hi, random post on how to beat the common meta stuff rn, should cover most sets
setpedia is here if you're not sure on the sets actually being talked about
Hardest Counters: [Ice Scales]
Soft Checks: [RegenVest] [Spikes / Ceaseless Edge] [Misty Surge users]
Specs Miraidon often has issues with being stonewalled - many Scales users it just straight up can't break past (at least not without Tera Dragon + Full HP Dragon Energy), and it is highly vulnerable to chip damage cutting into Dragon Energy's damage. RegenVest users soft-check by switching in, sponging the hit, and switching to an immunity if necessary (most of these heal about half of the damage they take from full-HP DEnergy. Misty Surge is a more niche option that cuts the Dragon damage everything takes, also functioning as a Palkia-O soft-sheck, though terrain turns can be problematic and Miraidon can override the terrain if you aren't careful.
Hardest Counters: [Ice Scales or RegenVest] [Knock Off]
Soft Checks: [Ice Scales] [Pixilate]
This Miraidon completely lacks instant damage output and relies entirely on its Plate to be useful - Knock Off completely neutralizes it, which is helped by the fact that most RegenVest mons already use it. There's not really any soft checks except Groudon (which doesn't take Judgment as well as other special walls), however this is mostly because everything that checks this ultra-checks it. PixiSpeed picking Miraidon off from low HP should be pretty obvious too.
Hardest Counters: [Ice Scales] [Ice Scales or Misty Surge]
Soft Checks: [Pixilate] [Tera Grass]
Palkia-O is another highly dangerous offensive threat, especially given that it has the Special Attack to go to +1, Terastallize, and OHKO stuff through AV. Dialga and Goodra aren't recommended for use with Misty Surge since Dragon Tail does significant damage, whereas Arceus-Grass isn't really bothered, however all should be able to force Palkia-O out if they're above 70 or so. Pixilate users also scare Palkia out, although not necessarily if Palkia is basically intact, as it can live even Pixie Plate-boosted ESpeeds and Sap back to full. Tera Grass grants a Water resistance, which in many cases is only useful when used by a Ground-type staring down Palkia (as, against the majority of targets, it's clicking Dragon Energy).
Hardest Counters: [Ice Scales] [Imposter]
Soft Checks: [RegenVest] [Prankster]
Arceus-Ghost is incredibly threatening after it gets a QD up, especially given unlike Miraidon you can't remove Spooky Plate to nullify Judgment. Passive play is generally the best against it, with methods like Parting Shot spam and fishing for full paras the most consistent in my experience. Plazing is also useful on mons that carry it. Spooky Plate Imposter also just floors this, though being transformed into Arceus doesn't inherit Plates being unknockable, so it must be played with caution. Meloetta and Muk-Alola are the most consistent at not dying but also have the lowest utility as general Pokemon.
Hardest Counters: [Anything besides RegenVest] [Imposter] Ability Shield
Soft Checks: [Prankster] [Anything]
Normalize Arceus-Ghost requires multiple boosts to be threatening and also usually lacks any coverage besides Ghost, so Dark- and Normal-types are pretty reliable counters: Ting-Lu in particular commonly runs Prankster, and so unlike Slaking, doesn't have to make predictions on when to safely switch to a Haze user. Ability Shield can nullify the set completely provided Arceus-Ghost lacks Knock Off. Spooky Plate Imposter argument still applies.
Hardest Counters: [Primordial Sea] [Prankster]
Soft Checks: [Well-Baked Body] [Choice Band] [Tera Fire]
OPulse Arceus-Fire is rarer than other offensive threats largely due to the opportunity cost of running, so most defensive responses will be panic-button options (Tera Fire) as the hard counters are uncommon and WBB Zacian doesn't fit on all structures. Arceus-Fire depends on the sun for both V-create damage and for Solar Beam to instantly activate, so stalling out sun is a potential route, however in most instances the safer option is to go to a really bulky mon that resists Grass and Fire (most commonly Fire- or Dragon-types). Arceus-Fire is also one of the few setup threats that doesn't boost Speed, instead opting for Growth, so Banded Headlong Rush Zacian-C can scare it out (provided you account for Tera Grass Arceus-Fire).
Hardest Counters: [Fur Coat] [Well-Baked Body]
Soft Checks: [Pixilate] [Extreme Speed] [U-turn]
Hoopa-U is incredibly threatening but also difficult to set up. U-turn does a massive chunk to it (since most things clicking U-turn have no investment), and Extreme Speed users can revenge kill it fairly reliably. Everything listed as a Hard Counter will stonewall Hoopa-U without significant chip beforehand, although none of them safely switch in on +1 Hoopa-U.
Hardest Counters: [Ice Scales]
Soft Checks: [RegenVest] [Pixilate]
Flutter Mane has high damage output and a good STAB combination, however these STAB types don't really excel at hitting stuff super-effectively; as such, most Ice Scales users will work well, with the only significant risk being Tera Ghost Astral Barrage. RegenVest enjoys switching in on Specs and pivoting out to a safe teammate, and Flutter Mane's abysmal 55/55 bulk means Arceus-Fairy's Extreme Speed always 2HKOes.
Hardest Counters: [Imposter] [Revelation Dance] [Knock Off] Ability Shield
Soft Checks: [Pixilate]
Largely the same arguments that apply to Normalize Arceus-Ghost apply here too. Flutter Mane's Plate is removeable, and bad base HP + Fairy-type means it's weak to Steel-type Revelation Dance, although Ting-Lu isn't reliable since Flutter Mane can viably run both Pixie Plate and Spooky Plate.
Hardest Counters: [Anything] [Earth Eater]
Soft Checks: N/A
Sort of similar to setup Miraidon in that it lacks instant damage output - FurScales + Tidy Up is only really useful as a tool to force out offensive threats, and in reality +1 Precipice Blades just doesn't do a whole lot to most bulky neutral targets. Utility moves like Knock Off and Glare are the only really problematic things you'd get as a defensive Pokemon from this set, which aren't too hard to play around (there are plenty of Para sacks that can take Glare, such as Ting-Lu, and Arceus and Giratina have unremovable items.
Hardest Counters: [Fur Coat] [Earth Eater]
Soft Checks: [Fur Coat]
Most of the ultra-fats in the tier right now aren't particularly bothered with taking Headlong Rush, and the two best ones (Arceus-Ghost and Slaking) are both easy to fit on teams and outspeed Groudon to Strength Sap first. Water-type Fur Coaters are slightly more risky as Groudon has 2 free moveslots (Headlong Rush and U-turn are mandatory), so a common coverage option is Power Whip, which can 2HKO after slight chip - whilst Arceus-Water does outspeed, it doesn't appreciate burning through Recovers. No relevant coverage beats Zacian immune to Ground.
Hardest Counters: [Well-Baked Body or Earth Eater] [Fur Coat]
Soft Checks: [RegenVest or Ice Scales]
Most of Enamrous' danger comes from either Fairy/Fire or Fairy/Ground coverage, both of which standard Boomburst switchins don't appreciate - notably, Tera Ground Headlong Rush always OHKOes Clodsire and Hisuian Goodra, barely missing out on OHKOing Dialga-O. Arceus-Fire is basically impossible to kill for Enamorus, as is Zacian with the right immunity ability. Enamorus is also the usually the primary hazard removal on a team, and struggles with both Stealth Rock and its low bulk.
Hardest Counters: [Fur Coat]
Soft Checks: [Fur Coat] [Earth Eater]
Another mon that forces in Fur Coaters, Ursaluna can't beat any of the hard counters at all, as they are both immune to the most dangerous attack in Population Bomb. Even for non-Fur Coat targets, Population Bomb connecting with a Rocky Helmet almost definitely KOes Ursaluna. Arceus-Water and Dondozo's non-resistance to Population Bomb means that high numbers of hits can be dangerous (especially given Ursaluna outspeeds the former), and Zacian-C takes up to 93% from 10-hit Population Bomb / is 2HKOed by Tera Normal Extreme Speed after some chip (though is generally safe).
setpedia is here if you're not sure on the sets actually being talked about
All Sets: COVERT CLOAK
A huge point of failure against many Zacian sets is Magical Torque confusion. Rocks are uncommon in the meta RN so there's usually little opportunity cost to running this, and the extra security plays a significant role in pretty much every instance.
Hardest Counters: [Fur Coat]
Soft Checks: [Fur Coat] [Prankster]
Probably the main strengths of Band attackers right now (just all of them) is that, to safely check them, there is no midground - you HAVE to go to a Fur Coat mon. This is part of the reason why, despite how dangerous and probably broken Gorilla Tactics is, I don't think banning it significantly changes most team structures. Either way, if you have a Fur Coat mon that Zacian-C doesn't have coverage for, you should always survive until you run out of Recover PP. If it has coverage for you (such as Stone Axe for Moltres or Power Whip for Dondozo), you need to predict around them and (in Dondozo's case, where it can live 2 non-Tera PWhips) keep the Fur Coat mon as close to max HP at all times, even if you don't get maximum Recover value. In these sorts of cases, checking it long-term mostly comes down to winning faster.
Hardest Counters: [Prankster] [Eviolite Imposter]
Soft Checks: [Non-Prankster]
SD sets (Mold Breaker) are basically unwallable for most teams, so the counterplay basically becomes going to your Prankster and forcing it out - for this, one of Glare or Entrainment (so it can't ignore Fur Coat) is mandatory, otherwise Zacian can PP stall whatever your Prank mon is trying to do. Eviolite Imposter can live one LO Blades, even with Tera Ground, so scouting whether it's Pixie Plate or Life Orb can impact how safe Imp is. Zacian can also potentially beat Imposter if it predicts right and wins Speed ties, so the most reliably way to force Zacian out is to slow pivot on the SD.
Hardest Counters: [Fur Coat] [Knock Off] [Imposter]
Soft Checks: [Prankster]
Pixilate sets rely entirely on Population Bomb for damage - for this reason, Knock Off is massive as it introduces the risk of attacking into Rocky Helmet, meaning that Zacian essentially becomes unusable until they've removed Helmets entirely. Even if they keep Pads, Zacian is basically unusable without a Coil up, so Prankster Haze can sit on it in most instances. Most Fur Coat users also sponge +1 Population Bomb all day, so you can safely Strength Sap or fish for status. Prankster Entrainment nearly halves Population Bomb's damage and makes Ghost-types completely free. These types of Zacian checks are usually unable to fit reasonable coverage for Imposter, and even then you copy Defense boosts, so spamming Strength Sap is pretty easy.
A huge point of failure against many Zacian sets is Magical Torque confusion. Rocks are uncommon in the meta RN so there's usually little opportunity cost to running this, and the extra security plays a significant role in pretty much every instance.
Hardest Counters: [Fur Coat]
Soft Checks: [Fur Coat] [Prankster]
Probably the main strengths of Band attackers right now (just all of them) is that, to safely check them, there is no midground - you HAVE to go to a Fur Coat mon. This is part of the reason why, despite how dangerous and probably broken Gorilla Tactics is, I don't think banning it significantly changes most team structures. Either way, if you have a Fur Coat mon that Zacian-C doesn't have coverage for, you should always survive until you run out of Recover PP. If it has coverage for you (such as Stone Axe for Moltres or Power Whip for Dondozo), you need to predict around them and (in Dondozo's case, where it can live 2 non-Tera PWhips) keep the Fur Coat mon as close to max HP at all times, even if you don't get maximum Recover value. In these sorts of cases, checking it long-term mostly comes down to winning faster.
Hardest Counters: [Prankster] [Eviolite Imposter]
Soft Checks: [Non-Prankster]
SD sets (Mold Breaker) are basically unwallable for most teams, so the counterplay basically becomes going to your Prankster and forcing it out - for this, one of Glare or Entrainment (so it can't ignore Fur Coat) is mandatory, otherwise Zacian can PP stall whatever your Prank mon is trying to do. Eviolite Imposter can live one LO Blades, even with Tera Ground, so scouting whether it's Pixie Plate or Life Orb can impact how safe Imp is. Zacian can also potentially beat Imposter if it predicts right and wins Speed ties, so the most reliably way to force Zacian out is to slow pivot on the SD.
Hardest Counters: [Fur Coat] [Knock Off] [Imposter]
Soft Checks: [Prankster]
Pixilate sets rely entirely on Population Bomb for damage - for this reason, Knock Off is massive as it introduces the risk of attacking into Rocky Helmet, meaning that Zacian essentially becomes unusable until they've removed Helmets entirely. Even if they keep Pads, Zacian is basically unusable without a Coil up, so Prankster Haze can sit on it in most instances. Most Fur Coat users also sponge +1 Population Bomb all day, so you can safely Strength Sap or fish for status. Prankster Entrainment nearly halves Population Bomb's damage and makes Ghost-types completely free. These types of Zacian checks are usually unable to fit reasonable coverage for Imposter, and even then you copy Defense boosts, so spamming Strength Sap is pretty easy.
Hardest Counters: [Ice Scales]
Soft Checks: [RegenVest] [Spikes / Ceaseless Edge] [Misty Surge users]
Specs Miraidon often has issues with being stonewalled - many Scales users it just straight up can't break past (at least not without Tera Dragon + Full HP Dragon Energy), and it is highly vulnerable to chip damage cutting into Dragon Energy's damage. RegenVest users soft-check by switching in, sponging the hit, and switching to an immunity if necessary (most of these heal about half of the damage they take from full-HP DEnergy. Misty Surge is a more niche option that cuts the Dragon damage everything takes, also functioning as a Palkia-O soft-sheck, though terrain turns can be problematic and Miraidon can override the terrain if you aren't careful.
Hardest Counters: [Ice Scales or RegenVest] [Knock Off]
Soft Checks: [Ice Scales] [Pixilate]
This Miraidon completely lacks instant damage output and relies entirely on its Plate to be useful - Knock Off completely neutralizes it, which is helped by the fact that most RegenVest mons already use it. There's not really any soft checks except Groudon (which doesn't take Judgment as well as other special walls), however this is mostly because everything that checks this ultra-checks it. PixiSpeed picking Miraidon off from low HP should be pretty obvious too.
Hardest Counters: [Ice Scales] [Ice Scales or Misty Surge]
Soft Checks: [Pixilate] [Tera Grass]
Palkia-O is another highly dangerous offensive threat, especially given that it has the Special Attack to go to +1, Terastallize, and OHKO stuff through AV. Dialga and Goodra aren't recommended for use with Misty Surge since Dragon Tail does significant damage, whereas Arceus-Grass isn't really bothered, however all should be able to force Palkia-O out if they're above 70 or so. Pixilate users also scare Palkia out, although not necessarily if Palkia is basically intact, as it can live even Pixie Plate-boosted ESpeeds and Sap back to full. Tera Grass grants a Water resistance, which in many cases is only useful when used by a Ground-type staring down Palkia (as, against the majority of targets, it's clicking Dragon Energy).
Hardest Counters: [Ice Scales] [Imposter]
Soft Checks: [RegenVest] [Prankster]
Arceus-Ghost is incredibly threatening after it gets a QD up, especially given unlike Miraidon you can't remove Spooky Plate to nullify Judgment. Passive play is generally the best against it, with methods like Parting Shot spam and fishing for full paras the most consistent in my experience. Plazing is also useful on mons that carry it. Spooky Plate Imposter also just floors this, though being transformed into Arceus doesn't inherit Plates being unknockable, so it must be played with caution. Meloetta and Muk-Alola are the most consistent at not dying but also have the lowest utility as general Pokemon.
Hardest Counters: [Anything besides RegenVest] [Imposter] Ability Shield
Soft Checks: [Prankster] [Anything]
Normalize Arceus-Ghost requires multiple boosts to be threatening and also usually lacks any coverage besides Ghost, so Dark- and Normal-types are pretty reliable counters: Ting-Lu in particular commonly runs Prankster, and so unlike Slaking, doesn't have to make predictions on when to safely switch to a Haze user. Ability Shield can nullify the set completely provided Arceus-Ghost lacks Knock Off. Spooky Plate Imposter argument still applies.
Hardest Counters: [Primordial Sea] [Prankster]
Soft Checks: [Well-Baked Body] [Choice Band] [Tera Fire]
OPulse Arceus-Fire is rarer than other offensive threats largely due to the opportunity cost of running, so most defensive responses will be panic-button options (Tera Fire) as the hard counters are uncommon and WBB Zacian doesn't fit on all structures. Arceus-Fire depends on the sun for both V-create damage and for Solar Beam to instantly activate, so stalling out sun is a potential route, however in most instances the safer option is to go to a really bulky mon that resists Grass and Fire (most commonly Fire- or Dragon-types). Arceus-Fire is also one of the few setup threats that doesn't boost Speed, instead opting for Growth, so Banded Headlong Rush Zacian-C can scare it out (provided you account for Tera Grass Arceus-Fire).
Hardest Counters: [Fur Coat] [Well-Baked Body]
Soft Checks: [Pixilate] [Extreme Speed] [U-turn]
Hoopa-U is incredibly threatening but also difficult to set up. U-turn does a massive chunk to it (since most things clicking U-turn have no investment), and Extreme Speed users can revenge kill it fairly reliably. Everything listed as a Hard Counter will stonewall Hoopa-U without significant chip beforehand, although none of them safely switch in on +1 Hoopa-U.
Hardest Counters: [Ice Scales]
Soft Checks: [RegenVest] [Pixilate]
Flutter Mane has high damage output and a good STAB combination, however these STAB types don't really excel at hitting stuff super-effectively; as such, most Ice Scales users will work well, with the only significant risk being Tera Ghost Astral Barrage. RegenVest enjoys switching in on Specs and pivoting out to a safe teammate, and Flutter Mane's abysmal 55/55 bulk means Arceus-Fairy's Extreme Speed always 2HKOes.
Hardest Counters: [Imposter] [Revelation Dance] [Knock Off] Ability Shield
Soft Checks: [Pixilate]
Largely the same arguments that apply to Normalize Arceus-Ghost apply here too. Flutter Mane's Plate is removeable, and bad base HP + Fairy-type means it's weak to Steel-type Revelation Dance, although Ting-Lu isn't reliable since Flutter Mane can viably run both Pixie Plate and Spooky Plate.
Hardest Counters: [Anything] [Earth Eater]
Soft Checks: N/A
Sort of similar to setup Miraidon in that it lacks instant damage output - FurScales + Tidy Up is only really useful as a tool to force out offensive threats, and in reality +1 Precipice Blades just doesn't do a whole lot to most bulky neutral targets. Utility moves like Knock Off and Glare are the only really problematic things you'd get as a defensive Pokemon from this set, which aren't too hard to play around (there are plenty of Para sacks that can take Glare, such as Ting-Lu, and Arceus and Giratina have unremovable items.
Hardest Counters: [Fur Coat] [Earth Eater]
Soft Checks: [Fur Coat]
Most of the ultra-fats in the tier right now aren't particularly bothered with taking Headlong Rush, and the two best ones (Arceus-Ghost and Slaking) are both easy to fit on teams and outspeed Groudon to Strength Sap first. Water-type Fur Coaters are slightly more risky as Groudon has 2 free moveslots (Headlong Rush and U-turn are mandatory), so a common coverage option is Power Whip, which can 2HKO after slight chip - whilst Arceus-Water does outspeed, it doesn't appreciate burning through Recovers. No relevant coverage beats Zacian immune to Ground.
Hardest Counters: [Well-Baked Body or Earth Eater] [Fur Coat]
Soft Checks: [RegenVest or Ice Scales]
Most of Enamrous' danger comes from either Fairy/Fire or Fairy/Ground coverage, both of which standard Boomburst switchins don't appreciate - notably, Tera Ground Headlong Rush always OHKOes Clodsire and Hisuian Goodra, barely missing out on OHKOing Dialga-O. Arceus-Fire is basically impossible to kill for Enamorus, as is Zacian with the right immunity ability. Enamorus is also the usually the primary hazard removal on a team, and struggles with both Stealth Rock and its low bulk.
Hardest Counters: [Fur Coat]
Soft Checks: [Fur Coat] [Earth Eater]
Another mon that forces in Fur Coaters, Ursaluna can't beat any of the hard counters at all, as they are both immune to the most dangerous attack in Population Bomb. Even for non-Fur Coat targets, Population Bomb connecting with a Rocky Helmet almost definitely KOes Ursaluna. Arceus-Water and Dondozo's non-resistance to Population Bomb means that high numbers of hits can be dangerous (especially given Ursaluna outspeeds the former), and Zacian-C takes up to 93% from 10-hit Population Bomb / is 2HKOed by Tera Normal Extreme Speed after some chip (though is generally safe).