Pokémon Charizard

charizard.gif

Base Stats: 78/84/78/109/85/100

Abilities: Blaze/Solar Power

Notable Moves:
Flamethrower
Fire Blast
Overheat
Will-o-Wisp
Swords Dance
Dragon Dance
Thunder Punch
Fire Punch
Flare Blitz
Dragon Claw
Dragon Pulse
Earthquake
Substitute
Crunch
Focus Blast
Hurricane
Solar Beam
Belly Drum
Counter
Dragon Tail
Tera Blast
Heat Wave
Rock Slide
Air Slash
Brick Break
Facade
Acrobatics
Fire Spin

Pros:
- Thanks to Terastalization, Torkoal's Sun support, Choice Specs, and Charizard's Solar Power ability, there is absolutely nothing in OU besides Drizzle Pelipper and Flash Fire users like Ceruledge and Armarouge that can safely switch in against Charizard. The overwhelming majority of the tier is 2HKOed by Sun-boosted Flamethrower and shockingly bulky threats like max-HP Blissey, and even Dondozo are often outright OHKOed by Overheat after Stealth Rock or Spikes damage.
- Charizard boasts decent coverage with Focus Blast to hit Tyranitar. Solar Beam seems appealing, but Overheat already does enough damage.
- Charizard's physical movepool is extremely versatile with strong STABs and strong coverage alike, which could potentially let it function as a physical attacker instead of its flagship Choice Specs set.
- Charizard's Flying typing gives it natural immunities to Ground-type moves, Spikes, and Sticky Web; its Fire typing gives it resistances to opposing Fire-type attacks, and under Sun its weakness to Water-type attacks is partially mitigated.
- Charizard's base 100 Speed gets the jump on almost every defensive staple of the tier, and virtually none want anything to do with its Fire STAB.

Cons:
- Charizard only functions under Sun, which drastically limits the number of teams it functions on and makes it quite weak when Torkoal's weather is not active.
- Solar Power and Charizard's extreme susceptibility to Stealth Rock damage make it extremely prone to getting worn down over the course of a match.
- Chi-Yu exists, has far better set diversity, doesn't require Sun to function, and has a far better offensive typing and a very spammable Dark Pulse. This combination makes Chi-Yu the far superior pick in most cases.
- Base 100 Speed is not the fastest; there are many offensive threats that can outpace and possibly KO or irreparably damage Charizard.
- Its excellent physical movepool is betrayed by its poor Attack stat, and such sets are likely redundant because the special sets hit so ludicrously hard.
- Charizard lost numerous crucial moves in the transition into Gen IX for the time being. It no longer gets Roost so it lacks reliable recovery, and it no longer gets Weather Ball so it loses its strongest consistent STAB under Sun (though Flamethrower will often suffice).
- Most of Charizard's most astonishing feats of wallbreaking depend on moves with significant drawbacks like Overheat or Blast Burn; it won't really run the latter due to how overkill it is in the current metagame, though.
- Its absolute fullest wallbreaking potential requires you to commit your Terastalization usage to Charizard instead of the tier's many other possible Sun abusers.
- Blastoise and Venusaur didn't return alongside it, showcasing TPCi/GF's extreme favoritism towards Charizard.

Terastalization Potential:

Tera-Fire Allows Charizard to further boost its Fire-type damage output, which allows it to OHKO even the bulkiest Fire resists like Dondozo or SpDef Skeledirge, or incredibly bulky walls like Blissey and Ting-Lu either outright or after only minimal chip. Other Tera-typings may be worth considering for their defensive value, but at that point it may just be worth using Chi-Yu instead.

Potential Sets:

Sun Wallbreaker

Charizard @ Choice Specs
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Flamethrower
- Overheat
- Focus Blast
- Solar Beam / Hurricane

To call Choice Specs Charizard a wallbreaker is as much an understatement as it is an overstatement to call Sticky Web Spidops an OU-viable suicide lead; with the many multipliers added by mandatory teammate Torkoal's Sun, Solar Power, Terastalization, and Choice Specs, Charizard becomes an OHKO machine that is almost entirely impossible to switch in against. Flamethrower offers Charizard a reliable STAB that functions well even outside of Sun, and it often does enough to 2HKO the overwhelming majority of the tier even when resisted. Overheat is Charizard's second-strongest Fire-type attack behind Blast Burn, but its drawbacks are much easier to work around and its damage output is more than adequate enough to seal the deal against any bulkier threat standing before it. Overheat notably has a very high chance to OHKO even max-HP Dondozo after minimal chip from entry hazards. Focus Blast serves one purpose and one purpose alone: to hit Tyranitar attempting to switch in and remove Torkoal's Sun. The final moveslot option is essentially filler: Solar Beam offers a reliable and strong hit against threats like Dondozo so long as Sun remains active, while Hurricane is Charizard's best way to hit Flash Fire Armarouge and Ceruledge and can heavily punish an attempted switch into Pelipper to overwrite Sun. The majority of the time, Charizard is using Flamethrower or Overheat anyway.

Physical Wallbreaker?
Charizard @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire /
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance / Dragon Dance
- Flare Blitz / Fire Punch
- Earthquake
- Rock Slide

Belly Drum?
Charizard @ Salac Berry
Ability: Blaze
Tera Type: Flying / Water / Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Acrobatics
- Fire Punch / Earthquake

Realistically, these sets offer very little but I figured I'd include them just in case. They're walled by Skeledirge and Dondozo, they require careful setup to pull off, and the reward just isn't as high as the huge immediate reward of landing Sun-boosted Flamethrowers and Overheats. Finding setup opportunities will probably prove difficult with these sets because, simply put, Specs Charizard doesn't force switches too well simply because something's getting OHKOed no matter what.

If you want a good Dragon Dance user, it's recommended that you run Dragapult, Dragonite, Roaring Moon, Baxcalibur, or even Iron Thorns instead. And if you're running Swords Dance, you may just want to consider Weak Armor Ceruledge instead. Belly Drum is significantly more unique, since it's the fastest possibly-viable user of the move outside of Slush Rush Cetitan under Snow and has very strong Flying-type STAB in itemless Acrobatics to abuse thereafter. It's very prone to revenge killing, though, so customizing Charizard's Tera-typing to survive priority attempts (i.e. Dragonite's Extreme Speed) may prove ideal.

Overall:

As a late bloomer introduced into the game a few weeks late but not in a HOME or DLC wave, Charizard probably won't end up being OU by usage long-term due to the sheer specificity of its niche. It requires very specific team support to function and struggles in a more offensive, fast-paced metagame such as the current SV OU meta. That said, its niche is completely unparalleled, even by the likes of Chi-Yu, once those conditions are met. If played extremely aggressively on a Sun team, Charizard can reward methodical but aggressive play with truly unparalleled reward, OHKOing OU's defensive staples even when it should have no business doing so.
 
How would a HDB + Sunny Day set fare? While it'd mean a significant power loss, it would also mean that Charizard can put up Sun against opposing weather setters. I feel that Tera Grass or Fighting would be able to lure in and threaten Tyranitar easily, and even get rid of it if your opponent doesn't know what Zard is packing.

Charizard @ Heavy-Duty Boots/Life Orb/Charcoal/Expert Belt
Ability: Solar Power
Tera Type: Fighting/Grass
Timid Nature
EV's: 252 SAtk/252 Spe/4 HP
  • Overheat/Fire Blast
  • Flamethrower/Solar Beam/Focus Blast
  • Sunny Day
  • Focus Blast/Solar Beam/Tera Blast
 
How would a HDB + Sunny Day set fare? While it'd mean a significant power loss, it would also mean that Charizard can put up Sun against opposing weather setters. I feel that Tera Grass or Fighting would be able to lure in and threaten Tyranitar easily, and even get rid of it if your opponent doesn't know what Zard is packing.

Charizard @ Heavy-Duty Boots/Life Orb/Charcoal/Expert Belt
Ability: Solar Power
Tera Type: Fighting/Grass
Timid Nature
EV's: 252 SAtk/252 Spe/4 HP
  • Overheat/Fire Blast
  • Flamethrower/Solar Beam/Focus Blast
  • Sunny Day
  • Focus Blast/Solar Beam/Tera Blast
The power loss would definitely be noticeable, but this could be a "safer" set if you really hate hazards while also having the versatility to surprise some checks. I'd never run Life Orb on Solar Power Charizard though, Sun recoil already drains its longevity enough. I think Tera Grass would be great on this set Fire/Grass STABs is such a great combination. Overall, I still think that having the power to 2HKO (or maybe OHKO?) Blissey with Choice Specs is much better though.

Though if Charizard drops and Torkoal doesn't, this could probably be its set in UU.
 
The power loss would definitely be noticeable, but this could be a "safer" set if you really hate hazards while also having the versatility to surprise some checks. I'd never run Life Orb on Solar Power Charizard though, Sun recoil already drains its longevity enough. I think Tera Grass would be great on this set Fire/Grass STABs is such a great combination. Overall, I still think that having the power to 2HKO (or maybe OHKO?) Blissey with Choice Specs is much better though.

Though if Charizard drops and Torkoal doesn't, this could probably be its set in UU.
The purpose of Sunny Day wouldn't be to set up sun normally for a sweep - 99% of the time, the opponent will use Tyranitar as a switch-in to Zard to take away its sun. The Zard player would use Sunny Day on a predicted Tyranitar switch to, at the very least, preserve momentum and make the opponent waste a turn by reverting TTar's sand back to sun. It'd then be unsafe for TTar to stay out bc Zard can destroy it with Focus Blast; replacing sand with sun would take away TTar's Sp. Def boost and give Zard back its Sp. Atk boost. (Solar Beam is also an option but I feel like it wouldn't get an OHKO on TTar even in the sun)
 
I'm surprised no one is suggesting a choice scarf set? With a scarf you have an incredibly fast revenge killer that hits like a specs user in the sun. Yes, you'll be switching in/out but maybe not as much as you think. As with the right support, setting hazards and chipping some would-be checks, clicking flamethrower may just give you the win depending on the opponents team.

Tera definitely gives Zard flexibility as well. By switching types you lose the stealth rock weakness. (You will miss out on 2x tera-stab damage), but in return you now can pretty safely come in/out as you please with any of the below types. And everyone is saying grass is the best choice, but fighting makes you stealth rock resistant and provides STAB for Ttar/Heatran, 2 of your biggest counters. And I'm surprised by no one mentioning dragon. With dragon tera you now have a Charizard X/Y hybrid with dual stabs that cover almost everything in the game for at least neutral STAB coverage and no major hazard weakness. No ice or fairy types are coming your way (outside Azumarill, which will be 2-shot by flamethrower in the sun anyway), as well as any dragons will be roasted by fire moves on the switch as well (minus Goodra) and then cleaned up with a 2nd from your scarf. Not to mention you get the defensive advantage on water/electric resistance, which you'll be outspeeding just about every non-scarfed electric pokemon regardless. We've all wondered what a STAB Fire/Dragon would look like and this is the closest we have. And for good measure you can slap on Focus Blast for any predicted Tyrantar/Heatran that attempt to switch in on you, removing a huge check/threat for the rest of your team. That still even leaves an open move slot, which can go to Fire Blast/Overheat for more power if needed, Air Slash or even Ancient Power depending if you want a rock move to hit Pelipper. But honestly this last slot is pretty much filler as you'll basically be clicking Flamethrower/Tera Blast 95% of the time.

Yes, this set requires quite a bit of support, and you may lose your Tera surprise early, but with the right spin/defog support this mon seems terrifying on paper. You can always keep Tera as fire as well, giving you even more nuclear powered flamethrowers.


Charizard @ Choice Scarf
Ability: Solar Power
Tera Type: Fighting/Grass/Dragon/Fire
Timid Nature
EV's: 252 SAtk/252 Spe/4 Def
  • Flamethrower/Fire Blast
  • Tera Blast
  • Solar Beam/Focus Blast/Dragon Pulse (Depending on your Tera type)
  • Fire Blast/Overheat/Air Slash/Ancient Power/Solar Beam (Depending on your Tera type)
 
Last edited:
I see the initial hype of Charizard burning out soon. I have experimented with it quite a bit and it isn't worth a team slot most of the time. It's kinda slow, has a crippling SR weakness and pretty weather dependent. Chi-Yu is better most of the time. Definitely needs team support to be worth it.
 
I see the initial hype of Charizard burning out soon. I have experimented with it quite a bit and it isn't worth a team slot most of the time. It's kinda slow, has a crippling SR weakness and pretty weather dependent. Chi-Yu is better most of the time. Definitely needs team support to be worth it.
Well, now that Chi-Yu is banned... how would Zard fare? Also what about a HDB wallbreaker set?
 
Well, now that Chi-Yu is banned... how would Zard fare? Also what about a HDB wallbreaker set?

Charizard has gotten a slight boost now that it doesn't have to compete with Chi-Yu. It's greatest competition now is Iron Moth who is faster and has around equal power under sun. Charizards really only viable set is the Choice Specs Solar power one. To maximize the sets effectiveness it needs to be paired with Torkoal/entry hazard remover. The HDB Physical wallbreaker set is pretty bad. It just isn't nearly as powerful as it needs to be. I like the Belly Drum set a lot more but it still has a lot of issues.
 
Well, now that Chi-Yu is banned... how would Zard fare? Also what about a HDB wallbreaker set?

It makes a great revenge killer and breaker under Sun when scarfed. That's probably its niche.

I've been using:

Charizard @ Choice Scarf
Ability: Solar Power
Tera Type: Fire
Timid Nature
EV's: 252 SAtk/252 Spe/4 HP
  • Flamethrower
  • Air Slash
  • Solar Beam
  • Overheat
(so only a slight modification of the set mentioned a few posts above)

100 base speed when Scarfed is a great speed tier for revenge killing and it has more than enough damage output to KO most offensive pokemon that either take super effective or neutral damage from it.

With the Solar Power boost and Sun, its Overheats hit like a nuke.

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 252+ SpD Clodsire in Sun: 408-480 (87.9 - 103.4%) -- 25% chance to OHKO

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 0 SpD Tera Water Hatterene in Sun: 275-324 (86.4 - 101.8%) -- 12.5% chance to OHKO

Even Ting-Lu and Garganacl can be taken out if chipped down.

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu in Sun: 352-416 (68.4 - 80.9%)

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 252+ SpD Garganacl in Sun: 217-256 (53.7 - 63.3%)

252 SpA Solar Power Tera Fire Charizard Solar Beam vs. 252 HP / 252+ SpD Garganacl in Sun: 268-316 (66.3 - 78.2%)

I'm sure there are more relevant calcs to look into but these are just a couple off the top of my head.

The main weakness is obviously the 4x weakness to Stealth Rock, which combined with the damage from Solar Power can wear it down pretty quickly. Add in the prevelance of physical priority users, and its pretty much a sitting duck to one Sucker Punch/Extremespeed if Rocks are up.

It definitely needs Torkoal as support and at least one magic bounce user or defog user (probably both tbh) to get the most out of it.

Another thing to note is that you can use Specs over Scarf as a pure breaker. Specs turns Overheat into a guaranteed OHKO on Ting-Lu, for example. But it really needs that speed since it's so fragile.

It'll fit on most sun teams that are looking for a Chi-yu replacement but it's basically only viable if you're committed to keeping sun up the entire game, which I find to be difficult in this meta, with Torkoal not always having the best matchups.
 
It makes a great revenge killer and breaker under Sun when scarfed. That's probably its niche.

I've been using:

Charizard @ Choice Scarf
Ability: Solar Power
Tera Type: Fire
Timid Nature
EV's: 252 SAtk/252 Spe/4 HP
  • Flamethrower
  • Air Slash
  • Solar Beam
  • Overheat
(so only a slight modification of the set mentioned a few posts above)

100 base speed when Scarfed is a great speed tier for revenge killing and it has more than enough damage output to KO most offensive pokemon that either take super effective or neutral damage from it.

With the Solar Power boost and Sun, its Overheats hit like a nuke.

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 252+ SpD Clodsire in Sun: 408-480 (87.9 - 103.4%) -- 25% chance to OHKO

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 0 SpD Tera Water Hatterene in Sun: 275-324 (86.4 - 101.8%) -- 12.5% chance to OHKO

Even Ting-Lu and Garganacl can be taken out if chipped down.

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu in Sun: 352-416 (68.4 - 80.9%)

252 SpA Solar Power Tera Fire Charizard Overheat vs. 252 HP / 252+ SpD Garganacl in Sun: 217-256 (53.7 - 63.3%)

252 SpA Solar Power Tera Fire Charizard Solar Beam vs. 252 HP / 252+ SpD Garganacl in Sun: 268-316 (66.3 - 78.2%)

I'm sure there are more relevant calcs to look into but these are just a couple off the top of my head.

The main weakness is obviously the 4x weakness to Stealth Rock, which combined with the damage from Solar Power can wear it down pretty quickly. Add in the prevelance of physical priority users, and its pretty much a sitting duck to one Sucker Punch/Extremespeed if Rocks are up.

It definitely needs Torkoal as support and at least one magic bounce user or defog user (probably both tbh) to get the most out of it.

Another thing to note is that you can use Specs over Scarf as a pure breaker. Specs turns Overheat into a guaranteed OHKO on Ting-Lu, for example. But it really needs that speed since it's so fragile.

It'll fit on most sun teams that are looking for a Chi-yu replacement but it's basically only viable if you're committed to keeping sun up the entire game, which I find to be difficult in this meta, with Torkoal not always having the best matchups.

Curious what purpose air slash brings? Is it just for Ceruledge/Flash Fire mons and a "safe" move to use outside of sun? Other than that, I don't see a world where you'd prefer to use it over hurricane, as the latter is safely spammable against predicted Pelliper switch ins and a 100% STAB move in the rain. Because if the sun is up, tera-fire moves will still do more/equal to just about everything, even when resisted and air slash is super effective.

I really hate my scarf users to have inaccurate moves, especially when a dangerous threat needs to be removed/cleaned up and missing really isn't an option. But it must be an extremely rare circumstance that Air Slash would find use over flamethrower or hurricane. The flinch chance is neat, but what threats does air slash help with that flamethrower won't already cover? Especially in the sun
 
Curious what purpose air slash brings? Is it just for Ceruledge/Flash Fire mons and a "safe" move to use outside of sun? Other than that, I don't see a world where you'd prefer to use it over hurricane, as the latter is safely spammable against predicted Pelliper switch ins and a 100% STAB move in the rain. Because if the sun is up, tera-fire moves will still do more/equal to just about everything, even when resisted and air slash is super effective.

I really hate my scarf users to have inaccurate moves, especially when a dangerous threat needs to be removed/cleaned up and missing really isn't an option. But it must be an extremely rare circumstance that Air Slash would find use over flamethrower or hurricane. The flinch chance is neat, but what threats does air slash help with that flamethrower won't already cover? Especially in the sun

Honestly, you could put anything in that slot and you wouldn't notice much difference.

I tried using Hurricane in that slot for a while, but predicted Pelipper switches are really the only time you'll ever use it. It misses more often than not outside of Rain, so it doesn't serve much purpose if you're committed to keeping Sun up, which you really should be if you're using Charizard. And it can't OHKO Pelipper without the Solar Power boost so it'll tank the hit and then OHKO with Hydro Pump/Surf in return if you try to take it on 1v1 without hitting it on a switch-in. I just found it to be one of those things that's better in theory than practice.

There aren't many better options though. You're stuck with either Focus Blast or Hurricane and their 70% accuracy if you want another hard-hitting move. I've just been using Air Slash mostly as a placeholder. But yeah, it doesn't really hit much. You're mainly spamming Flamethrower/Overheat and using Solar Beam for coverage. 4th move is kinda irrelevant tbh if you give it the support it needs.
 
Back
Top