When the card would normally be destroyed, the equipped monster is destroyed instead, and the opponent takes the battle damage
If not playing into Fire decks, it loses some power, but the quick ramp-up speed helps it
This Charizard card can do 200 damage a turn and keep the damage coming almost every turn if you do 1 of 2 things, you could either use Double Colorless energy cards on this card and utilize Charizard's Ability to quickly get 4 "fire" type energy cards on this card, or, stick to the same strategy as with the Basic and Stage 1 forms and use 4 Burning Energy cards in your deck, the only problem here, is that you'll need to put 3 of those Burning Energy cards on this card just be able to attack every turn
When weight can and cant separate holos On the boxes where we logged which packs held holos, the result varies by set sometimes the holo and non-holo ranges overlap so weight cannot call it, and sometimes they separate cleanly: In Aquapolis and Neo Genesis the holo and non-holo ranges overlap, so weight cannot call it