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Blaziken

In-battle formes

Base

HP:80
Attack:120
Defense:70
Sp. Atk:110
Sp. Def:70
Speed:80
Min (-ve nature, 0 IVs)76
Default100
Max Neutral132
Max Positive145
Max Neutral (+1)198
Max Positive (+1)217
Max Neutral (+2)264
Max Positive (+2)290
Battle Spot Singles
Physical Attacker (Adamant)132
Physical Attacker (Jolly)145
Mixed Attacker139
Baton Pass145

Mega

HP:80
Attack:160
Defense:80
Sp. Atk:130
Sp. Def:80
Speed:100
Min (-ve nature, 0 IVs)94
Default120
Max Neutral152
Max Positive167
Max Neutral (+1)228
Max Positive (+1)250
Max Neutral (+2)304
Max Positive (+2)334
Battle Spot Singles
Physical Attacker (Adamant)152
Physical Attacker (Jolly)167
Mixed Attacker161
Baton Pass167

Evolutions

Strategies

  • en
Formats:
Written by Feesh Squad

Overview

Blaziken is an incredibly versatile sweeper. Its access to Speed Boost allows Blaziken to easily snowball during late-game, threatening to outspeed and KO opposing Pokemon. This is made easier with its good Fire/Fighting-typing, making quick work of Pokemon such as Aegislash, Mamoswine, Ferrothorn, and Mega Mawile. Furthermore, its movepool allows it to act as a mixed attacker, capable of luring in Pokemon such as Mega Salamence or Landorus-T before KOing them with Hidden Power Ice, or being able to Baton Pass stat boosts onto one of its teammates. Finally, Blaziken has a strong Mega Evolution that allows it to outspeed key threats after one Speed Boost, such as Choice Scarf Tapu Lele.

While it may reach an impressive Speed after a few boosts, its base stat is rather disappointing without Mega Evolving, leaving it outsped by most Choice Scarf users and fast Pokemon such as Tapu Koko and Pheromosa at +1 if running a neutral nature. It is also frail, leaving it vulnerable to powerful priority moves, primarily Aqua Jet and boosted Extreme Speed. Even with its immense power, it struggles to break through particularly bulky Pokemon, most notably being Zapdos, Suicune, Cresselia, and Hippowdon, all of which can tank any unboosted move Blaziken throws at it while they threaten to KO it with their super effective STAB moves. Despite these flaws, Blaziken is an incredible attacker that can perform wonders when given the opportunity.

Below are some sample sets. These sets are likely to be standard, but they will be expanded upon and updated as the metagame progresses.

Physical Attacker

Move 1
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • High Jump Kick
    User is hurt by 50% of its max HP if it misses.
    TypeFighting
    CategoryPhysical
    Power130 BP
    Accuracy90%
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 4
  • Flare Blitz is an obscenely powerful STAB move, capable of obliterating Steel- and Grass-types weak to it, such as Celesteela and Ferrothorn.
  • A Fighting-type STAB move allows Blaziken to deal damage to Rock- and select Steel-type Pokemon that resist or are immune to Flare Blitz, including Tyranitar, Nihilego, and Heatran. High Jump Kick is its most powerful Fighting-type move, dealing heavy damage even to neutral targets, although it has a severe penalty if it misses. Superpower is more reliable than High Jump Kick, although it is less powerful and lowers Blaziken's Attack and Defense stats.
  • Protect allows Blaziken to accumulate Speed boosts while potentially avoiding a fatal hit. However, Protect can be played around, allowing the opponent a free turn to set up or switch in a counter.
  • Swords Dance allows Blaziken to more easily break through bulky foes.
  • If Swords Dance's wallbreaking abilities are not needed, Stone Edge can be run to decimate Flying- and Fire-types, such as Gyarados, Mega Charizard Y, and Zapdos. Most notably, it prevents Blaziken from being walled by the rarer Chandelure and Alolan Marowak, both of which resist Flare Blitz, are immune to Blaziken's Fighting-type STAB, and deal severe damage with Shadow Ball and Shadow Bone, respectively.
  • Baton Pass is additionally a viable option over Swords Dance, allowing Blaziken to maintain momentum while passing Speed boosts to its incoming teammate.
  • Maximum Attack and Speed investment allows Blaziken to hit as hard as possible while being as fast as possible. A Jolly nature is preferred, allowing Blaziken to outspeed key threats such as Modest Choice Scarf Tapu Lele, Tapu Koko, and Mega Gengar.
  • An Adamant nature is acceptable if using Mega Blaziken, though note that Timid Choice Scarf Tapu Lele will outspeed.
  • Blazikenite allows the use of Mega Blaziken, whose extra Speed allows it to outspeed new threats such as Choice Scarf Tapu Lele and Choice Scarf Landorus-T, in addition to giving it a good power boost.
  • Firium Z lets Blaziken use Z-Flare Blitz, capable of OHKOing even the likes of Cresselia after Stealth Rock.
  • If a Z-Move or Mega Evolution is already taken, Life Orb is an acceptable substitute, boosting the power of all of Blaziken's moves at the cost of some of its health.
  • Blaziken can be used early- to mid-game as a wallbreaker to weaken opposing teams for its own teammates to sweep afterwards.
  • Blaziken can also be used as a sweeper itself late-game thanks to its excellent ability in Speed Boost, making it difficult for weakened teams to revenge kill it without priority.
  • While using Protect is generally a safe move, scouting opponents while gaining a Speed boost, it can easily create mindgames. Keep this in mind when facing Pokemon that can take advantage of this.
  • Blaziken greatly appreciates Stealth Rock support, allowing it to break through bulky opponents such as Suicune and Cresselia.
  • Grass-types are great partners for Blaziken, as they can eliminate most Ground- and Water-types that pressure Blaziken.
  • In a similar vein, Ice-types and Pokemon with Ice-type coverage moves can deal with Pokemon that threaten Blaziken like Mega Salamence and Landorus-T.

Mixed Attacker

Move 1
  • Overheat
    Lowers the user's Sp. Atk by 2.
    TypeFire
    CategorySpecial
    Power130 BP
    Accuracy90%
Move 2
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • High Jump Kick
    User is hurt by 50% of its max HP if it misses.
    TypeFighting
    CategoryPhysical
    Power130 BP
    Accuracy90%
Move 3
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
  • Thanks to its good mixed offensive stats, Blaziken can comfortably a mixed attacking set, capable of luring some of its checks.
  • Overheat is capable of OHKOing physically bulky Pokemon such as Zapdos and Hippowdon, while also dealing heavy damage to Aegislash. Unlike Flare Blitz, Overheat is able to circumvent moves and abilities that lower Attack, such as King's Shield and Intimidate.
  • Superpower is the preferred Fighting-type STAB for this set, as mixed Blaziken doesn't mind the Attack drops as much, while being very reliable. On the other hand, High Jump Kick can be used more repeatedly without its power being reduced. However, it has rather heavy consequences if it misses.
  • Hidden Power Ice allows Blaziken to take on some of its usual checks, such as Mega Salamence, Landorus-T, Gliscor, and Garchomp.
  • Protect is mandatory on Blaziken, allowing it to safely acquire Speed boosts.
  • 52 Attack allows Blaziken to OHKO Pokemon such as Heatran, Mega Kangaskhan, and Mamoswine with Superpower.
  • 244 Special Attack lets Blaziken almost always OHKO Garchomp and Landorus-T with Hidden Power Ice and Zapdos with Overheat, while guaranteeing that Hidden Power Ice OHKOes Mega Salamence and Overheat OHKOes Aegislash.
  • The remaining 212 EVs are put into Speed, which, with a Naive nature, allows Blaziken to outspeed Pokemon up to and including Tapu Koko at +1.
  • Life Orb is the best item for Blaziken, as it grants it substantial power on all of its moves. This comes at the cost of survivability, but Blaziken is so frail it usually doesn't matter.
  • Mixed attacker Blaziken acts best as a lure, so it can stay in on some common switch ins and KO them.
  • Blaziken has less immediate power than some of its counterparts, so it has difficulty dealing damage against Pokemon with high natural mixed bulk.
  • Teammates that appreciate Blaziken's ability to lure in checks they may have in common are great partners.
  • Blaziken needs partners that can take on bulky Water-types such as Suicune and Tapu Fini, as it has no way to deal with either of them, especially the latter, which resists all of Blaziken's moves.

Baton Pass

Move 1
Move 2
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 3
Move 4
  • High Jump Kick
    User is hurt by 50% of its max HP if it misses.
    TypeFighting
    CategoryPhysical
    Power130 BP
    Accuracy90%
  • Speed Boost plus access to different set up moves allows Blaziken to utilize Baton Pass to give boosts to its teammates.
  • Swords Dance lets Blaziken pass Attack boosts to its partners. Bulk Up is an option, however, to additionally pass Defense boosts to its teammate.
  • Protect lets Blaziken accumulate Speed boosts to pass onto its teammates.
  • Baton Pass is mandatory on this set, allowing Blaziken to pass any stat boosts it gains onto one of its teammates.
  • High Jump Kick is the best attacking move on this set, allowing Blaziken to deal decent damage even without a boosting item. If its recoil is too undesirable, Blaze Kick is an alternative STAB move that, unlike Flare Blitz, does not deal recoil damage. Flamethrower may be used with a Timid nature and maximum Special Attack in order to avoid being affected by Intimidate, Rough Skin, and Rocky Helmet, although it is less powerful than its physical options and does not benefit from much of its boosting moves.
  • With a Jolly nature and full Speed investment, Blaziken can reliably set up and Baton Pass boosts that it has gathered to an incoming teammate.
  • Maximum Attack allows Blaziken to deal as much damage as possible with its chosen coverage move. If Flamethrower is chosen instead, Attack EVs should be moves into Special Attack.
  • Focus Sash lets Blaziken safely set up without worrying about being KOed before it can pass its boosts.
  • Blaziken should be used to pass boosts early-game, even as a lead, as switching into hazards will break its Focus Sash, leaving it vulnerable to being KOed.
  • As its prime directive is to pass boosts, teammates that can take advantage of Attack and Speed boosts make excellent partners, capable of sweeping rather early in a match.
  • If Blaziken is needed later in a battle, it requires additional support depending on what coverage move it chooses. If it runs High Jump Kick, Blaziken needs teammates that can deal with Flying-, Fairy- and Ghost-types. If Blaze Kick or Flamethrower are run, teammates that can deal with Fire-, Water-, and defensive Ground-types, along with Heatran, are required.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
85
Accuracy
90%
PP
10
High critical hit ratio. 10% chance to burn.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
Lowers the target's Attack by 2.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
Use with Grass or Water Pledge for added effect.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
70
Accuracy
100%
PP
15
Damages Pokemon next to the target as well.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
130
Accuracy
90%
PP
10
User is hurt by 50% of its max HP if it misses.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
20
User uses the target's last used move against it.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
85
Accuracy
90%
PP
15
Can hit Pokemon using Bounce, Fly, or Sky Drop.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
70
Accuracy
100%
PP
10
Power doubles if target is paralyzed, and cures it.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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