Charizard (Analysis)

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Just pushing this through GP for Crimsonhaze with Oglemi's permission as he/she hasn't been online for a month

Status: written

GP: [jc104] [Calm Pokemaster]



[Overview]

<p>In the past, Charizard had never been considered the best contender for serious competitive play due to its average stats with the exception of Special Attack and Speed. However, BW has blessed it with an amazing ability in Solar Power, which increases the power of its special attacks by 50% during strong sunlight. Under the sun, Charizard has enormous destructive power and exceptional coverage with its decent offensive movepool. Unfortunately, Solar Power strips away 1/8 of Charizard's health every turn in return for the power boost, meaning that with Life Orb recoil and Stealth Rock damage, it won't be around for very long. Still, to remedy this, either Leftovers or a Choice item can be used, enhancing Charizard's longevity. Overall, despite Charizard's obviously crippling flaws, it can be a monstrous threat under the sun.</p>

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

[SET COMMENTS]

<p>This set utilizes Charizard's Dream World ability, Solar Power, to wreak havoc on nearly everything in its path. Despite hail and sandstorm becoming increasingly common in the UU metagame, Sunny Day gives Charizard a good chance to sweep. Abomasnow can take away Charizard's sun in the blink of an eye, but it will almost never switch in due to the threat of Charizard's STAB Fire-type attacks. Although Charizard only has three attacking moves, the coverage that they provide is superb, and Charizard also gains STAB on two of them. Fire Blast becomes disgustingly powerful with a sun and Solar Power boost, while Air Slash works well with Charizard's decent Speed, as the 30% flinch chance can come in handy. SolarBeam is the final coverage move, and while it may seem risky in a metagame filled with opposing weather inducers, it takes care of bulky Water-types such as Suicune and Milotic coming in to take a Fire Blast or Air Slash. Hidden Power Grass is the safer coverage option as it can freely be used even in the absence of sunlight, but the power drop is significant, causing Charizard to miss out on some crucial OHKOes and 2HKOes.</p>

[ADDITIONAL COMMENTS]

<p>Because of the health lost from Solar Power and the recoil that Life Orb would bring, Leftovers is the superior item choice for Solar Power Charizard, allowing it to stick around for much longer. However, Charizard has several other viable item options. Lum Berry will be a nasty surprise for opponents trying to use status moves such as Thunder Wave and Toxic on Charizard, essentially giving it a free turn, but it only works once. Heat Rock can be used to increase the number of turns of strong sunlight from five to eight, but this is not really recommended as Charizard succumbs even faster due to Solar Power. Charizard should always have an EV spread that maximizes Speed and Special Attack along with a Timid nature, as tying with Pokemon having base 100 Speed is very important. With regard to other move options, Charizard has a few at its disposal, though they will usually provide redundant coverage. Hidden Power Ice can be used to hit Dragon-types hard, especially Flygon and Altaria, while Flamethrower is a more reliable, albeit much less powerful, alternative to Fire Blast. Focus Blast hits the Rock-types that resist Charizard's STAB moves, though SolarBeam / Hidden Power Grass already does the same thing. Any teammates that can reliably set up sun, such as Uxie, are greatly appreciated so that Charizard does not have to waste a turn setting up sun itself. Since Charizard has such a crippling 4x weakness to Stealth Rock, teammates who can rid the field of will be very useful. This includes Rapid Spin users such as Hitmontop and Donphan, and Pokemon with the Magic Bounce ability, such as Xatu, that can reflect the entry hazards back just by switching in.</p>

[SET]
name: Choice
move 1: Fire Blast
move 2: Air Slash
move 3: SolarBeam / Hidden Power Grass
move 4: Focus Blast
item: Choice Scarf / Choice Specs
ability: Solar Power
nature: Modest / Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>In the sun, Choice Specs Charizard can wreak havoc on almost any team not carrying a Flash Fire user or Chansey. Fire Blast has a ridiculous 270 Base Power after STAB and the boost from the sun, and maims everything in sight that is not immune to it. To give an example, a Timid Choice Specs Fire Blast in the sun, boosted by Solar Power, does 52.6% - 61.9% to 252 / 0 Bold Chansey, a guaranteed 2HKO, while a Modest variant does 58% - 68.3% to the same Chansey. Air Slash is Charizard's second STAB move, and is relatively strong after the Special Attack boost from Solar Power, though it provides nothing like the sheer destruction that Fire Blast brings to the table. Solarbeam allows Charizard to destroy bulky Water-type switch-ins, as the charge turn is nullified by strong sunlight. Because Charizard is a Fire-type, it won't usually have to worry about Abomasnow switching in to take away the sun, so SolarBeam is a relatively safe option unless the opponent packs Hippopotas on their team to set up sandstorm. If you don't like the unreliability of SolarBeam, Hidden Power Grass is an reliable, albeit much weaker, alternative. In the final moveslot, Focus Blast is there pretty much just to hit Rock-types, as they resist Charizard's dual STAB moves. However, it will rarely see use as in the sun, as Fire Blast hits every other target harder, including Chansey.</p>

[ADDITIONAL COMMENTS]

<p>As a sweeper, and especially as a Choice item user with a typing that leaves it with a 4x weakness to Stealth Rock, Charizard requires the support of a Rapid Spin user or a Magic Bounce user to keep Stealth Rock off the field. Donphan is a great partner to Charizard as it can use Rapid Spin, set up its own Stealth Rock, and cover Charizard's Rock- and Electric-type weaknesses. The Water-type weaknesses which Donphan shares with Charizard is usually not of importance as the weakness is nullified in the sun. In addition, this set is heavily reliant on sun support, as Charizard cannot set up its own sun while holding a Choice item. For that reason, reliable Sunny Day users such as Uxie are helpful teammates. Uxie can also set up Reflect and Light Screen, making it easier for Charizard to sweep.</p>

<p>Choosing between Choice Specs and Choice Scarf can be a difficult decision; however, it all depends on what the team needs and how it can support either choice. For example, even though equipping Charizard with Choice Specs provides enormous power, it is easily susceptible to being revenge killed by faster Pokemon. Thus, it is important to have paralysis support when using a Choice Specs variant. Uxie has access to Thunder Wave as well as Sunny Day, allowing it to fully support Choice Specs Charizard very well. When Charizard is equipped with a Choice Scarf, however, it becomes an excellent revenge killer, as it can outrun the majority of the tier while still hitting extremely hard. Regardless, any set Charizard is running requires Sun support, as without Solar Power, Charizard becomes an extremely underwhelming and outclassed Pokemon.</p>

<p>Although Fire Blast is quite powerful, there are times when Charizard may need to simply attack and then switch out. In that case, Overheat is a great alternative to Fire Blast with its higher Base Power and accuracy. The drop in Special Attack isn't especially important as being a Choice item user, Charizard will most likely be switching many times throughout the match. Flamethrower is also an option that has perfect accuracy, but is much weaker than Fire Blast or Overheat; there is almost no reason to use it over the aforementioned moves other than its perfect accuracy. The EV spread is simple, maximizing Speed and Special Attack with the remaining EVs thrown into Defense; this allows Charizard to switch into Stealth Rock twice by giving it an odd HP stat. Both Modest and Timid natures are equally viable, though it is recommended to use a Modest nature with Choice Scarf and a Timid nature with Choice Specs.</p>

[Other Options]

<p>Charizard has a wide variety of moves at its disposal, but unfortunately, many of them are physical, and with its sub-par Attack stat, they tend to go to waste. However, it has access to quite a few boosting moves that turn it into a viable physical attacker, albeit one that is somewhat outclassed by Arcanine and Victini. Dragon Dance, Swords Dance, and Belly Drum are all options for boosting moves, of which only Dragon Dance is worth using in serious competitive play. Unfortunately, even with the Attack boost, Charizard is doing pitiful damage to the numerous bulky Water-types that litter the UU tier. A mixed set is usable, though rather underwhelming, as spreading Charizard's EVs between its Special Attack and Attack makes its already underwhelming attacks even weaker. As a Fire-type, Charizard has access to Flame Charge with which it can use to boost its Speed; however, it has better move options and will usually end up being forced out anyway. Although Charizard has access to Roost, Substitute, and Dragon Tail, a support set is highly outclassed; with Charizard's paper-thin defenses, it won't be surviving long enough to even annoy the opponent in the slightest.</p>

[Checks and Counters]

<p>As far as checks and counters go, other than Chansey, bulky Water-types are probably the best. However, they must be careful if Charizard carries SolarBeam, as with the Solar Power boost, it will most likely OHKO any bulky Water-type, including Milotic with its hefty base 125 Special Defense. Slowking and Milotic actually have the special bulk to stomach a super effective Hidden Power Grass, though SolarBeam will still probably OHKO or at least 2HKO. As the reigning special wall in UU, Chansey can take almost anything Charizard can throw at it thanks to its massive HP and Special Defense stats, though it must be noted that a Fire Blast from the Choice Specs set will 2HKO. Stealth Rock strips away 50% of Charizard's health each time it switches in, so keeping Stealth Rock on the field is essentially a sure-fire wayto prevent a possible Charizard sweep. Priority also makes quick work of Charizard, as it is quite physically frail. Although Charizard resists Mach Punch and Bullet Punch, it is susceptible to Aqua Jet and ExtremeSpeed, both of which have common users in Azumarill and Arcanine, respectively.</p>
 
Forgot to include the ability on the Solar Power set. Everything seems fine except the fact that you need to stress Sunny Day support more. That said, unlike Vulpix, Hippopotas and Abomasnow are still seen in UU meaning Solarbeam might not be the best idea.
 
I'd agree with an OO mention at the least. while it's kind of irrelevant on hail teams (if fire blast PP runs out? lol), against Sandstorm, it's definitely more fearsome to hippopotas, who can come in on solarbeam, set up rocks, and take the solarbeam with relative ease.

not much else to say, though.
 
[Overview]

<p>In the past, Charizard has never been considered for serious competitive play due to its crippling 4x weakness to Stealth Rock and average stats with the exception of Special Attack and Speed (this is not really true – bellyzard was and still is a very well-known set, even if it was never that good. Also, SR didn't exist before gen 4). However, BW has blessed Charizard with an amazing ability in Solar Power, which increases the power of Charizard's Special Attacks by 50% during strong sunlight. Under the sun, Charizard has enormous destructive power and exceptional coverage with its decent offensive movepool. Unfortunately, not all is good for Charizard, as Solar Power strips away 1/8 of its health in return for as a consequence to the power boost, meaning that in conjunction with Life Orb and Stealth Rock damage, Charizard won't be around for very long. To remedy this, either Leftovers or a Choice items are is recommended to preserve Charizard's vitality health for as long as possible. Despite Charizard's obviously crippling flaws, it can be a monstrous threat under the sun, and should not be underestimated at any cost.</p>

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


[SET COMMENTS]

<p>This set utilizes Charizard's Dream World ability, Solar Power, to wreak havoc on nearly everything in its path. Despite hail and sandstorm becoming increasingly common in the UU metagame, Sunny Day gives Charizard a good chance to sweep. Although Abomasnow can possibly take away Charizard's sun, it will almost never switch in due to Charizard's STAB Fire-type attacks. Due to the power boost from Solar Power, Charizard can easily destroy most of the UU metagame. Although Charizard only has three attacking moves, the coverage that they provide is superb, and in addition, Charizard has STAB on two of them, Fire Blast and Air Slash. Fire Blast becomes disgustingly powerful with a sun and Solar Power boost while Air Slash works well with Charizard's decent Speed, as the 30% flinch chance can come in handy. Solarbeam is the final coverage move, and while it may seem risky in a metagame filled with opposing weather inducers, Solarbeam takes care of the bulky Water-types such as Suicune and Milotic coming in to take a Fire Blast or Air Slash.</p>

[ADDITIONAL COMMENTS]

<p>Because of the health lost from Solar Power, and the recoil from that Life Orb would bring, Leftovers is the superior item for Solar Power Charizard, allowing as it allows it to stay around much longer. However, Charizard has several other viable item options. Lum Berry is a nasty surprise for opponents trying to use status moves such as Thunder Wave or and Toxic on Charizard, and essentially giving Charizard a free turn, but it only works once. Heat Rock can be used to increase the number of turns of strong sunlight from five to eight, but is not really recommended necessary as Charizard succumbs only suffers even faster due to from the health lost by Solar Power. Charizard should always have an EV spread that maximizes Speed and Special Attack along with a Timid nature, as tying with base 100 Speed Pokemon is very important. With regard to other move options, Charizard has a few at its disposal, though they will only usually provide redundant coverage. Hidden Power Ice can be used to hit Dragon-types hard, especially Flygon and Altaria, while Flamethrower is a decent, more reliable and accurate, albeit much less powerful, alternative to Fire Blast. Hidden Power Grass is a safe, reliable alternative to Solarbeam, which as it is risky if Hippopotas switches in to change the weather and force the charge turn for Solarbeam. Focus Blast hits the Rock-types that resist Charizard's STAB moves, though Solarbeam / Hidden Power Grass already does the same thing. Any teammates that can reliably set up sun such as Uxie are greatly appreciated so that Charizard does not have to waste a turn setting up sun itself. Since Charizard has such a crippling 4x weakness to Stealth Rock, teammates who can rid the field of it are useful, including such as Hitmontop, which that can use Rapid Spin, or and Magic Bounce Pokemon such as Xatu that can reflect hazards just by switching in.</p>

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


[SET COMMENTS]

<p>In the sun, Choice Specs Charizard can wreak havoc on almost any team not carrying a Flash Fire user or Chansey. Fire Blast has a ridiculous 270 Base Power after STAB and the boost from the sun, and maims everything in sight that is not immune to it. To give an example, a Timid Choice Specs Fire Blast in the sun, boosted by Solar Power, does 52.6% - 61.9% to 252 / 0 Bold Chansey, a guaranteed 2HKO, while a Modest variant does 58% - 68.3% to the same Chansey. As such, Fire Blast is Charizard's main attack. Air Slash is Charizard's second STAB move, and is relatively strong after the Special Attack boost from Solar Power, though it provides nothing like nowhere near the sheer destruction that Fire Blast brings to the table. In the third moveslot, Solarbeam is a powerful Grass-type move that Charizard can use to destroy bulky Water-type switch-ins, as the charge turn is nullified by strong sunlight. Because Charizard is a Fire-type, it won't usually have to worry about Abomasnow switching in to take away the sun, so Solarbeam is a relatively safe option unless the opponent is a user of sandstorm, with Hippopotas on their team. If you don't like the unreliability of Solarbeam, Hidden Power Grass is an good, reliable, albeit much weaker, alternative. In the final moveslot, Focus Blast is there pretty much just to hit Rock-types, as they resist Charizard's dual Fire- and Flying-type STAB moves. However, it will rarely see use as in the sun, Fire Blast hits every other target harder, including Chansey (240 Base Power Focus Blast vs. 270 Base Power Fire Blast in the sun).</p>

[ADDITIONAL COMMENTS]

<p>As a sweeper, and especially as a choice item user with a typing that leaves it 4x weak to Stealth Rock, using Charizard requires a Rapid Spin user or a Magic Bounce user to keep Stealth Rock off the field. Donphan is a great partner to Charizard as it can use Rapid Spin, set up its own Stealth Rock, and cover Charizard's Rock-and Electric-type weaknesses. resists Rock-type attacks and is immune to Electric-type attacks. Despite sharing a Water-type weakness, it is usually not of importance as the weakness is nullified in the sun. In addition, this set is heavily reliant on sun support, as Charizard cannot set up its own sun while holding a choice item. For that reason, reliable users to set up sun such as Uxie are also helpful teammates. Uxie can also set up Reflect and Light Screen, making it easier for Charizard to sweep.</p>(IMO you need to cover scarf vs specs a bit more. Is scarf already powerful enough? Will Specs perform better outside of sun? etc)

<p>Although Fire Blast is quite powerful, there are times when Charizard may need to simply attack, and then switch out. In that case, Overheat is a great alternative to Fire Blast with its higher Base Power and accuracy. The drop in Special Attack isn't especially important as being a choice item user, Charizard will most likely be switching many times throughout the match. Flamethrower is also an option that has perfect accuracy, but is much weaker than Fire Blast or Overheat; and there is almost no reason to use it over the aforementioned moves other than its perfect accuracy. The EV spread is simple, maximizing Speed and Special Attack with the remaining EVs thrown into Defense, allowing to allow Charizard to switch into Stealth Rock twice by giving it an odd HP stat. Both Modest and Timid natures are equally viable, though it is recommended to use a Modest nature with Choice Scarf and a Timid nature with Choice Specs.</p>

[Other Options]

<p>Charizard has a wide variety of moves at its disposal, but unfortunately, many of them are physical, and with Charizard's sub-par Attack stat, they tend to go to waste. However, Charizard has access to quite a few boosting moves that turn it into a viable physical attacker, albeit one that is somewhat outclassed by Arcanine and Victini. Charizard can use Dragon Dance, Swords Dance, and Belly Drum, of which only Dragon Dance is worth using in serious competitive play. Unfortunately, even with the Attack boost, Charizard is doing pitiful damage to the numerous bulky Water-types that litter the UU tier. A mixed set is possible, though rather underwhelming, as spreading Charizard's EV's between Special Attack and Attack makes its already underwhelming attacks even weaker. As a Fire-type, Charizard has access to Flame Charge with which it can use to boost its Speed; however, Charizard has better move options and will usually end up being forced out anyway, and thus wasting the Speed boost. Although Charizard has access to Roost, Substitute, and Dragon Tail, a support set is highly outclassed; and with Charizard's paper-thin defenses, it won't be surviving long enough to even annoy the opponent in the slightest.</p>

[Checks and Counters]

<p>As far as checks and counters go, other than Chansey, bulky Water-types are probably the best. However, they must be careful if Charizard carries Solarbeam, as with the Solar Power boost, it will most likely OHKO almost any bulky Water-type, including Milotic with its hefty base 125 Special Defense. Only Slowking Slowking, along with and Milotic, albeit a rare sight in UU, actually has have the Special Defense to stomach a super effective Hidden Power Grass, though Solarbeam will still probably OHKO or at least 2HKO. Chansey, as the reigning special wall in UU, can basically take anything Charizard can throw at it thanks to its massive HP and Special Defense stats. With similar typing to Moltres, Stealth Rock strips away 50% of Charizard's health each time it switches in, so keeping Stealth Rock on the field is essentially to prevent a possible Charizard sweep. Priority also makes quick work of Charizard, as it is quite physically frail. Although Charizard resists Mach Punch and Bullet Punch, it is susceptible to Aqua Jet and ExtremeSpeed, both of which have common users in Azumarill and Arcanine, respectively.</p>

GP 1/2
 
Implemented the check and added a paragraph in the AC of the Choice set regarding Choice Scarf vs. Choice Specs

thanks jc104
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>In the past, Charizard had never been considered the best contender for serious competitive play due to its average stats with the exception of Special Attack and Speed. However, BW has blessed Charizard it with an amazing ability in Solar Power, which increases the power of Charizard's its special attacks by 50% during strong sunlight. Under the sun, Charizard has enormous destructive power and exceptional coverage with its decent offensive movepool. Unfortunately, not all is good for Charizard as Solar Power strips away 1/8 of its Charizard's health every turn in return for the power boost, meaning that with Life Orb recoil and Stealth Rock damage, Charizard it won't be around for very long. Still, to remedy this, either Leftovers or a Choice item is recommended can be used, enhancing Charizard's longevity to preserve Charizard's health for as long as possible. Overall, despite Charizard's obviously crippling flaws, it can be a monstrous threat under the sun, and should not be underestimated at any cost.</p>

[SET]
name: Solar Power
move 1: Sunny Day
move 2: Fire Blast
move 3: Air Slash
move 4: SolarBeam / Hidden Power Grass
item: Leftovers
ability: Solar Power
nature: Timid
evs: 252 SpA / 4 Def / 252 SpA / 252 Spe
(remove extra line space)
[SET COMMENTS]

<p>This set utilizes Charizard's Dream World ability, Solar Power, to wreak havoc on nearly everything in its path. Despite hail and sandstorm becoming increasingly common in the UU metagame, Sunny Day gives Charizard a good chance to sweep. Although Abomasnow can possibly take away Charizard's sun in the blink of an eye, but it will almost never switch in due to the threat of Charizard's STAB Fire-type attacks. Due to the power boost from Solar Power, Charizard can easily destroy most of the UU metagame. Although Charizard only has three attacking moves, the coverage that they provide is superb, and in addition, Charizard has also gains STAB on two of them. Fire Blast becomes disgustingly powerful with a sun and Solar Power boost, while Air Slash works well with Charizard's decent Speed, as the 30% flinch chance can come in handy. SolarBeam is the final coverage move, and while it may seem risky in a metagame filled with opposing weather inducers, Solarbeam it takes care of bulky Water-types such as Suicune and Milotic coming in to take a Fire Blast or Air Slash. Hidden Power Grass is the safer coverage option as it can freely be used even in the absence of sunlight, but the power drop is significant, causing Charizard to miss out on some crucial OHKOs and 2HKOs.</p>

[ADDITIONAL COMMENTS]

<p>Because of the health lost from Solar Power and the recoil that Life Orb would bring, Leftovers is the superior item choice for Solar Power Charizard, allowing it to stick around for much longer. However, Charizard has several other viable item options. Lum Berry is will be a nasty surprise for opponents trying to use status moves such as Thunder Wave and Toxic on Charizard, essentially giving Charizard it a free turn, but it only works once. Heat Rock can be used to increase the number of turns of strong sunlight from five to eight, but this is not really recommended as Charizard succumbs even faster due to Solar Power. Charizard should always have an EV spread that maximizes Speed and Special Attack along with a Timid nature, as tying with Pokemon having base 100 Speed Pokemon is very important. With regard to other move options, Charizard has a few at its disposal, though they will usually provide redundant coverage. Hidden Power Ice can be used to hit Dragon-types hard, especially Flygon and Altaria, while Flamethrower is a more reliable, albeit much less powerful, alternative to Fire Blast. Hidden Power Grass is a safe, reliable alternative to Solarbeam, which is risky if Hippopotas switches in to change the weather. (Do not talk about a move slash which is listed on the set in AC.) Focus Blast hits the Rock-types that resist Charizard's STAB moves, though SolarBeam / Hidden Power Grass already does the same thing. Any teammates that can reliably set up sun, such as Uxie, are greatly appreciated so that Charizard does not have to waste a turn setting up sun itself. Since Charizard has such a crippling 4x weakness to Stealth Rock, teammates who can rid the field of it are will be very useful. This includes Rapid Spin users such as Hitmontop and Donphan, which can use Rapid Spin, or and Magic Bounce Pokemon with the Magic Bounce ability,such as Xatu, that can reflect the entry hazards back just by switching in.</p>

[SET]
name: Choice
move 1: Fire Blast
move 2: Air Slash
move 3: SolarBeam / Hidden Power Grass
move 4: Focus Blast
item: Choice Scarf / Choice Specs
ability: Solar Power
nature: Modest / Timid
evs: 4 Def / 252 SpA / 252 Spe
(remove extra line space)
[SET COMMENTS]

<p>In the sun, Choice Specs Charizard can wreak havoc on almost any team not carrying a Flash Fire user or Chansey. Fire Blast has a ridiculous 270 Base Power after STAB and the boost from the sun, and maims everything in sight that is not immune to it. To give an example, a Timid Choice Specs Fire Blast in the sun, boosted by Solar Power, does 52.6% - 61.9% to 252 / 0 Bold Chansey, a guaranteed 2HKO, while a Modest variant does 58% - 68.3% to the same Chansey. As such, Fire Blast is Charizard's main attack. Air Slash is Charizard's second STAB move, and is relatively strong after the Special Attack boost from Solar Power, though it provides nothing like the sheer destruction that Fire Blast brings to the table. In the third moveslot, SolarBeam is a powerful Grass-type move that allowsCharizard can use to destroy bulky Water-type switch-ins, as the charge turn is nullified by strong sunlight. Because Charizard is a Fire-type, it won't usually have to worry about Abomasnow switching in to take away the sun, so SolarBeam is a relatively safe option unless the opponent is a user of sandstorm, with Hippopotas on their team packs Hippopotas on their team to set up sandstorm. If you don't like the unreliability of SolarBeam, Hidden Power Grass is an reliable, albeit much weaker, alternative. In the final moveslot, Focus Blast is there pretty much just to hit Rock-types, as they resist Charizard's dual Fire- and Flying-type dual STAB moves. However, it will rarely see use as in the sun, Fire Blast hits every other target harder, including Chansey (240 Base Power Focus Blast vs. 270 Base Power Fire Blast in the sun).</p>

[ADDITIONAL COMMENTS]

<p>As a sweeper, and especially as a Choice item user with a typing that leaves it with a 4x weakness to Stealth Rock, using Charizard requires the support of a Rapid Spin user or a Magic Bounce user to keep Stealth Rock off the field. Donphan is a great partner to Charizard as it can use Rapid Spin, set up its own Stealth Rock, and cover Charizard's Rock- and Electric-type weaknesses. Despite sharing a Water-type weakness, it is The Water-type weakness which Donphan shares with Charizard is usually not of importance as the weakness is nullified in the sun. In addition, this set is heavily reliant on sun support, as Charizard cannot set up its own sun while holding a Choice item. For that reason, reliable Sunny Day users to set up sun such as Uxie are also helpful teammates. Uxie can also set up Reflect and Light Screen, making it easier for Charizard to sweep.</p>

<p>Choosing between Choice Specs and Choice Scarf can be a difficult decision; however, it all depends on what the team needs and how it can support either choice. For example, even though equipping Charizard with Choice Specs provides enormous power, it is easily susceptible to being revenge killed by faster Pokemon. Thus, it is important to have paralysis support when using a Choice Specs variant. Teammates such as Uxie have access to Thunder Wave as well as Sunny Day, allowing it to fully support Choice Specs Charizard very well. When Charizard is equipped with a Choice Scarf, however, it becomes an excellent revenge killer as it does not have the sheer power of the Choice Specs variant can outrun the majority of the tier while still hitting very hard. Regardless, any set Charizard is running requires sun support, as without Solar Power, Charizard becomes an extremely underwhelming and outclassed Pokemon.</p>

<p>Although Fire Blast is quite powerful, there are times when Charizard may need to simply attack, and then switch out. In that case, Overheat is a great alternative to Fire Blast with its higher Base Power and accuracy. The drop in Special Attack isn't especially important as being a Choice item user, Charizard will most likely be switching many times throughout the match. Flamethrower is also an option that has perfect accuracy, but is much weaker than Fire Blast or Overheat; there is almost no reason to use it over the aforementioned moves other than its perfect accuracy. The EV spread is simple, maximizing Speed and Special Attack with the remaining EVs are thrown into Defense; this allows Charizard to switch into Stealth Rock twice by giving it an odd HP stat. Both Modest and Timid natures are equally viable, though it is recommended to use a Modest nature with Choice Scarf and a Timid nature with Choice Specs.</p>

[Other Options]

<p>Charizard has a wide variety of moves at its disposal, but unfortunately, many of them are physical, and with its sub-par Attack stat, they tend to go to waste. However, Charizard it has access to quite a few boosting moves that turn it into a viable physical attacker, albeit one that is somewhat outclassed by Arcanine and Victini. Charizard can use Dragon Dance, Swords Dance, and Belly Drum are all options for boosting moves, of which only Dragon Dance is worth using in serious competitive play. Unfortunately, even with the Attack boost, Charizard is doing pitiful damage to the numerous bulky Water-types that litter the UU tier. A mixed set is possible usable, though rather underwhelming, as spreading Charizard's EVs between its Special Attack and Attack makes its already underwhelming attacks even weaker. As a Fire-type, Charizard has access to Flame Charge with which it can use to boost its Speed; however, Charizard it has better move options and will usually end up being forced out anyway. Although Charizard has access to Roost, Substitute, and Dragon Tail, a support set is highly outclassed; with Charizard's paper-thin defenses, it won't be surviving long enough to even annoy the opponent in the slightest.</p>

[Checks and Counters]

<p>As far as checks and counters go, other than Chansey, bulky Water-types are probably the best. However, they must be careful if Charizard carries SolarBeam, as with the Solar Power boost, it will most likely OHKO any bulky Water-type, including Milotic with its hefty base 125 Special Defense. Slowking and Milotic actually have the Special Defense special bulk to stomach a super effective Hidden Power Grass, though SolarBeam will still probably OHKO or at least 2HKO. Chansey, As the reigning special wall in UU, Chansey can basically take almost anything Charizard can throw at it thanks to its massive HP and Special Defense stats, though it must be noted that SolarBeam from the Choice Specs set will 2HKO. With similar typing to Moltres, Stealth Rock strips away 50% of Charizard's health each time it switches in, so keeping Stealth Rock on the field is essentially a sure-fire way to prevent a possible Charizard sweep. Priority also makes quick work of Charizard, as it is quite physically frail. Although Charizard resists Mach Punch and Bullet Punch, it is susceptible to Aqua Jet and ExtremeSpeed, both of which have common users in Azumarill and Arcanine, respectively.</p>

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GP 2/ 2
 
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