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In other gens:

Charizard

In-battle formes

Base

HP:78
Attack:84
Defense:78
Sp. Atk:109
Sp. Def:85
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
NeverUsed
Z-Hold Hands319

Mega-Y

HP:78
Attack:104
Defense:78
Sp. Atk:159
Sp. Def:115
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
NeverUsed
Z-Hold Hands319

Mega-X

HP:78
Attack:130
Defense:111
Sp. Atk:130
Sp. Def:85
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
NeverUsed
Z-Hold Hands319

Evolutions

Strategies

Written by Espeonage.

Overview

Charizard is a decent setup sweeper with Z-Hold Hands that can clean a lot of weakened teams. Its good offensive typing and coverage can make it hard to stop defensively and allow it to circumvent some common Fire-type checks like Incineroar and Rhydon, and its good Speed and defensive typing allow it to outspeed most common Choice Scarf users besides Delphox and Heliolisk at +1 as well as tank common forms of priority such as Sneasel's Ice Shard and Comfey's Draining Kiss and set up against Pokemon like Sceptile and Steelix. However, due to its major Stealth Rock weakness, need to be the team's Z-Move user and to be paired with Pokemon that can wear down its checks, and failure to defensively check Pokemon that Fire-types should, such as Comfey and Mega Glalie, Charizard requires heavy support and cannot be fit onto teams easily. Because it can only set up once throughout the game and wants to preserve health, it tends to have a limited presence early-game and also faces competition from other setup sweepers like Vivillon and Comfey that can circumvent their checks better, require less of a commitment in teambuilding, and have a greater early-game-presence.

Z-Hold Hands

Move 1
Move 2
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 3
  • Air Slash
    30% chance to make the target flinch.
    TypeFlying
    CategorySpecial
    Power75 BP
    Accuracy95%
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 4

Moves

When used with Normalium Z, Hold Hands is used to give Charizard a boost in all stats, allowing it to act as a setup sweeper. Fire Blast is Charizard's primary STAB move and can break past Pokemon like Steelix and Dhelmise, as well as some neutral targets like Xatu and Rotom at +1. Flamethrower is an option over Fire Blast for more accuracy, especially if Focus Blast is opted for over Air Slash, but the drop in power can be notable, missing out on some OHKOs like Xatu and maximum HP Rotom. Focus Blast is used to break past Miltank, Guzzlord, and Incineroar more easily, although it has issues with accuracy. Air Slash can be used over Focus Blast as a secondary STAB move to break past Fire-resistant Pokemon like Incineroar and Hariyama, as well as being a more accurate move to use against frail targets like Whimsicott with the additional bonus of causing flinches that can potentially allow Charizard to beat Pokemon that it would normally struggle with like Druddigon. Hidden Power Grass is used to beat Rhydon and Seismitoad and deal decent damage to Regirock, and it is also Charizard's best option to hit other Water-types like Slowking if using Focus Blast over Air Slash. Roost can be used to give Charizard more sustainability, allows it to use its defensive typing to be more potent and proactive early-game, and pairs nicely with Toxic Spikes; however, missing out on hitting Rock-types and Seismitoad means Hidden Power Grass is preferred. If Roost is used, Air Slash should always be chosen, as Charizard would be completely walled by Pokemon like Vaporeon and Slowking.

Set Details

Normalium Z is used so that Charizard can use Z-Hold Hands. The investment into HP and Special Defense allows Charizard to take a Hydro Vortex from Slowking with the Z-Hold Hands boost, and the Speed investment and Timid nature allows Charizard to outspeed Houndoom and everything slower than it. The rest of the EVs are put into Special Attack for more power. Blaze is the preferred ability over Solar Power, as the extra power when in range of Blaze can secure KOs like Golbat after Stealth Rock damage and Palossand. Charizard needs to be shiny to use Hold Hands.

Usage Tips

Generally, Charizard's Z-Move is best preserved for late-game when its checks like Druddigon and Guzzlord have been sufficiently weakened to the point where Charizard can potentially pull off a sweep. Thus, early-game, it is usually better to just fire off attacks; however, if Roost is chosen, Charizard can play a lot more aggressively early-game due to its increased sustainability. Similarly, in a matchup where Charizard can potentially sweep, it is best to not recklessly switch it into opposing attacks, especially if Stealth Rock is up, as a weakened Charizard is a lot more vulnerable to priority and taking damage from a Pokemon it can't OHKO. However, as Charizard is a fairly good switch-in to Pokemon like Rapid Spin Dhelmise, it is sometimes OK to switch it in early-game. When setting up, scouting for moves that could potentially threaten Charizard like Roar and Toxic from Steelix and Stone Edge on Torterra is advised.

Team Options

Strong entry hazard removers like Xatu, Rotom, and Blastoise are mandatory partners due to Charizard's vulnerability to Stealth Rock. With Charizard, two forms of removal are usually preferred because it's so imperative for Stealth Rock to be off the field. Grass-types like Whimsicott and Decidueye are good partners because they can take advantage of Charizard's Rock- and Water-type checks. Earthquake Sceptile is notable, as it can also lure in and KO some of Charizard's checks like Delphox. Dark-types, mainly Sneasel and Guzzlord, are good partners; Guzzlord can come in on Slowking, whereas Sneasel can Pursuit trap Slowking and remove Vaporeon's Leftovers with Knock Off. Charizard can form a Fire-type core with Pokemon like Magmortar and Incineroar, as they can help wear down each other's shared checks like Rhydon. Special wallbreakers like Alolan Exeggutor and Heliolisk can help chip down opposing Pokemon to put them in range of Charizard's attacks. Toxic Spikes users like Garbodor and Weezing also pair nicely with Roost Charizard because the hazard can allow Charizard to wear down and win against foes it otherwise has trouble with like non-Toxic Audino.

Other Options

A Z-Sunny Day set of Fire Blast, Sunny Day, Solar Beam, and Focus Blast with maximum Special Attack and Speed EVs, a Timid nature, and Solar Power is a viable option, boosting Charizard's Speed, giving a sun boost to its Fire-type attacks as well as a Solar Power boost to all its attacks, and gaining the ability to have a one-turn Solar Beam that beats Rock- and Water-types like Rhydon and Slowking. However, this set is extremely prediction reliant and can be outplayed through stalling sun turns. A SubToxic set can be used to wear down Charizard's checks like Slowking and Regirock, but it is mainly outclassed by Delphox, and one of Charizard's biggest checks, Rhydon, can hit it through Substitute with Rock Blast.

Checks and Counters

Stealth Rock Due to its 4x weakness to Stealth Rock, Charizard struggles a lot more to set up and sweep, so keeping Stealth Rock off the field should be a priority.

Water-types: Vaporeon can tank Charizard's moves well and 2HKO it with Scald, and Assault Vest Slowking is an even more effective counter due to its better special bulk and ability to phaze Charizard with Dragon Tail. However, Blastoise and Seismitoad struggle to beat it due to their vulnerability to Air Slash and Hidden Power Grass, so Charizard at least can work against some Water-types.

Rock-types: Regirock can easily tank a Hidden Power Grass, even at +1, and OHKO Charizard with its Rock-type STAB attack of choice. Aerodactyl can also easily take any move and OHKO back with Stone Edge, and while Rhydon is vulnerable to Hidden Power Grass, some spreads can take a +1 Hidden Power Grass from full HP and OHKO back with Rock Blast.

Special Tanks Pokemon like Mega Audino, Hariyama, and Delphox can avoid the 2HKO from any of Charizard's moves and wall it pretty well, although Hariyama is vulnerable to Air Slash and, before Mega Evolving, Audino is vulnerable to Focus Blast.

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
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
10
All healthy allies aid in damaging the target.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
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
40
No competitive use.
 
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
80
Accuracy
100%
PP
15
20% 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
40
Raises the user's Defense by 1.
 
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
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
10
Deals 40 HP of damage to the target.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
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
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
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
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
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
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
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
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
Accuracy
PP
40
Raises the user's Attack 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
100
Accuracy
50%
PP
5
100% chance to burn the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
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
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
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
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
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
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
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
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
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
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
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
80%
PP
20
Has 1/4 recoil.
 
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
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
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
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
20
20% chance to make the foe(s) flinch.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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