Notes: This is the only Pokemon that is a mascot of two different 'main' Pokemon RPGs released outside Japan, both Red and FireRed. Despite being a flying-type, it learns no flying-type moves until Pokemon Yellow.
This is the Standard Bellyzard. Bring Charizard out against something that would force a switch (Banded Earthquake, or Specsed Leaf Storm, etc) and use Substitute. As the counter is sent in, use Belly Drum, and you've got maximum attack and +1 Speed thanks to Salac Berry. A very important thing to note is that if you were at full health when you used Substitute, Salac Berry will only activate after a Sub and a Drum if your HP is divisible by four. If you're using this for wifi, find out your IV and EV train it accordingly. If this is for a battle simulator, set Charizard's HP IV to 30, and give it no HP EVs. This will allow Salac Berry to activate after Substitute and Belly Drum.
Jolly vs. Adamant is an age old argument, and it really comes down to choice. After Salac Berry, Adamant will give it a speed of 448, while Jolly willy generate 492 after the boost.
Fire Punch is usually used best with Earthquake despite the attractiveness of the coverall combination of Fire Punch and Dragon Claw. EQ hits a lot of Pokemon harder (including Heatran who will otherwise ruin this set) among others such as Tyranitar. Usually, Fire Punch will be used more anyway thanks to being in range of Blaze's activation.
This set is destroyed by prioity Pokemon such as Extremespeed Lucario, or Banded Mamoswine's Ice Shard.
SpecsZard Holding Choice Specs Ability: Blaze Nature: Modest EVs: 6 HP /252 Special Attack /252 Speed Moves:
Please note that either Overheat or Fire Blast can be considered over Flamethrower, Hidden Power Ground or Earthquake can be considered over Focus Blast.
Charizard's Sp. Attack is higher than its Attack; this set takes advantage of that. Fire move of choice + Dragon Pulse provides excellent type coverage and hits pretty hard. Overheat works in the same way as Salamence's Draco Meteor does - hit and run. If that's not your style, Flamethrower and Fire Blast are more than decent. Air Slash is a good STAB move, and you might get lucky with that 30% flinch rate. The last move finishes up this set's type coverage. Focus Blast can hit Heatran, which could otherwise completely wall this set. Earthquake is a safer, more accurate option, though it runs on Charizard's weaker offensive stat. HP Ground covers Heatran as well, but if you're not worried about it, HP Grass hits hard on things like Rhyperior and Swampert. Consider replacing Choice Specs with a Choice Scarf to suprise the opponent's revenge killer.
Life Orb Zard Holding Life Orb Ability: Blaze Nature: Naive EVs: 200 Attack /206 Special Attack /104 Speed Moves:
Please note, Overheat can be considered over Flamethrower (if you want to go Physical with the other three moves), Dragon Pulse can be considered over Dragon Claw especially if you're not using Overheat and any of the following can be considered over Focus Punch; Rock Slide / Roost / Air Slash / Fly
Life Orb Charizard works best with Stealth Rock support, but then again, what doesn't? He can offer a hell of a surprise to the opposition who expect either BellyZard (as you Earthquake) or SpecsZard (as you Flamethrower), whilst can do some serious damage. Your Fire/Dragon/Ground combination needs to be there, with the dilemnas on the Fire and Ground moves being simple; Physical or Special Dragon move, (don't use Pulse with Overheat), do you want the boost Overheat offers and stick to Physical moves, or not? Flamethrower and Dragon Pulse are your best bets as Salamence won't be reducing your Special Attack, but that's up to preference.
Your last move is entirely up to you. The recoil from Life Orb can build up, ergo Roost seems like a good choice and eliminates your Electric weakness and reduces Rock weakness, but Charizard probably won't be surviving many moves to utilise Roost; it gets in there, does damange, bows out. Focus Punch can be useful if you're good at predicting, Rock Slide's good if you want to further the type coverage, Air Slash allows a chance of flinching. This last move is pretty much a filler, the other three moves will see the most usage on this set, though Roost is a fantastic move for a Pokemon that takes 50% from Stealth Rock every time it switches in to have. (It's also nice to make that Rock weakness half as effective, though don't expect to be taking a multitude of Stone Edges.)
It is quite acceptable to replace your Life Orb for a Muscle Band, or Expert Belt - as soon as the opponent sees that 10% fall from your HP, they'll know you're a Life Orb user, but if they witness no decrease in HP, they will still be clueless as to what set you are using. They could incorrectly predict that your Overheat was a Specsed one, switch in Heatran and watch in horror as Earthquake rips it apart. It can be quite satisfying.
Suffix-tiredZard Holding Choice Band Ability: Blaze Nature: Jolly EVs: 6 HP /252 Attack /252 Speed Moves:
Choice Band Charizard doesn't see a lot of play due to it having other sets that are seen to be more effective, but some believe this is a very underrated set. Your first two slots hold your STAB moves, essential on something that wants to pack a punch instantly. The third slot should be a dragon move, as only a handful of pokemon (Heatran is the only one I can think, probably more) resist this combination. The fourth slot could be anythign. The fourth moveslot is your "specific [pokemon] counter" slot. Earthquake hits Heatran, Rock Slide for fliers, although your Fire STAB move should do more anyway. Focus Punch is there because it's Focus Punch.
Counters are anything that can come in on your predicted attack and absorb it easily, forcing you out.