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I wanna make 100lvl Charizard, so I want as great as possible:)

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This fully depends on which form and which set of Charizard you are using, so I will provide natures and sample movesets for every viable nature.

Standard Special Attacker: Timid (+Spe, -Atk)

Charizard has base 100 Speed, meaning it hits the sweet spot that outspeeds many common Pokemon, such as Great Tusk, Landorus-T, and Tapu Lele. To make the most out of that Speed stat, a Timid nature is used, which lowers Charizard's useless offensive stat in Attack in return for maximizing Speed.

This nature can be used with base Charizard, along with Mega Charizard Y, who is just a stronger special attacker and fills the same role.

Charizard @ Heavy-Duty Boots / Charizardite Y
Ability: Blaze
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Focus Blast
- Scorching Sands
- Roost

Physical Attacker/Sweeper: Jolly (+Spe, -SpA)/Adamant (+Atk, -SpA)

This is for the same reasons as before, just that since Attack is now the preferred offensive stat instead of Special Attack, Jolly reduces Special Attack to accomodate for it. However, if Dragon Dance is used in the set, Adamant can be used to maximize damage output. Because Dragon Dance already boosts Speed, Charizard can afford to sacrifice a bit of its Speed and use Adamant, which boosts Attack instead of Speed.

This nature can be used for physical attacking Charizard running something like Dragon Dance or Belly Drum, as well as Mega Charizard X, a powerful physical Dragon Dance sweeper. Note that normal Charizard rarely runs physical sets, but certain teams can find a place for it, especially in lower tiers.

Charizard @ Heavy-Duty Boots / Charizardite X
Ability: Blaze
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Swords Dance/Dragon Dance
- Flare Blitz
- Dual Wingbeat
- Earthquake

Bulky Burn Spreader: Calm (+SpD, -Atk)

With 78/78/85 bulk, Charizard is actually respectably bulky, and it can use that bulk to spread burns with Will-O-Wisp and heal off damage with Roost. Because burn halves the power of a Pokemon's physical attacks, Charizard should maximize its Special Defense to deal with special attacks better.

Charizard @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Defog
- Roost

The movesets above are written with regards to Generation 9 metagames and Generation 9 National Dex, although these natures can definitely be applied to earlier generations. For example, special attacking Charizard in Generation 5 does not have access to Scorching Sands but does have access to Hidden Power Grass, along with viably running Air Slash. In that case, the nature of Timid is still the best nature, it's just that the moves are different.

Hope I helped!

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This answer is for competitive, right? Which format?
Charizard's natures are pretty consistent throughout the generations, although the movesets are regarding the Heneration 9 metagames. you pretty much won't deviate from the four I provided above in most scenarios. This is more of an overview of what natures charizard COULD run with a given moveset/role, the actual moveset is obviously dependent on the generation and metagame.
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Well charizard runs a wild diversity of sets, however most of them tend to be special attackers. So I would recommend running the Timid Nature on Charizard as it will enable you to be fast as well as have a great offensive presence.

Special attacker and recommended Natures

  • Timid for the standard sets
  • Modest/Timid for scarf sets

However it must also be noted that physcial sets are very good too. For this reason I would say Adamant or Jolly Nature if you are planning on using moves such as Flare Blitz, Earthquake etc.

Physical attacker Natures

  • Jolly Nature for standard sets
  • Adamant/Jolly Nature for choice physical scarf
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Ok, ty:) I'm still not sure which one I should choose. Maybe I'll take Quirky or some of the other neutral natures.
You are welcome :)

If you aren't sure you could always go for a neutral nature but you can also go for the rare mixed sweeper and chose a nature such as hasty or Naive. They both boost speed but lower defense/special defense respectively. If you want a dual offensive Charizard I would recommend Naive/Hasty. However Timid should be the best nature for a standard charizard :)
I just thought if I'm going to teach Earthquake or/and Fly for it. If I'll, I'm not sure would Timid be so good.  But now I know what I'll do.  I have many Charmanders so I'm going to move one in my W2 and try to get Timid Charmander 'cause in W2 I can get Earthower and Airslash for it. In HG I'll get some of the neutral natures so I can teach Earthquake for it.
kk, cool :)
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The question didn't specify which game or competitive format/ruleset it was asking about. Normally I would hide vague questions, but hiding this specific question risks losing search engine hits. I guess I'll have to answer it for the most common use cases to appease the Algorithm. And because people will likely continue reading these answers for years in the future, the competitive parts of the answer will focus more on past generation OUs instead of current generation formats. I think this will keep the answer relevant for longer.

FRLG singleplayer
All flying attacks are physical in this generation and Charizard's best coverage move is earthquake, so it'll make use of both of its attack stats. Natures are much less important in singleplayer campaigns, so you can soft reset for anything that doesn't lower either attack stat or speed or pick Squirtle, which is usually the better option in this game.

XY singleplayer
In Y, all of Charizard's good moves are special, so you can soft reset for any nature that doesn't lower special attack or speed. If you're playing X, you'll want special attack before it can mega evolve and physical attack afterward, so you might want to make sure your nature doesn't lower either of them (or speed).

Gen 3 OU
Charizard is interesting in this metagame because it's a special sweeper that can't be mindlessly walled by common special walls, like Snorlax, Blissey, or Tyranitar. It does this by using either focus punch or beat up. Focus punch doesn't rely on teammates having high base physical attack or not fainting and does more damage to Tyranitar, while beat up doesn't rely on substitute and thus can 2HKO opponents (especially Blissey with thunderbolt or seismic toss) more easily. If you use focus punch Charizard, you have a few choices:

Flamethower and hasty/naive: 100% accurate STAB, outspeeds max speed Moltres and base 100/252 EV/neutrals
Fire blast and hasty/naive: very likely to OHKO Skarmory and Metagross, outspeeds max speed Moltres and base 100/252 EV neutrals
Flamethrower and mild/rash: 100% accurate STAB, very likely to OHKO Skarmory and Metagross

And if you use beat up you just use timid. Here are some movesets.

Charizard @ leftovers
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty/naive/mild/rash nature
- flamethrower/fire blast
- hidden power (grass)
- substitute
- focus punch

Charizard @ leftovers
EVs: 4 Def / 252 SpA / 252 Spe
Timid nature
- flamethower
- hidden power (grass)
- beat up
- fire blast/dragon claw

Gen 6 OU
Although mega Charizard X uses dragon dance, it still prefers jolly to outspeed choice scarf users like Excadrill, Kyurem, or Landorus at +1 speed and revenge-kill things more reliably at +0 speed.

Charizard @ Charizardite X
Ability: blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly nature
- dragon dance
- dragon claw
- flare blitz
- roost

Mega Charizard Y kind of needs the timid nature because its speed tier is crowded by stuff like Altaria, Medicham, Excadrill, Kyurem, and Landorus.

Charizard @ Charizardite Y
Ability: blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid nature
- flamethower
- solar beam
- focus blast
- roost

Gen 7 OU
Mega Charizard Y continues using the exact same moveset it used in gen 6 OU. Mega Charizard X uses almost the same moveset (with jolly nature of course), but it often uses earthquake instead of roost because Toxapex, Tapu Koko, and Tapu Fini exist now.
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