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Zygarde

In-battle formes

Base

HP:108
Attack:100
Defense:121
Sp. Atk:81
Sp. Def:95
Speed:95
Min (-ve nature, 0 IVs)175
Default226
Max Neutral289
Max Positive317
Max Neutral (+1)433
Max Positive (+1)475
Max Neutral (+2)578
Max Positive (+2)634
National Dex AG
Dragon Dance284
Defensive238

Complete

HP:216
Attack:100
Defense:121
Sp. Atk:91
Sp. Def:95
Speed:85
Min (-ve nature, 0 IVs)157
Default206
Max Neutral269
Max Positive295
Max Neutral (+1)403
Max Positive (+1)442
Max Neutral (+2)538
Max Positive (+2)590
National Dex AG
Dragon Dance264
Defensive218

Formes

Strategies

Dragon Dance

Move 1
Move 2
  • Thousand Arrows
    Grounds adjacent foes. First hit neutral on Flying.
    TypeGround
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 3
Move 4
  • Dragon Tail
    Forces the target to switch to a random ally.
    TypeDragon
    CategoryPhysical
    Power60 BP
    Accuracy90%
    Priority-6

This Zygarde-C set is very good against defensive teams, which usually include multiple passive Pokemon it can use as setup fodder. Substitute protects Zygarde-C from status moves such as Toxic and Leech Seed, letting it set up on most foes that can't break its Substitute and scouting for the foe prematurely Dynamaxing in an attempt to stop its sweep. Dragon Tail allows Zygarde-C to bypass usual means of counterplay to setup sweepers such as phazing and Defense-boosting moves from Pokemon like Ho-Oh and opposing Zygarde-C. Under Dynamax, Max Quake gives Zygarde-C Special Defense boosts and allows it to comfortably tank even super effective hits like Ice Beam from support Arceus formes. Max Wyrmwind allows Zygarde-C to hit Flying-types when it's Dynamaxed and severely damage or OHKO opposing Zygarde-C, Ditto, and Mega Rayquaza after boosts. 16 HP EVs are used to maximize Leftovers recovery, while 232 Speed EVs allow Zygarde-C to outspeed foes like Eternatus, Mega Gengar, and Adamant Zacian-C at +1. 36 Defense EVs with an Impish nature prevent Zygarde-C's Substitute from being broken by attacks like Ho-Oh's Brave Bird, defensive Necrozma-DM's Sunsteel Strike, and Ferrothorn's Gyro Ball in a single hit. The remaining EVs are put into Attack and greatly improve Zygarde-C's offensive presence, letting it 2HKO support Arceus formes with +2 Max Quake and usually OHKO Zacian-C with +1 Thousand Arrows. This set's EV spread is fairly customizable, and more EVs can be put into Attack, Defense, or Speed if desired at the cost of the other two stats.

Ferrothorn is a great partner for this set, as it can check Primal Kyogre and support Arceus formes that threaten Zygarde-C, and it makes Dragon Tail more threatening thanks to the support it provides through Spikes and Knock Off. Necrozma-DM is also appreciated for its ability to handle Xerneas and Zacian-C, while Ho-Oh is able to handle support Arceus formes. This set shouldn't be used as a switch-in to Ho-Oh or defensive Necrozma-DM, as the lack of Rest means it won't appreciate status from Toxic or Sacred Fire or having its Leftovers removed by Knock Off. Instead, a partner that can absorb status and Knock Off from these foes such as Refresh Arceus-Water, Rest Primal Kyogre, or even defensive Zygarde-C is recommended. Mega Gengar and Gothitelle are good partners, as they can trap and remove Zygarde-C's checks such as support Arceus formes and opposing Zygarde-C with Haze; Mega Gengar can also force checkmate situations in which the opponent is forced to use their Dynamax, letting Zygarde-C sweep more easily after it Dynamaxes itself. Zacian-C and Eternatus are non-Dynamax-reliant wallbreakers that have good offensive synergy with Zygarde-C, as they can pressure support Arceus formes, while Zygarde-C can take advantage of foes like Ho-Oh, Necrozma-DM, and Tyranitar for them.

Defensive

Move 1
  • Thousand Arrows
    Grounds adjacent foes. First hit neutral on Flying.
    TypeGround
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 2
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 3
  • Haze
    Eliminates all stat changes.
    TypeIce
  • Coil
    Raises user's Attack, Defense, accuracy by 1.
    TypePoison
Move 4
  • Glare
    Paralyzes the target.
    TypeNormal
    Accuracy100%
  • Dragon Tail
    Forces the target to switch to a random ally.
    TypeDragon
    CategoryPhysical
    Power60 BP
    Accuracy90%
    Priority-6
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%

Defensive Zygarde-C is a premier wall in AG thanks to its ability to check the majority of physical attackers, including Primal Groudon, Ho-Oh, Necrozma-DM, Dragon Dance Mega Rayquaza, and Zacian-C lacking Play Rough. Rest is important to keep Zygarde-C healthy and remove status ailments such as Toxic poison from Ho-Oh, Primal Groudon, and Necrozma-DM. An anti-setup move is mandatory in order to check sweepers like Dragon Dance Necrozma-DM properly. Haze lets Zygarde-C check opposing Zygarde-C with Dragon Tail, avoid being setup fodder for special attackers like Geomancy Xerneas, and deal with Baton Pass strategies. Alternatively, Coil makes Zygarde-C more threatening offensively thanks to the Attack boosts it provides, but it makes this set setup fodder for opposing Dragon Dance Zygarde-C. Glare is a good option to cripple sweepers like Dragon Dance Necrozma-DM and annoy offensive checks like Xerneas and Primal Kyogre, preventing them from switching in freely. Dragon Tail in tandem with Coil allows Zygarde-C to set up on Ho-Oh and opposing Zygarde-C if they're slower or lack phazing moves and rack up entry hazard damage. However, it is not acceptable as the only move to deal with setup sweepers because Dynamax blocks phazing. Toxic is another option that pressures bulky foes like Ho-Oh more harshly than Glare, but makes it harder to force out Pokemon like defensive Necrozma-DM. Zygarde-C has good Dynamax potential; Max Quake lets it comfortably take even super effective special attacks such as Ice Beam from support Arceus formes and Moonblast from Xerneas. If running Dragon Tail, Max Wyrmwind lets Zygarde-C hit Flying-types while it's Dynamaxed and also OHKOes or severely dents Mega Rayquaza and opposing Zygarde-C after Coil boosts. 48 Speed EVs allow Zygarde-C to outspeed Zacian-C after paralysis from Glare or, if Dragon Tail is run, uninvested Ho-Oh so that Dragon Tail phazes Ho-Oh before it can phaze Zygarde-C with Whirlwind. Leftovers gives Zygarde-C passive recovery so that it does not need to use Rest as often. Safety Goggles can be used with Haze to safely switch into and remove stat boosts from sleep inducers such as Smeargle and Vivillon.

Zygarde-C fits best on balance and bulky offense teams that appreciate its defensive utility as a status absorber and blanket check to physical attackers. The biggest threats to it are support Arceus formes with Ice Beam and strong special attackers such as Xerneas, Yveltal, and Primal Kyogre; therefore, checks to them like defensive Necrozma-DM, Ho-Oh, and Ferrothorn make for excellent teammates. Ferrothorn can also provide Spikes support to increase the effectiveness of Dragon Tail sets. Zacian-C with Play Rough is a notable physical attacker that Zygarde-C cannot handle, so teammates like defensive Necrozma-DM, Primal Groudon, and Ditto are great for their ability to check or revenge kill it. Mega Gengar and Gothitelle are good partners thanks to their ability to dispose of common checks to Zygarde-C like support Arceus formes and Ho-Oh. Because Zygarde-C is rather passive, wallbreakers like Zacian-C, Xerneas, Yveltal, and Primal Kyogre are good partners to pressure bulky teams. The former two can take advantage of Pokemon that must lock into Outrage to break past Zygarde-C, such as Mega Rayquaza, Ultra Necrozma, and Zekrom; Primal Kyogre appreciates paralysis support from Glare and Zygarde-C's ability to switch into the physical attackers that threaten it.

Credits

Moves

 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises user's Attack, Defense, accuracy by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
100
Accuracy
100%
PP
10
Nullifies the foe(s) Ability if the foe(s) move first.
 
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
15
Raises the user's evasiveness by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
5
Nearly always goes first.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
30
Paralyzes the target.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user 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
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
25
Accuracy
90%
PP
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
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
90
Accuracy
100%
PP
10
Grounds adjacent foes. First hit neutral on Flying.
 
Power
90
Accuracy
100%
PP
10
Hits adjacent foes. Prevents them from switching.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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