Charizard (Analysis) [QC Approved 0/3]

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CHARIZARD

Fire / Flying

QC Approved: 0 / 3 [?] [?] [?]

GP Approved: 0 / 2 [?] [?]

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[Overview]

  • Immune to Spikes and Toxic Spikes, but has a crippling 4x Stealth Rock weakness, which is bad, although not as bad as it was in Gen IV
  • Charizard still does well on normal teams in UU play, provided he or one of his teammates runs the move Sunny Day, a la Rain Dance Kingdra
  • Solar Power raises Modest, max EV Charizard's Special Attack to a deadly 522
  • Has access do several excellent special attacks, but lacks any useful boosting moves other than Belly Drum and Dragon Dance, which do nothing for Special Attack

[SET]
name: Sunny Day Sweeper
move 1: Sunny Day
move 2: Fire Blast / Flamethrower
move 3: Air Slash
move 4: Focus Blast / HP Grass
item: Heat Rock / Life Orb
ability: Solar Power
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

  • Best set Charizard can run
  • As previously mentioned, Solar Power boosts Char's Special Attack to 522
  • Main attack based on personal preference; Fire Blast's power versus Flamethrower's accuracy
  • Air Slash comes with decent flinch chance
  • Focus Blast saves face against Regirock and Registeel
  • Heat Rock increases survivability while keeping Charizard's power up longer

[ADDITIONAL COMMENTS]

  • Fire Blast OHKOs specially defensive Shaymin and Celebi in sun
  • Turn used to set up Sunny Day is effectively wasted, allowing opponent to switch in a counter such as Blastoise, who can usually survive two Fire Blasts even in sun
  • Tends to be really predictable

[SET]
name: Mixed Dragon Dancer
move 1: Dragon Dance
move 2: Outrage / Dragon Pulse
move 3: Fire Blast / Flare Blitz
move 4: Earthquake
item: Life Orb
ability: Blaze
nature: Lonely
evs: 12 HP / 252 Atk / 156 SpA / 88 Spe

[SET COMMENTS]

  • Dragon Dance raises Charizard's Attack to 439, enough to 2HKO 0 / 252 Blastoise with Flare Blitz, while boosting its Speed to a decent 387
  • Outrage can get around a number of the Sunny Day set's common checks, such as Blastoise and Rotom-H
  • Fire Blast allows for greater survivability, while Flare Blitz affords more power after Dragon Dance and has better accuracy
  • Earthquake for coverage against Regirock and Registeel

[ADDITIONAL COMMENTS]

  • Max EVs in Attack allow better physical sweeping ability after a Dragon Dance
  • Does not need sun to function properly, unlike the Sunny Day set; therefore, as the opponent switches out, the free turn is not wasted
  • Needs something to clear Stealth Rock; Tentacruel tends to work well with Charizard in this respect, being able to set up its own Toxic Spikes, although both share an Electric weakness
  • This set CANNOT be used with Solar Power, as Dragon Dance and Dragon Pulse are egg moves, and DW Charmander is always male

[SET]
name: Choice Specs
move 1: Overheat / Fire Blast
move 2: Solarbeam
move 3: Air Slash
move 4: Focus Blast
item: Choice Specs
ability: Solar Power
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
  • Overheat OHKOs 0 / 0 Regirock and Blastoise in sun with Solar Power; however, if you don't like the two-stage Special Attack drop, Fire Blast requires Charizard to switch out less often, which could prove invaluable if Stealth Rocks are up on your end
  • Solarbeam surprises Milotic and Slowbro, OHKOing 0 / 252, + Sp. Def-natured variants of both
  • Air Slash and Focus Blast are used for coverage, as well as Air Slash's handy flinch chance

[ADDITIONAL COMMENTS]
  • Charizard in general, but especially SpecsZard with Overheat, is greatly troubled by Stealth Rock; Tentacruel and Blastoise can Rapid Spin rocks away while tanking Charizard's weaknesses, although all three must be wary of Electric-type attacks
  • Beastly special attacker, although Overheat should only be used as a last resort because of the stat drop
  • Focus Blast can be replaced with another coverage move if desired

    [Other Options]
    • Charizard can run a Belly Drum set, but it tends to go flat if Stealth Rocks are on the field and there is no way to remove them
    • Overheat can be used, but only as a last resort before switching out
    • Bulldoze and Flame Charge, although a bit gimmicky, can both help with Charizard's mediocre Speed
    • Solarbeam can be used on any set to surprise bulky Water-types like Milotic

    [Checks and Counters]
    • Blastoise almost always forces out Sunny Day Charizard, as even with Solar Power and Life Orb Charizard misses the 2HKO with Focus Blast
    • Rotom-H easily eats Charizard's STAB moves, and replies with a STAB, 2HKO Thunderbolt
    • Regirock and Registeel are quite hard to take down even with Dragon Dance boosts and Focus Blast
    • Anything with Stealth Rock easily cripples Charizard and limits it to one switch-in
 
if your running solar power, dragon pulse is unusable as its an egg move or a 4th gen tm, whie sp charizard is male only
 
  • Charizard can run a Belly Drum set, but it tends to go flat if Stealth Rocks are on the field and there is no way to remove them
what do you mean no way to remove them. spin support and/or magic bounce support is available for use. mention it helps a lot

Regirock and Registeel are quite hard to take down even with Dragon Dance boosts and Focus Blast

registeel gets murdered by ihs stab fire attacks. i honestly see no value in the mixed ddance set anyway. chansey still walls you to hell and back, and you can now 2hko standard regirock. honestly seems underwhelming
 
If you're using Charizard, running a spinner is not a matter of "if", lol

Anyway, I'm not understanding what's wrong with using Overheat. Solar Power Sun Overheat will decimate damn near anything that switches in. For god's sake, Specs Overheat has a good chance to 2HKO 252 HP/252 Def Bold Suicune with Rocks.

Speaking of which, Choice items should at least be in OO.
 
I think a Choice set can be added, it's incredibly powerful with Sunny Day and Rapid Spin support.

109 base SpA and 100 base Speed are very useable.
 
I'd give Heat Rock a slash on the first set. Life Orb + Solar Power is going to outright kill Chaz after a few turns whilst Heat Rock both increases your potential sweeping time, provides more support to the rest of your team, and et Charizard stay in for longer without dying.
 
I think a Choice set can be added, it's incredibly powerful with Sunny Day and Rapid Spin support.

109 base SpA and 100 base Speed are very useable.

I'm assuming you mean Specs, which I'd usually agree with; however, the opponent can easily just switch in, say, Regirock or Blastoise, and it won't make much, if any, difference.

Overheat works quite well on a choice set. I would also give a shout to Solarbeam and its downsides.

Well, yes, but then you still have to switch out, as even with Solar Power and sun -2 Special Attack isn't very appetizing.

I'd give Heat Rock a slash on the first set. Life Orb + Solar Power is going to outright kill Chaz after a few turns whilst Heat Rock both increases your potential sweeping time, provides more support to the rest of your team, and et Charizard stay in for longer without dying.

Bah, knew I was forgetting something. Editing now.
 
I'm assuming you mean Specs, which I'd usually agree with; however, the opponent can easily just switch in, say, Regirock or Blastoise, and it won't make much, if any, difference.
When the sun is shining, Specs Fire Blast 2HKOes both, even if they're 252/252+ (which they usually aren't). If you're getting Sunny Day support, pretty much the only time you wouldn't want to use Fire Blast is when Arcanine or Houndoom is coming in.

Also, HP Grass is probably a better slash than HP Ice, since Dragons are rare and you'll want something to hit Water-types with if you can't keep the sun up.
 
Removing mention of sun teams in early UU from the overview is likely for the best... no matter how fast we finish this, it won't get uploaded to the site any time soon (OU stuff isn't even there yet). By the time we release this on-site, UU sun teams will probably long forgotten.

Checks and Counters needs a mention of Stealth Rock :P
 
I need to test the DD and choice sets before commenting on them, but the first set really needs work.

  • Solarbeam in the last slot of the sunny day attacker. You dont have to worry about a change of weather.
  • Leftovers / Life Orb as the items. Heat Rock is unnecessary because Charizard wont be in for that many turns and its a pretty bad supporter for a full-on sunny day team.
  • Timid slashed before modest because Charizard is in a pretty dangerous speed tier.

Be prepared to heavily overhaul the DD set though, as it doesn't make sense in theory. Why does Charizard need to go mixed at all? The choice set, in addition to just looking like an inferior Moltres, doesnt seem like it would work very well. I'll get back to this after further testing.
 
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