Strengths:
+ Fast ripping power on both farm and objectives with burn damage
+ Great kiting potential with Fthrower speed boost and Fblast slow
+ Excellent teamfighting Unite on short cd that ignores terrain and grants hinderance resist, great way to dive backlines
+ Melts squishies
+ Great Curse effect spreader
Weaknesses:
– No secure ability
– Very exp hungry, relies heavily on reaching level 9 asap
– Damage relatively lacking against anything not at attacker
– Not very influential outside of Unite
Build + Gameplay
Scope Lens is vital to your damage output. Nothing else compares in terms of damage for this character. EVERY Charizard build MUST include Scope, no if’s and’s or but’s.
Charizard’s basic attack is a series of 4 ticks of dmg. This means that each basic attack rolls 4 separate times for crits, making scope have very high value and almost guaranteed to get at least one proc per auto. The more you knoooooooow!
With the buffs to his basic attack ratio, the math has shown that despite the difficulty in doing so, stacking raw attack with Weight and Weakness ends up edging out Muscle Band in dps, now that he only gets one Muscle proc per breath after the proc change.
Muscle Band is still very usable and strong consistent output, to where if someone doesn’t feel that stacks will be reasonable for a certain match, Muscle will easily slot in over it for tried and true damage.
Honorable mention item swap: Curse Bangle
Charizard also proves to be a fantastic Curse Bangle user, with his damage-over-time AoE basic attacks applying multiple ticks of the debuff at an increased duration all around him. Cursed Bangle is what generally patches Charizard´s lack of dmg sticking power and gives him an entirely new niche in the jungle slot. Charizard’s burn ticks from Flamethrower will still apply Bangle procs, making Charizard really good at stuffing out healers like Comfey and Clefable, so while it won’t be as much raw power and damage as Weight+Weakness, it should still be swapped in against high-sustain or high-healing comps to manage that recovery.
X-Speed is Charizard’s usual item of choice due to amplifying his great kiting to annoyingly fantastic.
Eject Button doesn’t give you as insane kiting potential but it combos well with your ult, being able to close gaps instantaneously and you still chase/get away pretty nicely. X-Attack is the most niche but it definitely still has its moments.
ABOUT: SEISMIC SLAM
Charizard’s entire gameplan after 9 is all about Unite move. You love Unite move, basically married to it. Seismic Slam is a sure hit unite that does big damage and throws Charizard up into the air, making him fly and giving him enhanced autos that do solid burn-bonus damage and spread your curse out nicely. In this form you have Hinderance Resistance, not unstoppable. This means Buzzwole with superpower can grab you from the sky and toss you around and things like Slowbeam, Play With Me…,Mean Look, etc can still be used and targeted towards you. However, with how Charizard already plays, you are a slippery lil’ guy. You gotta have patience when using Seismic Slam. Biding your time as you watch people use their cooldowns on others until its go time. Do NOT be afraid to Seismic Slam frontliners if they don’t have much to punish you with and then fly over towards their backliners.
Any unstoppable makes you look like a sack of Idaho potatoes when you try to Unite, and there’s a LOT of it running around these days, so target wisely. But hey if you find yourself against no unstoppable, he’s pretty unstopp- um. Pretty strong.
NOTE: Ult no longer makes you unstoppable, only “hinderance resistant”, so you need to be aware that you can be grabbed out of your own ult too.
Moveset 1 - Best
This guy hasn’t changed his playstyle or mission since the civil war, same old same old. You’re completely useless until lvl 5, and somewhat a full character at 7. Flamethrower gives you movespeed buff when you hit it, use it to close a gap or kite out someone who wants yer lucky charms.
Flamethrower and Fire Blast also give Charizard a more unique way of playing compared to other All-Rounder junglers, going for a more kitey, bob and weave esque playstyle. Using his skills, Charizard will constantly poke his opponents with long mid range poke and burn ticks to wear down enemies, all while keeping himself healthy.
Early Game
We don’t have to talk about Charmander. As a Charmeleon on your gank, your main thing will be throwing out Flamethrowers and Fire Spins to chip away at opponents. Your secure isn’t really amazing for this point in the game but its manageable for now. While during your gank you should probably be looking for kills, this doesn’t mean run in and d i e for said kills. After all, you’re a scaler more important a hyper carry.
Mid/Late Game
Due to evolving at 7 now, you gain a lot of beefy stats and this is where you can pick a lot more fights with others. Kiting around characters like Trevenants, Single Strike Urshifus, Blaziken before 8, etc. This is all vital to your success because if you can just slightly get ahead, that’s when your character really shines. Charizard in mid game can play a weee bit reckless due to his running away capabilities alongside good poke. Taking enemy jungle isn’t a half bad idea either if you have X-speed or Eject up. During mid you’ll be looking for 1 on 1 scraps or big massive fights with your ult. Charizard lives and dies by ult. Without your ult while you´re a fine character, you are also nothing interesting. Late game this becomes more prominent due to the fact Charizard’s damage takes quite a bit of a nose dive into whatever territory. Your ult timer is 3:20 at the latest so if you really need to ult someone, do it around there. Anything after means you probably won’t have ult for ray fight and now you do basically nothing.
Moveset 2
Fire Punch and Flare Blitz is more of a general All Rounder Build and while it’s not exactly a bad build, it also doesn’t give Charizard a niche over other characters. When playing this set, you’d generally play like a pseudo bruiser, using Flare Blitz to lock down targets and using Fire Punches solid bursts to do chunks of damage and chaining the two different shove cc’s together to interrupt any retaliation to your engages. Unfortunately it *does* really need that level 11 + version to truly come online with the cdr on basics, but once you have it, being able to spam a 246% scaling move every 2 seconds, performs relatively well in duels or close range divers.
It does still only burn one target per use however, so it’ll still fall behind in teamfight sustained output, as well as things like clearing speed of Altarias.
Blitz is actually a somewhat decent response move to squishy divers with burst like Absol/Gengar, where the lil cc stops the burst flow and gives a surprisingly chonky shield to take the retaliation (which gets even meatier when running Weight).
Unfortunately the LOOONNNNGGG cooldown of Blitz makes the set kinda lacking as a generalist pick and is reserved as a counterpick measure against other melees, and needs very careful decision making to know when to use that tool. Just doesn’t have that warm fuzzy synergy that FThrower speed buff and FBlast slow have together like a happy marriage ya know?
Matchups
Favourable Matchup:
These are Pokémon that our team has determined CHARIZARD is strong against. CHARIZARD will generally be able to shut down these opponents playstyle's or have the advantage in a one on one fight.
These are Pokémon that our team has determined CHARIZARD is weak against. These Pokémon will have the upper hand in a fight or be able to exploit CHARIZARD's weaknesses.
PSA: THE GUIDE IS NO LONGER MANAGED OR UPDATED IN ANY FORM, AND WILL NOT BE FOR THE FORSEEABLE FUTURE. Joe thanks everyone for their support (and ad revenue ;) ) and hope the site helped improve their play and hopes you kids enjoy your lives. We encourage you to use the information here in combination with Unite-DB and Mathcord as a jumping off point for your own builds.
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