Charmander evolves at level 16. Charizard doesn’t show up until level 36. That leaves a 20-level stretch where you’re carrying a Pokemon with a 405 base stat total, the same tier as fully-evolved Pokemon like Beedrill, but Charmeleon isn’t fully evolved. It’s the reason so many teams bench their starter around the mid-game and pick it back up only once it’s a Charizard. This guide covers exactly what Charmeleon learns in that window, which of those moves your Charizard keeps versus loses, and whether delaying the second evolution is ever worth it.
Verified against Pokemon Scarlet/Violet’s level-up data and Pokemon Legends Z-A’s own move lists. Values may shift with future patches — check your specific game’s Move Reminder or Pokedex entry before making a trade based on the levels below.
Quick Start: What To Do When Charmander Hits Level 16
- Let the evolution happen unless you’re deliberately farming a specific move window (see the delay-tax table below) — Charmeleon’s stat total is low enough that holding back a Charmander for long stretches past 16 mostly just costs you the stronger Charmeleon movepool for no offsetting benefit.
- Check your held item and ability. If you rolled the hidden ability Solar Power instead of Blaze, your build priorities change immediately (see the ability breakdown below).
- Don’t expect to catch a Charmeleon in the wild in most games, including Legends Z-A — it’s an evolution-only Pokemon in the core series, so releasing or trading away your Charmander before 16 means starting over.[6]
- Plan your route to level 36 around Flamethrower at level 30 — it’s Charmeleon’s best move before evolution and it carries over identically once you evolve.
- If you’re chasing Flare Blitz or Inferno specifically, read the delay-tax section before you evolve early — in Scarlet/Violet-style games it costs you real levels.
Charmeleon at a Glance
Charmeleon’s base stat total is 405 — 58 HP, 64 Attack, 58 Defense, 80 Sp. Atk, 65 Sp. Def, 80 Speed.[1] That’s a genuinely awkward spread: its physical Attack and Defense are both below 65, but its Speed and Sp. Atk sit at 80, so it plays like a fragile special attacker wearing a physical attacker’s ability.
| Ability | Effect | Best for |
|---|---|---|
| Blaze (standard) | Fire-type moves get a 50% power boost once Charmeleon’s HP drops to 1/3 or lower[4] | Players who don’t mind playing risky — the boost only kicks in when you’re already in danger |
| Solar Power (hidden) | +50% Sp. Atk in harsh sunlight, but Charmeleon loses 1/8 of its max HP at the end of every turn sunlight is active[5] | Sun teams only — outside of sunlight it does nothing, and the HP drain adds up fast on a Pokemon this fragile |
Neither ability is good outside a specific setup. Blaze rewards you for nearly losing; Solar Power taxes you every single turn. This is part of why Charmeleon gets shelved — its kit doesn’t reward casual, no-strategy play the way a straightforward attacker would.
Type matchups don’t change during this stretch, either — Charmeleon is pure Fire, so it’s weak to Water, Ground, and Rock, and resists Fire, Grass, Ice, Bug, Steel, and Fairy the same way Charmander and Charizard do.[1] The one defensive gap that actually bites during levels 16-36 is Rock: a lot of early-to-mid gym and rival teams lean on Rock-type coverage specifically because Fire starters are common, and Charmeleon’s Defense (58) isn’t high enough to shrug off a super-effective Rock hit the way a bulkier line would.
The 20-Level Wait: Evolution Timeline
Charmander evolves into Charmeleon starting at level 16. Charmeleon evolves into Charizard starting at level 36.[1] That’s a fixed 20-level window in every core-series game, including Legends Z-A, where Charmeleon also can’t be found in the wild at all — it’s obtainable only by evolving a Charmander you’ve leveled to 16 yourself.[6]
Twenty levels sounds short on paper, but it lands during the part of most games where each level takes longer to earn — past the early-route trainers and before the exp-heavy late game. That’s the real reason Charmeleon feels like a longer wait than the number suggests: it’s not 20 levels of fast early-game grinding, it’s 20 levels during the slowest stretch of a typical playthrough.
What Charmeleon Learns Between 16 and 36

Here’s Charmeleon’s full level-up list inside that window, confirmed against two independent sources for Scarlet/Violet-style level data:[1][2]
| Level | Move | Why it matters |
|---|---|---|
| 17-19 | Fire Fang | Your first real STAB upgrade over Ember — flinch chance included |
| 21-24 | Scary Face / Slash | Slash is a reliable physical option despite Charmeleon’s better Sp. Atk |
| 30 | Flamethrower | The best move Charmeleon learns before evolving — 90 base power, perfect accuracy, and it’s learned at the exact same level (30) whether you evolve early or not |
Flamethrower is the one move in this stretch you don’t have to think about — Charizard’s own level-up list learns it at level 30 too, so evolution timing has zero effect on when you get it.[3] The moves that actually change based on evolution timing are Inferno and Flare Blitz, which is where the real decision lives.
The Real Cost of Evolving Too Early

This is the part most Charmeleon writeups skip: evolving doesn’t erase a move, but it does swap you onto a different level-up list — and Charizard’s list for two specific moves is later than Charmeleon’s own.
| Move | Charmeleon learns it at | Charizard learns it at | Delay if you evolve before the Charmeleon level |
|---|---|---|---|
| Inferno | 48 | 54 | 6 levels later |
| Flare Blitz | 54 | 62 | 8 levels later |
In practice: if you evolve Charmeleon into Charizard at level 40, you don’t get Inferno at 48 or Flare Blitz at 54 the way you would have as a Charmeleon — your Charizard now has to reach 54 and 62 respectively before it learns them naturally.[1][3] Worked example: two players both start a Charmander at the same time. Player A holds off evolving past Charmeleon until level 54, picks up Flare Blitz right on schedule, then evolves into Charizard. Player B evolves the moment Charizard is available at 36 and keeps playing normally. By the time Player B’s Charizard hits level 54, it still doesn’t have Flare Blitz — it needs another 8 levels of grinding or story progress to reach 62. Same Pokemon, same final form, an 8-level gap in when that move actually shows up in battle. Nothing is permanently lost — a Move Reminder NPC can still teach either move once your Charizard actually reaches the required level — but you will fight through those extra levels without the move if you evolved before it unlocked.
Version note: this delay is confirmed for Scarlet/Violet-style level-up lists. Pokemon Legends Z-A handles it differently — Game8’s own move data shows Charizard learning Flare Blitz by level-up at level 54 in that game, matching Charmeleon’s number exactly, with no 62-level tax.[7] If you’re playing Legends Z-A specifically, the delay-tax table above doesn’t apply to Flare Blitz — evolve whenever you want without losing that move’s timing. Always check your specific game’s Pokedex entry before assuming either number.
Should You Delay Evolution?
- Delay if: you’re below level 48-54 and specifically want Inferno or Flare Blitz on your Charmeleon before moving on, and you’re not playing Legends Z-A.
- Evolve immediately if: you’re playing Legends Z-A (no penalty on Flare Blitz timing), you already have Flamethrower (level 30, unaffected either way), or you just want Charizard’s much higher stat total (534 vs. 405 BST) for the main story.
- Never delay past level 36 just to save a move — Charmeleon’s stats are weak enough that grinding it deep into the late-game unevolved is a genuine handicap, not a strategy.
If you do decide to delay evolution to farm Flare Blitz or Inferno on Charmeleon, hold an Eviolite. It boosts Defense and Sp. Def by 50% for any Pokemon that isn’t fully evolved, and Charmeleon qualifies since Charizard is still ahead of it in the line.[9] That’s the one item that meaningfully offsets the 58/65 defensive stats this guide keeps flagging as the real risk of staying unevolved past 36 — without it, a delayed Charmeleon is genuinely fragile against anything running Rock or Ground coverage.
If You’re Building Toward Charizard
Charmeleon is a stopover, not a destination — almost nobody builds a competitive set around it. Once you’re planning natures, EVs, and a final moveset, that decision happens at the Charizard stage, not here. Our best Charizard nature and moveset guide covers the Timid-vs-Jolly split between Mega Charizard Y and Mega Charizard X builds in detail. The one thing worth locking in early: Charmeleon’s own best nature mirrors whichever Charizard build you’re aiming for, so pick your Mega stone plan before you finalize EVs.
Priority by Player Type
| Player type | What to prioritize |
|---|---|
| New player | Just play through — evolve Charmeleon the moment it’s available and don’t worry about the delay tax at all. It only matters for optimized builds. |
| Casual player | Evolve at 36 as soon as it happens naturally. Don’t grind to hit 48 or 54 first — the stat jump to Charizard is worth more than either delayed move for a casual playthrough. |
| Hardcore / optimizer | If your build genuinely wants Flare Blitz on a Charizard that reaches battle-ready level before 62, hold the evolution until 54 first. Otherwise this table doesn’t change your plan — Flamethrower at 30 is unaffected regardless. In a Nuzlocke or similar self-imposed-difficulty run, the calculation flips: Charmeleon’s low Defense makes it a liability to keep unevolved any longer than necessary, so evolve at 36 the moment it’s available and treat the delayed moves as a cost you’re willing to eat for the stat jump. |
| Completionist | Remember Charmeleon can’t be caught wild — if you want it logged with a specific nature or IV spread, that has to be bred as a Charmander and evolved manually, not caught and evolved from a wild find. |
Common Mid-Evolution Mistakes
The mistake I see most often in playthroughs is timing a Charmeleon evolution around a rival battle instead of around its own level-up list — a player holds off evolving because it feels early, fights the rival fight anyway, then evolves right afterward without checking whether that cost them a move. There’s no rule that says evolution has to line up with a story beat. Check the level-up list above before you decide, not your gut feeling about pacing.
Charmeleon isn’t the only Pokemon where evolution timing quietly costs you something. Buizel’s own evolve-too-early trap works the same way in reverse — Floatzel’s best move waits 13 levels longer if you evolve Buizel ahead of schedule, a bigger gap than either of Charmeleon’s delayed moves. If you’re leveling through Kanto’s Fire-types generally, our Beedrill guide covers a very different case: a two-stage line that’s fully evolved and battle-ready by level 10, with none of Charmeleon’s long middle stretch, and no Mega Evolution option at any point in the line — Charmeleon at least has a Charizard payoff with two separate Mega forms waiting at the end.
FAQ
Is Charmeleon worth using, or should I rush to Charizard?
Rushing isn’t necessary — Charmeleon holds its own through most early-to-mid gyms if you lean on Fire Fang and, once available, Flamethrower. The stat total is weak on paper, but Blaze’s 50% boost at low HP means a nearly-fainted Charmeleon can still land a hard finishing hit, which is more forgiving than its raw numbers suggest.
Why does Charmeleon feel worse than other Pokemon at the same level?
Because its stat distribution splits awkwardly between a physical Attack stat too low to lean on and a Sp. Atk stat that’s only average until Flamethrower arrives at 30. Most Pokemon at a comparable point in their evolution line commit to one attacking stat; Charmeleon sits in between until it evolves, which is why it reads as underwhelming compared to a same-tier fully-evolved Pokemon.
Does evolving Charmeleon early permanently lock me out of Flare Blitz or Inferno?
No — it delays them, it doesn’t remove them. Once your Charizard reaches level 54 (Inferno) or 62 (Flare Blitz) in Scarlet/Violet-style games, it learns them naturally, or a Move Reminder NPC can teach them the moment it’s reached that level. The only cost is fighting through the intervening levels without that specific move.
Should I use Blaze or Solar Power on Charmeleon?
Blaze, for almost every player. Solar Power only pays off on a dedicated sun team where harsh sunlight is already active most of the match — outside that setup, it’s a straight HP tax with no benefit, and Charmeleon doesn’t have the bulk to absorb 1/8 max HP in damage every single turn.
Sources
- Bulbapedia — Charmeleon (Pokémon)
- Pokémon Database — Charmeleon Pokédex (Gen 9 moves)
- Pokémon Database — Charizard Pokédex (Gen 9 moves)
- Bulbapedia — Blaze (Ability)
- Bulbapedia — Solar Power (Ability)
- PowerPyx — Pokemon Legends Z-A: Charmeleon Location
- Game8 — Flare Blitz TM 104 and Pokemon That Learn It (Legends Z-A)
- Bulbapedia — Eviolite
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
