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[Final] Charizard

Discussion in 'Gen 5 NU Analyses' started by Spoovo The Pirate, May 19, 2013.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    {{header}}

    {{Tier|BW2 NU}}

    {{Overview|Ohh Charizard. Whatever happened to you?

    This pokemon has been the fan favourite since practically the dawn of pokemon, but in spite of everything, it finds itself in the wastelands of NU, where it uses the fire on its tail to keep itself and other NU misfits warm at night.

    It may sport decent all round stats, but Game Freak gave Charizard the kick to the kerb with the release of the dreaded Stealth Rock. Rocks have always plagued Charizard's existence, with Rock-types dominating high tiers in gen 1, and Stealth Rocks clipping its wings since Gen 4. It did enjoy some success in generations 2 and 3, where Rock-types didn't have full control of the tier, but since then it's been a steep, downhill plummet for this once proud lizard.

    The reason Charizard hates rocks so much is because of its Fire/Flying typing. A 4x weakness to Stealth Rock means that its HP gets shaved clean in half as soon as it switches in. This seriously limits its mobility and longevity, forcing it to walk on eggshells every battle. However, that's enough about Stealth Rocks. On the positive side, Charizard's Fire/Flying typing is great offensively, and unique to NU, with a great base 109 Special Attack, and also a respectable base 100 Speed, making it a powerful and versatile threat in the tier. Its base 84 Attack could be improved, but isn't terrible, and it isn't frail either, with 78/78/85 defenses letting it take a couple of neutral hits.

    It has an extremely powerful ability in Solar Power, which boosts its already impressive Special Attack to scary levels in the sun, at the cost of some HP every turn. Charizard's movepool is also passable, outshining stat rival Typhlosion's. Just remember that Stealth Rocks are Charizard's kryptonite, and it's sure to do a wonderful job.}}

    {{Set|Roost + 3 Attacks|
    Charizard @ Life Orb / Leftovers / Lum Berry
    Trait: Solar Power / Blaze
    EVs: 4 Def / 252 SAtk / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Fire Blast / Flamethrower
    - Air Slash
    - Hidden Power Grass / Ice / Focus Blast
    - Roost}}

    {{Comments|With Stealth Rock mauling Charizard every time it steps onto the battlefield, its access to the reliable recovery in Roost becomes little short of a godsend, counteracting Stealth Rock's damage with a simple click of a button. Having to use it every time Charizard switches in can become tedious, however, so it's recommended that you switch as little as possible, to keep that momentum high!

    Roost can also be used to alleviate Life Orb damage, and let Charizard take Volt Switches more easily. Seeing as Charizard is a common target for Volt Switches, halving the damage they inflict is useful (however it'll only work if Charizard moves first). Fire Blast is the main STAB on this set, hitting like a truck coming from Charizard's base 109 Special Attack (with a potential Life Orb boost, too!). If you're worried about the accuracy though, Flamethrower's a fine alternative for a reliable attack, yet with still decent power. Air Slash is the secondary STAB, being the attack that sets Charizard apart from all of NU's other Fire-types. It also has the bonus of letting Charizard check the tier's many Fighting-types pretty well, and having decent neutral coverage too.

    In slot 3, Charizard's coverage options come into play. Hidden Power Grass has use in hitting a lot of common switch ins, like Golem, Rhydon, Quagsire, Seismitoad and similar, while Hidden Power Ice knocks the troublesome Altaria out of the sky. Finally, Focus Blast is an unreliable but very powerful option for hitting special walls like Lickilicky, who would otherwise steamroll this set into the ground.

    The EVs are simple: Max Speed, Max Special Attack, the remains in Defense. No HP EVs are used to keep Charizard's HP odd, and let it switch twice into Stealth Rocks if it ABSOLUTELY has to. The Timid nature makes the most of Charizard's decent base 100 Speed. Modest can be done, but Timid is generally preferred for the increased Speed. The Life Orb buffers Charizard's power - and Roost helps alleviate its HP recoil - while the Leftovers help Charizard's longevity, and the Lum Berry is a viable option for preventing status from ruining Charizard's day.

    Neither of Charizard's abilities are particularly useful with this set, but in the right situations, one is superior to the other. If you think the sun will come out, Solar Power is the better choice as it powers up Charizard's Special Attack to wonderful levels. However, as Charizard can generally take a resisted move after switching into Stealth Rocks and be left with less than 33% of its HP - i.e. entering Blaze range - you can make full use of it by firing off a brutally powerful Fire Blast, and then Roosting afterwards (if applicable). Solar Power's generally the recommended ability though.}}

    {{Set|No Batteries Required|
    Charizard @ Heat Rock / Life Orb
    Trait: Solar Power
    EVs: 4 Def / 252 SAtk / 252 Spd
    Timid nature (+Spd, -Atk)
    - Sunny Day
    - Fire Blast / Flamethrower
    - SolarBeam
    - Air Slash / Hidden Power Ice / Roost}}

    {{Comments|This set abuses Charizard's more powerful ability to its fullest, with sunlight activating Solar Power and turning Charizard from a wannabe dragon into an atomic bomb. Sunny Day is obvious and obligatory, seeing as there are no permanent weather inducers in NU. It can be dropped if you're building a team with full sun support, but isn't recommended.

    Fire Blast packs amazing but inaccurate power in the sun, while Flamethrower is decently powerful and always hits. SolarBeam is the only option in slot 3, seeing as this is a sun abusing set. It would therefore like to be able to fully abuse SolarBeam, as it packs solid power and hits a lot of common switch ins for serious damage. Focus Blast doesn't get a listing this time, as it simply is not needed. The only exception would be Munchlax, whose Thick Fat and absurd Eviolite bulk lets it take Fire Blasts relatively well. Instead, Air Slash is listed for its decent neutral coverage and great power when boosted by Solar Power, while Hidden Power Ice gets mentioned again for Altaria, although Altaria will have a lot more trouble walling this set. Finally, Roost is listed again to keep Charizard healthy. It'll lose HP much faster in the sunlight, thanks to Solar Power, so it can see plenty of usage.

    The Heat Rock is the main listed item to make the sun last longer, while the Life Orb pumps up Charizard's power even further. The Leftovers can be held once again, to reduce how much HP Charizard loses while the sun's out, but generally isn't recommended. The EVs are the same as last time, but Modest isn't listed as a nature this time, as it isn't needed either. Timid gets basically all of the needed KOs.}}

    {{Set|Choice Specs|
    Charizard @ Choice Specs
    Trait: Blaze
    EVs: 4 Def / 252 SAtk / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Fire Blast
    - Air Slash
    - Focus Blast
    - Hidden Power Grass / Electric}}

    {{Comments|This set doesn't differ much from the Roost + 3 Attack set at first, but it functions completely differently, sacrificing versatility and longevity for jaw dropping, face melting power. Ignore Charizard's crippling Stealth Rock weakness as best you can, because once you see the power of this set, you'll realise that it won't make any difference, as this set won't need to switch out. There is literally no NU wall that it can't 2HKO with the appropriate move. Even Specially defensive Lickilicky is fried by two Fire Blasts (most of the time).

    Fire Blast is the obligatory main STAB in slot 1, because power is the basis of the set. Flamethrower is usable, but not recommended, and Overheat isn't listed as that encourages switching, which Charizard HATES doing when Stealth Rocks are up. Note that in NU, this is pretty much always. Air Slash is the reliable secondary STAB in slot 2, hitting Fighting-types hard and generally considered the better attacking option for when you don't know what's coming in, as nothing is immune to it and it still hits fairly hard, with decent neutral coverage of its own. Emboar would be its primary target, being a pokemon that would otherwise be able to switch in fairly easily. Hariyama is also a worthy target.

    Focus Blast in slot 3 is unreliable, but very needed, as it stops the dreaded Munchlax from walling the set and also hits Lickilicky significantly harder. As Fire Blast isn't a guaranteed 2HKO, Focus Blast may be worth the risk, although beware that there's only a 49% chance that both Focus Blasts will hit. Lastly in slot 4, Hidden Power Grass is listed for the obligatory Water- and Ground-type switch ins (Focus Blast can better deal with Rock-types that aren't Golem or Rhydon), while Hidden Power Electric hits the highly annoying Mantine, and also takes down bulky Waters that don't have Ground typing. Hidden Power Ice can also be considered for Altaria, but generally isn't needed due to the set's sheer power.

    The EVs are the same as always. Timid is the recommended nature for the increased Speed it brings, but the Modest nature can be used here too, as that greatly increases Charizard's odds of 2HKOing Lickilicky with Fire Blast, among other things. Blaze is the main listed ability because although sunlight would be VERY nice to abuse Solar Power and Choice Specs with, relying on or arranging for it to be set up is not always the best idea. The Choice Scarf can be used too instead of the Choice Specs, but Charizard prefers the ability to 2HKO walls than to outrun a few more things.}}

    {{Set|Physical Attacker|
    Charizard @ Salac Berry / Flying Gem
    Trait: Blaze
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Swords Dance / Dragon Dance
    - Substitute / Acrobatics
    - Fire Punch / Flare Blitz
    - Earthquake}}

    {{Comments|Charizard's base 84 physical attack may seem paltry in comparison to its base 109 Special Attack, but it is in no way bad, and it has the advantage of abusing Charizard's amazing physical movepool (as well as surprising a few opponents!).

    This set uses a Jolly nature as Swords Dance boosts its Attack to threatening levels, so the slight power increase from going Adamant wouldn't really be worth it. The EVs are just as simple as the previous sets, however; Max Attack, max Speed. If you don't like Swords Dance, and prefer more Speed, give Dragon Dance a shot for increased odds at beating offensive teams.

    Substitute and Acrobatics in slot two serve different purposes. Substitute is used to help Charizard to get into Blaze range, and Charizard has the bonus of doing this easily due to Stealth Rock taking away 50% of its HP. Once Charizard has been reduced to 25%, it can activate its Salac Berry and sweep with deadly double STAB, possibly Swords Dance boosted Fire Punches. Acrobatics on the other hand is best used with the Flying Gem, and provides a powerful, reliable STAB option without any drawbacks.

    Fire Punch and Flare Blitz in slot 3 are also corresponding slashes. Fire Punch isn't amazingly powerful, but it doesn't cause HP recoil unlike Flare Blitz, which means it can reliably sweep in tandem with Substitute and the Salac Berry. Flare Blitz hits much harder however, functioning much more efficiently alongside Acrobatics. In the last slot, Earthquake is listed for the great neutral coverage it provides with the STAB options. It also serves as Charizard's best physical option against common switch ins like Golem. Another option for this slot would be ThunderPunch. Although the only notable targets are Mantine and Archeops, it's worth listing because of them. Every other target is hit harder by either a STAB Acrobatics or an Earthquake, however...

    The Salac Berry should be used with Substitute and Fire Punch, while the Flying Gem should be used with Acrobatics. Acrobatics CAN be used with the Salac Berry, but is not recommended. If you're using the SubSalac strategy, move the Defense EVs to HP so that Charizard's HP is even, and thus able to activate the Salac Berry at 25% instead of 1%.}}

    {{Synergy|Bulky Waters like Alomomola and Wartortle are good partners for Charizard, the former for being able to pass it wishes and keep it healthy regardless of Stealth Rock, and the latter for being able to (somewhat) reliably remove those dreaded Stealth Rocks from the field. Both can also take Water moves aimed at Charizard, while Charizard can take Grass-type assaults aimed at them. Both are vulnerable to Electric-type moves though, and Charizard's Rock weakness is still very prevalent.

    Water/Ground types like Seismitoad are practically ideal partners for Charizard, resisting literally everything it's weak against (assuming Water Absorb), while Charizard resists Seismitoad's Grass weakness with sheer ease. However, Seismitoad does not pass wishes or remove Stealth Rocks, so having a pokemon that can do one of those two things as well would be recommended. Audino is good for passing Wishes, and Charizard can come in on a Fighting attack aimed at Audino. Armaldo and Torkoal are the only other common Rapid Spinners in NU that isn't named Wartortle, but both of them share far too many weaknesses with Charizard to form a decent core. If you want rid of Stealth Rocks and also a solid core with Charizard, a core of Wartortle, Charizard and perhaps Torterra or another bulky Ground-type like Rhydon or Stunfisk would suffice.}}

    {{Options|The rest of Charizard's physical movepool consists of a wide assortment of Dragon moves, Crunch, Rock Slide, Return and Focus Punch among others. Note that egg moves are illegal with Acrobatics, however. Charizard also has two other attack boosting moves in Hone Claws and Belly Drum. 'BellyZard' gained some infamy in Generations 2-4 as a lethal niche sweeper, but it simply can't function in Gen 5 NU due to how difficult it is to remove hazards from the battlefield. Hone Claws can be used to patch up the poor accuracy of moves such as Fire Blast and Focus Blast, making a surprise mixed set feasible. Dragon Dance can be used even without physical moves, as the speed boost is greatly appreciated due to Charizard's high Speed stat.

    The Choice Specs set can function just as easily with the Choice Scarf instead, and Typhlosion being in LU means that Charizard isn't outclassed for the role. However, its Stealth Rock weakness really holds the set's effectiveness back.

    Beat Up is interesting. Counter could potentially see some usage in ideal conditions. Sky Drop could see some use in stall-based situations, as the prevalence of Toxic Spikes in NU would be easy to stall with, especially when Charizard can use Substitute and Roost effectively. SolarBeam is viable with the Power Herb for a one shot chance at nailing a common check.

    Dragon Pulse is basically the only special move in Charizard's special movepool that isn't mentioned. It only hits Altaria and NFE Dragons in NU for super effective damage, the former of which is hit harder by Hidden Power Ice, and the NFE Dragons are rare enough to not care about. Different Hidden Power types are worth considering, such as Hidden Power Water to smite would be check Camerupt. Note that Hidden Power Water should not be used on the Sunny Day set, for obvious reasons.

    Finally, Flame Charge gets a mention for boosting Charizard's Speed whilst doing damage, but doesn't benefit it much.}}

    {{Checks|STEALTH ROCK.

    Seriously, just having them on the battlefield means Charizard's instantly half dead. It can't do anything to get rid of them either, so they technically counter it.

    Fast Electric-types like Zebstrika can easily Volt Switch on Charizard to deal huge amounts of damage to it (if not kill), and switching in won't be impossible either, as Charizard's first turn is usually spent setting something up or Roosting rather than attacking. Samurott's Aqua Jet is powerful enough to KO Charizard after Stealth Rock damage, but Charizard will likely Roost as Samurott switches in.

    Nothing resists everything Charizard has, but finding something that resists the right coverage moves can be useful. Special walls like Lickilicky do well against the first set if it lacks Focus Blast, while Camerupt can't be hit for super effective damage by the special sets, and conveniently resists Fire Blast (although it'll still hurt in the sun). Camerupt only threatens immediately if it has a Rock move, but if it doesn't, it can simply use Roar to force Charizard into taking another bout of Stealth Rocks. Defensive Flareon is an unorthodox option, but boasts basically the same thing as Camerupt, only it can absorb Fire Blast with its Flash Fire, and then force Charizard out with Roar, not to mention stall out turns with Wish and Protect. Neither Camerupt or Flareon will do very well against physical Charizard due to Earthquake, however.

    Other Flash Fire pokemon like Rapidash and Houndoom can take a Fire STAB, but can't take a Focus Blast well at all. Bulky Waters such as Seismitoad, Alomomola and Quagsire do well if Charizard lacks a Grass move, but the second set is guaranteed to have SolarBeam, and the first set is likely to have Hidden Power Grass. Mantine deserves a strong mention for fearing only the rare Hidden Power Electric, and otherwise being able to tank just about any hit with its titanic Special bulk. Sturdy Sawk and Golem can survive one attack and OHKO with a Rock move as long as hazards aren't on the field (note that this is unlikely).

    Eviolite Munchlax is arguably the closest thing to a Charizard 'wall' in the NU tier, but even it can't take two Focus Blasts from the Sunny Day or Specs set. Thick Fat Grumpig also does surprisingly well against special sets, but its lack of reliable recovery means it can't take too much of a beating.}}

    {{footer}}
     
    Last edited: May 24, 2015
  2. Sakuya Izayoi

    Sakuya Izayoi love to hate

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    I think that the specs set should be mentioned as one of the sets, seeing that SpecsRizard is one of the most dangerous wallbreakers in the tier, burning everything to the ground. After all, its wallbreaking power is what differentiates it from Simisear as Simisear does spot a higher base speed while Charizard sports a significantly higher special attack from what i recall.

    Tbh, while water types are Charizard's bane, it is ironically also one of the best partners to pair it up with. Like Wartortle supporting rapid spin support, while Big Lovedisc(I'm not going to spell out the name), can support it with its huge wishes.

    A Physical set is very viable, especially with DD and flying gem+acrobatics, can really break down and destroy the tier bar big lovedisc. If you do not think a physical set is viable, i think flying gem+acrobatics is worth a mention in the OO anyway.

    Regirock invested heavily in hp and special defense can also check it well should Charizard lack Focus Blast, as hidden power grass is not really going to do a chunk if it does not have anything that boost its special attack, while Regirock can throw a Thunder wave at it, set up Stealth Rock to trap it, or even use stone edge/rock slide to eliminate the mighty fire dragon.

    Might want to add bulky water types such as Seismitoad and Mantine in the checks and counters, seeing that both do a very good job countering it should it lack the respective hidden power. Water types such as samurott is very useful in threatening the Stealth Rock users not to set up SR on them, or lest they get destroyed by their water attacks. Samurott deserves special mention as also gets taunt, making sure that Stealth Rock users with sturdy will not be able to get off Stealth Rock.

    Looks good to me, lets wait for what others say.

    Edit: Quagsire should also have a special mention of being able to recover health and stall out sets without hp grass. Might also want to add in the hilarious Quick attack in OO.
     
    Last edited: May 19, 2013
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Water-types for synergy was something I had planned, lol. Thanks for the reminder there. Mantine does sound like a solid check now that you mention it, because Charizard has little reason to use HP Electric. Seismitoad and Quagsire definitely deserve to be there, yeah. Regirock was also on the thought train, but didn't make it to the analysis itself for some reason, lol.

    As for Acrobatics... Charizard doesn't get it, or Quick Attack. D:

    With the Specs set... I do like it, but that Stealth Rock weakness is a huge problem, as even Wartortle can't be guaranteed to keep the place rock free. Charizard's Special Attack is only 11 base points higher than Simisear's, which isn't huge. the 1 point Speed difference is also negligible, lol. I'll let QC people have their say on Specs.

    Thanks for your thoughts, though! :3
     
  4. mibuchiha

    mibuchiha Was yea ra chs ieeya.

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    BROKENZARD needs mention I think. Sure it's hard to use due to rocks and it really needs the sun support, but once in it will punch holes. It has quite a good speed and nothing not immune to fire blast can safely switch in.
     
  5. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Brokenzard being... the SubSalac + Blaze thing?

    I gave a short mention to that in the OO:

     
  6. Sakuya Izayoi

    Sakuya Izayoi love to hate

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    It does! But now that I think of it, it was stupid of me to put quick attack there seeing that it is a gen 4 event move :x But flying gem acrobatics can really go a long way in serving as Charizard's flying STAB move.
     
  7. Dr. Fuji

    Dr. Fuji Active Member

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    Zard was OU/BL and considered the best OU Fire Type (with the possible exception of Houndoom) the entirety of Gen 2 just saying..

    Personally I would give physical Zard at least one set it has so many options on that front Swords Dance, Salac Berry and Blaze, Dragon Dance, Belly Drum along with a pretty great physical movepool and immunity to Will-o-Wisp.

    If I had to choose one set to showcase I'd say this is the most versatile one:
    Charizard (F) @ Salac Berry/Flying Gem
    Trait: Blaze
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Swords Dance
    - Substitute/Acrobatics
    - Fire Punch/Flare Blitz
    - Earthquake

    With ThunderPunch mentioned in the set comments.
     
  8. The Real Elmo

    The Real Elmo Caterpie hungers...

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    Awwright, Brokenzard time!

    HP Grass before HP Ice on the Roost+3 set. you really need something to hit NU's water/rock/ground types more than you need to hit the less-seen Altaria.

    Sun set looks good.

    I'd like to see both a Specs(BROKENZARD) set and a physical Acro set added. Dr. Fuji's set is great for this.
    Even though Zard has a nasty SR weakness, the sheer power he contains is ridiculous. 2 hitting a lot of resists with Fire Blast? Yes Please
     
  9. Dr. Fuji

    Dr. Fuji Active Member

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    Not to mention if you get sun up you can 1HKO one of the biggest special walls in the tier!
     
  10. Arceus_17

    Arceus_17 Avoid eye contact

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    Nice work x)
    My only advice is:
    - remove Overheat in the Sunny Day set. Charizard dislikes switching a lot (rocks) and the SpA drops from Overheat forces you do to so.
    - switch Life Orb with Leftovers in the same set since Charizard will get worn down extremely easy with both Solar Power and Life Orb recoil.

    Also, a physical set deserves a mention, in my opinion. Charizard has an interesting Atk Stat (84), Swords Dance, Dragon Dance, STAB in Acrobatics and great coverage moves. Ofc if it only had Unburden, it would be much more viable...
     
  11. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Lol, by Gen 2 being awful to it, I meant that it was still cockblocked by Rhydon, Golem and Tyranitar and worst of all Aerodactyl. Sure, it could use HP Grass for them then (but not Aero), but they were still everywhere.

    @ Arceus: I just found out about Acrobatics as an event move. Sorry for the misunderstanding. :3

    Also, the Life Orb is generally considered needed on the Sunny Day set for the power it brings.

    Elmo: So... Brokenzard = Specs? (I don't keep up with all these nicknames...)

    I was thinking I should swap HP Grass and Ice around when I was writing it lol. Shows I should've really, huh?

    EDIT: How's it looking now? :3
     
    Last edited: May 20, 2013
  12. Dr. Fuji

    Dr. Fuji Active Member

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    Um I don't want to insult you Spoovo but you obviously know little about GSC. Aerodactyl and Golem were both very rare in GSC OU while Rhydon has fallen heavily out of favour in more recent times, the only Charizard set that was commonly used was Belly Drum it got its niche from being the fastest Belly Drummer in the generation (well that and also hitting Skarm). Most of that list would not appreciate taking a +6 Earthquake. Bigger problems for it were things that outsped and hit it super effectively like Raikou and Starmie or things which could live a hit and retaliate like Miltank and Suicune.

    Awesome catch I definitely missed that.
     
    Last edited: May 21, 2013
  13. Finchinator

    Finchinator IT’S FINK DUMBASS

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    Maybe Slash Adamant on Physical set(!?)
    Also, besides Flame Charge, the last bullet in the OO seems kind of pointless
    (Just my point of view, though.)
    Oh and I'd bold STEALTH ROCKS,
    caps doesn't seem to be enough. (In the C&C.)
     
  14. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    You make good points, Finch. Though I don't see any point in Adamant, as Charizard's getting a Swords Dance boost anyways, and I doubt it'll gain any more KOs. He usually needs Jolly to avoid being outrun too. D:

    Oh and Mewthree, you're overthinking. While I concede that I don't know much about Gen II competitive, I do know that there were plenty of Rock-types in it, and they were a lot more prominent in Gen II than they were in Gen III, where Tyranitar, Rhydon and Golem all had similar or higher usage to Charizard in Gen II, while only Tyranitar and Aerodactyl trumped it in Gen III, with none of the others even coming close.

    In short, I was just saying that Zard did better in Gen III than Gen II, with Rocks being a deciding factor. Tis just my opinion.
     
  15. emac

    emac Emad

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    In the physical set, I would definitely have dragon dance slashed with swords dance. At +1, zard outspeeds most scarfers and can donk late game. Looks good!
     
  16. Dzi

    Dzi So Nyuh Shi Dae

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    Other Options:
    Power Herb+SolarBeam it can KO a lot of checks especially the ground and water types and it doesn't need sun support but it can only be used once.

    Checks and Counters:
    Mention on the Grumpig part that it lacks a reliable recovery outside of leftovers and Rest, hence, it can't take repeatedly strong hits from Charizard.

    Other than that it looks really good.
    Approved.
     
  17. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Yup, that makes sense to me. I'll get those modded. :3

    EDIT: Whoa, I completely missed this! Sorry there Emac. I'll get that changed too. xD
     
    Last edited: May 22, 2013
  18. Arceus_17

    Arceus_17 Avoid eye contact

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    Please note that Dragon Dance is illegal with Acrobatics.
     
  19. The Real Elmo

    The Real Elmo Caterpie hungers...

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    ^ Dat legality
    Other than that, looks good
    Approved
     
  20. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Yup yup. Good catch Arceus. I'll make that wee change, and this one's ready to be wikified. :3