Meanwhile during Ubers Zygarde discussion
[12:17 AM] Nayrz: also u should call one of the zyg sets big boss
[12:17 AM] DMDW: no i will call it big hoss
[12:18 AM] Nayrz: this is ubers community approved
[12:18 AM] DMDW: can i call dd set big hoss or rick harrison
[12:18 AM] Nayrz: no
[12:18 AM] DMDW:
[OVERVIEW]
While Zygarde does not look like the most threatening Pokemon at first glance, a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing a decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates it from other offensive Ground-types like Landorus-T and Gliscor. Due to the move's ability to hit a large portion of the tier for at least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low risk. Zygarde is also capable of threatening most teams. Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran, and access to Extreme Speed provides further utility. Defensive teams have very limited counterplay against Zygarde when accounting for its versatility. However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like Clefable, Landorus-T, and Mega Scizor or Grass-types like Tangrowth and Tapu Bulu. Despite these noteworthy shortcomings, Zygarde is one of the most versatile and potent threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stats backing up attempts to set up.
[SET]
name: Choice Band
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Iron Tail / Earthquake
move 4: Outrage / Superpower
item: Choice Band
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
========
Thousand Arrows is this set's most spammable move, and combined with offensive investment and Choice Band, it is capable of threatening essentially any offensive foes and netting sizable damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and revenge killer. Many teams appreciate the revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOs on foes that naturally check Zygarde and do not mind Toxic, such as Clefable. Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake 2HKOes Clefable most of the time and outright OHKOes Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy for pressuring other Pokemon like Mega Scizor harder. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable and allows Steel- and Fairy-types to take advantage of it. Superpower is an option that targets Ferrothorn and Chansey, both of which can avoid the 2HKO from Thousand Arrows full HP. While Toxic and Glare may seem to be bizarre moves to fit into a Choice Band wallbreaker set, they hinder foes with their respective status ailments despite not being very ideal to be locked into.
Set Details
========
The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting it outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their bulk to check Zygarde.
Usage Tips
========
Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Choice Band-boosted Thousand Arrows is notoriously difficult to switch into, especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like Clefable, Mega Scizor, and Landorus-T are present, it is usually better to use Thousand Arrows rather than attempting to predict, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde face different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like Tangrowth and Hippowdon that can comfortably take Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as picking off dangerous foes like Ash-Greninja and Volcarona prevents them from netting excessive damage on Zygarde's team. Consistent switch-ins like Tapu Bulu defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum, so the move must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona.
Team Options
========
Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOs, and it is generally useful for wearing down checks like Landorus-T and Tapu Bulu. There are a number of Stealth Rock and Spikes users that can provide other valuable utility for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor providesa valuable defensive presence for Zygarde by checking both Fairy- and Grass-types and switching into predicted Ice-type moves. Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde. Mega Scizor's tendency to draw in Heatran, Volcarona, and Magnezone provides Zygarde with the ability to freely spam Thousand Arrows. Ash-Greninja and Tapu Koko are also worthy of mention due to their ability to pivot, as they draw in special walls that Zygarde can easily threaten and in return deal with physically defensive walls that handle Zygarde well. Ash-Greninja can also set Spikes to pressure other grounded foes like Mega Scizor and Ferrothorn and can pivot with U-turn. Both Tornadus-T and Zapdos are solid Defog users that can provide Zygarde with their valuable defensive or offensive presence. Zygarde can take advantage of Toxic Spikes support extremely well due to its ability to immensely pressure or threaten most Toxic-immune Pokemon and Defog users. Toxapex is generally a reliable option, as its bulk allows it to pivot into Fairy- and Ice-type attacks, and it appreciates Zygarde pivoting into Electric-type moves and threatening Heatran. Celesteela and Mega Venusaur are great defensive partners for a number of reasons. Both of them can use Leech Seed to provide Zygarde with a small amount of recovery, which is always useful, and they appreciate Zygarde offensively checking Fire-types. They also check many Fairy- and Grass-types and take Ice-type moves somewhat well, pressuring Zygarde's defensive checks while providing it with a shelter against a good portion of super effective attacks. Clefable, Chansey, and Jirachi can extend Zygarde's longevity with their Wish support, and the former two can also run Heal Bell to prevent Zygarde from being crippled by status ailments. Chansey and Jirachi are both good checks to many Fairy-types, and Clefable can run Stealth Rock to further support Zygarde's wallbreaking. As Clefable consistently walls Zygarde lacking Iron Tail, Heatran and Tapu Koko are good partners due to their ability to pressure Clefable with typing or access to Taunt.
[SET]
name: Double Dance
move 1: Dragon Dance
move 2: Coil
move 3: Thousand Arrows
move 4: Substitute / Extreme Speed
item: Iapapa Berry
ability: Aura Break
nature: Adamant
evs: 228 Atk / 68 SpD / 212 Spe
[SET COMMENTS]
Moves
========
This set aims to boost with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. The availability of both setup moves also makes Zygarde an adaptable setup sweeper that can take advantage of slow and weak foes with Coil while also having the option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil make Zygarde's Substitute harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Alternatively, Extreme Speed can pick off weakened foes and revenge killers and is handy if Zygarde has opted for setting up with Coil over Dragon Dance.
Set Details
========
212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde OHKOes it first or sets up a Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack with an Adamant nature to maximize Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below and can be safely activated with appropriate use of Substitute.
Usage Tips
========
It is best for Zygarde to remain in pristine condition to maximize its chance of cleaning up weakened teams. Ensure that checks like Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note of how much damage Zygarde takes while setting up. Substitute is not only for avoiding status moves but also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can inflict sizable damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. Appropriate decisions should be made prior to using Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Coil's Defense boosts also come in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind a Substitute, but it can be used early to let Zygarde immediately threaten offensive teams. Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOs, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late-game.
Team Options
========
Double Dance Zygarde fits best on offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Securing damage on opposing teams requires solid users of entry hazards and many teammates that can offensively threaten defensive foes, which offensive teams provide. Offensive suicide leads like Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens support is exceptional to this set, as it makes Zygarde significantly harder to stop by easing setup against defensive foes with a more durable Substitute and even allowing setup against offensive checks like Tapu Lele. Tapu Koko can effectively set dual screens thanks to its superb Speed, prevent status moves with Taunt, and safely bring in Zygarde with U-turn. Other late-game cleaners like Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has inflicted on the opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter takes advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.
[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Thousand Arrows
move 3: Extreme Speed
move 4: Substitute / Iron Tail
item: Groundium Z / Weakness Policy
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
========
Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while giving it enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens the majority of the tier for at least neutral damage. The removal of an opposing Pokemon's Ground immunity is helpful for Groundium Z sets as well. Extreme Speed lets Zygarde pick off weakened foes, land a blow faster than other priority attacks like Ice Shard and Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes Zygarde less vulnerable to revenge killing. It is ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes Iron Tail a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.
Set Details
========
Maximum Attack investment and an Adamant nature maximize Zygarde's damage output, while maximum Speed investment lets Zygarde outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid the 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde by sharply raising its offensive stats upon getting hit by said moves.
Usage Tips
========
This variant of Zygarde is a great late-game sweeper, but it can also be used as a early- or mid-game wallbreaker as access to Tectonic Rage or Weakness Policy lets Zygarde cause massive damage to defensive cores. Base usage of Zygarde on the rest of its teammates. If Zygarde's team has dedicated late-game cleaners like Hawlucha, it is generally better for Zygarde to wallbreak to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like Clefable and Hidden Power Ice Landorus-T to activate Weakness Policy and gain a significant boost in damage output. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to check defensively. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.
Team Options
========
Dedicated wallbreakers like Swords Dance Kartana and Mega Medicham pressure most defensive cores and can effectively deal with this set's checks like Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like Tapu Lele have excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can help wear down foes, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like Kartana and late-game cleaners like Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to the field and capability to impose heavy damage on physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.
[SET]
name: Substitute Utility
move 1: Thousand Arrows
move 2: Substitute
move 3: Protect / Coil
move 4: Dragon Dance / Glare
item: Leftovers
ability: Aura Break
nature: Jolly
evs: 236 HP / 160 SpD / 112 Spe
[SET COMMENTS]
Moves
========
Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets Zygarde take advantage of the switches it forces and blocks status moves. Protect provides Zygarde with an extra turn of recovery and with Toxic Spikes support, further aids Zygarde's ability to stall out its checks like Tapu Bulu with residual damage. Coil is a viable alternative option that improves Zygarde's offensive presence and durability, making it progressively harder for defensive Pokemon to handle Zygarde as it gains boosts. Since Zygarde with Coil is quite vulnerable to faster foes when it isn't behind Substitute, Glare is mandatory if Coil has been opted for. Dragon Dance is still a justifiable setup option to let Zygarde deal with faster foes. Boosted Zygarde can more reliably stall out its poisoned offensive check with the combination of Substitute and Protect. Glare punishes Zygarde's checks by paralyzing them, and the utility of speed control proves to be very useful to many teams. The chance of full paralysis can even allow Zygarde to buy a free turn by repeatedly using Substitute while it waits for a paralyzed foe to fail to move Toxic can be used to punish Landorus-T, Tapu Bulu, and Tangrowth by putting them on a timer, and it serves as a viable way to punish Zygarde's switch-ins if its team lacks Toxic Spikes support.
Set Details
========
112 Speed EVs and a Jolly nature allow Zygarde to outspeed Timid Heatran, preventing it from statusing Zygarde before Substitute is set against it. The given Speed investment also lets Zygarde outspeed Mega Lopunny and anything slower after a Dragon Dance, making boosted Zygarde harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible, allowing it to survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast.
Usage Tips
========
Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets Zygarde effectively stall out poisoned foes while minimizing its loss of HP. It is ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets is stalling out a foe with Toxic Spikes up, it is also important to sufficiently pressure entry hazard removers. While Defog users like Zapdos and Poison-types like Toxapex cannot handle Zygarde, foes like Mega Scizor and Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect is not only notable for giving Zygarde a free turn to gain extra recovery from Leftovers but is also useful for scouting a Choice-locked Pokemon and reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective at punishing many foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, and Choice Scarf Latios. Glare also harshly punish offensive foes that switch into Zygarde and attempt to revenge kill it. Using Glare often early-game and paralyzing a number of foes can improve Zygarde's setup conditions. Since Magic Guard Clefable completely shuts down this set if it lacks Dragon Dance or Coil, ensure that it is heavily damaged beforehand so Zygarde can bypass it.
Team Options
========
Toxic Spikes users like Toxapex and Greninja provide Zygarde with an environment where it can pose a problem to nearly any foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage, Zygarde's attacks, and, even worse, its Substitute. Grass-types like Tangrowth and Tapu Bulu and physically defensive foes like Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers like Kartana can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both of which can take a hit from Zygarde and remove Toxic Spikes with Defog.
[STRATEGY COMMENTS]
Other Options
=============
Dragonium Z with Outrage lets Zygarde use Devastating Drake, heavily damaging Landorus-T, Tangrowth, and other physically bulky foes and having better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but a lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure and take out physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable and Assault Vest Tangrowth. However, this set's general lack of power and inability to effectively use Thousand Arrows makes Choice Specs hard to justify.
Checks and Counters
===================
**Clefable**: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid the 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has Weakness Policy or Iron Tail.
**Grass-types**: Tangrowth resists Thousand Arrows, and its formidable physical bulk and Regenerator make it one of the most persistent defensive roadblocks for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are by smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.
**Other Fairy-types**: Though they all take sizable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a chance.
**Landorus-T**: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and Intimidate, and most sets carry Hidden Power Ice specifically to threaten Zygarde. Landorus-T's immunity to Ground means that Zygarde cannot inflict burst damage on it with Tectonic Rage as well. However, Zygarde can overwhelm Landorus-T if its Weakness Policy is activated, Landorus-T is set up on by Double Dance Zygarde behind dual screens, and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.
**Bug-types**: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding the 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde with its high bulk and a resistance to Thousand Arrows and can even set up on some variants. The rarely seen Buzzwole is even more of a durable defensive check to Zygarde.
**Physically Bulky Foes**: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids the 2HKO from Choice Band Zygarde. It should be noted that Toxic cripples both of them, however.
**Revenge Killers**: Zygarde often sustains noticeable damage while setting up, leaving it vulnerable to Choice Scarf users like Greninja, Latios, Keldeo, and others. Foes like Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. A Water Shuriken from Ash-Greninja can pick off a weakened Zygarde, and an Ice Shard from Weavile or Mamoswine fulfills the job easier as long as they are healthy enough to take a boosted Extreme Speed.
**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively check. However, many Zygarde variants can circumvent this with Substitute.
[12:17 AM] Nayrz: also u should call one of the zyg sets big boss
[12:17 AM] DMDW: no i will call it big hoss
[12:18 AM] Nayrz: this is ubers community approved
[12:18 AM] DMDW: can i call dd set big hoss or rick harrison
[12:18 AM] Nayrz: no
[12:18 AM] DMDW:
[OVERVIEW]
While Zygarde does not look like the most threatening Pokemon at first glance, a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing a decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates it from other offensive Ground-types like Landorus-T and Gliscor. Due to the move's ability to hit a large portion of the tier for at least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low risk. Zygarde is also capable of threatening most teams. Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran, and access to Extreme Speed provides further utility. Defensive teams have very limited counterplay against Zygarde when accounting for its versatility. However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like Clefable, Landorus-T, and Mega Scizor or Grass-types like Tangrowth and Tapu Bulu. Despite these noteworthy shortcomings, Zygarde is one of the most versatile and potent threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stats backing up attempts to set up.
[SET]
name: Choice Band
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Iron Tail / Earthquake
move 4: Outrage / Superpower
item: Choice Band
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
========
Thousand Arrows is this set's most spammable move, and combined with offensive investment and Choice Band, it is capable of threatening essentially any offensive foes and netting sizable damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and revenge killer. Many teams appreciate the revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOs on foes that naturally check Zygarde and do not mind Toxic, such as Clefable. Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake 2HKOes Clefable most of the time and outright OHKOes Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy for pressuring other Pokemon like Mega Scizor harder. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable and allows Steel- and Fairy-types to take advantage of it. Superpower is an option that targets Ferrothorn and Chansey, both of which can avoid the 2HKO from Thousand Arrows full HP. While Toxic and Glare may seem to be bizarre moves to fit into a Choice Band wallbreaker set, they hinder foes with their respective status ailments despite not being very ideal to be locked into.
Set Details
========
The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting it outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their bulk to check Zygarde.
Usage Tips
========
Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Choice Band-boosted Thousand Arrows is notoriously difficult to switch into, especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like Clefable, Mega Scizor, and Landorus-T are present, it is usually better to use Thousand Arrows rather than attempting to predict, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde face different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like Tangrowth and Hippowdon that can comfortably take Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as picking off dangerous foes like Ash-Greninja and Volcarona prevents them from netting excessive damage on Zygarde's team. Consistent switch-ins like Tapu Bulu defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum, so the move must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona.
Team Options
========
Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOs, and it is generally useful for wearing down checks like Landorus-T and Tapu Bulu. There are a number of Stealth Rock and Spikes users that can provide other valuable utility for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor provides
[SET]
name: Double Dance
move 1: Dragon Dance
move 2: Coil
move 3: Thousand Arrows
move 4: Substitute / Extreme Speed
item: Iapapa Berry
ability: Aura Break
nature: Adamant
evs: 228 Atk / 68 SpD / 212 Spe
[SET COMMENTS]
Moves
========
This set aims to boost with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. The availability of both setup moves also makes Zygarde an adaptable setup sweeper that can take advantage of slow and weak foes with Coil while also having the option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil make Zygarde's Substitute harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Alternatively, Extreme Speed can pick off weakened foes and revenge killers and is handy if Zygarde has opted for setting up with Coil over Dragon Dance.
Set Details
========
212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde OHKOes it first or sets up a Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack with an Adamant nature to maximize Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below and can be safely activated with appropriate use of Substitute.
Usage Tips
========
It is best for Zygarde to remain in pristine condition to maximize its chance of cleaning up weakened teams. Ensure that checks like Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note of how much damage Zygarde takes while setting up. Substitute is not only for avoiding status moves but also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can inflict sizable damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. Appropriate decisions should be made prior to using Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Coil's Defense boosts also come in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind a Substitute, but it can be used early to let Zygarde immediately threaten offensive teams. Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOs, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late-game.
Team Options
========
Double Dance Zygarde fits best on offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Securing damage on opposing teams requires solid users of entry hazards and many teammates that can offensively threaten defensive foes, which offensive teams provide. Offensive suicide leads like Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens support is exceptional to this set, as it makes Zygarde significantly harder to stop by easing setup against defensive foes with a more durable Substitute and even allowing setup against offensive checks like Tapu Lele. Tapu Koko can effectively set dual screens thanks to its superb Speed, prevent status moves with Taunt, and safely bring in Zygarde with U-turn. Other late-game cleaners like Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has inflicted on the opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter takes advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.
[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Thousand Arrows
move 3: Extreme Speed
move 4: Substitute / Iron Tail
item: Groundium Z / Weakness Policy
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
========
Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while giving it enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens the majority of the tier for at least neutral damage. The removal of an opposing Pokemon's Ground immunity is helpful for Groundium Z sets as well. Extreme Speed lets Zygarde pick off weakened foes, land a blow faster than other priority attacks like Ice Shard and Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes Zygarde less vulnerable to revenge killing. It is ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes Iron Tail a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.
Set Details
========
Maximum Attack investment and an Adamant nature maximize Zygarde's damage output, while maximum Speed investment lets Zygarde outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid the 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde by sharply raising its offensive stats upon getting hit by said moves.
Usage Tips
========
This variant of Zygarde is a great late-game sweeper, but it can also be used as a early- or mid-game wallbreaker as access to Tectonic Rage or Weakness Policy lets Zygarde cause massive damage to defensive cores. Base usage of Zygarde on the rest of its teammates. If Zygarde's team has dedicated late-game cleaners like Hawlucha, it is generally better for Zygarde to wallbreak to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like Clefable and Hidden Power Ice Landorus-T to activate Weakness Policy and gain a significant boost in damage output. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to check defensively. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.
Team Options
========
Dedicated wallbreakers like Swords Dance Kartana and Mega Medicham pressure most defensive cores and can effectively deal with this set's checks like Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like Tapu Lele have excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can help wear down foes, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like Kartana and late-game cleaners like Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to the field and capability to impose heavy damage on physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.
[SET]
name: Substitute Utility
move 1: Thousand Arrows
move 2: Substitute
move 3: Protect / Coil
move 4: Dragon Dance / Glare
item: Leftovers
ability: Aura Break
nature: Jolly
evs: 236 HP / 160 SpD / 112 Spe
[SET COMMENTS]
Moves
========
Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets Zygarde take advantage of the switches it forces and blocks status moves. Protect provides Zygarde with an extra turn of recovery and with Toxic Spikes support
Set Details
========
112 Speed EVs and a Jolly nature allow Zygarde to outspeed Timid Heatran, preventing it from statusing Zygarde before Substitute is set against it. The given Speed investment also lets Zygarde outspeed Mega Lopunny and anything slower after a Dragon Dance, making boosted Zygarde harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible, allowing it to survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast.
Usage Tips
========
Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets Zygarde effectively stall out poisoned foes while minimizing its loss of HP. It is ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets is stalling out a foe with Toxic Spikes up, it is also important to sufficiently pressure entry hazard removers. While Defog users like Zapdos and Poison-types like Toxapex cannot handle Zygarde, foes like Mega Scizor and Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect is not only notable for giving Zygarde a free turn to gain extra recovery from Leftovers but is also useful for scouting a Choice-locked Pokemon and reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective at punishing many foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, and Choice Scarf Latios. Glare also harshly punish offensive foes that switch into Zygarde and attempt to revenge kill it. Using Glare often early-game and paralyzing a number of foes can improve Zygarde's setup conditions. Since Magic Guard Clefable completely shuts down this set if it lacks Dragon Dance or Coil, ensure that it is heavily damaged beforehand so Zygarde can bypass it.
Team Options
========
Toxic Spikes users like Toxapex and Greninja provide Zygarde with an environment where it can pose a problem to nearly any foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage, Zygarde's attacks, and, even worse, its Substitute. Grass-types like Tangrowth and Tapu Bulu and physically defensive foes like Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers like Kartana can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both of which can take a hit from Zygarde and remove Toxic Spikes with Defog.
[STRATEGY COMMENTS]
Other Options
=============
Dragonium Z with Outrage lets Zygarde use Devastating Drake, heavily damaging Landorus-T, Tangrowth, and other physically bulky foes and having better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but a lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure and take out physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable and Assault Vest Tangrowth. However, this set's general lack of power and inability to effectively use Thousand Arrows makes Choice Specs hard to justify.
Checks and Counters
===================
**Clefable**: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid the 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has Weakness Policy or Iron Tail.
**Grass-types**: Tangrowth resists Thousand Arrows, and its formidable physical bulk and Regenerator make it one of the most persistent defensive roadblocks for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are by smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.
**Other Fairy-types**: Though they all take sizable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a chance.
**Landorus-T**: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and Intimidate, and most sets carry Hidden Power Ice specifically to threaten Zygarde. Landorus-T's immunity to Ground means that Zygarde cannot inflict burst damage on it with Tectonic Rage as well. However, Zygarde can overwhelm Landorus-T if its Weakness Policy is activated, Landorus-T is set up on by Double Dance Zygarde behind dual screens, and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.
**Bug-types**: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding the 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde with its high bulk and a resistance to Thousand Arrows and can even set up on some variants. The rarely seen Buzzwole is even more of a durable defensive check to Zygarde.
**Physically Bulky Foes**: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids the 2HKO from Choice Band Zygarde. It should be noted that Toxic cripples both of them, however.
**Revenge Killers**: Zygarde often sustains noticeable damage while setting up, leaving it vulnerable to Choice Scarf users like Greninja, Latios, Keldeo, and others. Foes like Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. A Water Shuriken from Ash-Greninja can pick off a weakened Zygarde, and an Ice Shard from Weavile or Mamoswine fulfills the job easier as long as they are healthy enough to take a boosted Extreme Speed.
**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively check. However, many Zygarde variants can circumvent this with Substitute.
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