Table of Contents
Charizard flies around the sky in search of powerful opponents. It breathes fire of such great heat that it melts anything. However, it never turns its fiery breath on any opponent weaker than itself.
Table of Contents
Table of Contents
Charizard is, quite simply, the ultimate Striker. With the fastest path to Mega Evolution of any Pair in the game, the ability to max its own Critical Chance, Attack, Sp.Attack, and Speed; a versatile yet high Damage set of Attacks and Passives, and some of the highest base Stats of any Striker, it’s harder to come up with reasons not to use Charizard than it is to find reasons to use it. While there are niche situations where using a Tech damage dealer or other specific strikers (e.g Solgaleo against stages with damage reducing effects) is slightly better, and it can only deal Supereffective damage against opponents weak to fire, it hardly matters since its neutral Damage is so high. And outside of those niche situations or absolutely requiring Supereffective damage for something like a Team Strength check, Charizard is pretty much always the optimal pick for a Striker, and when it isn’t it comes close enough that it shouldn’t matter.
Charizard’s extremely quick self-buffing of all the Stats a Striker would ever need, as well as its super fast path to Mega Evolution and varied damage types make it extremely powerful in any situation. It's incredibly strong with literally any Support pair in Single Player, and in Co-Op can be used to great effect during any stage of the game against any Boss.
With some of the highest base Attacking Stats in the game, Charizard is already a hugely powerful Striker before its incredible Attacks and downright insane self-buffing potential. After throwing its access to a 178 power move in Blast Burn and Move Gauge Refresh Passive into the equation, you get one of the highest, if not the highest damage output in the game.
If some of the best Moves and Stats in the game weren’t enough, Charizard also sports some of the most useful unique Passives. Propulsion is an interesting new Passive that combines with Charizard’s two powerful buffs to give it the single fastest route to its Sync Move (and Mega Evolution) of any pair in the game. Piercing Gaze makes up for the slight accuracy drawbacks of Heat Wave and Blast Burn, and is extremely powerful against a select few bosses that make use of bonuses to Evasiveness. Finally, Move Gauge Refresh allows Charizard to pump out its devastating Blast Burns extremely quickly with its 50% chance to regenerate a Bar of Gauge after every move it uses.
Although there are a small amount of things other Strikers can do that Charizard can’t, the pair itself has everything a Striker would ever need. Things other Strikers have over it include Solgaleo’s ability to ignore damage-reducing effects and Metagross’ much higher bulk. Additionally, it's worth noting that Charizard can’t reduce opposing Pairs’ stats or apply guaranteed Status Effects like some Damage-Dealing Tech Pairs can, although that shouldn’t be its role on a team anyways.
Charizard’s versatility allows it to be a powerhouse with any Support your heart desires, but it particularly appreciates bulkier Pairs who can buy it more time to deal Damage and Pairs like Serperior who can replenish the Move Gauge and allow it to pump out more Blast Burns.
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Has a small chance of reducing the user’s sync move countdown by one when the user’s move is successful.
Moves never miss.
|Icon||Bonus||Sync Orb Cost||Energy Cost||Req Sync Level||Grid Pos (X,Y)|
|Heat Wave : Power +3||48||4||(1,5)|
|Heat Wave : Power +3||48||4||(3,7)|
|Heat Wave : Power +3||48||4||2||(1,7)|
|Heat Wave : Power +3||60||5||2||(3,9)|
|Heat Wave : Power +3||60||5||3||(1,9)|
|Heat Wave : Power +3||60||5||3||(2,10)|
|Flare Blitz : Power +6||36||3||(-3,-5)|
|Flare Blitz : Power +6||36||3||(-1,-5)|
|Flare Blitz : Power +6||36||3||2||(-1,-7)|
|Flare Blitz : Power +6||36||3||(-2,-4)|
|Blast Burn : Power +4||60||5||3||(2,-6)|
|Blast Burn : Power +4||60||5||2||(3,-3)|
|Blast Burn : Power +4||60||5||2||(1,-5)|
|Blast Burn : Power +4||60||5||(3,-1)|
|Sp. Atk +5||5||0||(-1,-1)|
|Sp. Atk +5||24||2||(1,3)|
|Sp. Atk +5||48||4||2||(-3,3)|
|Sp. Atk +5||48||4||(-2,0)|
|Sp. Atk +5||48||4||2||(-1,5)|
|Sp. Def +5||5||0||(-1,1)|
|Sp. Def +5||24||2||(2,4)|
|Sp. Def +5||36||3||(-1,3)|
|Living Legend Blast Burn : Power +25||60||5||3||(0,6)|
|Living Legend Blast Burn : Power +25||60||5||3||(0,-6)|
|Dire Hit + : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful.||84||7||2||(2,8)|
|My Destiny! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful.||84||7||(-2,-6)|
|My Destiny! : Stat’s Quo 4 - Has a good chance of returning the user’s lowered stats to normal when a move is successful.||120||10||2||(-2,4)|
|Power Reserves 2 - Powers up moves in a pinch.||120||10||2||(2,-4)|
|Speeding Sun 2 - Quickly charges the move gauge when the weather is sunny.||96||8||3||(-2,6)|
|Solar Flare 5 - Powers up sync moves when the weather is sunny.||120||10||3||(-3,5)|
|Haymaker - The more the user’s Attack has been raised, the more it powers up sync moves.||120||10||2||(-3,-9)|
|Rejuvenate 6 - Charges the user’s move gauge by six after using a sync move.||120||10||3||(3,-5)|
|Standfast 5 - Reduces recoil damage received from using moves that have recoil in the effect tag.||72||6||3||(-1,-9)|
|Standfast 5 - Reduces recoil damage received from using moves that have recoil in the effect tag.||72||6||(-3,-7)|
|Adrenaline 1 - Reduces the sync move countdown by one when a sync move is used for the first time.||120||10||3||(-2,-10)|