Quality Control Zygarde Terastallized to the Ground-type! (Dragon Dance Zygarde: remake) [QC 1/2] [QC implementing]

Eledyr

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[SET]
Dragon Dance (Zygarde) @ Leftovers
Ability: Power Construct
Tera Type: Ground
EVs: 12 HP / 216 Atk / 48 SpD / 232 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Dragon Tail

[SET COMMENTS]
* Zygarde is a threatening sweeper thanks to the combination of Dragon Dance, a reliable STAB in Thousand Arrows, and Power Construct, granting Zygarde a gargantuan HP stat. This makes Zygarde incredibly hard to revenge kill for slower paced teams, which are often put under immense pressure once Zygarde has revealed Dragon Dance. Featuring a good mixture between offense and bulk, this variant of Zygarde is commonly found in bulky offensive teams, looking for a powerful sweeper. This last sentence should be rephrased as one of the issue with DD Zygarde is that it really doesn't have good bulk so it doesn't fill any of the defensive roles you'd typically expect Zygarde to do. This does come with the trade off of immediate offensive pressure which makes it worth it. However, this results in it being kind of hard to fit (tera reliance could be mentioned here as well). This dynamic should be expanded on.
* Substitute is used to catch passive Pokemon relying on status or weak moves like Alomomola, Ho-Oh, and Gothitelle off-guard, turning them into setup fodder. It can also be used on a predicted switch to break your opponent tempo and setup while scouting your opponent's next move. A special mention should be made for Ho-Oh, as unfortunately, using Tera before Power Construct lets defensive Ho-Oh break Substitute with Sacred Fire letting it force risky mindgames between phasing and burning Zygarde. Probably worth adding defensive Primal Groudon to the list of pokemon it can substitute on. It is also worth mentioning that Substitute can be used to scout and is often important in getting the ball rolling.
* Dragon Tail forces targets out, which is particularly relevant against common phazers like Ho-Oh, Giratina-O, and opposing Dragon Tail Tera Water Zygarde, as well as walls that Zygarde can't break usually, like DondozoDozo kind of feels like it should be rephrased as it is always using Tera Fairy, but forcing it to do so is valuable.. The increased Speed offered by Dragon Dance also means Zygarde will always act before the opposing phazerKind of feel like this sentence isn't needed unless we add Dragon Tail onto defensive Eternatus's set. It outspeeds every phaser without a boost. This can easily snowball, as the phazed opponents can oftentimes be used by Zygarde to setup another Dragon Dance.
* 12 EVs in HP maximizes Leftovers's recovery, in addition the given Special Defense investment allows Zygarde to always survive an uninvested Ice Beam from Arceus formes, while 232 EVs in Speed allow Zygarde to outrun offensive Eternatus at +1 after Power Construct's activation.
* Tera Ground further boosts Zygarde's main damage output and weaken the damage taken from common offensive types, such as Ice, Fairy, and Dragon, letting it use Dragon Dance aggressively against foes that would normally threaten to OHKO it, like Mega Diancie and Eternatus. With the given Attack EVs investment, it also allows for key damage calcs, such as being able to OHKO Marshadow, and untransformed Ultra Necrozma after 1 layer of Spikes, as well as 2HKO defensive Primal Kyogre, all at +1. At +2, it can also 2HKO defensive Arceus formes, as well as OHKO defensive Primal Groudon and offensive Yveltal after Life Orb recoil. Eternatus and Marshadow are the most important things so they should be mentioned first. Tera Ground meaning it doesn't need a second boost is big. Pogre feels to be more of a paper thing than an in practise thing.
* Dragon Dance Zygarde is a great choice for a lot of teams, especially bulky offense teams, which looks for a strong sweeper with a good bulk, using its disruptive kit to clean a weakened team. Expand on this as otherwise it should just be included in the first bullet. What does it give to these teams and what does it require in response? I'd call DD Zygarde's bulk 'servicable' rather than 'good'. It lives one hit, maybe two from most mons and gets OHKOed by a lot. It is worth touching on how DD Zygarde beats most of Coil Zygarde's counterplay, but cannot set up on them and this dynamic.
* Forcing your opponent to Terastallize prior revealing this set is very important, as walls like Coil Zygarde and Dondozo can pack Tera Fairy in order to check to this specific set. Thus, wallbreaker Meteor Beam Meteor Beam Eternatus is more of a HO thing Eternatus and Dragon Dance Necrozma-DM are great partners for Zygarde, as they both threaten Ho-Oh to OHKO it with their Rock-type coverage, forcing it to burn its Tera early and can easily deal with Tera Fairy Zygarde and Dondozo. Zygarde handling Calm Mind Arceus formes for Eternatus and Marshadow for Necrozma-DM is worth mentioning. Also Eternatus absorbing Toxic Spikes which would otherwise hinder Zygarde is a plus. Both are also good into stall which Zygarde thuds against.
* This set is best used as a mid- to late-game surprise sweeper, which will look for a weakened team to setup a Substitute by surprise and attempt to clean the opposing team. Thus, disruptive tools such as paralysis and entry hazards are extremely valuable for Zygarde, further boosting its chances at setting up and racking up damages even more, respectively. Primal Groudonwhich set(s)?, Ferrothorn, and offensive Ho-Oh are all good supports in this role. In return, Zygarde can easily setup on and KO a weakened defensive Primal Groudon with a boosted Thousand Arrows, which puts massive pressure to the aforementioned partners.
* Because this variant has almost no investment in its bulk, Zygarde can't deal with heavy hitters like Extreme Killer Arceus and Solgalium Z Necrozma-DM. Defensive walls like defensive Primal Groudon and Ho-Oh, as well as strong priority users like Marshadow and Chien Pao can help dealing with these wallbreakers. Giratina-O should be mentioned somewhere here as entry hazard removal and ability to defensively check Primal Groudon which Dragon Dance Zygarde teams are very weak to otherwise. It can also help against other stuff like Ekiller. I'd also mention how shit DD Zygarde is into HO outside of the lead slot and how it plays against HO in general (often a lead b/c of this). This is a way it benefits from Marshadow. I'd remove Chien-Pao as a good partner unless there is some great team with both of them? Also some Arceus forme as a partner should be mentioned somewhere.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/eledyr.415367/
Quality checked by:
https://www.smogon.com/forums/members/sami.604820/
https://www.smogon.com/forums/members/bumboclaat.523420/
Grammar checked by:
 
Last edited:
add remove comment
wanna see again before stamping

[SET]
Dragon Dance (Zygarde-Complete) @ Leftovers
Ability: Power Construct
Tera Type: Ground
EVs: 12 HP / 216 Atk / 48 SpD / 232 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Dragon Tail

[SET COMMENTS]
* Zygarde is a threatening sweeper thanks to the combination of Dragon Dance, a reliable STAB in Thousand Arrows, and Power Construct, granting Zygarde a gargantuan HP stat. why is this last part so important? u should talk about how it makes it really difficult to revenge kill reliably especially for balance teams; also mention what teams does zygarde fit on
* Thousand Arrows is Zygarde's main STAB and damage option, having no immunities and smaking to the ground crucial targets like Ho-Oh and Giratina-O, leaving the former weak to the next Ground-type attacks. pretty much dex info

* Substitute is used to catch passive walls relying on status or not very effective moves that induce status like Giratina Alomomola alo is a better example ngl, Ho-Oh, and Gothitelle off-guard, turning them into setup fodder. It can also be used on a predicted switch to break your opponent tempo elaborate on this cuz this is kinda vague (ideally talk abt punishing passive play like switching) and setup while scouting your opponent's next move. A special mention should be made for Ho-Oh, as after Terastalization to Ground-type and prior Power Construct, Zygarde's Substitute will always be broken by Ho-Oh's Sacred Fire, which can be used by Ho-Oh to force mindgames. not entirely sure what u meant by this last point, is this a good or bad thing? if anything this seems better to say in the usage section; instead u could mention special gira-o struggling more vs sub zyg since draco's spatk drop turns it into setup fodder asw
* Dragon Tail forces targets out, which is particularly relevant against common phazers like Ho-Oh, Giratina, and opposing Dragon Tail Zygarde, as well as walls that Zygarde can't break usually, like Dondozo and Lunala nobody uses defensive lunala. The increased Speed offered by Dragon Dance also means Zygarde will always act before the opposing phazer. This can easily snowball, as the phazed opponents can oftentimes be used by Zygarde to setup another Dragon Dance.
* 12 EVs in HP maximizes Leftovers's recovery, in addition the given Special Defense investment allows Zygarde to always survive an uninvested Ice Beam from Arceus formes, while 232 EVs in Speed allow Zygarde to outrun offensive Eternatus at +1 after Power Construct's activation.
* Tera Ground further boosts Zygarde's main damage output and weaken the damage taken from common offensive types, such as Ice, Fairy, and Dragon could mention how this lets zyg play more aggressively with foes such as mega diancie or defensive etern. With the given Attack EVs investment, it also allows for key damage calcs, such as OHKOing Marshadow at +1 after very few chip, 2HKOing defensive Primal Kyogre, and OHKOing Ultranecrozium Necrozma-DM after few chip being able to OHKO Marshadow, and untransformed Ultra Necrozma after 1 layer of Spikes, as well as 2HKO defensive Primal Kyogre, all at +1 reworded it a bit. At +2, it can also 2HKO defensive Arceus formes, as well as OHKO defensive Primal Groudon and offensive Yveltal after Life Orb recoil.
* Dragon Dance Zygarde is a great choice for a lot of teams, especially offensive ones bulky offense teams dd zyg is not that popular on offense and appears way more on BO teams instead, which looks for a strong sweeper with a good bulk, using its disruptive kit to clean a weakened team.
* Forcing your opponent to Terastallize prior revealing this set is very important, as walls like Coil Zygarde, Dondozo, and Ho-Oh and Dondozo can pack Tera Fairy in order to check to this specific set. how do you do this? this could probably swap places with the next bullet point but u could mention specific teammates like dd NDM and etern that force tera; also hooh does not run tera fairy
* This set is best used as a mid- to late-game surprise sweeper, which will look for a weakened team to setup a Substitute by surprise and attempt to clean the opposing team. Thus, disruptive tools such as paralysis and entry hazards are extremely valuable for Zygarde, further boosting its chances at setting up and racking up damages even more, respectively. Primal Groudon, Ferrothorn, and Ho-Oh are all good supports in this role. what does zyg do for them in return? could mention it forcing out primal groudon often which none of these like dealing with
* Because it trades a lot of its defensive capabilities for more offense, countermeasures against heavy hitters like Zacian-C Rayquaza calling zyg a reliable zacc check feels odd, ray fits this a bit better, especially with the revenge-killer part and Extreme Killer Arceus are required. Defensive walls like Ho-Oh and Giratina-O, as well as strong priority users like Marshadow or Chien Pao can help dealing with these wallbreakers. could mention zyg wallbreaking defensive cores for the revenge-killers to clean up after
* Powerful special attackers and Choice users, like Marshadow, Rayquaza, Arceus-Fairy, and Mega Mewtwo Y can help dealing with Tera Fairy physical walls such as Dondozo, Giratina, and Coil Zygarde. In return, Zygarde threatens opposing Marshadow, as well as special walls like Blissey and specially defensive Arceus formes. this is super vague and some of the examples given are questionable (mmy vs dondozo can be iffy and fairceus is mid); a better special attacker to mention would be eternatus, since they both go hand in hand at wallbreaking, they both often force tera, and they both have good synergies (zyg beats ndm while etern beats pyogre); another example could be cm darkceus (zyg beats hooh while darkceus beats yvel)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/eledyr.415367/
Quality checked by:
https://www.smogon.com/forums/members/sami.604820/
Grammar checked by:
 
qc 1/2
[SET]
Dragon Dance (Zygarde-Complete) @ Leftovers
Ability: Power Construct
Tera Type: Ground
EVs: 12 HP / 216 Atk / 48 SpD / 232 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Dragon Tail

[SET COMMENTS]
* Zygarde is a threatening sweeper thanks to the combination of Dragon Dance, a reliable STAB in Thousand Arrows, and Power Construct, granting Zygarde a gargantuan HP stat. This makes Zygarde incredibly hard to revenge kill for slow paced teams, which are often put under immense pressure once Zygarde has revealed Dragon Dance. Featuring good mixture between offense and bulk, this variant of Zygarde is commonly found in bulky offensive teams, looking for a powerful sweeper.
* Substitute is used to catch passive walls relying on status or not very effective moves that induce status like Alomomola, Ho-Oh, and Gothitelle off-guard, turning them into setup fodder. It can also be used on a predicted switch to break your opponent tempo and setup while scouting your opponent's next move. A special mention should be made for Ho-Oh, as unfortunately, using Tera before Power Construct lets Ho-Oh break Substitute with Sacred Fire, letting it force risky mindgames between phasing and burning Zygarde.
* Dragon Tail forces targets out, which is particularly relevant against common phazers like Ho-Oh, Giratina, and opposing Dragon Tail Zygarde, as well as walls that Zygarde can't break usually, like Dondozo. The increased Speed offered by Dragon Dance also means Zygarde will always act before the opposing phazer. This can easily snowball, as the phazed opponents can oftentimes be used by Zygarde to setup another Dragon Dance.
* 12 EVs in HP maximizes Leftovers's recovery, in addition the given Special Defense investment allows Zygarde to always survive an uninvested Ice Beam from Arceus formes, while 232 EVs in Speed allow Zygarde to outrun offensive Eternatus at +1 after Power Construct's activation.
* Tera Ground further boosts Zygarde's main damage output and weaken the damage taken from common offensive types, such as Ice, Fairy, and Dragon, letting it use Dragon Dance aggressively against foes that would normally threaten to OHKO it, like Mega Diancie and Eternatus. With the given Attack EVs investment, it also allows for key damage calcs, such as being able to OHKO Marshadow, and untransformed Ultra Necrozma after 1 layer of Spikes, as well as 2HKO defensive Primal Kyogre, all at +1. At +2, it can also 2HKO defensive Arceus formes, as well as OHKO defensive Primal Groudon and offensive Yveltal after Life Orb recoil.
* Dragon Dance Zygarde is a great choice for a lot of teams, especially bulky offense teams, which looks for a strong sweeper with a good bulk, using its disruptive kit to clean a weakened team.
* Forcing your opponent to Terastallize prior revealing this set is very important, as walls like Coil Zygarde and Dondozo can pack Tera Fairy in order to check to this specific set. Thus, Meteor Beam Eternatus and Dragon Dance Necrozma-DM are great partners for Zygarde, as they both threaten Ho-Oh to OHKO it with their Rock coverage, forcing it to burn its Tera early and can easily deal with Tera Fairy Zygarde and Dondozo.
* This set is best used as a mid- to late-game surprise sweeper, which will look for a weakened team to setup a Substitute by surprise and attempt to clean the opposing team. Thus, disruptive tools such as paralysis and entry hazards are extremely valuable for Zygarde, further boosting its chances at setting up and racking up damages even more, respectively. Primal Groudon, Ferrothorn, and Ho-Oh are all good supports in this role. In return, Zygarde can easily setup on and KO a weakened defensive Primal Groudon with a boosted Thousand Arrows why is this relevant?.
* Because this variant has almost no investment in its bulk, Zygarde can't deal with heavy hitters like Extreme Killer Arceus and Solgalium Z Necrozma-DM. Defensive walls like defensive Primal Groudon and Ho-Oh, as well as strong priority users like Marshadow and Chien Pao can help dealing with these wallbreakers.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/eledyr.415367/
Quality checked by:
https://www.smogon.com/forums/members/sami.604820/
Grammar checked by:
 
Would like to see this again before stamping
[SET]
Dragon Dance (Zygarde-Complete) @ Leftovers I think this is a formatting issue?
Ability: Power Construct
Tera Type: Ground
EVs: 12 HP / 216 Atk / 48 SpD / 232 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Dragon Tail

[SET COMMENTS]
* Zygarde is a threatening sweeper thanks to the combination of Dragon Dance, a reliable STAB in Thousand Arrows, and Power Construct, granting Zygarde a gargantuan HP statthe gargauntuan HP stat kind of feels like dex info. It'd be good to talk about how Zygarde utilizes it to facilitate setup. This makes Zygarde incredibly hard to revenge kill for slower paced teams, which are often put under immense pressure once Zygarde has revealed Dragon Dance. Featuring a good mixture between offense and bulk, this variant of Zygarde is commonly found in bulky offensive teams, looking for a powerful sweeper. This last sentence should be rephrased as one of the issue with DD Zygarde is that it really doesn't have good bulk so it doesn't fill any of the defensive roles you'd typically expect Zygarde to do. This does come with the trade off of immediate offensive pressure which makes it worth it. However, this results in it being kind of hard to fit (tera reliance could be mentioned here as well). This dynamic should be expanded on.
* Substitute is used to catch passive Pokemon walls relying on status or weak not very effective moves that induce status like Alomomola, Ho-Oh, and Gothitelle off-guard, turning them into setup fodder. It can also be used on a predicted switch to break your opponent tempo and setup while scouting your opponent's next move. A special mention should be made for Ho-Oh, as unfortunately, using Tera before Power Construct lets defensive Ho-Oh break Substitute with Sacred Fireoffensive breaks it after transforming, letting it force risky mindgames between phasing and burning Zygarde. Probably worth adding defensive Primal Groudon to the list of pokemon it can substitute on. It is also worth mentioning that Substitute can be used to scout and is often important in getting the ball rolling.
* Dragon Tail forces targets out, which is particularly relevant against common phazers like Ho-Oh, Giratina-O, and opposing Dragon Tail Tera Water Zygarde, as well as walls that Zygarde can't break usually, like DondozoDozo kind of feels like it should be rephrased as it is always using Tera Fairy, but forcing it to do so is valuable.. The increased Speed offered by Dragon Dance also means Zygarde will always act before the opposing phazerKind of feel like this sentence isn't needed unless we add Dragon Tail onto defensive Eternatus's set. It outspeeds every phaser without a boost. This can easily snowball, as the phazed opponents can oftentimes be used by Zygarde to setup another Dragon Dance.
* 12 EVs in HP maximizes Leftovers's recovery, in addition the given Special Defense investment allows Zygarde to always survive an uninvested Ice Beam from Arceus formes, while 232 EVs in Speed allow Zygarde to outrun offensive Eternatus at +1 after Power Construct's activation.
* Tera Ground further boosts Zygarde's main damage output and weaken the damage taken from common offensive types, such as Ice, Fairy, and Dragon, letting it use Dragon Dance aggressively against foes that would normally threaten to OHKO it, like Mega Diancie and Eternatus. With the given Attack EVs investment, it also allows for key damage calcs, such as being able to OHKO Marshadow, and untransformed Ultra Necrozma after 1 layer of Spikes, as well as 2HKO defensive Primal Kyogre, all at +1. At +2, it can also 2HKO defensive Arceus formes, as well as OHKO defensive Primal Groudon and offensive Yveltal after Life Orb recoil. Eternatus and Marshadow are the most important things so they should be mentioned first. Tera Ground meaning it doesn't need a second boost is big. Pogre feels to be more of a paper thing than an in practise thing.
* Dragon Dance Zygarde is a great choice for a lot of teams, especially bulky offense teams, which looks for a strong sweeper with a good bulk, using its disruptive kit to clean a weakened team. Expand on this as otherwise it should just be included in the first bullet. What does it give to these teams and what does it require in response? I'd call DD Zygarde's bulk 'servicable' rather than 'good'. It lives one hit, maybe two from most mons and gets OHKOed by a lot. It is worth touching on how DD Zygarde beats most of Coil Zygarde's counterplay, but cannot set up on them and this dynamic.
* Forcing your opponent to Terastallize prior revealing this set is very important, as walls like Coil Zygarde and Dondozo can pack Tera Fairy in order to check to this specific set. Thus, wallbreaker Meteor Beam Meteor Beam Eternatus is more of a HO thing Eternatus and Dragon Dance Necrozma-DM are great partners for Zygarde, as they both threaten Ho-Oh to OHKO it with their Rock-type coverage, forcing it to burn its Tera early and can easily deal with Tera Fairy Zygarde and Dondozo. Zygarde handling Calm Mind Arceus formes for Eternatus and Marshadow for Necrozma-DM is worth mentioning. Also Eternatus absorbing Toxic Spikes which would otherwise hinder Zygarde is a plus. Both are also good into stall which Zygarde thuds against.
* This set is best used as a mid- to late-game surprise sweeper, which will look for a weakened team to setup a Substitute by surprise and attempt to clean the opposing team. Thus, disruptive tools such as paralysis and entry hazards are extremely valuable for Zygarde, further boosting its chances at setting up and racking up damages even more, respectively. Primal Groudonwhich set(s)?, Ferrothorn, and offensive Ho-Oh are all good supports in this role. In return, Zygarde can easily setup on and KO a weakened defensive Primal Groudon with a boosted Thousand Arrows, which puts massive pressure to the aforementioned partners.
* Because this variant has almost no investment in its bulk, Zygarde can't deal with heavy hitters like Extreme Killer Arceus and Solgalium Z Necrozma-DM. Defensive walls like defensive Primal Groudon and Ho-Oh, as well as strong priority users like Marshadow and Chien Pao can help dealing with these wallbreakers. Giratina-O should be mentioned somewhere here as entry hazard removal and ability to defensively check Primal Groudon which Dragon Dance Zygarde teams are very weak to otherwise. It can also help against other stuff like Ekiller. I'd also mention how shit DD Zygarde is into HO outside of the lead slot and how it plays against HO in general (often a lead b/c of this). This is a way it benefits from Marshadow. I'd remove Chien-Pao as a good partner unless there is some great team with both of them? Also some Arceus forme as a partner should be mentioned somewhere.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/eledyr.415367/
Quality checked by:
https://www.smogon.com/forums/members/sami.604820/
https://www.smogon.com/forums/members/bumboclaat.523420/
Grammar checked by:
 
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