Gen 1 Charizard (NU Mini) [QC 2/2] [GP 1/1]

Plague von Karma

Banned deucer.
[OVERVIEW]

Charizard is among the best Fire-types in RBY NU and a near-staple in the tier, allowing numerous offensive team styles to function. Possessing the coveted combination of 100 base Speed and Fire Spin, Charizard is not only one of the fastest Pokemon in the tier, but also an effective pivot and lead, making it difficult to pin down. It also has many offensive options to choose from, including but not limited to STAB Fire Blast, Earthquake, Slash, and Body Slam, giving it unpredictable coverage that makes it difficult to switch into; additionally, it can use Swords Dance to further boost its wallbreaking capabilities. Charizard's Flying typing also comes in handy, letting it switch in on Earthquake from the likes of Nidoking, Golem, or the rare Sandslash to gain momentum with Fire Spin thereafter; in Nidoking's case, it can even deal big damage with its own Earthquake.

Despite its highs, Charizard has trouble breaking past Water-types without already having a boost due to its weaknesses to Water and Ice, often forcing it to use Fire Spin and pivot to a teammate. Similarly, its weakness to Rock Slide makes Ground-types like Golem and Nidoking noteworthy adversaries, and Fire Spin's inaccuracy can make it unsafe to attempt pivoting out against them. Finally, Charizard is incapacitated by paralysis, losing almost all of its offensive presence. It also competes with other Fire-types like Moltres, Rapidash, and Ninetales, though they are often seen alongside it.

[SET]
name: Fire Spin Pivot
move 1: Fire Spin
move 2: Fire Blast
move 3: Earthquake
move 4: Slash / Swords Dance / Toxic

[SET COMMENTS]
Charizard's defining set uses its blazing Speed and Fire Spin to choke out slower teams, either whittling down their HP until its teammates can clean up or pivoting out from its checks. Because viable Pokemon that Speed tie or outspeed Charizard are limited to Electrode, Fearow, Ninetales, Rapidash, and itself, in many scenarios, Fire Spin is limited only by its own inconsistency. STAB Fire Blast hits extremely hard, guaranteeing an OHKO on Exeggcute and Pinsir while dealing massive damage to anything else. For example, it 2HKOes Fearow and Sandslash, and even a single turn of burn or critical hit can greatly extend this range to Pokemon like Mr. Mime and Nidoking. Earthquake covers most opposing Fire-types, Nidoking, Kabutops, and Golem, 3HKOing most and being boosted by Swords Dance.

While the aforementioned moves define the set, Charizard's last moveslot defines its role. Slash allows Charizard to be a consistent revenge killer, providing unresisted coverage alongside Earthquake by hitting Moltres and opposing Charizard for neutral damage. It also deals more damage to neutral targets than Earthquake, such as Seadra. Swords Dance boosts Earthquake's damage enough that it can 2HKO Golem and Mr. Mime, as well as sometimes OHKOing Ninetales. Finally, Toxic has Charizard function as a check to opposing wrappers, such as Dragonair, Rapidash, and Ninetales, as well as making it easier to chip down walls like Golem and Blastoise with Fire Spin. Checking wrappers bolsters its lead viability given the presence of opposing Fire Spin leads like Rapidash and Ninetales.

This set can run Counter to be more effective against Body Slam users, as well as providing a point of entry against a predicted Hyper Beam to KO the foe next turn. Furthermore, it does massive damage against opposing Slash Charizard. This can give you massive momentum, as your Counter Charizard is poised to win the matchup thereafter. Body Slam is also viable over Slash to let Charizard support its teammates with paralysis while gaining a more solid midground option, but the damage leaves much to be desired.

Fire Spin Charizard can be used on a wide variety of offensive teams thanks to its incredible coverage and Speed. It's an effective lead, possessing the coverage and fast Fire Spin necessary to ensure early-game momentum against other leads like Poliwhirl and Mr. Mime. However, Rapidash can be problematic and compete for the lead slot due to being faster with its own Fire Spin. Charizard's better long-term presence means the two are about equally good leads. If not used as a lead, Charizard is best brought in aggressively, such as against weakened Pokemon or a predicted Earthquake. Charizard's Fire Spin can be used to apply pressure through chip damage against the opposing team, especially if a Pokemon has been poisoned, allowing Charizard to swiftly whittle them down and KO with its powerful coverage. If using Swords Dance, Charizard should only set up if a sweep is assured or if it helps break down a Pokemon asleep from Rest like Blastoise. It is also valid to use Swords Dance if both Charizard and an opposing Pokemon are paralyzed, as it reapplies the foe's Speed drop and may let Charizard win out, but these situations are rare and ideally avoided.

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Fire Spin / Mega Kick / Fire Blast

[SET COMMENTS]
This set goes all-in on late-game Swords Dance sweeping, allowing Charizard to use its unresisted coverage in Earthquake and Hyper Beam to run over weakened teams and cleave open defensive cores. +2 Earthquake can 2HKO Golem and Mr. Mime, while a +2 Hyper Beam KOes even defensive staples like Arcanine and Blastoise from over half HP. +2 Earthquake + Hyper Beam can sometimes KO Pokemon like Seadra and Clefable.

The final move used should determine Swords Dance Charizard's role throughout a game. Fire Spin is a fine option to let it pivot out of unfavorable matchups or chip foes into range for Hyper Beam. +2 Mega Kick is viable for KOing Blastoise, Moltres, and opposing Charizard in tandem with Hyper Beam. It should be used sparingly, though, as a miss can lead to a significant loss in momentum. Alternatively, Fire Blast can be used to dispatch Exeggcute, which otherwise takes a hit from the set and threatens it in return with paralysis or sleep.

Swords Dance Charizard is one of the best checks to Rest users in RBY NU, being an effective way to consistently break through common defensive cores like Arcanine or Moltres alongside Blastoise. This set also profits from the way players conventionally react to Fire Spin users: Toxic arguably benefits it, preventing paralysis and thus allowing Charizard to be used more liberally against Pokemon like Exeggcute and Mr. Mime. Thanks to these traits, it's best to use Swords Dance Charizard on aggressive teams featuring sleepers like Venomoth, as well as Fire Spin pivots such as Rapidash or Ninetales, which can help Charizard find opportunities to set up and sweep. Pairing it with a Water-type attacker like Seadra is also helpful, providing a two-pronged physical and special offense. Plus, Seadra ensures Pokemon like Golem—which fare well against this set—can't come in for free. Seadra and Blastoise can reliably get opposing Blastoise to use Rest in prolonged interactions, which opens up its team to Charizard's setup.

[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[pac, 520967], [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Finland, 517429]]
 
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pac

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Charizard.png

It's the Big Man!

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[OVERVIEW]

Charizard is among the best Fire-types in RBY NU, allowing numerous offensive team styles to function. Possessing the coveted combination of (the fact big man has BOTH of these accentuates it a lot) 100 Speed and Fire Spin, Charizard is not only one of the fastest Pokemon in the tier, but also an effective pivot or even and (if used as a lead its also a pivot since thats its job) lead, making it difficult to pin down. Not only that, but it has many offensive options to choose from, including but not limited to STAB Fire Blast, Earthquake, Body Slam, and Slash (I'd swap Body Slam and Slash, since Body Slam is an OO and Slash is a biig move for biig man); additionally, it can use Swords Dance to further boost its wallbreaking capabilities. Charizard's Flying typing also comes in handy, letting it switch in on Earthquake from the likes of Nidoking, Golem, or the rare Sandslash to gain momentum with Fire Spin thereafter. (it also threatens Nidoking with its own EQ!) Defining offensive teams, Charizard can be seen as a near-staple in the tier and sees success on a wide variety of teams.

Despite its highs, Charizard has trouble breaking past Water-types not named Kabutops, possessing both a weakness and a lack of coverage for them, thus often forcing it to use Fire Spin and pivot to a teammate. Similarly, its weakness to Rock Slide makes Ground-types like Golem and Nidoking noteworthy adversaries. Finally, Charizard greatly dislikes paralysis and is arguably useless crippled (don't have to use crippled, use whatever that doesnt imply it does nothing. A paralysed Charizard can still threaten similarly paralysed foes with attacks and whatnot.) when afflicted with it, losing almost all of its offensive presence. (yeah like, we can't say "useless" then say MOST of its offensive presence, one is very definitive and one leaves room for "wellll... in THIS scenario" ya know?) It also competes with other Fire-types like Moltres, Rapidash, and Ninetales, though they are often seen alongside it in many cases.

[SET]
name: Fire Spin Pivot
move 1: Fire Spin
move 2: Fire Blast
move 3: Earthquake
move 4: Slash / Swords Dance / Toxic

[SET COMMENTS]
Charizard's defining set uses its blazing Speed and Fire Spin to choke out slower teams, either whittling down their HP to the point that its teammates can clean up or pivoting to a counter to its checks. Because viable (alternatively, give Scyther a nod.) Pokemon that tie or beat out Charizard are limited to Electrode, Fearow, Ninetales, Rapidash, and itself, in many scenarios, Fire Spin is limited only by its own consistency. STAB Fire Blast hits extremely hard, guaranteeing an OHKO on Exeggcute and Pinsir, while and dealing massive damage to anything else. For example, it 2HKOes Fearow and Sandslash, and even a single burn or critical hit can greatly extend this range to Pokemon like Mr. Mime and Nidoking. Earthquake covers most (Fire+Flyings) opposing Fire-types, Nidoking, and Golem, 3HKOing most and being boosted by Swords Dance.

While the aforementioned moves define the set, Charizard's last moveslot defines its role. Slash allows Charizard to function as a consistent revenge killer, providing unresisted coverage alongside Earthquake that lets it hit Moltres and opposing Charizard for neutral damage. (I'd mention that it tends to deal more dmg versus neutral targets than Earthquake, take Seadra for instance.) Swords Dance boosts Earthquake's damage to the point it can 2HKO Golem and Mr. Mime, as well as sometimes OHKO Ninetales. Finally, Toxic has Charizard function as a check to opposing Wrappers, such as Dragonair, Rapidash, and Ninetales, as well as make it easier to chip down walls like Golem and Blastoise with Fire Spin. (Mention that this is potentially good in the lead slot since its liable to face off vs opposing Spin leads.) This set can run Counter to be more effective against Body Slam users, as well as provide a point of entry against a predicted Hyper Beam to KO the foe next turn, but this has failed to see high-level success due to Normal-type moves not being overly common (this deserves discussion, we haven't had a tournament for "high-level success" and Counter has historically been used commonly in Pre-Alpha for instance. Also, Counter works against opposing Charizard Slash which is relevant); against Pinsir, the most prolific user of such moves, Fire Blast already OHKOes it.

Fire Spin Charizard can be used on a wide variety of offensive teams thanks to its incredible coverage and Speed. Because of this, it can function as an effective lead, possessing the coverage and fast Fire Spin necessary to ensure early-game momentum is achieved. However, Rapidash can be problematic due to being faster, and tends to succeed as a lead who tends to succeed better as a lead (clarity) if fast Fire Spin is all that's required. If not used as a lead, Charizard is best brought in aggressively, such as against weakened Pokemon or a predicted Earthquake, to immediately take control of a game. Charizard's Fire Spin can be used liberally (I wouldnt say liberally, since Fire Spin really is risky at times) to apply pressure through chip damage against the opposing team, especially if a Pokemon has been poisoned, allowing Charizard to swiftly whittle them down and KO with its powerful coverage. However, a miss can be devastating for Charizard in the face of resists, as they tend to bring moves that hit Charizard extremely hard; ergo, if Charizard is in range to be KOed, it is valid to simply switch out normally. If using Swords Dance, Charizard should only set up in the event a sweep is assured or if it helps break down a resting Pokemon like Blastoise. It is also valid to use it if both Charizard and an opposing Pokemon is paralyzed, as it reapplies the foe's Speed drop and may let Charizard win out, but these situations are rare and ideally avoided (want to convey that Charizard should be avoiding paralysis).

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Mega Kick / Fire Blast

[SET COMMENTS]
This set eschews Fire Spin to go all-in on a late-game Swords Dance set. While it loses a large portion of its pivoting capabilities, the freed up moveslot allows Charizard to use its unresisted coverage in Earthquake and Hyper Beam to run over weakened teams and cleave open defensive cores. +2 Mega Kick is also viable for 2HKOing Clefable, Seadra, the rare Sandslash, and sometimes Blastoise and Moltres in tandem with Hyper Beam. If running Mega Kick, though, it should only be used against these Pokemon, as a miss can lead to a significant loss in momentum. However, Fire Blast is also fine for the purpose of dispatching Exeggcute and Pinsir (its liable to be 2HKOd by +2 Mega Kick anyways, and doesn't threaten much back), which otherwise take takes a hit from the set and threatens in return with paralysis or sleep.

Swords Dance Charizard is one of the best checks to Rest users in RBY NU, being an effective way to consistently break through common defensive cores like the combination of Arcanine or Moltres alongside Blastoise. This set also profits from the way players conventionally react to Fire Spin users: Toxic arguably benefits it, preventing Charizard from getting paralyzed later and thus allowing it to be used more liberally against Pokemon like Exeggcute and Mr. Mime. Thanks to these traits, it's best to use Swords Dance Charizard on aggressive teams featuring sleepers like Venomoth, as well as Fire Spin pivots such as Rapidash or Ninetales, which can assist in finding opportunities for Charizard to set up and go to town (feel like we can just say "set up and sweep" idk). Pairing it with a Water-type attacker like Seadra is also helpful, providing a two-pronged offense to handle both ends of the offensive spectrum. Plus, Seadra offers defensive offensive utility (I feel like what we go over is more focused on the offensive spectrum of checking) in return, ensuring Pokemon like Golem—which fare well against this set by virtue of losing Fire Spin pivoting—can't come in for free.

[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id]]

Implement these and I'll look again. Feel free to discuss anything on Discord!
 

pac

pay 5000, gg?
is a Contributor Alumnus
QC 1/2

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[OVERVIEW]

Charizard is among the best Fire-types in RBY NU, allowing numerous offensive team styles to function. Possessing the coveted combination of 100 Speed and Fire Spin, Charizard is not only one of the fastest Pokemon in the tier, but also an effective pivot and lead, making it difficult to pin down. Not only that, but it has many offensive options to choose from, including but not limited to STAB Fire Blast, Earthquake, Slash, and Body Slam; additionally, it can use Swords Dance to further boost its wallbreaking capabilities. Charizard's Flying typing also comes in handy, letting it switch in on Earthquake from the likes of Nidoking, Golem, or the rare Sandslash to gain momentum with Fire Spin thereafter; in Nidoking's case, it can even threaten it with its own Earthquake. Defining offensive teams, Charizard can be seen as a near-staple in the tier and sees success on a wide variety of teams.

Despite its highs, Charizard has trouble breaking past Water-types not named Kabutops, possessing both a weakness and a lack of coverage for them, thus often forcing it to use Fire Spin and pivot to a teammate. Similarly, its weakness to Rock Slide makes Ground-types like Golem and Nidoking noteworthy adversaries. Finally, Charizard greatly dislikes paralysis and is incapacitated when afflicted with it, losing almost all of its offensive presence. It also competes with other Fire-types like Moltres, Rapidash, and Ninetales, though they are often seen alongside it in many cases.

[SET]
name: Fire Spin Pivot
move 1: Fire Spin
move 2: Fire Blast
move 3: Earthquake
move 4: Slash / Swords Dance / Toxic

[SET COMMENTS]
Charizard's defining set uses its blazing Speed and Fire Spin to choke out slower teams, either whittling down their HP to the point that its teammates can clean up or pivoting to a counter to its checks. Because viable Pokemon that tie or outspeed Charizard are limited to Electrode, Fearow, Ninetales, Rapidash, and itself, in many scenarios, Fire Spin is limited only by its own consistency. STAB Fire Blast hits extremely hard, guaranteeing an OHKO on Exeggcute and Pinsir, while dealing massive damage to anything else. For example, it 2HKOes Fearow and Sandslash, and even a single burn or critical hit can greatly extend this range to Pokemon like Mr. Mime and Nidoking. Earthquake covers most opposing Fire-types, Nidoking, and Golem, 3HKOing most and being boosted by Swords Dance.

While the aforementioned moves define the set, Charizard's last moveslot defines its role. Slash allows Charizard to function as a consistent revenge killer, providing unresisted coverage alongside Earthquake that lets it hit Moltres and opposing Charizard for neutral damage. It also deals more damage to neutral targets than Earthquake, such as Seadra. Swords Dance boosts Earthquake's damage to the point it can 2HKO Golem and Mr. Mime, as well as sometimes OHKO Ninetales. Finally, Toxic has Charizard function as a check to opposing Wrappers, such as Dragonair, Rapidash, and Ninetales, as well as make it easier to chip down walls like Golem and Blastoise with Fire Spin. This bolsters its lead viability, as it helps massively against opposing Fire Spin leads like Rapidash and Ninetales.

This set can run Counter to be more effective against Body Slam users, as well as provide a point of entry against a predicted Hyper Beam to KO the foe next turn. Furthermore, it helps against opposing Slash Charizard, which are occasionally seen in the lead slot, (Slash Zard is used outside of the lead slot, and is a common move) letting your own deal massive damage to it. This can lead to massive momentum, as your own (saying that its "your Counter Charizard" alr establishes which one it is and who is using it) Counter Charizard is poised to win out thereafter. Body Slam is also a viable option over Slash to let Charizard support its teammates with paralysis while gaining a more solid midground option, but the damage leaves much to be desired.

Fire Spin Charizard can be used on a wide variety of offensive teams thanks to its incredible coverage and Speed. Because of this, it can function as an effective lead, possessing the coverage and fast Fire Spin necessary to ensure early-game momentum is achieved. However, Rapidash can be problematic due to being faster, who tends to succeed better as a lead if fast Fire Spin is all that's required. If not used as a lead, Charizard is best brought in aggressively, such as against weakened Pokemon or a predicted Earthquake, to immediately take control of a game. Charizard's Fire Spin can be used to apply pressure through chip damage against the opposing team, especially if a Pokemon has been poisoned, allowing Charizard to swiftly whittle them down and KO with its powerful coverage. However, a miss can be devastating for Charizard in the face of resists, as they tend to bring moves that hit Charizard extremely hard; ergo, if Charizard is in range to be KOed, it is valid to simply switch out normally. If using Swords Dance, Charizard should only set up in the event a sweep is assured or if it helps break down a resting Pokemon like Blastoise. It is also valid to use it if both Charizard and an opposing Pokemon is paralyzed, as it reapplies the foe's Speed drop and may let Charizard win out, but these situations are rare and ideally avoided.

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Mega Kick / Fire Blast

[SET COMMENTS]
This set eschews Fire Spin to go all-in on a late-game Swords Dance set. While it loses a large portion of its pivoting capabilities, the freed up moveslot allows Charizard to use its unresisted coverage in Earthquake and Hyper Beam to run over weakened teams and cleave open defensive cores. +2 Mega Kick is also viable for 2HKOing Clefable, Seadra, the rare Sandslash, (normally fine with mentioning niche mons, but usually only when its relevant to the specific thing like when we talk about TWave vs Ground-types. Sandslash being 2HKOd by +2 Mega Kick is so rare and niche of a scenario I don't see it as worth mentioning.) and sometimes Blastoise and Moltres in tandem with Hyper Beam. If running Mega Kick, though, it should only be used against these Pokemon be used sparingly, (it may still be relevant, as for instance against like Fearow you cant click EQ and you may not be in range of HBeam) as a miss can lead to a significant loss in momentum. However, Fire Blast is also fine for the purpose of dispatching Exeggcute, which otherwise takes a hit from the set and threatens in return with paralysis or sleep.

Swords Dance Charizard is one of the best checks to Rest users in RBY NU, being an effective way to consistently break through common defensive cores like the combination of Arcanine or Moltres alongside Blastoise. This set also profits from the way players conventionally react to Fire Spin users: Toxic arguably benefits it, preventing Charizard from getting paralyzed later and thus allowing it to be used more liberally against Pokemon like Exeggcute and Mr. Mime. Thanks to these traits, it's best to use Swords Dance Charizard on aggressive teams featuring sleepers like Venomoth, as well as Fire Spin pivots such as Rapidash or Ninetales, which can assist in finding opportunities for Charizard to set up and sweep. Pairing it with a Water-type attacker like Seadra is also helpful, providing a two-pronged offense to handle both ends of the offensive spectrum. Plus, Seadra offers offensive utility in return, ensuring Pokemon like Golem—which fare well against this set by virtue of losing Fire Spin pivoting—can't come in for free.

[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[pac, 520967], [name, id]]
- Grammar checked by: [[name, id]]
 

S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion
[OVERVIEW]

Charizard is among the best Fire-types in RBY NU, allowing numerous offensive team styles to function. Possessing the coveted combination of 100 Speed and Fire Spin, Charizard is not only one of the fastest Pokemon in the tier, but also an effective pivot and lead, making it difficult to pin down. Not only that, but it has many offensive options to choose from, including but not limited to STAB Fire Blast, Earthquake, Slash, and Body Slam; additionally, it can use Swords Dance to further boost its wallbreaking capabilities (Listing moves isn't the worst info but it's also not that substantial / doesn't tell the reader why Char is good with these moves bar the SD mention. I think you can both spin this to mention its unpredictable coverage and how that makes Char hard to switch into due the threat of EQ, Slash, status and boosting options... even a high crit rate? Something to this tune would be more poignant than a mere list). Charizard's Flying typing also comes in handy, letting it switch in on Earthquake from the likes of Nidoking, Golem, or the rare Sandslash to gain momentum with Fire Spin thereafter; in Nidoking's case, it can even threaten it with its own Earthquake. Defining offensive teams, Charizard can be seen as a near-staple in the tier and sees success on a wide variety of teams. (Fluff; this is just a summary sentence. If you want to call Char a staple then you can fit it in the first sentence no prob. Also, I'd much rather have this portion end by highlighting Char as a cleaner that uses its Speed and Swords Dance to finish off weakened teams with its perfect offensive coverage)

Despite its highs, Charizard has trouble breaking past Water-types not named Kabutops, possessing both a weakness and a lack of coverage for them (Lack of coverage? Normal attacks hit just fine. This implies Chari can't hit them that hard when the reality is that a sleeping Blastoise really needs to watch out for +2 Chari's EQ into Hyper Beam. Either write that Chari lacks super effective coverage or immediately threatening coverage), thus often forcing it to use Fire Spin and pivot to a teammate. Similarly, its weakness to Rock Slide makes Ground-types like Golem and Nidoking noteworthy adversaries. (Add here that pivoting on Golem and Blastoise is not that safe due to Fire Spin's inaccuracy and that jeopardizing Char mid-game could be deadly if the team lacks any other revenge killers to Mr. Mime and Pinsir. Also see below) Finally, Charizard greatly dislikes paralysis and is incapacitated when afflicted with it, losing almost all of its offensive presence. It also competes with other Fire-types like Moltres, Rapidash, and Ninetales, though they are often seen alongside it in many cases.

[SET]
name: Fire Spin Pivot
move 1: Fire Spin
move 2: Fire Blast
move 3: Earthquake
move 4: Slash / Swords Dance / Toxic

[SET COMMENTS]
Charizard's defining set uses its blazing Speed and Fire Spin to choke out slower teams, either whittling down their HP to the point that its teammates can clean up or pivoting to a counter to out from its checks (this sounds better + Fire Spin pivoting doesn't guarantee matchups) . Because viable Pokemon that tie or outspeed Charizard are limited to Electrode, Fearow, Ninetales, Rapidash, and itself, in many scenarios, Fire Spin is limited only by its own consistency. STAB Fire Blast hits extremely hard, guaranteeing an OHKO on Exeggcute and Pinsir, while dealing massive damage to anything else. For example, it 2HKOes Fearow and Sandslash, and even a single burn or critical hit can greatly extend this range to Pokemon like Mr. Mime and Nidoking. Earthquake covers most opposing Fire-types, Nidoking, and Golem, 3HKOing most and being boosted by Swords Dance. (No kabu mention? feels just as important as Golem here)

While the aforementioned moves define the set, Charizard's last moveslot defines its role. Slash allows Charizard to function as a consistent revenge killer, providing unresisted coverage alongside Earthquake that lets it hit Moltres and opposing Charizard for neutral damage. It also deals more damage to neutral targets than Earthquake, such as Seadra. Swords Dance boosts Earthquake's damage to the point it can 2HKO Golem and Mr. Mime, as well as sometimes OHKO Ninetales. Finally, Toxic has Charizard function as a check to opposing Wrappers, such as Dragonair, Rapidash, and Ninetales, as well as make it easier to chip down walls like Golem and Blastoise with Fire Spin. This bolsters its lead viability, as it helps massively against opposing Fire Spin leads like Rapidash and Ninetales.

This set can run Counter to be more effective against Body Slam users, as well as provide a point of entry against a predicted Hyper Beam to KO the foe next turn. Furthermore, it helps against opposing Slash Charizard, letting your own deal massive damage to it. This can lead to massive momentum, as your Counter Charizard is poised to win out thereafter (winnout generally, like sweep, or just beat the other charizard? this is already a lot of explanation for an OO but I think this sentence should at least be clearer or better left unsaid). Body Slam is also a viable option over Slash to let Charizard support its teammates with paralysis while gaining a more solid midground option, but the damage leaves much to be desired.

Fire Spin Charizard can be used on a wide variety of offensive teams thanks to its incredible coverage and Speed. Because of this, it can function as an effective lead, possessing the coverage and fast Fire Spin necessary to ensure early-game momentum is achieved against other leads like Poliwhirl and Mr. Mime (Examples). However, Rapidash can be problematic due to being faster, who tends to succeed better as a lead if fast Fire Spin is all that's required. If not used as a lead, Charizard is best brought in aggressively, such as against weakened Pokemon or a predicted Earthquake, to immediately take control of a game (over exaggerated / fluff. You explain what char does next in the following points) . Charizard's Fire Spin can be used to apply pressure through chip damage against the opposing team, especially if a Pokemon has been poisoned, allowing Charizard to swiftly whittle them down and KO with its powerful coverage. However, a miss can be devastating for Charizard in the face of resists, as they tend to bring moves that hit Charizard extremely hard; ergo, if Charizard is in range to be KOed, it is valid to simply switch out normally (this contradicts your previous point in the overview about spinning on golem because char is always in ohko range there. I think it's better to just keep this point in the overview cons; see above). If using Swords Dance, Charizard should only set up in the event a sweep is assured or if it helps break down a resting Pokemon like Blastoise. It is also valid to use it if both Charizard and an opposing Pokemon is paralyzed, as it reapplies the foe's Speed drop and may let Charizard win out, but these situations are rare and ideally avoided.

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Mega Kick / Fire Blast / Fire Spin (I'd put it before all else but ig im the minority here so at least have it as a slash)

[SET COMMENTS]
(adjust this paragraph for Fire Spin.) This set eschews Fire Spin to go all-in on a late-game Swords Dance set. While it loses a large portion of its pivoting capabilities, the freed up moveslot allows Charizard to use its unresisted coverage in Earthquake and Hyper Beam to run over weakened teams and cleave open defensive cores. +2 Mega Kick is also viable for 2HKOing Clefable, Seadra, and sometimes Blastoise and Moltres in tandem with Hyper Beam (clef and seadra are actually more likely to be 2HKOed by EQ + HB than MK + HB due to MK's inaccuracy. EQ + FS + HB is roughly the same as MK + HB on Blastoise; you can even SD on a healthy toise and pray u hit enough spins for hbeam range if you’re losing. Thus, MK is really only good for the other fire flyings, which it isn't that hard a lot of the time to just SD twice + spin till HB range too. If you're justifying MK over spin and blast then you'll need to list more convincing examples like both the fire birbs.... this is still not worth it for the lack of pivoting and comeback potential compared to spin, to me at least). If running Mega Kick, though, it should be used sparingly, as a miss can lead to a significant loss in momentum. However, Fire Blast is also fine for the purpose of dispatching Exeggcute, which otherwise takes a hit from the set and threatens in return with paralysis or sleep.

Swords Dance Charizard is one of the best checks to Rest users in RBY NU, being an effective way to consistently break through common defensive cores like the combination of Arcanine or Moltres alongside Blastoise. This set also profits from the way players conventionally react to Fire Spin users: Toxic arguably benefits it, preventing Charizard from getting paralyzed later and thus allowing it to be used more liberally against Pokemon like Exeggcute and Mr. Mime. Thanks to these traits, it's best to use Swords Dance Charizard on aggressive teams featuring sleepers like Venomoth, as well as Fire Spin pivots such as Rapidash or Ninetales, which can assist in finding opportunities for Charizard to set up and sweep. Pairing it with a Water-type attacker like Seadra is also helpful, providing a two-pronged offense to handle both ends of the offensive spectrum. Plus, Seadra offers offensive utility in return, ensuring Pokemon like Golem—which fare well against this set by virtue of losing Fire Spin pivoting—can't come in for free. (add that Seadra and Blastoise often cause the opposing Blastoise to rest, in turn creating a setup opportunity for Char... you start this point about punishing Rest but you didn't touch on teammates that encourage Rest. The Blastoise mirror is by far the most relevant Rest occurrence in NU right now so it for sure should be mentioned)

[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[pac, 520967], [name, id]]
- Grammar checked by: [[name, id]]

qc 2/2 i trust you can fill in the blanks + u can always tag on chord if u need me!!!
 

Adeleine

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[OVERVIEW]

Charizard is among the best Fire-types in RBY NU and a near-staple in the tier, allowing numerous offensive team styles to function. Possessing the coveted combination of 100 base Speed and Fire Spin, Charizard is not only one of the fastest Pokemon in the tier, but also an effective pivot and lead, making it difficult to pin down. Not only that, but it It also has many offensive options to choose from, including but not limited to STAB Fire Blast, Earthquake, Slash, and Body Slam, giving it unpredictable coverage that makes it difficult to switch into; additionally, it can use Swords Dance to further boost its wallbreaking capabilities. Charizard's Flying typing also comes in handy, letting it switch in on Earthquake from the likes of Nidoking, Golem, or the rare Sandslash to gain momentum with Fire Spin thereafter; in Nidoking's case, it can even threaten it deal big damage with its own Earthquake.

Despite its highs, Charizard has trouble breaking past Water-types without already having a boost due to its weaknesses to Water and Ice, thus often forcing it to use Fire Spin and pivot to a teammate. Similarly, its weakness to Rock Slide makes Ground-types like Golem and Nidoking noteworthy adversaries, and Fire Spin's inaccuracy can make it unsafe to attempt pivoting out against them. Finally, Charizard greatly dislikes paralysis and is incapacitated when afflicted with it, is incapacitated by paralysis, losing almost all of its offensive presence. It also competes with other Fire-types like Moltres, Rapidash, and Ninetales, though they are often seen alongside it in many cases.

[SET]
name: Fire Spin Pivot
move 1: Fire Spin
move 2: Fire Blast
move 3: Earthquake
move 4: Slash / Swords Dance / Toxic

[SET COMMENTS]
Charizard's defining set uses its blazing Speed and Fire Spin to choke out slower teams, either whittling down their HP to the point that until its teammates can clean up or pivoting out from (removed bold) its checks. Because viable Pokemon that Speed tie or outspeed Charizard are limited to Electrode, Fearow, Ninetales, Rapidash, and itself, in many scenarios, Fire Spin is limited only by its own inconsistency. STAB Fire Blast hits extremely hard, guaranteeing an OHKO on Exeggcute and Pinsir (RC) while dealing massive damage to anything else. For example, it 2HKOes Fearow and Sandslash, and even a single turn of (I imagine?) burn or critical hit can greatly extend this range to Pokemon like Mr. Mime and Nidoking. Earthquake covers most opposing Fire-types, Nidoking, Kabutops, and Golem, 3HKOing most and being boosted by Swords Dance.

While the aforementioned moves define the set, Charizard's last moveslot defines its role. Slash allows Charizard to function as be a consistent revenge killer, providing unresisted coverage alongside Earthquake that lets it hit by hitting Moltres and opposing Charizard for neutral damage. It also deals more damage to neutral targets than Earthquake, such as Seadra. Swords Dance boosts Earthquake's damage to the point enough that it can 2HKO Golem and Mr. Mime, as well as sometimes OHKOing Ninetales. Finally, Toxic has Charizard function as a check to opposing wrappers, such as Dragonair, Rapidash, and Ninetales, as well as make making it easier to chip down walls like Golem and Blastoise with Fire Spin. This Checking wrappers bolsters its lead viability, as it helps massively against viability given the presence of opposing Fire Spin leads like Rapidash and Ninetales.

This set can run Counter to be more effective against Body Slam users, as well as provide providing a point of entry against a predicted Hyper Beam to KO the foe next turn. Furthermore, it helps does massive damage against opposing Slash Charizard, letting your own deal massive damage to it. This can lead to give you massive momentum, as your Counter Charizard is poised to win the matchup thereafter. Body Slam is also a viable option viable over Slash to let Charizard support its teammates with paralysis while gaining a more solid midground option, but the damage leaves much to be desired.

Fire Spin Charizard can be used on a wide variety of offensive teams thanks to its incredible coverage and Speed. Because of this, it can function as It's an effective lead, possessing the coverage and fast Fire Spin necessary to ensure early-game momentum against other leads like Poliwhirl and Mr. Mime. (removed bold) However, Rapidash can be problematic and compete for the lead slot due to being faster, who tends to succeed better as a lead if fast Fire Spin is all that's required. faster with its own Fire Spin. Charizard's better long-term presence means the two are about equally good leads. (from disc convo) If not used as a lead, Charizard is best brought in aggressively, such as against weakened Pokemon or a predicted Earthquake. Charizard's Fire Spin can be used to apply pressure through chip damage against the opposing team, especially if a Pokemon has been poisoned, allowing Charizard to swiftly whittle them down and KO with its powerful coverage. If using Swords Dance, Charizard should only set up in the event if a sweep is assured or if it helps break down a resting Pokemon asleep from Rest like Blastoise. It is also valid to use it Swords Dance if both Charizard and an opposing Pokemon is are paralyzed, as it reapplies the foe's Speed drop and may let Charizard win out, but these situations are rare and ideally avoided.

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Fire Spin / Mega Kick / Fire Blast

[SET COMMENTS]
This set goes all-in on a late-game Swords Dance set, sweeping, allowing Charizard to use its unresisted coverage in Earthquake and Hyper Beam to run over weakened teams and cleave open defensive cores. +2 Earthquake can 2HKO Golem and Mr. Mime, while a +2 Hyper Beam KOes even defensive staples like Arcanine and Blastoise from over half HP. If used in sequence, +2 Earthquake + Hyper Beam can sometimes 2HKO Pokemon like Seadra and Clefable.

The final move used should determine Swords Dance Charizard's role throughout a game. Fire Spin is a fine option to let it pivot out of unfavorable matchups or chip foes into range for Hyper Beam. +2 Mega Kick is viable for 2HKOing Blastoise, Moltres, and opposing Charizard in tandem with Hyper Beam. If running this, it It should be used sparingly, though, as a miss can lead to a significant loss in momentum. Alternatively, Fire Blast can be used to dispatch Exeggcute, which otherwise takes a hit from the set and threatens it in return with paralysis or sleep.

Swords Dance Charizard is one of the best checks to Rest users in RBY NU, being an effective way to consistently break through common defensive cores like the combination of Arcanine or Moltres alongside Blastoise. This set also profits from the way players conventionally react to Fire Spin users: Toxic arguably benefits it, preventing Charizard from getting paralyzed later paralysis and thus allowing it Charizard ("allowing Charizard to more liberally engage" or smth optional to remove passive voice, but not sure if nuances are appropriate. up to you) to be used more liberally against Pokemon like Exeggcute and Mr. Mime. Thanks to these traits, it's best to use Swords Dance Charizard on aggressive teams featuring sleepers like Venomoth, as well as Fire Spin pivots such as Rapidash or Ninetales, which can assist in finding opportunities for Charizard help Charizard find opportunities to set up and sweep. Pairing it with a Water-type attacker like Seadra is also helpful, providing a two-pronged physical and special offense to handle both ends of the offensive spectrum. Plus, Seadra offers offensive utility in return, ensuring ensures Pokemon like Golem—which fare well against this set by virtue of losing Fire Spin pivoting—can't set—can't (confirmed on disc) come in for free. Seadra and Blastoise are capable of reliably getting can reliably get opposing Blastoise to use Rest in prolonged interactions, which opens up its team to Charizard's setup.

[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[pac, 520967], [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Finland, 517429]]
 
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