0.0% of the meta · Updated June 10, 2026
Win Rate
32.1%
Meta Share
0.0%
Core Cards
2
440
estimated packs to collect all core cards
Estimates based on pull rates. Actual results may vary.
Discard 2 {R} Energy from this Pokémon.
This Pokémon also does 30 damage to itself.
Charizard is a fire-type Stage 2 attacker that hits for 150 damage with either Inferno Onrush or Fire Spin. Your goal is to evolve a full Charmander line and overwhelm the opponent with raw single-hit power before they can respond.
Open by playing Charmander and using Professor's Research or Copycat to dig for Charmeleon and Charizard. Use Flame Patch to pre-load fire energy on your bench while Charmeleon holds the Active Spot. Once Charizard is Active with three fire energy attached, you can close out the game with repeated 150-damage swings, managing the 30 self-damage from Inferno Onrush with Protective Poncho or Rocky Helmet chip deterrence. Sabrina lets you drag up a key target when the opponent tries to hide behind a cheap non-attacker.
Any 150 HP Pokemon
Inferno Onrush 150 = one-shot threshold
Charizard self-damages 30 per use of Inferno Onrush; managing that chip keeps Charizard alive longer
Use Poké Ball to secure Charmander on turn 1 or 2, then rely on Professor's Research and Copycat to draw into Charmeleon and Charizard. Flame Patch builds energy on the benched Charizard while Charmeleon absorbs early hits. Every turn you delay Charizard's debut costs tempo against fast ex decks.
Inferno Onrush deals 30 damage to Charizard each use. Play Protective Poncho before swinging to shield against opponent tools that punish damage, and use Rocky Helmet to tax aggressive contact attackers. If you run low on fire energy after multiple Fire Spin uses, switch to Inferno Onrush to preserve what's attached.
When your opponent retreats a damaged Pokemon to safety, Sabrina forces it back to the Active Spot so Charizard can finish it. This is especially valuable against decks that use a cheap pivot to stall while they build their own heavy attacker on the bench.
Charizard needs three evolution steps to function. Aggressive ex attackers that deal 100+ damage by turn 2 can KO Charmeleon before it evolves, forcing a restart. Scoring 2 points off an ex attacker while Charizard is stuck mid-line swings the point race decisively your way.
Fire-type Pokemon take double damage from Water attacks. A Water attacker that can one-shot Charizard for 75 or less base damage after doubling nullifies the 150 HP statline entirely. The opponent's investment in a Stage 2 line collapses immediately.
Fire Spin already forces Charizard to discard 2 fire energy per attack. Any additional energy removal or disruption from your side leaves Charizard unable to afford its own attack cost and stranded in the Active Spot for a free hit.
Draw support
Energy acceleration
#10 — LuDo
Lagoon Serenity Format (FA OAK Prize) · 4W-2L-1T
#54 — Fitypaldis
Pocket Lagoon No EX (FA Choice Prize) · 0W-1L
#1 — TheMakyokyo
HERVICANELONES TRIAL · 5W-0L
Threats — Weak Against
Based on type weakness analysis of core cards. View full matchup matrix →