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

Sabelette

from the river to the sea
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[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/
 
Last edited:

MrSoup

my gf broke up with me again
is a Tiering Contributor
RBTT Champion
[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 back and seeking an opportunity to set up and sweep. Earthquake and Hyper Beam provide the coverage to take on most foes; Earthquake handles Nidoking and Rock-types and also deals heavy damage when Hyper Beam would cause a recharge and is also perfectly accurate!; Hyper Beam provides the most damage possible, having a chance to OHKO Mr. Mime at +2 and KOing most foes at +4, barring Rock-types, Clefable, and Blastoise. Since Rock-types fall to Earthquake, Charizard can look for an opportunity to revenge kill a heavily weakened foe and instead use Swords Dance as it switches out, allowing it to sweep im not quite sure what the second part has to do with rock types being weak to eq. 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 provides its best unboosted damage to several other threats like mime and clef, Body Slam grants a safe midground option to hit Charizard and Moltres or to fish for paralysis, and Fire Spin can bring Nidoking and Mr. Mime into range of a +2 attack after just one or two hits.

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 egg would certainly not use an ineffectual attack barring a miss, 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 a few key things. The enemy team must be revealed so it doesn't get surprised by a Rock-type switching into Hyper Beam, bulky foes like Clefable, Blastoise, and Golem need to be weakened to approximately 50-60% HP, and Pokemon that can consistently inflict paralysis, such as Mr. Mime and Venomoth, need to be chipped slightly to guarantee a Hyper Beam KO. 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. this second half of the paragraph has this very in-depth, sort of confusing analysis i noticed in all of the zard set descriptions (i havent notices this in any of your other analyses). id reccomend, where possible, going into extreme detail what damage u do with certain attack boosts, and the second to last sentence i think can be more easily simplified to saying something along the lines of scout for a rock type and chip bulky threats. the nuance about the 50-60% seems too specific and i think mime and moth can be lumped into "things that need to be chipped". no worries if u dont feel this needs any work though. just a suggestion

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 something 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 give a good example. 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. Moltres is also effective at wearing down Mr. Mime and Clefable.

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

Grammar checked by:
 
[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 back and seeking an opportunity to set up and sweep. Earthquake and Hyper Beam provide the coverage to take on most foes. Earthquake handles Nidoking and Rock-types Golem and Kabutops more examples always better and also deals heavy damage when Hyper Beam would cause a recharge; it also has better accuracy. Hyper Beam provides the most damage possible, having a chance to OHKO Mr. Mime at +2 and KOing most foes at +4, barring Rock-types, Clefable pretty sure it's a roll for Clefable to be OHKOed by +4, maybe mention Kingler instead which would allow you to just specify bulky Water-types, would probably make the sentence roll better like "barring Rock-types like Golem and Kabutops and bulky Water-types like Blastoise and Kingler.", and Blastoise. Since Rock-types fall to Earthquake, once they're chipped Charizard can look for an opportunity to revenge kill a heavily weakened foe and instead use Swords Dance as it switches out, 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 implied through mentioning +4 Charizard fails to OHKO it earlier and kinda goes off topic from the issue of twavers. 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 and Clefable. 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. I think Slash is a terrible move on SD Zard but is it not worth mentioning? I feel like I see it a fair bit.

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 something 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 specify what they're being softened up by, I like Toxic + Fire Spin if I'm using Moltres + Zard but I never see anyone else do that so idk if it's standard. 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. Moltres is also effective at wearing down Mr. Mime and Clefable.

[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/togkey.400664/
Grammar checked by:
 
[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 back and seeking an opportunity to set up and sweep. Earthquake and Hyper Beam provide perfect coverage: the coverage to take on most foes 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 damage possible, having a chance to OHKO Mr. Mime at +2 and KOing most neutral foes at +4, barring Rock-types, Clefable, (Kingler if u want to add that as togkey said; and maybe reverse the order since stoise is the bulkiest clef is a roll etc) and Blastoise. Since Rock-types fall to Earthquake, once they're chipped (agree with soup this first part is unnecessary but its also fine as is) Charizard can look for an opportunity to revenge kill a heavily weakened foe and instead use Swords Dance as it switches out, 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 and 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 (but ofc fire spin can also give a free pivot, potentially to an even better zard check, so it only rly works if the rest of the sweep is set up outside of one target u are aiming to spin into range. up to u if u go into that).

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 something 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. Moltres is also effective at wearing down Mr. Mime and Clefable. (idk if two sentences about moltres synergy is rly worth, who even uses moltres much less trying to use it to wear down zard checks)

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
Grammar checked by:
qc 2/2
 

autumn

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C&C Leader
1/1 GP Team done
[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 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 as it switches out (would 'on a predicted switch' or similar work better? the sentence is kind confusing saying it can revenge kill but uses sd instead), 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 (haven't you already said hyper beam is?), 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, (AC) 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 something 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:
 

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