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- Posts
- 10
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- Seen Feb 5, 2015
Could some of you help me with making Charizard a beast. I already did some research. The final Pokémon game I have is SS (generation IV). I'm telling this because it depends on the generation (which you already knew :P).
-HP: 78
-Attack: 84
-Defense: 78
-Sp. Atk: 109
-Sp. Def: 85
-Speed: 100
>Special Attacker
-Fire & Flying
-Blaze: increases the power of Fire-type moves by 50% (1.5×) when the ability-bearer's HP falls below a third of its maximum (Flamethrower/Fire Blast)
-Solar Power (hidden): During harsh sunlight the ability-bearer's Special Attack raises by 50% (Flamethrower/Fire Blast & Air Slash & Solarbeam), but it also loses 1/8 of its maximum HP after each turn (compensated by Leftovers & Roost)
-Timid Nature: raises Speed, lowers Attack
-Modest Nature: raises Sp. Atk, lowers Attack
-Advantage: Grass, Ice, Fighting, Bug, Steel
-Damaged normally: Normal, Ice, Poison, Flying, Psychic, Ghost, Dragon, Dark
-Weakness: Water, Electric, Rock (4x)
-Immune: Ground
-Resistant: Fire, Grass (1/4x), Fighting, Bug (1/4x), Steel
-Wide Lens: raises accuracy by adding 10% for each move (Fire Blast & Air Slash)
-Leftovers: The holder's HP is gradually restored during battle (Solar Power)
-Air Slash (lvl 1)
-Flamethrower (lvl 42/TM)
-Sunny Day (TM)
-Solarbeam (TM)
-Fire Blast (TM)
-Roost (TM)
-Sunny Day:
*Fire moves increases by 50% (Flamethrower/Fire Blast)
*Water moves decreases by 50% (lowers Water weakness)
*Solarbeam does not require chargin turn (deals with Water, Ground, Rock types)
*Lowers accuracy of Thunder (lowers Electric weakness)
-Roost (recovers 1/2 of max HP, not immune to Ground moves that turn)/Air Slash (30% flinch chance)
-Flamethrower (10% burn chance)/Fire Blast (10% burn chance)
-Solarbeam
I came up with these two Charizards. What do you guys think?
Charizard 1 (if hidden abilities exist in generation IV)
-Solar Power
-Timid Nature
-Leftovers
-Sunny Day
-Roost
-Flamethrower
-Solarbeam
Charizard 2
-Blaze
-Modest Nature
-Wide Lens
-Sunny Day
-Air Slash
-Fire Blast
-Solarbeam
-HP: 78
-Attack: 84
-Defense: 78
-Sp. Atk: 109
-Sp. Def: 85
-Speed: 100
>Special Attacker
-Fire & Flying
-Blaze: increases the power of Fire-type moves by 50% (1.5×) when the ability-bearer's HP falls below a third of its maximum (Flamethrower/Fire Blast)
-Solar Power (hidden): During harsh sunlight the ability-bearer's Special Attack raises by 50% (Flamethrower/Fire Blast & Air Slash & Solarbeam), but it also loses 1/8 of its maximum HP after each turn (compensated by Leftovers & Roost)
-Timid Nature: raises Speed, lowers Attack
-Modest Nature: raises Sp. Atk, lowers Attack
-Advantage: Grass, Ice, Fighting, Bug, Steel
-Damaged normally: Normal, Ice, Poison, Flying, Psychic, Ghost, Dragon, Dark
-Weakness: Water, Electric, Rock (4x)
-Immune: Ground
-Resistant: Fire, Grass (1/4x), Fighting, Bug (1/4x), Steel
-Wide Lens: raises accuracy by adding 10% for each move (Fire Blast & Air Slash)
-Leftovers: The holder's HP is gradually restored during battle (Solar Power)
-Air Slash (lvl 1)
-Flamethrower (lvl 42/TM)
-Sunny Day (TM)
-Solarbeam (TM)
-Fire Blast (TM)
-Roost (TM)
-Sunny Day:
*Fire moves increases by 50% (Flamethrower/Fire Blast)
*Water moves decreases by 50% (lowers Water weakness)
*Solarbeam does not require chargin turn (deals with Water, Ground, Rock types)
*Lowers accuracy of Thunder (lowers Electric weakness)
-Roost (recovers 1/2 of max HP, not immune to Ground moves that turn)/Air Slash (30% flinch chance)
-Flamethrower (10% burn chance)/Fire Blast (10% burn chance)
-Solarbeam
I came up with these two Charizards. What do you guys think?
Charizard 1 (if hidden abilities exist in generation IV)
-Solar Power
-Timid Nature
-Leftovers
-Sunny Day
-Roost
-Flamethrower
-Solarbeam
Charizard 2
-Blaze
-Modest Nature
-Wide Lens
-Sunny Day
-Air Slash
-Fire Blast
-Solarbeam