Sabelette
from the river to the sea
[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Fire Blast / Body Slam / Fire Spin
[SET COMMENTS]
Set Description
=========
The classic NU Charizard set is the late-game sweeper, lurking in the back and seeking an opportunity to set up and sweep. Earthquake and Hyper Beam provide perfect coverage: Earthquake handles Nidoking and Rock-types and also deals heavy damage when Hyper Beam would cause a recharge; it also has better accuracy. Hyper Beam provides the most physical damage possible, having a chance to OHKO Mr. Mime at +2 and KOing common neutral foes at +4, barring Blastoise, Kingler, and Clefable. Once these foes are chipped, Charizard can look for an opportunity to revenge kill a heavily weakened foe and instead use Swords Dance on a predicted switch, allowing it to sweep. Ideally, Charizard wants to reach +4, as it is unlikely to clear through the opposing team without taking paralysis otherwise, but this requires weakening Thunder Wave users enough to ensure they won't switch in and weakening Blastoise enough to KO it with +4 Hyper Beam, which luckily only requires about 20% in damage. This is easily dealt by Fire Blast or Earthquake, and even Body Slam makes for a favorable roll to KO it later. Charizard can choose from several options for its final move. Fire Blast provides coverage for Venomoth without needing a boost and is Charizard's most damaging option against most neutral targets, like Mr. Mime, Clefable, and Raticate. Body Slam grants a safe midground option to hit Charizard and Moltres or to fish for paralysis. Fire Spin can bring Nidoking and Mr. Mime into range of a +2 attack after just one or two hits, and it's capable of securing chip damage to save a desperate game against other foes as well.
When acting as a late-game sweeper, Charizard relies heavily on setting up a favorable revenge kill that allows it to boost. For example, if Charizard can revenge kill an Exeggcute, Ninetales, or Moltres, it can easily set up Swords Dance as they exit or land an ineffectual attack, and it may even be able to boost again if the opposing check is, for example, a Water-type, which cannot OHKO Charizard without a critical hit nor paralyze it consistently. However, most Pokemon pack Body Slam, so Charizard is always under threat of a sweep-stopping paralysis from foes like Blastoise, Ninetales, and Kingler. Charizard may have to settle for one KO and heavy damage on another foe, which is usually enough to allow its team to win the game. Charizard can also attempt to sweep at +2, allowing it to set up much more consistently; for this to work it needs to first scout for opposing Rock-types, and it needs bulky checks like Blastoise and Clefable weakened into range of +2 Hyper Beam or Earthquake. Electrode can also completely stop a Charizard sweep with Thunder Wave, so it needs to be handled at any cost if Charizard is to sweep.
Charizard appreciates teammates that facilitate good entry points for it to sweep. Sleep inducers like Venomoth and Exeggcute can create an early opportunity by putting a foe to sleep, though Charizard is not really equipped to sweep against Pokemon at full HP. These Pokemon can also spread paralysis to help Charizard out later by giving it a chance to get a second boost in front of a paralyzed foe. Explosion users like Exeggcute and Golem can remove key targets for Charizard or do something even more devious; by using Explosion into a target they will not KO, they can facilitate Charizard's entry against a foe that cannot stop it from setting up. For example, Exeggcute can use Explosion against a target it's just put to sleep, giving Charizard a free boost against a sleeping foe. Fast attackers with good coverage like Nidoking, Raticate, and Kabutops can help spread damage through the enemy team, allowing Charizard to clean up chipped foes later. Moltres can force in typical Charizard checks like Blastoise and Kabutops, allowing it to soften them up for Charizard to finish off later; two hits with Fire Blast puts Blastoise in range of +2 Hyper Beam, and a single Fire Blast on Kabutops gives Charizard a chance to OHKO it with +2 Earthquake.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/juoean.486979/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Hyper Beam
move 4: Fire Blast / Body Slam / Fire Spin
[SET COMMENTS]
Set Description
=========
The classic NU Charizard set is the late-game sweeper, lurking in the back and seeking an opportunity to set up and sweep. Earthquake and Hyper Beam provide perfect coverage: Earthquake handles Nidoking and Rock-types and also deals heavy damage when Hyper Beam would cause a recharge; it also has better accuracy. Hyper Beam provides the most physical damage possible, having a chance to OHKO Mr. Mime at +2 and KOing common neutral foes at +4, barring Blastoise, Kingler, and Clefable. Once these foes are chipped, Charizard can look for an opportunity to revenge kill a heavily weakened foe and instead use Swords Dance on a predicted switch, allowing it to sweep. Ideally, Charizard wants to reach +4, as it is unlikely to clear through the opposing team without taking paralysis otherwise, but this requires weakening Thunder Wave users enough to ensure they won't switch in and weakening Blastoise enough to KO it with +4 Hyper Beam, which luckily only requires about 20% in damage. This is easily dealt by Fire Blast or Earthquake, and even Body Slam makes for a favorable roll to KO it later. Charizard can choose from several options for its final move. Fire Blast provides coverage for Venomoth without needing a boost and is Charizard's most damaging option against most neutral targets, like Mr. Mime, Clefable, and Raticate. Body Slam grants a safe midground option to hit Charizard and Moltres or to fish for paralysis. Fire Spin can bring Nidoking and Mr. Mime into range of a +2 attack after just one or two hits, and it's capable of securing chip damage to save a desperate game against other foes as well.
When acting as a late-game sweeper, Charizard relies heavily on setting up a favorable revenge kill that allows it to boost. For example, if Charizard can revenge kill an Exeggcute, Ninetales, or Moltres, it can easily set up Swords Dance as they exit or land an ineffectual attack, and it may even be able to boost again if the opposing check is, for example, a Water-type, which cannot OHKO Charizard without a critical hit nor paralyze it consistently. However, most Pokemon pack Body Slam, so Charizard is always under threat of a sweep-stopping paralysis from foes like Blastoise, Ninetales, and Kingler. Charizard may have to settle for one KO and heavy damage on another foe, which is usually enough to allow its team to win the game. Charizard can also attempt to sweep at +2, allowing it to set up much more consistently; for this to work it needs to first scout for opposing Rock-types, and it needs bulky checks like Blastoise and Clefable weakened into range of +2 Hyper Beam or Earthquake. Electrode can also completely stop a Charizard sweep with Thunder Wave, so it needs to be handled at any cost if Charizard is to sweep.
Charizard appreciates teammates that facilitate good entry points for it to sweep. Sleep inducers like Venomoth and Exeggcute can create an early opportunity by putting a foe to sleep, though Charizard is not really equipped to sweep against Pokemon at full HP. These Pokemon can also spread paralysis to help Charizard out later by giving it a chance to get a second boost in front of a paralyzed foe. Explosion users like Exeggcute and Golem can remove key targets for Charizard or do something even more devious; by using Explosion into a target they will not KO, they can facilitate Charizard's entry against a foe that cannot stop it from setting up. For example, Exeggcute can use Explosion against a target it's just put to sleep, giving Charizard a free boost against a sleeping foe. Fast attackers with good coverage like Nidoking, Raticate, and Kabutops can help spread damage through the enemy team, allowing Charizard to clean up chipped foes later. Moltres can force in typical Charizard checks like Blastoise and Kabutops, allowing it to soften them up for Charizard to finish off later; two hits with Fire Blast puts Blastoise in range of +2 Hyper Beam, and a single Fire Blast on Kabutops gives Charizard a chance to OHKO it with +2 Earthquake.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/juoean.486979/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
Last edited: