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POKÉDEX #006 · GENERATION 1

Charizard Build Guide

FireFlying

Special attacker and burn support

Build a team with Charizard ↓

Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYBlaze
NATURETimid
1
Flamethrower

Reliable Fire damage against Steel, Grass and Ice targets.

2
Air Slash

Flying damage with a chance to flinch if Charizard moves first.

3
Dragon Pulse

Dragon coverage; Fairy types are immune.

4
Will-O-Wisp

Burn a physical attacker; Fire types cannot be burned.

How to play

Heavy-Duty Boots prevent entry-hazard damage while held. Bring Charizard into a favorable matchup, use Flamethrower against Steel targets, and use Will-O-Wisp when a physical attacker is likely to switch in.

Watch out for

Rock attacks deal 4× damage. Boots do not reduce direct Rock damage, and losing the item leaves it vulnerable to Stealth Rock.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

Teammate ideas

A Water or Ground partner can help against Rock types. Check that the rest of the team can handle Electric attackers.

Gastrodon

Gastrodon resists Rock and is immune to Electric, covering two Charizard weaknesses. Charizard resists Grass 4×, helping with Gastrodon’s 4× Grass weakness.

Corviknight

Corviknight takes neutral Rock damage, not resisted damage, and resists Dragon and Fairy. Both are weak to Electric; pair them with an Electric immunity such as Gastrodon.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Arcanine

Arcanine offers a different Fire role with Intimidate, without Charizard’s Ground immunity.

Try Arcanine →

Type matchups

Weak to

Water2×Electric2×Rock4×
Resistances and immunities
Fire0.5×Grass0.25×Fighting0.5×Ground0×Bug0.25×Steel0.5×Fairy0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP78
Attack84
Defense78
Sp. Attack109
Sp. Defense85
Speed100

Evolution chain

  1. Charmander#004
  2. Level 16

    Charmeleon#005
  3. Level 36

    Charizard#006

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Charizard team

Start with Charizard. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

52/ 100Fair
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#006

Charizard

FireFlying
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense85
Defense67
Coverage28
Synergy18

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +29 pts

    Ferrothorn

    GrassSteel

    Team score 52 → 81

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    +29 pts

    Kartana

    GrassSteel

    Team score 52 → 81

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    +28 pts

    Dialga

    SteelDragon

    Team score 52 → 80

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    +27 pts

    Magnezone

    ElectricSteel

    Team score 52 → 79

    Why this Pokémon?
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Water, Flying, Rock and more
    +27 pts

    Kingambit

    DarkSteel

    Team score 52 → 79

    Why this Pokémon?
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Psychic, Rock, Ghost and more
    • Defense 67 → 92
    +27 pts

    Archaludon

    SteelDragon

    Team score 52 → 79

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Electric resistance or immunity
    • Adds Rock resistance or immunity

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Rock attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Electric attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Charizard takes 4× damage from Rock attacks by type.
    • Your own types can hit 5 of 18 single-type targets super effectively. Actual move coverage can differ.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackCharizardWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric2×10
    Grass¼×01
    Ice1×00
    Fighting½×01
    Poison1×00
    Ground0×01
    Flying1×00
    Psychic1×00
    Bug¼×01
    Rock4×10
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy½×01

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    Fighting✓ Super effective
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    PsychicNeutral
    Bug✓ Super effective
    RockResisted
    GhostNeutral
    DragonNeutral
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Reviewed October 6, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.