Gen 1 Charizard (NU Swords Dance Lead) [GP 1/1]

Sabelette

from the river to the sea
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[SET]
name: Swords Dance Lead
move 1: Swords Dance
move 2: Body Slam
move 3: Earthquake
move 4: Fire Blast / Hyper Beam

[SET COMMENTS]
Set Description
=========
Charizard can use a somewhat greedy Swords Dance set as a lead to attempt to exploit an opposing Charizard lead without Swords Dance, boosting in front of it once or twice to possibly end the game before it begins. At +2, Body Slam followed by Hyper Beam KOes Charizard, allowing it to boost and attempt to win the matchup while remaining unparalyzed and moderately healthy. Even without Hyper Beam, Body Slamstill enables it to deal massive damage and makes it difficult to switch into. Fire Blast is the usual last move to avoid losing to Venomoth, and it's Charizard's best move against Clefable and deals solid damage to Mr. Mime; however, Charizard may opt for the riskier Hyper Beam to secure the aforementioned 2HKO on Charizard and to potentially deal massive damage after winning the lead matchup.

If Charizard is able to reach +4, it can OHKO most foes with Hyper Beam, even nearly OHKOing Blastoise, allowing it to trade hits incredibly favorably and open up the game for its teammates. This is especially effective against opposing Charizard sets that lack Body Slam or are too quick to use Counter; Slash is a mere 4HKO, easily allowing Charizard to get to +4 and eviscerate the opposing team, and Counter can be predicted by simply continuing to boost. An opposing Charizard with Body Slam, however, is highly likely to paralyze Charizard before it can set up a sweep, having a 51% chance to paralyze it in two attempts and often getting three attempts. The opponent can also immediately switch to Blastoise, which prevents this strategy from gaining traction, but this can be punished by double switching to Venomoth.

This set is entirely sacrificial in nature, seeking to break holes in the opposing team and set its teammates up for success. It heavily relies on landing the Charizard versus Charizard lead matchup; it struggles into Mr. Mime if lacking Fire Blast, usually switching out to an allied Mr. Mime to play the mirror match and remove this threat or switching into Exeggcute to soften the matchup and secure sleep early. Unless the team has an Exeggcute, this means accepting paralysis on Mr. Mime for free, which can immediately create problems. In this case, Charizard acts as a late-game sweeper, seeking an opportunity to return later and set up. Clefable and Wigglytuff are also poor matchups for Swords Dance Charizard, with Clefable especially being difficult; if Charizard has Fire Blast, it can stay in and attack twice, failing to KO Clefable but dealing heavy damage. In rare cases, Charizard may take out the opposing lead but take paralysis in the process, allowing it be act as a sleep blocker against Venomoth later in the match. This is generally more effective if Charizard has Fire Blast. If Hyper Beam Charizard gets the correct lead matchup, it will ideally set up and take out the opposing Charizard then deal upwards of 50% to the next Pokemon to fight it, usually Blastoise or another Water-type, creating holes for allies like Mr. Mime to exploit.

Exeggcute is an effective teammate to improve Charizard's matchup against Mr. Mime and avoid losing too much momentum. Since Hyper Beam Charizard ideally removes Charizard and Blastoise, powerful attackers like Nidoking, Moltres, and Kabutops thrive after a successful lead matchup; Moltres also Speed ties Venomoth, acting as a soft check to prevent it from landing Sleep Powder. Seadra benefits if the opponent sends Blastoise in immediately against Charizard as it uses Swords Dance; in this case, Charizard can simply use Body Slam and Hyper Beam to leave Blastoise at about 10% HP, which allows Seadra to finish it off, check the opposing Charizard, and sweep late-game. Venomoth is likely the least bad switch-in to a lead Clefable, as it still has decent odds to land Sleep Powder even as it inevitably takes Thunder Wave, potentially bailing Charizard out of an absolutely horrendous lead matchup. Fire Blast Charizard has a better matchup spread as a lead, so it may appreciate teammates like Kingler that can sweep in its stead and appreciate it removing or weakening Mr. Mime.

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Last edited:
[SET]
name: Swords Dance Lead
move 1: Swords Dance
move 2: Body Slam
move 3: Earthquake
move 4: Fire Blast / Hyper Beam

[SET COMMENTS]
Set Description
=========
Charizard can use a greedy (idk if it is that greedy unless u drop fblast) Swords Dance set as a lead to attempt to exploit the Charizard matchup, boosting in front of it once or twice to possibly end the game before it begins. At +2, Body Slam followed by Hyper Beam KOes Charizard, allowing it to boost and attempt to win the matchup while remaining unparalyzed and moderately healthy. Even without Hyper Beam, this still enables it to deal massive damage and makes it difficult to switch into. Fire Blast is the usual last move to avoid losing to Venomoth as well as being Charizard's best move against Clefable and dealing solid damage to Mr. Mime or something like this idk; however, Charizard may opt for the riskier Hyper Beam to secure the aforementioned 2HKO on Charizard and to potentially deal massive damage after winning the lead matchup. If Charizard is able to reach +4, it can OHKO most foes with Hyper Beam, even nearly OHKOing Blastoise, allowing it to trade incredibly favorably and open up the game for its teammates. This is especially effective against Charizard sets that lack Body Slam or are too quick to use Counter; Slash is a mere 4HKO, easily allowing Charizard to get to +4 and eviscerate the opposing team, and Counter can be predicted by simply continuing to boost. Body Slam is highly likely to paralyze Charizard before it can set up a sweep, having a 51% chance to paralyze it in two attempts. A safer choice is an immediate switch to Blastoise, which prevents this strategy from taking off; a +2 Charizard is incapable of 2HKOing Blastoise, which 2HKOes it—and annihilates it with Counter should it catch a stray Hyper Beam. However, this can be exploited by switching to Venomoth to put a foe to sleep.

This set is entirely sacrificial in nature, seeking to break holes in the opposing team and set its teammates up for success. It heavily relies on landing the Charizard versus Charizard matchup; it struggles heavily into Mr. Mime, usually switching out to an allied Mr. Mime to play the mirror match and remove this threat or to Exeggcute to soften the matchup and secure sleep early. its not any worse vs mr mime than any other zard unless u drop fblast, and even then bslam is a 4hko while u are twaved and 3hkod back so idt it is rly thatt bad but ofc high variance. In this case it acts as a late-game sweeper, seeking an opportunity to return later and set up. If it gets the correct lead matchup, it will ideally set up and take out the opposing Charizard then deal upwards of 50% to the next Pokemon to fight it, usually Blastoise or another Water-type. In rare cases, Charizard may take out the opposing lead but take paralysis and choose to switch out, acting as a sleep blocker against Venomoth. This is generally more effective if Charizard has Fire Blast. Clefable and Wigglytuff are also incredibly poor matchups for Swords Dance Charizard, with Clefable especially forcing an immediate switch; if Charizard has Fire Blast, it can stay in and attack twice, failing to KO but dealing heavy damage. fblasting clef twice seems fine / as good as any other play if u dont want to try to make twave vs blizz predicts with venomoth, crit chances and miss chances both ways ofc & if u burn that gives u additional plays (eg going to mime or maybe clef) as well.

overall this whole paragraph really seems to me more about hyper beam > fire blast in the fourth slot, since the 50% on next mon doesnt rly apply without hbeam either, which is fine / great to have but just clarify that ur talking about the hbeam set if that is what is intended.
and then maybe add a different description about hbeam-less if u want, eg without hbeam u may lean more towards switching out after winning a charizard 1v1 (if u win it) rather than sacing for damage (ofc depending on what comes in to finish off zard etc). in sd fblast zard vs mime lead, if u want to talk abt difft lines eg clicking fblast t1 bslam t2 or fblast t1 then switch out if mime clicked twave, or if bslam t1 is worth considering etc.


Exeggcute is an effective teammate to improve Charizard's terrible matchup against Mr. Mime and avoid losing too much momentum. Since this set ideally removes Charizard and weakens Blastoise, powerful attackers like Nidoking, Moltres, and Kabutops thrive after a successful lead matchup; Moltres also Speed ties Venomoth, acting as a soft check to prevent it from landing Sleep Powder. Seadra benefits if the opponent sends Blastoise in immediately against Charizard as it uses Swords Dance; in this case, Charizard can simply use Body Slam and Hyper Beam to leave Blastoise at about 10% HP, which allows Seadra to finish it off, check the opposing Charizard, and sweep late-game. Venomoth is likely the least bad switch-in to a lead Clefable, as it still has decent odds to land Sleep Powder even as it inevitably takes Thunder Wave, potentially bailing Charizard out of an absolutely horrendous lead matchup. again this all seems pretty specific to hbeam fourth so j clarify that. also minor but blizz and twave are both buttons for clef t1, twaving t1 is not necessarily great vs a zard that clicks fblast as now they have the switch and sleep block option etc so idk if it is ~inevitable that moth takes twave on t1 switch.

[i dont understand how this new qc system works but running sd + counter together should prob be mentioned as an option somewhere? as clicking sd t1 puts more pressure for opp zard to click attacks rather than keep sding so u can actually get the counter off. other options could be fine for this tho not saying it needs to be a slash on the set but i dont understand where oo goes in this new qc system etc.]


[CREDITS]
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Quality checked by:

Grammar checked by:
make whatever changes u think are best in relation to 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: Swords Dance Lead
move 1: Swords Dance
move 2: Body Slam
move 3: Earthquake
move 4: Fire Blast / Hyper Beam

[SET COMMENTS]
Set Description
=========
Charizard can use a somewhat greedy Swords Dance set as a lead to attempt to exploit the Charizard matchup maybe like exploit opposing lead charizard running the standard set? or something worded so that it doesnt just say charizard? idk it sounds weird, boosting in front of it once or twice to possibly end the game before it begins. At +2, Body Slam followed by Hyper Beam KOes Charizard, allowing it to boost and attempt to win the matchup while remaining unparalyzed and moderately healthy. Even without Hyper Beam, this still enables it to deal massive damage and makes it difficult to switch into. Fire Blast is the usual last move to avoid losing to Venomoth, and it's Charizard's best move against Clefable and dealing solid damage to Mr. Mime; however, Charizard may opt for the riskier Hyper Beam to secure the aforementioned 2HKO on Charizard and to potentially deal massive damage after winning the lead matchup. If Charizard is able to reach +4, it can OHKO most foes with Hyper Beam, even nearly OHKOing Blastoise, allowing it to trade incredibly favorably and open up the game for its teammates. This is especially effective against Charizard sets that lack Body Slam or are too quick to use Counter; Slash is a mere 4HKO, easily allowing Charizard to get to +4 and eviscerate the opposing team, and Counter can be predicted by simply continuing to boost. Body Slam is highly likely to paralyze Charizard before it can set up a sweep, having a 51% chance to paralyze it in two attempts. A safer choice is an immediate switch to Blastoise, which prevents this strategy from taking off; a +2 Charizard is incapable of 2HKOing Blastoise, which 2HKOes it—and annihilates it with Counter should it catch a stray Hyper Beam. However, this can be exploited by switching to Venomoth to put a foe to sleep.
this paragraph reads rough. theres a lot of keeping track of how many boosts the zard has that the sentence is explaining and what its ranges are. i think granularity is of course important but it might be keen to trim the detail here a little or make it more concise. if im the average reader looking at what this set does before my first rby nu game, there is almost so much information that i learned nothing

This set is entirely sacrificial in nature, seeking to break holes in the opposing team and set its teammates up for success. It heavily relies on landing the Charizard versus Charizard matchup; it struggles into Mr. Mime if lacking Fire Blast, usually switching out to an allied Mr. Mime to play the mirror match and remove this threat or to Exeggcute to soften the matchup and secure sleep early at the expense of a paralysis dissadvantge (maybe specify how important this can be if they then switch to golem on your inc wave which would just put you in an awful situation). In this case it acts as a late-game sweeper, seeking an opportunity to return later and set up. Clefable and Wigglytuff are also poor matchups for Swords Dance Charizard, with Clefable especially forcing an immediate switch; if Charizard has Fire Blast, it can stay in and attack twice, failing to KO but dealing heavy damage.clefable forcing an immediate switch and then describing what zard can do if its stays is contrary In rare cases, Charizard may take out the opposing lead but take paralysis and choose to switch out, acting in the process, allowing it be act as a sleep blocker against Venomoth later in the match. This is generally more effective if Charizard has Fire Blast. If Hyper Beam Charizard gets the correct lead matchup, it will ideally set up and take out the opposing Charizard then deal upwards of 50% to the next Pokemon to fight it, usually Blastoise or another Water-type, creating holes for allies like Mr. Mime to exploit.. remove this extra period

Exeggcute is an effective teammate to improve Charizard's matchup against Mr. Mime and avoid losing too much momentum. Since Hyper Beam Charizard ideally removes Charizard and Blastoise, powerful attackers like Nidoking, Moltres, and Kabutops thrive after a successful lead matchup; Moltres also Speed ties Venomoth, acting as a soft check to prevent it from landing Sleep Powder. Seadra benefits if the opponent sends Blastoise in immediately against Charizard as it uses Swords Dance; in this case, Charizard can simply use Body Slam and Hyper Beam to leave Blastoise at about 10% HP, which allows Seadra to finish it off, check the opposing Charizard, and sweep late-game. Venomoth is likely the least bad switch-in to a lead Clefable, as it still has decent odds to land Sleep Powder even as it inevitably takes Thunder Wave, potentially bailing Charizard out of an absolutely horrendous lead matchup. Fire Blast Charizard has a better matchup spread as a lead, so it may appreciate teammates like Kingler that can sweep in its stead and appreciate it removing or weakening Mr. Mime.
this paragraph is nice
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autumn

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C&C Leader
1/1 GP Team done
[SET]
name: Swords Dance Lead
move 1: Swords Dance
move 2: Body Slam
move 3: Earthquake
move 4: Fire Blast / Hyper Beam

[SET COMMENTS]
Set Description
=========
Charizard can use a somewhat greedy Swords Dance set as a lead to attempt to exploit an opposing Charizard lead without Swords Dance, boosting in front of it once or twice to possibly end the game before it begins. At +2, Body Slam followed by Hyper Beam KOes Charizard, allowing it to boost and attempt to win the matchup while remaining unparalyzed and moderately healthy. Even without Hyper Beam, this (not really clear what this is) still enables it to deal massive damage and makes it difficult to switch into. Fire Blast is the usual last move to avoid losing to Venomoth, and it's Charizard's best move against Clefable and dealing deals solid damage to Mr. Mime; however, Charizard may opt for the riskier Hyper Beam to secure the aforementioned 2HKO on Charizard and to potentially deal massive damage after winning the lead matchup.

If Charizard is able to reach +4, it can OHKO most foes with Hyper Beam, even nearly OHKOing Blastoise, allowing it to trade incredibly favorably and open up the game for its teammates. This is especially effective against opposing Charizard sets that lack Body Slam or are too quick to use Counter; Slash is a mere 4HKO, easily allowing Charizard to get to +4 and eviscerate the opposing team, and Counter can be predicted by simply continuing to boost. Body Slam (from opposing charizard?) is highly likely to paralyze Charizard before it can set up a sweep, having a 51% chance to paralyze it in two attempts. The opponent can also immediately switch to Blastoise, which prevents this strategy from taking off, but this can be punished by double switching to Venomoth. (this paragraph as a whole is kinda hard to follow for a non main)

This set is entirely sacrificial in nature, seeking to break holes in the opposing team and set its teammates up for success. It heavily relies on landing the Charizard versus Charizard lead matchup; it struggles into Mr. Mime if lacking Fire Blast, usually switching out to an allied Mr. Mime to play the mirror match and remove this threat or switching into Exeggcute to soften the matchup and secure sleep early. Unless the team has an Exeggcute, this means accepting paralysis on Mr. Mime for free, which can immediately create problems. In this case it (it = charizard?) acts as a late-game sweeper, seeking an opportunity to return later and set up. Clefable and Wigglytuff are also poor matchups for Swords Dance Charizard, with Clefable especially being difficult; if Charizard has Fire Blast, it can stay in and attack twice, failing to KO Clefable but dealing heavy damage. In rare cases, Charizard may take out the opposing lead but take paralysis in the process, allowing it be act as a sleep blocker against Venomoth later in the match. This is generally more effective if Charizard has Fire Blast. If Hyper Beam Charizard gets the correct lead matchup, it will ideally set up and take out the opposing Charizard then deal upwards of 50% to the next Pokemon to fight it, usually Blastoise or another Water-type, creating holes for allies like Mr. Mime to exploit.

Exeggcute is an effective teammate to improve Charizard's matchup against Mr. Mime and avoid losing too much momentum. Since Hyper Beam Charizard ideally removes Charizard and Blastoise, powerful attackers like Nidoking, Moltres, and Kabutops thrive after a successful lead matchup; Moltres also Speed ties Venomoth, acting as a soft check to prevent it from landing Sleep Powder. Seadra benefits if the opponent sends Blastoise in immediately against Charizard as it uses Swords Dance; in this case, Charizard can simply use Body Slam and Hyper Beam to leave Blastoise at about 10% HP, which allows Seadra to finish it off, check the opposing Charizard, and sweep late-game. Venomoth is likely the least bad switch-in to a lead Clefable, as it still has decent odds to land Sleep Powder even as it inevitably takes Thunder Wave, potentially bailing Charizard out of an absolutely horrendous lead matchup. Fire Blast Charizard has a better matchup spread as a lead, so it may appreciate teammates like Kingler that can sweep in its stead and appreciate it removing or weakening Mr. Mime.

[CREDITS]
Written by:
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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