Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Zacian

In-battle formes

HP:92
Attack:130
Defense:115
Sp. Atk:80
Sp. Def:115
Speed:138
Min (-ve nature, 0 IVs)252
Default312
Max Neutral375
Max Positive412
Max Neutral (+1)562
Max Positive (+1)618
Max Neutral (+2)750
Max Positive (+2)824
Anything Goes
Choice Scarf412
Choice Band (Adamant)375
Choice Band (Jolly)412

Formes

Strategies

  • en
Written by Frozoid

Choice Scarf

Move 1
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Wild Charge
    Has 1/4 recoil.
    TypeElectric
    CategoryPhysical
    Power90 BP
    Accuracy100%
  • Solar Blade
    Charges turn 1. Hits turn 2. No charge in sunlight.
    TypeGrass
    CategoryPhysical
    Power125 BP
    Accuracy100%

Zacian is a good revenge killer in AG due to its good Speed and Attack stat, which are further boosted by Choice Scarf and its ability Intrepid Sword. Its good bulk allows it to revenge kill Yveltal and deal with Dragon Dance Zygarde-C. Play Rough allows Zacian to OHKO many prominent Pokemon such as Yveltal, Zekrom, and Marshadow, while Close Combat hits Steel-types such as Zacian-C and Ferrothorn. Crunch allows Zacian to dispatch weakened Necrozma-DM while also ensuring that it can revenge kill a healthy Calyrex-S and is not completely walled by Lunala. Wild Charge heavily damages Ho-Oh, which otherwise walls Zacian very well and threatens to burn it with Sacred Fire. Wild Charge also gives Zacian a functional super effective option for Kyogre. Solar Blade takes advantage of Drought and heavily damages Groudon while also OHKOing Quagsire, which otherwise walls Zacian easily. Maximum Speed investment with a Jolly nature and Choice Scarf allows Zacian to outspeed almost the entire metagame, even Pokemon such as Zekrom and Groudon at +2 Speed, making it easy to revenge kill foes.

Zacian best fits as a revenge killer on bulky offense and balance teams. Pokemon such as Zygarde-C, Ferrothorn, and Eternatus provide great support by switching into its counters in Necrozma-DM and Quagsire and forcing them out. Ferrothorn can set Spikes, allowing Zacian to KO chipped foes, while also checking Kyogre and Xerneas. Groudon provides sun for Solar Blade variants of Zacian. In return, Zacian can deal heavy damage to Pokemon such as Xerneas, Zekrom, and Kyogre that threaten these teammates. Necrozma-DM can switch into Zacian-C, which can OHKO Zacian, and chip it down so Zacian can revenge kill it with Close Combat or Crunch. In return, Zacian pressures Yveltal and Zygarde-C, forcing them to switch out. However, it must be wary of Knock Off and Glare while switching in. On balance teams, Gothitelle can trap Necrozma-DM and Quagsire, allowing Zacian to put huge dents in the opponent's team.

Choice Band

Move 1
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 2
Move 3
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4
  • Psychic Fangs
    Destroys screens, unless the target is immune.
    TypePsychic
    CategoryPhysical
    Power85 BP
    Accuracy100%
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%

These are sample sets while we work on new analyses. Stay tuned!

Other Options

Fire Fang can be used with Groudon to 2HKO a chipped Necrozma-DM, but locking into it puts Zacian at a disadvantage against Pokemon such as Zygarde-C, Zekrom, and Eternatus.

Checks and Counters

Necrozma-DM: Necrozma-DM is the most reliable check for Zacian, since it can take whatever Zacian can dish out while being able to recover health. It can also heavily damage Zacian using Sunsteel Strike in return. Rocky Helmet variants can chip Zacian, allowing priority users such as Marshadow to revenge kill it, and make Zacian's moves less spammable.

Quagsire: Quagsire is a good check to Zacian due to its typing and Unaware ignoring Intrepid Sword's boost. Quagsire can also cripple it using Toxic or Scald. However, it must beware Solar Blade variants, since they can easily OHKO it.

Eternatus: Eternatus's great bulk allows it to soft check Zacian by switching into its moves and stalling it out while consistently recovering its health. Eternatus can also threaten Zacian with Sludge Bomb. However, a specially defensive Eternatus needs to be at full health to switch into Play Rough.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
PP
40
Raises the user's and ally's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
95
Accuracy
100%
PP
15
30% chance to lower the target's Sp. Atk by 1.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
85
Accuracy
100%
PP
10
Destroys screens, unless the target is immune.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
90
Accuracy
100%
PP
15
Ignores the target's stat stage changes.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
125
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
25
Accuracy
85%
PP
10
Hits 2-5 times in one turn.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
Loading...