Charizard

FireFlyingGen 1 · starter

High Special Attack (109) and Speed (100). Excellent offensive coverage with Fire/Flying STAB. Solar Power in sun makes it a nuclear threat. Access to Dragon Pulse and Focus Blast for coverage.

Type Weaknesses & Resistances

⚠️ Weaknesses

4× Super Effective:
2× Super Effective:

✓ Resistances

¼× Resistant:
½× Resistant:
0× Immune:

Base Stats

HP78
Attack84
Defense78
Sp. Atk109
Sp. Def85
Speed100
Total534

Recommended Moveset

Flamethrower
Air Slash
Dragon Pulse
Solar Beam

Abilities

BlazeSolar Power

Charizard Matchup and Positioning Guide

The matchup behind the 4× Rock weakness

Charizard’s Fire/Flying typing gives it a Ground immunity and useful resistances to Fire, Grass, Fighting, Bug, Steel, and Fairy, including especially strong Grass and Bug resistances. Rock is the central risk because it deals 4× damage; Water and Electric deal 2×. Stealth Rock can remove half of Charizard’s health when it enters, so Heavy-Duty Boots or dependable hazard removal is normally essential. Do not evaluate a switch from the type chart alone: a resisted attack may still carry Knock Off, status, or secondary coverage that removes Charizard before it can use its offensive stats.

Choosing an offensive plan

Base Charizard’s 109 Special Attack and 100 Speed favor special pressure. Fire STAB becomes especially dangerous in sun, while Flying STAB covers Fighting, Grass, and Bug targets. Solar Beam can punish Water-, Ground-, and Rock-based answers in sun, and Focus Blast can target some Rock types, but both choices have conditions or accuracy costs. A balanced set may prefer Flamethrower, Air Slash, Roost, and a utility move rather than maximum immediate damage. Scout the opposing team and preserve the move that breaks Charizard’s actual counter instead of revealing every coverage option early.

Counterplay and team support

Keep Stealth Rock active, remove Heavy-Duty Boots, or pressure hazard removal to shorten Charizard’s useful life. Faster attackers, priority, rain-boosted Water attacks, and accurate Electric moves can be more reliable than gambling on Stone Edge. Charizard wants partners that remove hazards and absorb Rock, Water, and Electric pressure; Ground types are valuable against Electric, while bulky Water or Grass partners can cover other lanes. In return, Charizard can enter on Ground attacks and threaten Grass or Steel opponents. Forms, abilities, and legal mechanics vary by game, so confirm the format before applying a moveset.

Planning turns around weather and recovery

Sun changes several decisions at once: it strengthens Fire attacks, enables one-turn Solar Beam, weakens opposing Water damage, and may activate Solar Power. The same plan also accelerates recoil and chip, so calculate how many attacks Charizard can actually make after entry hazards, Life Orb, Solar Power, or resisted damage. Roost extends a game only when the opponent cannot use that turn to set hazards, boost, or bring in a hard answer. When sun is absent, avoid treating Solar Beam as dependable coverage because the charging turn can surrender momentum. A good Charizard turn either removes a key defender, forces meaningful progress, or preserves enough health for a later Ground immunity; damage without a follow-up plan is rarely worth sacrificing its limited entries.

Competitive Strategy

Charizard excels as a special attacker with multiple viable sets: **Solar Power Sweeper (Sun Teams):** - Ability: Solar Power (1.5× Special Attack in sun, but loses HP) - Moves: Fire Blast, Solar Beam, Air Slash, Focus Blast - Item: Life Orb or Choice Specs - Strategy: Pair with Drought setter (Torkoal, Ninetales). Devastating power but short-lived due to HP drain. **Blaze Pivot (Balanced Teams):** - Ability: Blaze (boosts Fire moves at low HP) - Moves: Flamethrower, Air Slash, Roost, Will-O-Wisp - Item: Heavy-Duty Boots (negates Stealth Rock) - Strategy: More defensive. Roost for longevity, Will-O-Wisp cripples physical attackers. **Mega Charizard Y (if available):** - Sets permanent sun on entry - Massive Special Attack boost - Best Charizard forme for competitive play **Key Weaknesses:** - 4× weak to Rock (Stealth Rock removes 50% HP!) - Always run Heavy-Duty Boots or have Rapid Spin/Defog support - Vulnerable to priority moves (Aqua Jet, Sucker Punch) - Relatively frail Defense (78 base) **Best Partners:** - Rapid Spin/Defog users: Corviknight, Great Tusk, Torkoal - Drought setters: Torkoal, Ninetales (for Solar Power sets) - Electric immunities: Ground-types to handle Electric attacks - Stealth Rock setters: Pressure opponents, force switches

Best Counters

  • Stealth Rock (removes 50% HP)
  • Rock-type attackers (Tyranitar, Lycanroc)
  • Electric-types (Zapdos, Magnezone)
  • Water-types with priority (Azumarill Aqua Jet)
  • Bulky Water walls (Toxapex, Gastrodon)

Frequently Asked Questions

What is Charizard weak to?

Charizard is 4× weak to Rock. Charizard is 2× weak to Water, Electric.

What is the best moveset for Charizard?

The recommended moveset is: Flamethrower, Air Slash, Dragon Pulse, Solar Beam.

How to counter Charizard?

Best counters: Stealth Rock (removes 50% HP), Rock-type attackers (Tyranitar, Lycanroc), Electric-types (Zapdos, Magnezone), Water-types with priority (Azumarill Aqua Jet), Bulky Water walls (Toxapex, Gastrodon).

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