyrockets Fire-type moves' power when at low health, but in most cases it's overkill
[ADDITIONAL COMMENTS]
  • The EV spread is the standard for physical sweepers
  • With a Naive nature, Charizard can benefit from Fire Blast in the fourth slot. This is its safest option to take out Steelix, Ferroseed and Tangrowth, even without boosts.
  • Still true what said about spinners, revenge killers and priority in the Solar Power set
  • On more defensive teams, you want a partner to deal with Charizard's weaknesses; Ground-types, especially Torterra and Seismitoad (which are neutral and immune to Water-type attacks, respectively), cover Rock- and Electric-type attacks. Torterra and Defensive Cryogonal together counter most of the revenge killers that threaten Charizard
  • Furthermore, the elimination of Fire resists paves the road for a sweep by the likes of Entei
  • Aerodactyl is the only pokemon that both naturally outspeeds Charizard and doesn't fear any of its moves, while threatening the OHKO next turn with a Rock-type STAB move; Regirock can't be 2HKOed with any move, even after a boost
  • Lastly, pokemon that can deal with the aforementioned Rock-types are appreciated as teammates (Mixed Samurott, Feraligatr, Slowking, and again, Seismitoad)
[SET]
name: Solar Power
move 1: Sunny Day
move 2: Fire Blast
move 3: SolarBeam
move 4: Roost / Air Slash
item: Flame Plate / Leftovers
ability: Solar Power
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
  • Sets up Sun while the opponent switches in his Water-type (typical case)
  • Fire Blast in the Sun nails everything that doesn't resist it
  • SolarBeam is its best choice to hit Water-types; in the Sun, Solarbeam is more powerful than Fire Blast just when the former is super-effective and the latter is resisted.
  • Leftovers gives it more durability; Flame Plate gives to its most spammable move a little boost, needed the achieve some crucial OHKOs, especially on Fire-type pokemon
  • Roost is the main slash alongside Air Slash, mainly because the latter adds very little in terms of coverage, while the possibility of recovery is always nice
  • Needs priority users and scarfers eliminated beforehand, in order to sweep (the Sun mitigates his Aqua Jet weakness though)

[ADDITIONAL COMMENTS]
  • The EV spread is very straightforward, and a Timid nature makes its good Speed tier shine
  • The most useful teammates for Charizard are, obviously, Spinners (Kabutops and Cryogonal being the best choices); it has decent sinergy with them, taking on Grass-types for Kabutops and Fighting-types for Cryogonal; Kabutops in return takes care of Fire-types than can stop this set to some extent.
  • Ground-types like Torterra and Golurk cover most of Zard's weaknesses
  • Chlorophyll users make for good partners on more offensively-oriented teams, since they resist Water- and Electric-type moves and become fast revenge killers in the Sun, using the remaining turns for a late-game sweep; Heat Rock can be the item of choice in this case.
  • Lilligant and Sawsbuck are ideal because of their ability to function even outside of Sun, unlike Shiftry and Victreebell
  • Life Orb severely limits Charizard's durability, but it secures the OHKOs on Lanturn and Slowking (the latter after SR)
  • An interesting support move for the fourth slot is Tailwind, which can be useful when you just need a little more speed to clean a severely weakened team, and gives Charizard another decent way of supporting his teammates

[Other Options]
  • Non-Solar Power Special attacking sets are outclassed by Moltres, which has better bulk and SpA
  • The sheer wallbreaking power of a Specs set in the Sun may look appealing, but generally Moltres outclasses Charizard in this role too, being less reliant on team support to function and having access to a powerful STAB Hurricane. It must be noted though that its Fire Blast can actually 2HKO a fully invested Slowking in the right conditions (Sun), a very impressive feat
  • Physical boosting sets with Belly Drum or Dragon Dance are either too frail or too weak to perform adequately, and these boosting moves are illegal with Acrobatics, arguably its best physical move
  • Notable moves in Charizard's arsenal are Dragon Pulse and Will-o-Wisp. The former has perfect neutral coverage in RU with Fire Blast, but doesn't hit hard enough the threats you need to cover (Water-types), while the latter sees better use on pokemon that can actually play a supporting role

[Checks and Counters]
  • All sets are checked by Stealth Rock, fast scarfers and priority users (if the priority is different from Mach Punch)
  • Quite a number of faster Pokemon can OHKO non-Scarf versions of Charizard (Galvantula, Manectric, Cinccino, Aerodactyl, Accelgor or Sceptile with HP Rock)
  • Aerodactyl can actually switch in into Charizard in neutral weather
  • Quagsire, thanks to Unaware, walls the SD set even after a boost; if Charizard is not running Fire-type coverage, Steelix cannot be 2HKOed, and Eelektross and Rotom (after the Gem is consumed) can take a hit and OHKO back
  • Regirock can easily tank a hit from the SD set and OHKO back
  • Obscure threats, lying in the depth of NU, walling special variants of Charizard: Flareon, Altaria
  • Another way of dealing with Solar Power Charizard is to stall out Sun turns, either by smart switching or by the use of Protect
 
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This needs the SD-Acrobatics set too imo

[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Acrobatics
move 3: Flare Blitz
move 4: Earthquake
item: Flying Gem
ability: Blaze
nature: Jolly

not sure on the EVs tbh, i'll let someone else weigh in
 
This Pokemon wasn't in the list of Pokemon that needed revamps.

Also, you need to mention some good teammates for Zard in the AC section.
 
Definitely agreeing that Swords Dance Charizard is surprisingly viable and definitely needs a mention in the analysis. +2 Flying Gem Acrobatics is actually really strong and it can even help with getting past some would be checks such as Slowking, Flare Blitz and Earthquake round off the coverage. 84 Base Attack might not seem like much but with a +2 boost and two powerful STABs its definitely enough for a full set. As for the evs, i usually just got Max Attack Max Speed Jolly myself to make sure i hit as hard as possible and outrun as much as possible, but the speed evs could be theoretically lowered to just enough to outpace max speed sigilyph, not sure where the extra evs would be useful though.

Slowking Calc for reference.

+2 252 Atk Flying Gem Charizard Acrobatics (110 BP) vs. 248 HP / 144 Def Slowking: 408-481 (103.81 - 122.39%) -- guaranteed OHKO

thats pretty nice tbh lol, doesn't even need rocks or anything
 
This Pokemon wasn't in the list of Pokemon that needed revamps.
Also, you need to mention some good teammates for Zard in the AC section.
It was on the list, I swear. ^^

Expanded the AC sections and added the SD set (I'm still surprised by its effectiveness)

Molk : you've been ninja'd! xD
 
Okie, so I'm here to advocate Flame Plate (or Charcoal, if you're into that) on the Sunny Day set; the boost in power is really quite nice in allowing 'Zard to push through a solid amount of targets, and has generally performed better for me than either lefties or heat rock.

252 SpA Flame Plate Solar Power Charizard Fire Blast vs. 0 HP / 4 SpD Emboar in sun: 330-389 (91.41 - 107.75%) -- guaranteed OHKO after Stealth Rock
252 SpA Solar Power Charizard Fire Blast vs. 0 HP / 4 SpD Emboar in sun: 275-324 (76.17 - 89.75%) -- 18.75% chance to OHKO after Stealth Rock
252 SpA Flame Plate Solar Power Charizard Fire Blast vs. 0 HP / 0 SpD Entei in sun: 296-348 (79.78 - 93.8%) -- guaranteed OHKO after Stealth Rock
252 SpA Solar Power Charizard Fire Blast vs. 0 HP / 0 SpD Entei in sun: 246-291 (66.3 - 78.43%) -- 31.25% chance to OHKO after Stealth Rock
252 SpA Flame Plate Solar Power Charizard Fire Blast vs. 252 HP / 252+ SpD Clefable in sun: 360-424 (91.37 - 107.61%) -- 50% chance to OHKO
252 SpA Solar Power Charizard Fire Blast vs. 252 HP / 252+ SpD Clefable in sun: 301-355 (76.39 - 90.1%) -- guaranteed 2HKO
252 SpA Flame Plate Solar Power Charizard Fire Blast vs. 252 HP / 0 SpD Uxie in sun: 373-441 (105.36 - 124.57%) -- guaranteed OHKO
252 SpA Solar Power Charizard Fire Blast vs. 252 HP / 0 SpD Uxie in sun: 310-366 (87.57 - 103.38%) -- 25% chance to OHKO

That in mind, I would strongly consider slashing Roost over Air Slash, or relegating to AC. The usefulness of the move is incredibly minute, essentially being reserved to hitting Dragon-, Fire-, and Water-types before the sun is up, and even then all these targets barring Emboar are taking very similar damage from Fire Blast with Flame Plate equipped:
252 SpA Charizard Air Slash vs. 0 HP / 0 SpD Entei: 138-163 (37.19 - 43.93%) -- guaranteed 3HKO
252 SpA Flame Plate Charizard Fire Blast vs. 0 HP / 0 SpD Entei: 132-156 (35.57 - 42.04%) -- guaranteed 3HKO

Obviously this becomes a complete non-issue w/sun up, as even Emboar is outright OKHKOed after SR (again, assuming Flame Plate). That said, I feel as though the enhanced sustainability Roost offers is much more valuable, even if it doesn't necessarily see much use. In a similar vein, it might be nice to see a Tailwind mention in AC, since it makes for a pretty cool double dance-esque option that allows 'Zard to clean offensive teams much more comfortably (especially if partnered w/something to get up sun for it), while providing some team support on top of that.

Kinda iffy on a Choice set for 'Zard, since there are plenty of viable, less support-reliant cleaners available to manual sun (notably chloropyll users), and specs could just as easily be ac'ed into the first set, but I couldn't say for sure. Oh, and I'd kinda like to see an Aerodactyl mention in AC, since it's one of the best offensive checks to 'Zard available.
 
I don't like Zard's choiced sets either, tbh. I'll wait to gather more opinions on the matter of their viability, though.
I don't see a place for Specs in the AC of the first set. If choiced sets are eliminated, a mention to a Specs set would rather go in OO...what do you think?

Flame Plate definitely needs to be slashed (I tend to forget the existence of such boosting items lol), but, since I don't want a triple slash, which item should be relegated to AC? I think Leftovers is the worst of the three at this point. As for Air Slash, a slash with Roost won't harm anyone; in the Sun the only mon you're hitting significantly harder with the former is Hariyama, which is 2HKOed in any case. Lastly, about Tailwind, the more support Charizard gives, the better; I'll add it later.

Aerodactyl is mentioned in C&C, but I suppose it deserves a better treatment, seeing as it's probably the best offensive check to Zard.

I will implement the corrections later, waiting for QC's consensus on Choiced sets ^^
 
I feel like the Choice sets need to be split (really questioning Scarf right now tbh due to that 4x SR weakness) This has basically been done with p. much any Pokemon that can utilize more than one Choice item with a similar moveset (read: Mesprit, Braviary, Rotom-C, Manectric) because the Specs / Band set tends to play much differently than the Scarf version of the set. Typhlosion is a perfect example of this as it has the exact same stat spread as Charizard, and yet, it's Specs set is MUCH more effective than its Scarf set. Specs also isn't overly reliant on Sun to be effective either. Unlike Typhlosion, it has a secondary Flying STAB to use in the presence of stuff like Slowking and Druddigon. However, unlike Moltres, it also picks up Focus Blast to catch Rock-types with. Feeling like set order should look something like this:

Specs > AcroZard > Solar Power > Scarf (if it stays) as Specs and AcroZard require much less support than Solar Power and Choice Scarf imo.
 
I'd drop Choice Specs AND Scarf. Specs is mostly outclassed by Moltres. Usually Specs users want power, and Moltres has a lot more power thanks to Hurricane and a lot more general utility with U-turn, while the speed only really comes in handy to avoid speed ties with HP Rock Lilligant (I don't even know if it can reach max speed) and not get donked by Rotom (who is usually scarfed or physically defensive anyway). Focus Blast is also rather useless when Hidden Power Grass (Omastar, Rhydon, Kabutops) or Fire Blast (Crustle) hits every Rock-type harder than Focus Blast with the exception of Aerodactyl and Archeops who are already faster and really frail anyway (Moltres OHKOs Aggron, the only other Rock-type, with a Specs Fire Blast). I also don't like the idea of a Scarf user that is 4x weak to Stealth Rock.

Also just call AcroZard Swords Dance or Acrobatics, as AcroZard is not a community-accepted name as of yet. The set order is honestly fine as is (Solar Power then Swords Dance)

Speaking of Solar Power, I agree with col49 that Flame Plate needs to be slashed after Leftovers (Heat Rock can go into AC) and Roost should be the primary slash. All that residual damage is pretty annoying and tbf Air Slash isn't going to be used much when you are probably spamming Fire Blast which does more damage to everything, and everything it doesn't you can just hit with Solarbeam.

On Swords Dance add Roost and Fire Punch to AC. Flare Blitz isn't always needed, so instant recovery or a Fire STAB that doesn't kill yourself is cool. Heck, you could even use Roost to heal off Flare Blitz recoil!

EDIT: If anything is conflicting with the below post, listen to that one over this one. DittoCrow is a lot more experienced with SD Zard.
 
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Choiced Charizard is pretty bad because it's very easy to wall. The main reason to use Charizard instead of Moltres is that it's more reliable at killing Slowking and has higher Speed. Therefore, the Acrobatics set should be listed first. Right now the set should look like this:

[SET]
name: Acrobatics
move 1: Acrobatics
move 2: Earthquake
move 3: Swords Dance
move 4: Fire Punch / Flare Blitz / Roost
item: Flying Gem
ability: Blaze
nature: Jolly
evs: 4 Def / 252 Atk / 252 Spe

Having a Fire move isn't really that important since Acrobatics hits most things equally hard. Fire Punch hits hard enough, and should be used if you want Charizard to live longer and sweep. If you don't need the Fire move, Roost is a good option. This is WIP though so I'd like other people to weigh in on this. I just don't think the Fire move is that important to have.

I'll definitely QC check this later since I love using zard, but for now just fix that set and make sure the majority of the analysis is not just focusing on the Solar Power set, which imo is less effective and easier to beat.
 
Thank you all for the inputs!

I've changed the sets' order (and name) and relegated the Choiced set in the third place, waiting for their impending doom (seriously, I'd still like more negative opinions before proceeding to a cut or a split). In particular, I agree with EonX when he says that Scarf is probably its worst set, so maybe just Specs deserves to be on site...
Implemented Swamp-Rocket's and Dittocrow's suggestion, giving priority to the latter (as SR suggested).
Added a mention to Tailwind and Aerodactyl as a check and slashed Flame Plate alongside Leftovers in the Solar Power set.

ps: Sorry for any eventual mistake, I just woke up, I'm not a native speaker, my cat walked on the keyboard, (add another random excuse here),...
 
Not really sure if Scarf deserves an OO mention due to that 4x SR weakness. Specs does for sure, but I really don't want to even try to encourage the use of a Scarf user that's 4x weak to Stealth Rock (that means it has 2 switches at best...)
 
Ok so I just added the Specs set to OO. Other small changes and additions have been made, especially in AC and C&C sections.
And I was thinking, should I mention the fact that no priority user can OHKO a full-health Charizard (since it should be at full health, if used correctly), while it can usually OHKO them back? I mean, Zard should be at full health, safely switching in when SR are not up, or weakened by Solar Power damage.

252+ Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Charizard: 211-250 (71.04 - 84.17%) -- guaranteed 2HKO (3HKO in the Sun)
252+ Atk Life Orb Feraligatr Aqua Jet vs. 0 HP / 4 Def Charizard: 198-237 (66.66 - 79.79%) -- guaranteed 2HKO (3HKO in the Sun)
252+ Atk Choice Band Entei ExtremeSpeed vs. 0 HP / 4 Def Charizard: 161-190 (54.2 - 63.97%) -- guaranteed 2HKO --> OHKO after 4 turns of Sun damage
252+ Atk Life Orb Absol Sucker Punch vs. 0 HP / 4 Def Charizard: 230-270 (77.44 - 90.9%) -- guaranteed 2HKO --> OHKO after 2 turns of Sun damage
252+ Atk Choice Band Spiritomb Sucker Punch vs. 0 HP / 4 Def Charizard: 208-246 (70.03 - 82.82%) -- guaranteed 2HKO --> OHKO after 3 turns of Sun damage

Tell me if this proposition is moronic xD
 
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Yeah I wouldn't put Charizard can take all priority moves at full health.
  • Mention Charizard can take on Fighting-types that threaten both spinners, and Grass-types that threaten Kabutops.
  • EV stuff should go into AC
  • Mention exactly which Chlorophyll users are good with Charizard (or just good at all...)
  • Dragon Dance and Belly Drum are also illegal with Acrobatics.
  • In OO mention the power of Specs is absolutely ridiculous in the sun. It 2HKOs even 252/252+ Slowking with Fire Blast which is just retarded.
  • In OO add Will-O-Wisp and Dragon Pulse
  • Don't mention Munchlax please, it's awful.
Change this stuff and I'll stamp.
 
Got rid of Munchlax and implemented the changes suggested.

And about that decisive fourth slot in the SD set, I was wondering if Fire Blast with a Naive nature is worth a mention in AC, since it's its safest bet to OHKO Steelix, Tangrowth and Ferroseed, even without boosts and SR support.

+2 252 Atk Charizard Fire Punch vs. 252 HP / 220+ Def Steelix: 162-192 (45.76 - 54.23%) -- 3.13% chance to 2HKO
+2 252 Atk Charizard Flare Blitz vs. 252 HP / 220+ Def Steelix: 254-302 (71.75 - 85.31%) -- guaranteed 2HKO
0 SpA Charizard Fire Blast vs. 252 HP / 36 SpD Steelix: 374-444 (105.64 - 125.42%) -- guaranteed OHKO

+2 252 Atk Charizard Acrobatics vs. 252 HP / 252+ Def Tangrowth: 330-390 (81.68 - 96.53%) -- guaranteed 2HKO --> 62.5% chance to OHKO after Stealth Rock
+2 252 Atk Charizard Flare Blitz vs. 252 HP / 252+ Def Tangrowth: 360-426 (89.1 - 105.44%) -- 31.25% chance to OHKO --> guaranteed after SR
0 SpA Charizard Fire Blast vs. 252 HP / 0 SpD Tangrowth: 482-570 (119.3 - 141.08%) -- guaranteed OHKO

(I used the most common EV spreads)

Fire Blast gives you a sure OHKO on this pokes (while Fire Punch does not), without killing you in the process (like Flare Blitz does) or consuming the gem (which is mandatory to always OHKO Tangrowth with a +2 Acrobatics). I feel like covering these fairly common threats may be more beneficial than worrying about Rotom (which often forces you out anyway) or Eelektross.

Tell me if I'm being moronic, again. xD
 
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I could see Fire Blast working its way into the QC of the Swords Dance set to be honest. As you said its the best way to get a OHKO on Tangrowth, Steelix, and Ferroseed without a Swords Dance boost, it targets these Pokemon's lower defensive stat in special defense, meaning a lot of the time it'll actually do more than say Fire Punch, and it doesn't do any recoil damage like Flare Blitz does. Flying/Ground is still pretty good physical coverage, so zard doesn't miss out on a huge amount without a Physical Fire-type move imo.
 
I hate to be pesky, but I would really love to receive the needed QCs (in order to start writing the analysis) as soon as possible, since in the next few weeks I will probably have (a lot) less time to spend on this. Thank you!

ps: I was testing Grass Gem on the Solar Power set, and I think it can be an option (in AC, i think) if you really want to be sure that bulky Water-types are going to be removed.

252 SpA Solar Power Charizard SolarBeam vs. 248 HP / 116+ SpD Slowking in sun: 260-308 (66.15 - 78.37%) -- guaranteed 2HKO
252 SpA Grass Gem Solar Power Charizard SolarBeam vs. 252 HP / 252+ SpD Slowking in sun: 350-414 (88.83 - 105.07%) -- guaranteed OHKO after Stealth Rock

252 SpA Solar Power Charizard SolarBeam vs. 40 HP / 216+ SpD Lanturn in sun: 308-364 (76.8 - 90.77%) -- guaranteed 2HKO
252 SpA Grass Gem Solar Power Charizard SolarBeam vs. 252 HP / 252+ SpD Lanturn in sun: 444-524 (97.79 - 115.41%) -- guaranteed OHKO after Stealth Rock

I purposely used non-existant full SpD EV spreads. As always, tell me if it's bs lol
 
  • I don't really like the Grass Gem but maybe if someone else does it can be AC worthy. Generally I just don't like including random Gems in sets since its a bit self-explanatory what it does.
  • Put a specific partner to beat Fire-types (Kabutops is cool since it spins too)
  • Add Fire Blast to AC of SD like Molk and you said.
Other than this I don't see any huge issues, so consider this once you add these changes...

QC Approved 1/3
 
Yeah, this looks p.solid imo. Tone down the sun mentions in the Overview in the write-up, it's awfully misleading considering the state of the analysis ATM. I'd like to see a mention of Seisitoad as a partner for SD 'Zard, since it donks opposing Water- and Rock-types, in addition to deterring fast Volt Switch users for going for it outright. Oh, and maybe toss some mentions of KOs Flame Plate can procure in the AC of the Suny Day set.

QC 2 / 3, go for it
 
I fixed the skeleton, I'm apparently ready to go. Hopefully this won't take long.

ps: The calcs will directly go in the AC section of the analysis.
 
I've written up the analysis, still waiting for the third check to let the GP team do its work. ^^

ps: be nice lol
 
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