VGC Please help me improve my Zamazenta Team!

Hey everyone, I’m hoping that I could get some advice on my reg G team. I’ve built it to this point over I'd say at least 100 games of bo1 CTS, and I like many aspects of it, but I am having a hard time with some of the common teams on the ladder (Caly-S and Miraidon primarily). I think I need some more experienced eyes to give it a once over in order to make sure there are no glaring mistakes in the teambuilding. This is my first attempt at building a competitive team, and my goal is to take the final version of this team to the tournament scene for reg G in 2025, with my ultimate goal of at least making day two at the Atlanta regionals in April. I believe my peak rank on the showdown ladder is just below the 1300 rating mark for now, so I have a long way to go on that front. Also, regarding the EVs, anything that is not a standard spread I believe I took from Pikalytics, I’m not really confident in making my own yet. Also, I apologize for any formatting issues in advance, this is my first post, after all! Thank you all for your help!

:Zamazenta-Crowned:
Zamazenta-Crowned @ Rusted Shield
Ability: Dauntless Shield
Level: 50
Tera Type: Dragon
EVs: 12 HP / 4 Atk / 252 Def / 124 SpD / 116 Spe
Impish Nature
- Body Press
- Heavy Slam
- Iron Defense
- Protect

Zama is the star of the show, with the option of a dragon tera and iron defense, there is almost no physical threat he can't check. Using the iron press formula he aims to get into a favorable position, iron defense if needed, and blast through an opponents lineup with body press. I like to lead him into threats such as Koraidon, both Urshifu forms, Terapagos, and Caly-I. I’ve found that many games can be won by eliminating threats to a dragon tera and then capitalizing on the resistances that it provides to check many common mons in the format.

:Rillaboom:
Rillaboom @ Assault Vest
Ability: Grassy Surge
Level: 50
Tera Type: Normal
EVs: 52 HP / 252 Atk / 84 Def / 100 SpD / 20 Spe
Adamant Nature
- Wood Hammer
- Grassy Glide
- Knock Off
- Fake Out

Rillaboom’s primary role is to provide regen, fake out and knock off support to Zama in a favorable matchup, and try its best to damage the position of unfavorable matchups enough that a back up sweeper can finish the job. I fluctuate between Knock off and High Horsepower in the third moveslot, mainly by whether Miraidon or Caly-S has been giving me more of a headache, but I think on paper I like knock off for the general utility it provides. Besides that, a well placed wood hammer does wonders to knock a threatening mon down a peg, as long as he survives the retaliation! Tera Normal is used here to give it a better chance against Caly-S, but in practice I rarely end up using it, so much so that I almost forgot to include the reasoning in the write up!

:Chien-Pao:
Chien-Pao @ Focus Sash
Ability: Sword of Ruin
Level: 50
Tera Type: Dark
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Icicle Crash
- Sacred Sword
- Throat Chop
- Protect

Chien-Pao serves as a check to several support mons in the format such as the genies, Rillaboom, Whimsicott, and Indeedee, to name a few. He also has some simple synergy with Zamazenta with his ability, which can catch an unsuspecting opponent off guard if he is swapped in when Zama is already on the field. I have been trying Sacred Sword over Sucker Punch recently, and I like it for its use cases, but I do find myself missing the priority. I am not comfortable with the only dark move I have available being SP, so replacing the throat chop does not feel that good for me. Incin is very hard for the little weasel, as he seems to love catching will-o-wisps the second I let one stay on the field with him for more than one turn. He also seems to speed tie (or lose to) the threats I need him most for, which makes him very reliant on speed control, of which my team has only two options for.

:Raichu:
Raichu @ Sitrus Berry
Ability: Lightning Rod
Level: 50
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Nuzzle
- Volt Switch
- Endeavor

Raichu is the newest addition to the team, and the one I am most unsure about. On paper, I feel like he has a lot of good things going for him, fake out pressure, 100% accurate non-prankster paralysis, a nice pivot move, and endeavor to tear down some bulkier mons to put them in range of my damage dealers for clean KOs. Not to mention if I can position him properly he makes Miraidon very sad. However the inherent fragility means that if I’m not careful he only gets a move or two off before he’s taken down. I wonder if there’s a better pick for this slot, but I think I’ve gone through at least 15 different members and nothing has felt “right”. Chien-Pao really needs the sash, so that’s not really an option either.

:Volcarona:
Volcarona @ Covert Cloak
Ability: Flame Body
Level: 50
Tera Type: Steel
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rage Powder
- Bug Buzz
- Heat Wave
- Tailwind

Volcarona has proven to be a surprisingly capable support Pokémon for this team. Personally, I never really liked this Pokémon, but after watching Chuppa use it at the Toronto Regionals recently I thought I would try it out, and I am happy I did! Combining redirection support and tailwind on a bulky Pokémon has really helped to streamline my game plan in various matchups, and heat wave can still do respectable damage in a pinch. I used to have struggle bug in the bug buzz spot, and while the special attack drop was very nice into certain Pokémon, it felt like a dead move in a lot of other match ups, so I wonder if maybe running bug buzz makes more sense. I haven’t played much with that move yet, so it remains to be seen.

:Ursaluna-Bloodmoon:
Ursaluna-Bloodmoon @ Life Orb
Ability: Mind's Eye
Level: 50
Tera Type: Normal
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blood Moon
- Hyper Voice
- Vacuum Wave
- Protect

Last but not least, the big bipedal bear himself. I was looking for strong special attacker that could help out into physically bulky matchups that zama would have a hard time breaking through, and of course those pesky ghost types that really give him a headache. I opted for the max speed variant, as my team leans towards the faster side of things, but I have experimented with the Raichu slot holding a trick room mon with the min speed variant. I do miss the bulk that the min speed had, but I’m pretty lousy with trick room compositions, and the rest of my team makes that a bit of an awkward bring anyways. I think Vacuum Wave is the only non-standard move here, and I picked it because I've found a fair few instances where a KO is missed by less that 10%, and that allows for safe clean up.

Overall, I’d say I’m a bit worried about the teams flexibility into tough matchups and I think I’m currently pretty lacking in the bulk and pivoting departments, but I imagine you all will know better than me. If you have any tips for how you might approach the harder matchups with a team like this, I would be very glad to hear them! I tend to struggle to preserve my answers to those tough matchups long enough for them to be effective, which I think plays heavily into why I can have several “counters” (as I understand it at least) to those mons and still feel underprepared for them. Thank you again for taking the time to read and respond, I really appreciate it!
 
I totally get sash on pao not Raichu, but sitrus is really worthless unless you find a meaningful defensive spread. Maybe run...uh. idk magnet or balloon. Lum won't do much, helmet less...it IS awkward to find an item for. If you find you're living some hits at low up, maybe salac or petaya. I just don't think sitrus will do any good.

Edit: heck, you might be in a unique position to even run adrenaline orb lol, idk.
 
I totally get sash on pao not Raichu, but sitrus is really worthless unless you find a meaningful defensive spread. Maybe run...uh. idk magnet or balloon. Lum won't do much, helmet less...it IS awkward to find an item for. If you find you're living some hits at low up, maybe salac or petaya. I just don't think sitrus will do any good.

Edit: heck, you might be in a unique position to even run adrenaline orb lol, idk.
Thanks for your input! I wonder if the awkwardness of picking an item for it is a sign that maybe its not the right mon for the job? Do you think there are any other inclusions that might provide more overall value to the team?
 
Thanks for your input! I wonder if the awkwardness of picking an item for it is a sign that maybe its not the right mon for the job? Do you think there are any other inclusions that might provide more overall value to the team?

You aren't type weak to electric attacks, so probably. Um I always try to improve what's there rather than suggest replacing, doing that is much harder, esp when I just play singles.

Edit: maybe for whatever 6th you pick, SpD matters more than def. Just cause zam and blursa get more def than SpD, and what mus you say are hard for you.
 
Heyo! Sorry for the REALLY LATE rate, but as a VGC player I'd like to help.

:Zamazenta-crowned:

- Honestly, Wide Guard is better here over Iron Defense. +1 Body Press from Dauntless Shield+Chien-Pao's Swords of Ruin boost is way more than enough damage. Due to the lack of Pelipper, without Wide Guard, this team pretty much gets shredded by a well placed Calyrex-Shadow (by well placed I mean next to Fighting-type pressure such as Urshifu-R or Mienshao).

- I'm wondering what the EVs do, so lmk how they work so I can check 'em!

:rillaboom:

- Is Knock Off really necessary? I think not. You already have Dark-type pressure in Chien-Pao, and with Chien-Pao you already threaten Miraidon, so High Horsepower probably isn't the greatest option. In that case, I recommend U-turn to safely get in Zamazenta-C or frail allies like Chien-Pao.

- I recommend using a different EV spread that, although provides less damage, allows Rillaboom to stay healthy whilst pivoting out, with this pivoting being vital in Psyspam and Electric Terrain matchups. The EVs in question are:
252 HP / 116+ Atk / 12 Def / 124 SpDef / Dump rest into speed

- Although Tera Normal is nice and all, I don't think it is the greatest on a Zamazenta-C team. Fire provides a lot of good overall defensive properties, helping with Burn. But I actually think Water would be nice here, tanking hits from Ice Beam Kyogre, Urshifu-R, Ivy Cudgel from Ogerpon-H, Chien-Pao's Ice-type STAB, and more. Basically pick either Fire or Water, based on what you feel is more important. Normal, if you are comfortable with it, can be fine too.

:chien-pao:

- Chien-Pao is a simple Pokemon, although I do have few changes to propose. First one is to run Sucker Punch over Sacred Sword on Chien-Pao. Ursaluna-Bloodmoon and Volcarona already chunk Zamazenta-C, while other Normal- and Dark-type Pokemon mostly get taken care of by your own Zamazenta-C.

- Moving on, running Sucker Punch means that an Adamant Nature is better, providing more damage while priority Sucker Punch takes care of your speed.

- Move the 4 EVs in HP to Defense. This is actually very important, allowing you to survive Surging Strikes from Urshifu-R. Example:
252+ Atk Urshifu-Rapid Strike Surging Strikes (3 hits) vs. 0 HP / 4 Def Chien-Pao on a critical hit: 126-153 (81.2 - 98.7%) -- guaranteed 2HKO
As compared to the prior calc:
252+ Atk Urshifu-Rapid Strike Surging Strikes (3 hits) vs. 4 HP / 0 Def Chien-Pao on a critical hit: 135-162 (86.5 - 103.8%) -- 2.86% chance to OHKO
Very minor but worth everything in some scenarios.

- Finally, I suggest Tera Ghost or Tera Stellar. As you were running Tera Dark before, I assume you prefer damage. Actually, scrap Tera Ghost. Might as well go all out on Tera Stellar, just be wary of Fighting-types!

:raichu:

- We are going to yeet Raichu out of here, in place of Farigiraf :farigiraf:. Set is dropped below:

:sv/farigiraf:
Farigiraf @ Throat Spray
Level: 50
Ability: Armor Tail
EVs: 180 HP / 92 Def / 156 SpA / 76 SpD / 4 Spe
IVs: 0 Atk
Tera Type: Fairy
Modest Nature
- Trick Room
- Psychic
- Hyper Voice
- Protect

Of course, you can run a more defensive set if deemed necessary.

:volcarona:

- Very minor changes here, but I think Struggle Bug is better in place of Bug Buzz. Struggle Bug lowers the opponent's Special Attack, making Zamazenta-C even bulkier. And since this seems like a supportive Volcarona, supportive options should be slotted in over offensive ones.

- Honestly I prefer Fiery Dance over Heat Wave on support Volcarona to grant it more power just in case but up to you!

- Tailwind should be changed too Protect, Zamazenta-C generally doesn't get much out of Tailwind because it doesn't really need it.

- I'll drop a more defensive EV spread down below in the paste, since this one just isn't really cutting it.

- Tera Water is probably better here, since Tera Steel is just kind of mid this format. Tera Water does better notably into Urshifu-R.

:ursaluna-bloodmoon:

Ursaluna-Bloodmoon is looking good!

Original Team: https://pokepast.es/e20f43a97a2740e5

Revamped Variant: https://pokepast.es/43625cc01d884311

Questions? Ask away! And as always, good luck and happy battling!
 
Heyo! Sorry for the REALLY LATE rate, but as a VGC player I'd like to help.

:Zamazenta-crowned:

- Honestly, Wide Guard is better here over Iron Defense. +1 Body Press from Dauntless Shield+Chien-Pao's Swords of Ruin boost is way more than enough damage. Due to the lack of Pelipper, without Wide Guard, this team pretty much gets shredded by a well placed Calyrex-Shadow (by well placed I mean next to Fighting-type pressure such as Urshifu-R or Mienshao).

- I'm wondering what the EVs do, so lmk how they work so I can check 'em!

:rillaboom:

- Is Knock Off really necessary? I think not. You already have Dark-type pressure in Chien-Pao, and with Chien-Pao you already threaten Miraidon, so High Horsepower probably isn't the greatest option. In that case, I recommend U-turn to safely get in Zamazenta-C or frail allies like Chien-Pao.

- I recommend using a different EV spread that, although provides less damage, allows Rillaboom to stay healthy whilst pivoting out, with this pivoting being vital in Psyspam and Electric Terrain matchups. The EVs in question are:
252 HP / 116+ Atk / 12 Def / 124 SpDef / Dump rest into speed

- Although Tera Normal is nice and all, I don't think it is the greatest on a Zamazenta-C team. Fire provides a lot of good overall defensive properties, helping with Burn. But I actually think Water would be nice here, tanking hits from Ice Beam Kyogre, Urshifu-R, Ivy Cudgel from Ogerpon-H, Chien-Pao's Ice-type STAB, and more. Basically pick either Fire or Water, based on what you feel is more important. Normal, if you are comfortable with it, can be fine too.

:chien-pao:

- Chien-Pao is a simple Pokemon, although I do have few changes to propose. First one is to run Sucker Punch over Sacred Sword on Chien-Pao. Ursaluna-Bloodmoon and Volcarona already chunk Zamazenta-C, while other Normal- and Dark-type Pokemon mostly get taken care of by your own Zamazenta-C.

- Moving on, running Sucker Punch means that an Adamant Nature is better, providing more damage while priority Sucker Punch takes care of your speed.

- Move the 4 EVs in HP to Defense. This is actually very important, allowing you to survive Surging Strikes from Urshifu-R. Example:
252+ Atk Urshifu-Rapid Strike Surging Strikes (3 hits) vs. 0 HP / 4 Def Chien-Pao on a critical hit: 126-153 (81.2 - 98.7%) -- guaranteed 2HKO
As compared to the prior calc:
252+ Atk Urshifu-Rapid Strike Surging Strikes (3 hits) vs. 4 HP / 0 Def Chien-Pao on a critical hit: 135-162 (86.5 - 103.8%) -- 2.86% chance to OHKO
Very minor but worth everything in some scenarios.

- Finally, I suggest Tera Ghost or Tera Stellar. As you were running Tera Dark before, I assume you prefer damage. Actually, scrap Tera Ghost. Might as well go all out on Tera Stellar, just be wary of Fighting-types!

:raichu:

- We are going to yeet Raichu out of here, in place of Farigiraf :farigiraf:. Set is dropped below:

:sv/farigiraf:
Farigiraf @ Throat Spray
Level: 50
Ability: Armor Tail
EVs: 180 HP / 92 Def / 156 SpA / 76 SpD / 4 Spe
IVs: 0 Atk
Tera Type: Fairy
Modest Nature
- Trick Room
- Psychic
- Hyper Voice
- Protect

Of course, you can run a more defensive set if deemed necessary.

:volcarona:

- Very minor changes here, but I think Struggle Bug is better in place of Bug Buzz. Struggle Bug lowers the opponent's Special Attack, making Zamazenta-C even bulkier. And since this seems like a supportive Volcarona, supportive options should be slotted in over offensive ones.

- Honestly I prefer Fiery Dance over Heat Wave on support Volcarona to grant it more power just in case but up to you!

- Tailwind should be changed too Protect, Zamazenta-C generally doesn't get much out of Tailwind because it doesn't really need it.

- I'll drop a more defensive EV spread down below in the paste, since this one just isn't really cutting it.

- Tera Water is probably better here, since Tera Steel is just kind of mid this format. Tera Water does better notably into Urshifu-R.

:ursaluna-bloodmoon:

Ursaluna-Bloodmoon is looking good!

Original Team: https://pokepast.es/e20f43a97a2740e5

Revamped Variant: https://pokepast.es/43625cc01d884311

Questions? Ask away! And as always, good luck and happy battling!
Thank you so much for the detailed response! I took a lot of what you suggested and implemented it over the last few days, with a few more additions/changes. The Rillaboom changes in particular have felt really nice. I'll go through what I did/didn't take and my reasoning for each.

:Zamazenta-Crowned:
I opted to keep Iron defense on Zama in exchange for adding Wide Guard on another mon down the line, I just find the set up more useful in breaking through resistant Pokémon. I also find on this team I'm not getting Zama and Chien-Pao next to each other as much as you might expect, as I tend to have to save it for late game threats like Caly-S and Miraidon. I may need to change how I play those matchups though. As for the EV and what they do, I didn't make the spread, but I have noticed that it allows me to eat most super effective threats (Earth Power, Close Combat, Moonblast when Dragon Tera, etc.) and survive with about 25% Hp left, which if I am able to retaliate and KO the threatening Pokémon on that turn, allows me to restabilize the position. I am slightly under speeding some non-scarf Urshifu sets, so I think I should probably bump that up so I am less threatened to tera into it, but other than that it seems to work pretty nicely.

:Rillaboom:
Took your suggestions verbatim, went tera Fire to help into will-o-wisp threat. I may give water a go but I do find myself using tera fire in more games then I was using tera normal. Still getting used to using u-turn smartly, but I see the potential. Thanks again!

:Chien-Pao:
Took your suggestions verbatim, I don't think I've run into the scenario in those calcs yet, but tera stellar was definitely the right call.

:Farigiraf: -> :Pelipper:
While I acknowledge the utility farig brings, I really don't like its playstyle. I opted for the following Pelipper as a Swiss army knife answer to many of the common support cores (Rillaboom, Incin, Amoongus, Fire Ogerpon) and Urshi-W. It also helps in the Koraidon matchup which as I have climbed higher has been getting trickier. It can struggle when Raging bolt and certain Kyogre sets come out, but I have been trying to learn to play around that. The EV spread is my own creation, and can most likely be optimized, so have at it! I was aiming to out speed most supports, and be able to threaten lethal damage in return.

:Pelipper:
Pelipper @ Safety Goggles
Ability: Drizzle
Level: 50
Tera Type: Ground
EVs: 180 HP / 76 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Wide Guard
- Protect

:Volcarona:
Took your suggestions Verbatim at first, but I have since gone back to tailwind over protect, and given it the rocky helmet. With the water tera, and rocky helmet I find that I often want it being hit. The one notable exception is Rock Ogerpon, but I've just learned not to lead it into that. Everything else works well, but there are some matchups where getting an iron defense of before I take a hit can be a real difference maker. For example, into a Koraidon lead, an opening like protect, tailwind into Iron defense and either rage powder or a Pelipper swap in can be a big tempo swing. I think a fast icy wind setter might be a better overall speed control option, but I'm not sure where to fit one in this iteration of the team.

:Ursaluna-Bloodmoon:
I decided to change the set a bit as I think the way I need to use it has changed. I really missed the bulk it carried so I have opted for a more defensive set. I am trying to find a happy medium where it can out speed some key things under tailwind and take some hits, but I haven't quite found that sweet spot yet. The set looks like this:

:Ursaluna-Bloodmoon:
Ursaluna-Bloodmoon @ Life Orb
Ability: Mind's Eye
Level: 50
Tera Type: Poison
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Blood Moon
- Hyper Voice
- Earth Power
- Protect

If you have the time/desire to write about it, I would be interested to know how someone with more experience might pilot this team. I have started to struggle a lot in matches recently, and I have a feeling its more on my lack of solid game plans rather than the team being lackluster in some way.

Thank you again for replying!
 
Thank you so much for the detailed response! I took a lot of what you suggested and implemented it over the last few days, with a few more additions/changes. The Rillaboom changes in particular have felt really nice. I'll go through what I did/didn't take and my reasoning for each.

:Zamazenta-Crowned:
I opted to keep Iron defense on Zama in exchange for adding Wide Guard on another mon down the line, I just find the set up more useful in breaking through resistant Pokémon. I also find on this team I'm not getting Zama and Chien-Pao next to each other as much as you might expect, as I tend to have to save it for late game threats like Caly-S and Miraidon. I may need to change how I play those matchups though. As for the EV and what they do, I didn't make the spread, but I have noticed that it allows me to eat most super effective threats (Earth Power, Close Combat, Moonblast when Dragon Tera, etc.) and survive with about 25% Hp left, which if I am able to retaliate and KO the threatening Pokémon on that turn, allows me to restabilize the position. I am slightly under speeding some non-scarf Urshifu sets, so I think I should probably bump that up so I am less threatened to tera into it, but other than that it seems to work pretty nicely.

:Rillaboom:
Took your suggestions verbatim, went tera Fire to help into will-o-wisp threat. I may give water a go but I do find myself using tera fire in more games then I was using tera normal. Still getting used to using u-turn smartly, but I see the potential. Thanks again!

:Chien-Pao:
Took your suggestions verbatim, I don't think I've run into the scenario in those calcs yet, but tera stellar was definitely the right call.

:Farigiraf: -> :Pelipper:
While I acknowledge the utility farig brings, I really don't like its playstyle. I opted for the following Pelipper as a Swiss army knife answer to many of the common support cores (Rillaboom, Incin, Amoongus, Fire Ogerpon) and Urshi-W. It also helps in the Koraidon matchup which as I have climbed higher has been getting trickier. It can struggle when Raging bolt and certain Kyogre sets come out, but I have been trying to learn to play around that. The EV spread is my own creation, and can most likely be optimized, so have at it! I was aiming to out speed most supports, and be able to threaten lethal damage in return.

:Pelipper:
Pelipper @ Safety Goggles
Ability: Drizzle
Level: 50
Tera Type: Ground
EVs: 180 HP / 76 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Wide Guard
- Protect

:Volcarona:
Took your suggestions Verbatim at first, but I have since gone back to tailwind over protect, and given it the rocky helmet. With the water tera, and rocky helmet I find that I often want it being hit. The one notable exception is Rock Ogerpon, but I've just learned not to lead it into that. Everything else works well, but there are some matchups where getting an iron defense of before I take a hit can be a real difference maker. For example, into a Koraidon lead, an opening like protect, tailwind into Iron defense and either rage powder or a Pelipper swap in can be a big tempo swing. I think a fast icy wind setter might be a better overall speed control option, but I'm not sure where to fit one in this iteration of the team.

:Ursaluna-Bloodmoon:
I decided to change the set a bit as I think the way I need to use it has changed. I really missed the bulk it carried so I have opted for a more defensive set. I am trying to find a happy medium where it can out speed some key things under tailwind and take some hits, but I haven't quite found that sweet spot yet. The set looks like this:

:Ursaluna-Bloodmoon:
Ursaluna-Bloodmoon @ Life Orb
Ability: Mind's Eye
Level: 50
Tera Type: Poison
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Blood Moon
- Hyper Voice
- Earth Power
- Protect

If you have the time/desire to write about it, I would be interested to know how someone with more experience might pilot this team. I have started to struggle a lot in matches recently, and I have a feeling its more on my lack of solid game plans rather than the team being lackluster in some way.

Thank you again for replying!
Hey, sorry for another late response.

I tested your variant and made one big change:

Dropping Volcarona :volcarona: for Flutter Mane :flutter mane:

Really big change, helps a ton into the Calyrex formes as well as Koraidon.

I haven't been liking Pelipper so I've been using Farigiraf with the Original Bloodmoon spread as well.

You can try this out if you want!


Time for some game plans!

:calyrex-shadow:
- Get Flutter Mane in a position where it can KO Calyrex-Shadow; with Booster Energy you outspeed.

- Chien-Pao can be an alternative in pinning Calyrex-Shadow.

- Use Zamazenta-C to clean things up, VS Tera Fairy/Tera Dark Calyrex-Shadow Zamazenta-C is useful (you get this info in OTS)

- Wide Guard. Seriously, having either Pelipper or Zamazenta-C use Wide Guard helps tremendously.

:calyrex-ice:
- Wide Guard.

- If using Volcarona, try getting burn chances with Flame Body, or just hit hard

- Setting up Zamazenta-C will really help here

- If using Farigiraf I recommend bringing it.

:miraidon:
- Rillaboom and Ursaluna-B should be your best friends, with the Ursaluna getting positioned for a forced Tera/OHKO and Rillaboom should be pivoting in and out.

- Chien Pao should be wary of Fake Out, but is a must bring.

:terapagos-terastal:
- Shouldn't be too hard, leading Zamazenta-C and Rillaboom with Pelipper in the back feels best. U-turn on the Terapagos, and either Body Press/Iron Defense/Protect with Zamazenta-C.

:zamazenta-crowned:
- Setting up will be really helpful, so opening windows with Fake Out and/or redirection is a must.

- Hitting Zamazenta-C on its weaker defensive stat is good too, which makes Ursaluna-B, Pelipper, and Volcarona helpful.

- I like bringing Zamazenta-C, Rillaboom (fake out), Volcarona (redirection+burn), and Chien-Pao (covers all of Zama's common Teras as well as Raging Bolt) in some kind of order.

:kyogre:
- Rillaboom+Wide Guard. Self Explanatory
 
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