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Zapdos

In-battle formes

HP:90
Attack:90
Defense:85
Sp. Atk:125
Sp. Def:90
Speed:100
Min (-ve nature, 0 IVs)94
Default120
Max Neutral152
Max Positive167
Max Neutral (+1)228
Max Positive (+1)250
Max Neutral (+2)304
Max Positive (+2)334
VGC22
Dynamax Attacker (Modest)152
Dynamax Attacker (Timid)167

Formes

Strategies

Written by Namuko Pro

Overview

Zapdos storms into the VGC 2022 metagame as one of the strongest special-attacking Dynamax options in the format. Electric / Flying typing is incredibly effective for both defensive and offensive purposes. It gives Zapdos key resistances or immunities to some of the strongest attacks in the metagame—like Zacian-C's Behemoth Blade and Groudon's Precipice Blades—alongside almost perfect neutral STAB coverage, access to STAB Max Airstream, and STAB super effective moves for top Pokemon like Kyogre, Amoonguss, and Venusaur. Zapdos has a strong niche on Kyogre and Zacian-C teams, as both Pokemon appreciate Zapdos's Max Airstream to quickly fire off their devastating attacks, as well as Zapdos hitting opposing Kyogre and Grass-types for heavy damage. However, Zapdos is fairly limited if it is not used as a Dynamax option, and it can have problems with certain matchups. It struggles when teams can weaken it with Light Screen and/or Snarl, or when they negate its Max Airstream boosts with speed control of their own.

Dynamax Attacker

Move 1
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
  • Heat Wave
    10% chance to burn the foe(s).
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy90%
  • Weather Ball
    Power doubles and type varies in each weather.
    TypeNormal
    CategorySpecial
    Power50 BP
    Accuracy100%
Move 4
  • Detect
    Prevents moves from affecting the user this turn.
    TypeFighting
    Priority4
  • Thunderbolt as a primary attack offers consistent damage outside of Dynamax and a strong Max Lightning within Dynamax.

  • Hurricane offers Zapdos a very strong STAB Max Airstream, boosting the Speed of it and its ally, and offering super effective damage against common Pokemon like Amoonguss and Venusaur. However, its low accuracy can be a hinderance outside of Dynamax.

  • Heat Wave is typically the third attack to deal heavy damage with Max Flare to tough Steel-types like Ferrothorn, Solgaleo, and most importantly Zacian-C. Given how often Zapdos is paired with Kyogre, Weather Ball can potentially give Zapdos a way to hit Incinieroar and other Fire- or Ground-types. Also, when Zapdos is with Groudon or facing it, Weather Ball can offer a stronger and more consistent Fire-type attack. However, Weather Ball is overall less consistent and relies on bringing a weather setter alongside Zapdos.

  • Life Orb is Zapdos's most common item, maximizing its damage to rip through teams with very powerful Max Moves. Safety Goggles is an alternative that allows Zapdos to better deal with Amoonguss and Venusaur by ignoring their powder moves.

  • The given EV spread allows Zapdos, when Dynamaxed, to always survive a Modest Mystic Water Kyogre Max Geyser based off Water Spout. It and the Timid nature also maximize Speed to potentially win Speed ties against base 100s like Charizard and opposing Zapdos. A Modest nature instead increases its damage output at the cost of being outsped by Timid Kyogre and Dialga.

Other Options

Roost and Eerie Impulse can be used with Thunderbolt and Hurricane for a more defensive set aimed at crippling special attackers and sticking around. While this does harm its offensive potential, an unsuspected Eerie Impulse on an enemy Dynamax user can be game winning. Volt Switch, Thunder, and Rising Voltage are all valid alternative moves for Thunderbolt, with Volt Switch offering pivoting on bulky teams, Thunder being the strongest overall attack and synergizing with rain teams, and Rising Voltage offering a 140 Base Power Max Lightning and capitalizing on Electric Terrain being live after Dynamax ends. These moves do have drawbacks, however, such as Volt Switch and Rising Voltage's lower Base Power and Thunder's shaky accuracy outside of rain.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
20
+1 SpD, user's Electric move next turn 2x power.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to paralyze adjacent Pokemon.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's Sp. Atk by 2.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
20
Raises Def, Sp. Def of allies with Plus/Minus by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
20
2x power if target is grounded in Electric Terrain.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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