Gen 1 Charizard (NU Mixed Attacker Lead) [GP 1/1]

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
[SET]
name: Mixed Attacker Lead
move 1: Fire Blast
move 2: Earthquake
move 3: Body Slam / Slash
move 4: Counter / Slash / Fire Spin

[SET COMMENTS]
Set Description
=========
Charizard is a strong lead that can trade blows well with any typical lead. Fire Blast 3HKOes Mr. Mime and Clefable, and Blastoise—the typical Charizard check—has difficulty switching in early without allowing Venomoth in freely to put something to sleep. Earthquake is Charizard's strongest physical move without drawbacks and provides solid damage into everything except Charizard and Moltres, crucially nearly 2HKOing Kabutops and Nidoking and dealing significant damage to Golem. Body Slam lets Charizard fish for paralysis against Mr. Mime and still 3HKO it by following up with Fire Blast, and it can also paralyze opposing Charizard. It also gives Charizard a chance to hamstring switch-ins like Blastoise and Seadra, but Charizard can instead choose Slash for consistent high damage, notably 4HKOing Blastoise, 3HKOing Mr. Mime without risking a Fire Blast miss, and dealing more damage to Seadra than Charizard's other options. Charizard's fourth moveslot is flexible. Counter helps it against an opposing Charizard lead, allowing it to return Body Slam or Slash for massive damage, especially against Swords Dance Charizard, which tends to attack with Body Slam after boosting to +2. It can also use Slash; Body Slam twice followed by Slash twice usually 4HKOes Charizard while providing good odds to paralyze it, and Body Slam followed by Slash twice efficiently 3HKOes Mr. Mime. Fire Spin is a rarer but still dangerous option, allowing Charizard to pivot around its checks, albeit inconsistently. It notably also wears down Nidoking and Mr. Mime into 2HKO range quickly, potentially allowing Charizard to turn around a desperate game with a little luck if it's able to avoid paralysis until late-game.

This Charizard set can be played in two main ways. It can either trade hits and take down the opposing lead, sacrificing itself to remove a crucial threat like Mr. Mime, or it can land one hit, take paralysis, and flee, which allows it to perpetually block sleep from Venomoth. Usually, Charizard will simply take the trade to remove Mr. Mime, freeing up its teammates, like Venomoth and Mr. Mime, to exploit this. Since Charizard often wins this matchup, it gets KOed after the opposing lead, allowing its team to take advantage of the opposing revenge killer—for example, by sending Venomoth in against slower foes. This also frees up Mr. Mime to deal immense damage later with less fear of taking paralysis. Taking paralysis to sleep block instead enables more methodical play, but it does come with drawbacks; it requires Charizard to switch a teammate into a scary threat, potentially making for a very poor trade, and paralyzed Charizard's switch-ins are fairly predictable and punishable with smart double switching or attacking. Still, blocking sleep can potentially enable much more aggressive play from slower teammates like Clefable, Blastoise, and Golem. If Charizard escapes the lead matchup unparalyzed, it can use its Speed and coverage to effectively revenge kill most foes later on or to chip foes down and pivot with Fire Spin. In the Charizard versus Charizard matchup, Body Slam is the usual choice to weaken and hopefully paralyze it; however, a Swords Dance Charizard can take advantage of this 70% of the time, so switching out to Blastoise is a reasonable move to ensure it can't set up. However, this invites Venomoth in, so double switching back to Charizard afterward may be the correct choice to gain an advantage. Against more unorthodox leads like Wigglytuff and Clefable, Charizard often has no choice but to trade hits, as nothing switches into them well; unfortunately, these are often worse trades for Charizard than other matchups.

Charizard has a few notable options for teammates beyond obvious choices like Mr. Mime, Clefable, Venomoth, and Blastoise. Exeggcute can take advantage of opposing lead Mr. Mime, switching into Thunder Wave before putting it to sleep and acting as a passable sleep blocker against Venomoth. Electrode can deal immense damage if Charizard takes out Mr. Mime, cleaning up the opposing Charizard and Blastoise late-game. Raticate provides another fast option to help clean up or wallbreak, especially if the lead matchup is Charizard versus Charizard, leaving both paralyzed or KOed; Raticate crucially outspeeds Mr. Mime, allowing Charizard to wallbreak recklessly without giving up the ability to revenge kill Mr. Mime. Seadra is a great teammate, as Charizard baits in and weakens Blastoise for it, freeing it up to sweep with Agility.

[SET CREDITS]
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/juoean.486979/
https://www.smogon.com/forums/members/mrsoup.375193/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:
[SET]
name: Mixed Attacker Lead
move 1: Fire Blast
move 2: Earthquake
move 3: Body Slam / Slash
move 4: Counter / Slash / Fire Spin

[SET COMMENTS]
Set Description
=========
Charizard is a strong lead that can trade blows well with just about any typical lead. Fire Blast 3HKOes Mr. Mime and Clefable, and Blastoise, the typical Charizard check, has two good reasons not to switch in: it risks a burn, which wears it down quickly, and if it avoids the burn Venomoth can easily switch in to put it to sleep. Earthquake is Charizard's strongest physical move without drawbacks and provides solid damage into everything except Charizard and Moltres, crucially nearly 2HKOing Kabutops and Nidoking and dealing significant damage to Golem. Body Slam lets Charizard fish for paralysis against Mr. Mime and still 3HKO it by following up with Fire Blast (unless mime clicks psychic and gets a special drop, up to u if worth specifying idk what ppl's preferences are with mime whether to click psy or tbolt after twaving t1; similarly, idk if its preferred to bslam first or fblast first, fblast first reduces ur para hax chances but also avoids spec drop reducing ur damage and maybe gives u more info eg if u crit fblast or miss fblast its better if u know that t1? idk), and it also gives Charizard a chance to hamstring switch-ins like Blastoise and Seadra, but Charizard can instead choose Slash for consistent high damage, notably 4HKOing Blastoise, 3HKOing Mr. Mime without risking a Fire Blast miss, and dealing more damage to Seadra than Charizard's other options. Charizard's fourth moveslot is flexible. Counter helps it against opposing Charizard lead, allowing it to return Body Slam or Slash for massive damage, especially against Swords Dance Charizard, which tends to attack with Body Slam after boosting to +2. It can also use Slash; Body Slam twice followed by Slash twice usually 4HKOes Charizard while providing good odds to paralyze it (would u ever consider slash first then bslam in order to avoid a 80% parad zard sleepblocking? again optional idk what ppls views on this are), and Body Slam followed by Slash twice efficiently 3HKOes Mr. Mime. Fire Spin is a rarer but still dangerous option, allowing Charizard to pivot around its checks, albeit inconsistently. It notably also wears down Nidoking and Mr. Mime into 2HKO range quickly, potentially allowing Charizard to turn around a desperate game with a little luck so is fspin more in the event that you switch out on lead and come back later? bc obv u dont rly know during the lead mu whether its a desperate game. i dont rly have any knowledge/views on fspin but maybe reword or clarify this bc it wasnt clear to me.

This Charizard set can be played in two main ways. It can either trade hits and take down the opposing lead, trading itself to remove a crucial threat like Mr. Mime, or it can land one hit, take paralysis, and flee, which allows it to perpetually block sleep from Venomoth. Usually, Charizard will simply take the trade to remove Mr. Mime, freeing up its teammates, like Venomoth and Mr. Mime, to take advantage. Since Charizard usually wins this matchup idk about usually, but smthg like 'often' is prob fine; and again check this in relation to the other lead zard analysis, dont want the other one saying that fblast bslam zard is very bad vs mime and needs to switch out but then here saying that zard usually beats mime, it gets KOed after the opposing lead, allowing its team to take advantage of the opposing revenge killer—for example, by sending Venomoth in against slower foes. This also frees up Mr. Mime to deal (typo) immense damage later with less fear of taking paralysis. Taking paralysis to sleep block instead enables more methodical play, but it does come with drawbacks; it requires Charizard to switch a teammate into a scary threat, potentially making for a very poor trade, and paralyzed Charizard's switch-ins fairly predictable and punishable with smart double switching. Still, blocking sleep can potentially enable much more aggressive play from slower teammates like Clefable, Blastoise, and Golem. If Charizard escapes the lead matchup unparalyzed, it can use its Speed and coverage to effectively revenge kill most foes later on. In the Charizard vs Charizard matchup, Body Slam is the usual choice to weaken and hopefully paralyze it; however, a Swords Dance Charizard can take advantage of this 70% of the time, so switching out to Blastoise is a reasonable move to ensure it can't set up. However, this invites Venomoth in, so double switching back to Charizard afterward may be the correct choice to gain an advantage. Against more unorthodox leads like Wigglytuff and Clefable, Charizard often has no choice but to trade hits, as nothing switches into them well; unfortunately, these are far worse trades for Charizard than other matchups, as this leaves the opposing Charizard and Mr. Mime intact to wreak havoc later. [ofc trading off the opponents clefable is significant too, eg two fblasts on clef is usually mime range, so imo its not rly ~that bad unless ofc u miss fblast(s) lol. while wiggly doesnt threaten zard super well zard can easily come out of wiggly mu at like 40% hp paralyzed with neutral rng, or even higher if eg u switch t3 to give urself a sleep blocker, to me the wiggly lead mu is favorable to zard. ultimately do what u think here.]

Charizard has a few notable options for teammates beyond obvious choices like Mr. Mime, Clefable, Venomoth, and Blastoise. Exeggcute can take advantage of opposing lead Mr. Mime, switching into Thunder Wave before putting it to sleep and acting as a passable sleep blocker against Venomoth. Electrode can deal immense damage if Charizard takes out Mr. Mime, cleaning up the opposing Charizard and Blastoise late-game. Raticate provides another fast option to help clean up or wallbreak, especially if the lead matchup is Charizard versus Charizard, leaving both paralyzed or KOed; Raticate crucially outspeeds Mr. Mime, allowing Charizard to wallbreak recklessly without giving up the ability to revenge kill Mr. Mime.

[SET CREDITS]
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:

Grammar checked by:
again make whatever edits you think based on these comments and then ill confirm qc 1/2
 

MrSoup

my gf broke up with me again
is a Tiering Contributor
RBTT Champion
[SET]
name: Mixed Attacker Lead
move 1: Fire Blast
move 2: Earthquake
move 3: Body Slam / Slash
move 4: Counter / Slash / Fire Spin

[SET COMMENTS]
Set Description
=========
Charizard is a strong not strong but meta-defining imo lead that can trade blows well with just about any typical lead i think its fine to say any typical lead bc seadra and stoise are not typical. Fire Blast 3HKOes Mr. Mime and Clefable, and Blastoise, the typical Charizard check, has two good reasons not to switch in: it risks a burn, which wears it down quickly, and if it avoids the burn Venomoth can easily switch in to put it to sleep. 1. this sentence was extremely difficult for me to understand and 2. its kind of weird to say getting burned and not getting burned are reasons why stoise doesnt like to switch in bc thats literally both options Earthquake is Charizard's strongest physical move without drawbacks and provides solid damage into everything except Charizard and Moltres, crucially nearly 2HKOing Kabutops and Nidoking and dealing significant damage to Golem. Body Slam lets Charizard fish for paralysis against Mr. Mime and opposing zard leads!! and still 3HKO it by following up with Fire Blast, and it also gives Charizard a chance to hamstring switch-ins like Blastoise and Seadra, but Charizard can instead choose Slash for consistent high damage, notably 4HKOing Blastoise, 3HKOing Mr. Mime without risking a Fire Blast miss, and dealing more damage to Seadra than Charizard's other options. its also more consistent if your risk-averse Charizard's fourth moveslot is flexible. Counter helps it against opposing Charizard lead, allowing it to return Body Slam or Slash for massive damage, especially against Swords Dance Charizard, which tends to attack with Body Slam after boosting to +2. It can also use Slash; Body Slam twice followed by Slash twice usually 4HKOes Charizard while providing good odds to paralyze it, and Body Slam followed by Slash twice efficiently 3HKOes Mr. Mime. Fire Spin is a rarer but still dangerous option, allowing Charizard to pivot around its checks, albeit inconsistently. It notably also wears down Nidoking and Mr. Mime into 2HKO range quickly, potentially allowing Charizard to turn around a desperate game with a little luck if it's able to avoid paralysis until late-game.

This Charizard set can be played in two main ways. It can either trade hits and take down the opposing lead, trading itself to remove a crucial threat like Mr. Mime, or it can land one hit, take paralysis, and flee, which allows it to perpetually block sleep from Venomoth. Usually, Charizard will simply take the trade to remove Mr. Mime, freeing up its teammates, like Venomoth and Mr. Mime, to take advantage. Since Charizard often wins this matchup, it gets KOed after the opposing lead, allowing its team to take advantage of the opposing revenge killer—for example, by sending Venomoth in against slower foes. This also frees up Mr. Mime to deal immense damage later with less fear of taking paralysis. Taking paralysis to sleep block instead enables more methodical play, but it does come with drawbacks; it requires Charizard to switch a teammate into a scary threat, potentially making for a very poor trade, and paralyzed Charizard's switch-ins fairly predictable and punishable with smart double switching or attacking with moth works too. Still, blocking sleep can potentially enable much more aggressive play from slower teammates like Clefable, Blastoise, and Golem. If Charizard escapes the lead matchup unparalyzed, it can use its Speed and coverage to effectively revenge kill most foes later on this is the most common route for spin zards. In the Charizard vs Charizard matchup, Body Slam is the usual choice to weaken and hopefully paralyze it; however, a Swords Dance Charizard can take advantage of this 70% of the time, so switching out to Blastoise is a reasonable move to ensure it can't set up. However, this invites Venomoth in, so double switching back to Charizard afterward may be the correct choice to gain an advantage. Against more unorthodox leads like Wigglytuff and Clefable, Charizard often has no choice but to trade hits, as nothing switches into them well; unfortunately, these are often trades for Charizard than other matchups, as this leaves the opposing Charizard and Mr. Mime intact to wreak havoc later, although removing Clefable is still significant. i do not understand what the part after the semicolon is trying to say

Charizard has a few notable options for teammates beyond obvious choices like Mr. Mime, Clefable, Venomoth, and Blastoise. Exeggcute can take advantage of opposing lead Mr. Mime, switching into Thunder Wave before putting it to sleep and acting as a passable sleep blocker against Venomoth. Electrode can deal immense damage if Charizard takes out Mr. Mime, cleaning up the opposing Charizard and Blastoise late-game. Raticate provides another fast option to help clean up or wallbreak, especially if the lead matchup is Charizard versus Charizard, leaving both paralyzed or KOed; Raticate crucially outspeeds Mr. Mime, allowing Charizard to wallbreak recklessly without giving up the ability to revenge kill Mr. Mime. i like seadra w lead zard. it allows u to get the stoise in early a lot of the times to get weakened or slept

[SET CREDITS]
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/juoean.486979/

Grammar checked by:
did we win yet
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
1/1 GP Team done
[SET]
name: Mixed Attacker Lead
move 1: Fire Blast
move 2: Earthquake
move 3: Body Slam / Slash
move 4: Counter / Slash / Fire Spin

[SET COMMENTS]
Set Description
=========
Charizard is a strong lead that can trade blows well with any typical lead. Fire Blast 3HKOes Mr. Mime and Clefable, and Blastoise—the typical Charizard check—has difficulty switching in early without allowing Venomoth in freely to put something to sleep. Earthquake is Charizard's strongest physical move without drawbacks and provides solid damage into everything except Charizard and Moltres, crucially nearly 2HKOing Kabutops and Nidoking and dealing significant damage to Golem. Body Slam lets Charizard fish for paralysis against Mr. Mime and still 3HKO it by following up with Fire Blast, (AC) and it can also paralyze opposing Charizard. It also gives Charizard a chance to hamstring switch-ins like Blastoise and Seadra, but Charizard can instead choose Slash for consistent high damage, notably 4HKOing Blastoise, 3HKOing Mr. Mime without risking a Fire Blast miss, and dealing more damage to Seadra than Charizard's other options. Charizard's fourth moveslot is flexible. Counter helps it against an opposing Charizard lead, allowing it to return Body Slam or Slash for massive damage, especially against Swords Dance Charizard, which tends to attack with Body Slam after boosting to +2. It can also use Slash; Body Slam twice followed by Slash twice usually 4HKOes Charizard while providing good odds to paralyze it, and Body Slam followed by Slash twice efficiently 3HKOes Mr. Mime. Fire Spin is a rarer but still dangerous option, allowing Charizard to pivot around its checks, albeit inconsistently. It notably also wears down Nidoking and Mr. Mime into 2HKO range quickly, potentially allowing Charizard to turn around a desperate game with a little luck if it's able to avoid paralysis until late-game.

This Charizard set can be played in two main ways. It can either trade hits and take down the opposing lead, trading sacrificing itself to remove a crucial threat like Mr. Mime, or it can land one hit, take paralysis, and flee, which allows it to perpetually block sleep from Venomoth. Usually, Charizard will simply take the trade to remove Mr. Mime, freeing up its teammates, like Venomoth and Mr. Mime, to take advantage (might be worth choosing a different phrase to avoid repeating to take advantage in the next line). Since Charizard often wins this matchup, it gets KOed after the opposing lead, allowing its team to take advantage of the opposing revenge killer—for example, by sending Venomoth in against slower foes. This also frees up Mr. Mime to deal immense damage later with less fear of taking paralysis. Taking paralysis to sleep block instead enables more methodical play, but it does come with drawbacks; it requires Charizard to switch a teammate into a scary threat, potentially making for a very poor trade, and paralyzed Charizard's switch-ins are fairly predictable and punishable with smart double switching or attacking. Still, blocking sleep can potentially enable much more aggressive play from slower teammates like Clefable, Blastoise, and Golem. If Charizard escapes the lead matchup unparalyzed, it can use its Speed and coverage to effectively revenge kill most foes later on or to chip foes down and pivot with Fire Spin. In the Charizard vs versus Charizard matchup, Body Slam is the usual choice to weaken and hopefully paralyze it; however, a Swords Dance Charizard can take advantage of this 70% of the time, so switching out to Blastoise is a reasonable move to ensure it can't set up. However, this invites Venomoth in, so double switching back to Charizard afterward may be the correct choice to gain an advantage. Against more unorthodox leads like Wigglytuff and Clefable, Charizard often has no choice but to trade hits, as nothing switches into them well; unfortunately, these are often worse trades for Charizard than other matchups.

Charizard has a few notable options for teammates beyond obvious choices like Mr. Mime, Clefable, Venomoth, and Blastoise. Exeggcute can take advantage of opposing lead Mr. Mime, switching into Thunder Wave before putting it to sleep and acting as a passable sleep blocker against Venomoth. Electrode can deal immense damage if Charizard takes out Mr. Mime, cleaning up the opposing Charizard and Blastoise late-game. Raticate provides another fast option to help clean up or wallbreak, especially if the lead matchup is Charizard versus Charizard, leaving both paralyzed or KOed; Raticate crucially outspeeds Mr. Mime, allowing Charizard to wallbreak recklessly without giving up the ability to revenge kill Mr. Mime. Seadra is a great teammate, as Charizard baits in and weakens Blastoise for it, freeing it up to sweep with Agility.

[SET CREDITS]
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/juoean.486979/
https://www.smogon.com/forums/members/mrsoup.375193/
Grammar checked by:
 

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