Draft Zygarde

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[overview]
**Draft Order**: Late round 1 onwards

**Price Range**: 17 points

**Overview**: Zygarde is a deadly and versatile offensive threat thanks to its incredible typing, bulk, and access to multiple setup moves. Its signature move, Thousand Arrows, allows it to break through Ground-immune Pokemon and nearly always guarantee progress in any matchup, significantly narrowing the number of checks capable of slowing its rampage. Its access to multiple setup moves make it a threat to a wide variety of team structures - it can power through its checks with Dragon Dance-boosted Z-Moves, grind down balance teams with a combination of Coil, Toxic, and Substitute, and frustrate offensive builds by slowing them down with Glare and picking off faster threats with Extreme Speed. While it is capable of muscling through almost any obstacle it desires to, Zygarde cannot do it all at once and can sometimes find itself floundering in matches where it is missing a crucial status or coverage move. Additionally, its Attack and Speed stats are rather average before boosts, limiting its damage output at times. Finally, Zygarde is hampered by status, losing significant damage when burned and staying power when affected by toxic. However, these are only minor flaws to contend with, as none are surefire answers to stopping the dangerous snake.

[strategy comments]
Common Roles
========
**Dragon Dance Sweeper**: Zygarde can set up a Dragon Dance and begin sweeping teams with a combination of Thousand Arrows and Outrage. It can utilize a variety of items to assist it in setting up, such as maintaining health with a healing or resistance Berry, warding off status with Lum Berry, or opt for a Z-Crystal to launch a powerful Z-Move and muscle through a potential check.

**Coil Sweeper**: Coil boosts Zygarde's Defense and Attack, allowing it to set up on physical threats with ease, where it can easily spread Glare and Toxic to disrupt its foes and move before them with Extreme Speed. Thanks to the utility granted by Thousand Arrows, it can also carry Dragon Dance alongside Coil for added flexibility in endgame scenarios.

**Choice Band**: Choice Band-boosted Thousand Arrows excels at breaking down teams that lack foes that resist it, as it punishes teams that rely on Flying-types and Levitate users to take on traditional Ground-type attacks. Few foes can withstand repeatedly switching into Zygarde's moves, as it wears them down throughout the game, and it is able to pick off the weakened foes with Extreme Speed in the late-game.

Common Moves
========
**Primary STAB Moves**: Thousand Arrows, Outrage

**Setup Moves**: Coil, Dragon Dance

**Utility Moves**: Glare, Toxic, Substitute, Protect, Dragon Tail, Rest

**Coverage**: Extreme Speed, Iron Tail, Crunch, Superpower

Niche Moves
========
**Core Enforcer / Draco Meteor**: As Zygarde's checks tend to be physically bulky, Core Enforcer and Draco Meteor can surprise foes with a weaker Special Defense stat, dealing significantly more damage than its physical options.

**Sludge Wave**: Sludge Wave is an effective way to hit physically bulky Grass-types that want to switch in on Zygarde and check it.

**Grass Knot**: Grass Knot can be used to deal significant damage to bulky Ground- and Water-types.

**Camouflage**: Camouflage is a niche option that can change Zygarde's typing, allowing it to set up on a different set of foes that would normally threaten it with super effective moves.

**Thousand Waves**: Zygarde can trap foes with Thousand Waves, and dispatch of them however it chooses without fear of pivots.

**Earthquake**: While not having the grounding effect of Thousand Arrows, Earthquake is slightly stronger and can be used in matchups versus teams with poor Ground-resistant Pokemon.

Common Items
========
**Z-Crystal**: Zygarde is an incredible Z-Move user thanks to its ease of ability to set up and access to important coverage that allows it to beat its checks. Dragonium-Z powers up Outrage into Devastating Drake, which allows it to launch an incredibly powerful Dragon move without being locked into its move and deals tremendous damage to unresisted targets. Alternatively, Steelium-Z allows Zygarde to KO opposing Fairy-types via Corkscrew Crash.

**Choice Band**: Choice Band is an effective item to let Zygarde spam Thousand Arrows thank to its ability to hit all targets, and it also helps power up Extreme Speed to pick off frailer foes.

**Leftovers**: Leftovers allows Zygarde to stay on the field and spread status, set up additional Substitutes, and outlive foes attempting to wear it down.

**Lum Berry**: As Zygarde dislikes status, Lum Berry is an effective way of allowing it to set up without being burned or inflicted with Toxic.

**Weakness Policy**: Thanks to its massive bulk, Zygarde can take a super effective attack and comfortably survive, allowing it to immediately boost its offenses with a Weakness Policy.

**Iapapa Berry**: Iapapa Berry and other similar Berries are effective items that take advantage of Zygarde's impressive bulk to help it set up.

Niche Items
========
**Resistance Berries**: Yache, Roseli, and occasionally Haban Berry can be useful items to allow Zygarde to set up versus certain foes.

**Choice Scarf**: Zygarde can surprise faster threats and quickly KO them with a Choice Scarf; this is notably effective against top Electric-type threats like Tapu Koko and Zeraora.

**Rocky Helmet**: Zygarde's great set of resistances can help it defensively check physical attackers and punish them with a Rocky Helmet.

**Assault Vest**: Assault Vest can be a good option to check dangerous special attacking threats like Mega Charizard Y, Volcarona, and Thundurus.

Draft Strategy
========
Zygarde is an incredibly powerful offensive powerhouse that can make itself fit into many team archetypes, but it fits best on teams that appreciate its ability to act as a wincon and wallbreaker and use its natural bulk and priority Extreme Speed to check opposing threats efficiently. It does require its teammates support to maximize its potential, as it is incapable of setting Stealth Rock, unlike most of its Ground-type contemporaries.

**Entry Hazards**: Zygarde is incredibly efficient with entry hazards down on the opponent's side of the field, as no foe can escape getting smacked by a combination of Stealth Rock and Thousand Arrows. Even the bulkiest Ground-type checks are typically grounded and greatly dislike switching into Spikes and Toxic Spikes, making it possible for Zygarde to muscle through its sturdiest checks with entry hazard support. Stealth Rock setters like Necrozma and Infernape make great teammates, whereas Spikers like Qwilfish and Roserade can fill this role to assist the team.

**Pivots**: Zygarde enjoys being brought in safely by pivoting moves to stay healthy and give it a favorable matchup to spam its attacks. VoltTurn users like Scizor, Tornadus-T, and Uxie pair well with it for this reason.

**Ice-resistant Partners**: Sporting a 4x weakness to Ice-type moves, Zygarde greatly appreciates teammates that can reliably sponge them, making partners like Toxapex, Mega Scizor, and Jirachi good teammates.

**Entry Hazard Removal**: Despite resisting Stealth Rock, Zygarde is susceptible to Spikes and greatly dislikes Toxic Spikes, making it often worthwhile to carry Rapid Spin or Defog support when facing these entry hazards. Reliable Defoggers like Zapdos and Rotom-W and spinners like Mega Blastoise and Starmie can provide this support.

**Grounded Poison-types**: Grounded Poison-types are a great partner for Zygarde, since they are capable of threatening the Grass- and Fairy-types that check it and simultaneously rid the field of Toxic Spikes that it despises. Teammates like Roserade, Nihilego, and Mega Beedrill can fill this role to good effect.

**Dual Screens**: Dual screens can enhance Zygarde's natural bulk, allowing it to set up on an even wider swathe of foes, especially on hyper offensive team structures, making dual screens setters like Alolan Ninetales, Serperior, and Klefki good teammates.

Checks and Counters
========
**Physically bulky Ground-resistant Pokemon**: Grass- and Bug-types resist Thousand Arrows and can switch into Zygarde and put it on a timer with Toxic or smack it with Hidden Power Ice. Bulky Grass-types like Tangrowth and Tapu Bulu and Bug-types like Buzzwole and Illumise are especially good at checking it.

**Fairy-types**: Fairy-types, while not always able to switch into Thousand Arrows, can be a nuisance to Zygarde. Tapu Fini, Clefable, and Mega Diancie can all threaten to knock it out with a powerful Moonblast if it is not yet set up.

**Faster Attackers**: Many faster threats can deal tremendous damage to Zygarde with Ice-, Fairy-, and Dragon-type moves before it can set up or revenge it after a Dragon Dance with a Choice Scarf. Powerful attackers like Mega Diancie and Weavile can outright KO it with their STAB moves, and foes like Latios and Greninja can revenge it with a Choice Scarf.

[credits]
Written by:
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Quality checked by:
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Last edited:
[overview]
**Draft Order**: End of round 1/ Early round 2

**Price Range**: 17 points

**Overview**: Zygarde is a deadly and versatile offensive threat thanks to its incredible typing, bulk, and setup moves. Its signature move, Thousand Arrows, allows it to break through ground immunities and nearly always guarantee progress in any matchup, significantly narrowing the number of checks capable of slowing its rampage. On top of this, Zygarde also enjoys access to Extreme Speed, allowing it to patch up its average speed and pick off faster foes; or paralyze them with the accurate Glare. Its access to multiple setup moves make it a threat to a wide variety of team structures - it can power through its checks with Dragon Dance boosted Z-moves, grind down balance teams with a combination of Coil, Toxic, and Substitute, and frustrate offensive builds by slowing them down with Glare and revenging threats with Extreme Speed. While it is capable of muscling through almost any obstacle it chooses to, Zygarde cannot do it all at once and can sometimes find itself floundering in matches where it is missing a crucial status or coverage move. Additionally, its Attack and Speed stats are rather average before boosts, limiting its damage output at times. Finally, Zygarde is hampered by status, losing significant damage when burned and staying power when affected by toxic. However, these are only minor flaws to contend with, as none are surefire answers to stopping the dangerous snake.

[strategy comments]
Common Roles
========
**Dragon Dance Sweeper**: Zygarde uses its bulk to set up a Dragon Dance and begin sweeping teams with a combination of Thousand Arrows and Outrage, backed by a Z-move of choice depending on the match up.

**Coil Sweeper**: Coil boosts Zygarde's Defense and Attack, allowing it to set up on physical threats with ease, where it can easily spread Glare and Toxic to disrupt its foes, and move before its foes with Extreme Speed.

**Choice Band**: Thousand Arrows and Outrage backed by a Choice Band allows Zygade to dish out immediate breaking power, while Extreme Speed is used to pick off frailer and weakened foes.

Common Moves
========
**Primary STAB Moves**: Thousand Arrows, Outrage

**Setup Moves**: Coil, Dragon Dance

**Utility Moves**: Glare, Toxic, Substitute, Protect, Dragon Tail, Rest

**Coverage**: Extreme Speed, Iron Tail, Crunch

Niche Moves
========
**Core Enforcer / Draco Meteor**: As Zygarde's checks tend to be physically bulky, Core Enforcer and Draco Meteor can surprise foes with a weaker Special Defense stat, dealing significantly more damage than its physical options.

**Sludge Wave**: Sludge Wave is an effective way to hit physically bulky Grass-types switching into Zygarde to try and check it.

**Grass Knot**: Grass Knot can be used to deal significant damage to bulky Ground- and Water-types.

**Camouflage**: Camouflage is a niche option that can change Zygarde's typing, allowing it to set up on a different set of foes who would normally threaten it with super effective moves.

Thousand Waves can be used to trap specific targets while also being a stab option.

Earthquake ends up in niche because of how good Thousand Arrows is but there are matchups where Zygarde can afford to run It due to opponents having not great ground immunities.


Common Items
========
**Z-Crystal**: Zygarde is an incredible Z-move user thanks to its ease of ability to set up and access to important coverage that allows it to beat its checks. Dragonium-Z powers up Outrage into Devastating Drake, which allows it to launch an incredibly powerful Dragon move without being locked into its move, and deals tremendous damage to unresisted targets. Alternatively, Steelium-Z allows Zygarde to KO opposing Fairy-types via Corkscrew Crash.

**Choice Band**: Choice Band is an effective item to spam Thousand Arrows thank to its ability to hit all targets, and also helps power up Extreme Speed to pick off frailer foes.

**Leftovers**: Leftovers allows Zygarde to stay on the field and spread status, set up additional Substitutes, and outlive foes attempting to wear it down.

**Lum Berry**: As Zygarde dislikes status, Lum Berry is an effective way of allowing it to set up without being burned or inflicted with Toxic.

50% Berries (Iapapa, Figy, Etc.) can enable bulky set up sets as well as some defensive sets due to zygardes bulk.

Niche Items
========
**Weakness Policy**: Thanks to its massive bulk, Zygarde can take a super effective attack and comfortably survive, allowing it to immediately boost its offenses with a Weakness Policy. This can be moved to common item depending on who you ask, personally i dont see it as niche.

Yache Berry is not often the best option but deserves a mention for offensive set up sets.

Choice Scarf is a viable enough option against the electric threats of Koko/Zeraora that should be mentioned as well.


Draft Strategy
========
Zygarde is an incredibly powerful offensive powerhouse that can make itself fit into many team archetypes. However, it requires its teammates support to maximize its potential, as it is incapable of setting Stealth Rock like most of its Ground-type contemporaries, and lacks a pivoting move that can generate momentum for its team.

**Entry Hazards**: Entry Hazards are crucial to assist Zygarde in securing many KOes, and should preferrably come from a non Ground-type teammate as to not compile weaknesses on a team. Entry hazard setters like Infernape, Ferrothorn, and Heatran make good teammates to fill this role.

**Pivots**: Zygarde enjoys being brought in safely by pivoting moves to stay healthy and give it a favorable matchup to spam its attacks. Volt-turn users like Victini, Tornadus-T, and Uxie can bring Zygarde in safely with their pivoting moves.

**Ice resistant partners**: Sporting a 4x weakness to ice moves, Zygarde greatly appreciates teammates who can reliably sponge Ice-type moves aimed at it, making partners like Toxapex, Mega Scizor, and Jirachi good teammates.

**Entry Hazard removal**: Despite resisting Stealth Rock, Zygarde is susceptible to spikes and greatly dislikes toxic spikes, making it essential to carry Rapid Spin or Defog support when facing these entry hazards. Reliable defoggers like Zapdos and Rotom-W or spinners like Mega Blastoise and Starmie can provide this support.

Grounded poison-type should get its own mention for being able to compress multiple roles for zygarde, being a grass check, a fairy check as well as a toxic spikes remover. Examples like Nihilego or Roserade work

Checks and Counters
========
**Physically bulky Grass-types**: Grass types with decent physical bulk can switch into Zygarde and put it on a timer with Toxic or smack it with Hidden Power Ice. Foes like Tangrowth, Tapu Bulu, and Shaymin can be annoying for Zygarde to wear down. Bug-Types also can perform a similar role by being an arrows resist even though there are a lot less that can do It, like Buzzwole and Illumise.

**Fairy-types**: Fairy-types, while not always able to switch into Thousand Arrows, can be a nuisance to Zygarde. Tapu Fini, Clefable, and Mega Diancie all threaten to knock it out with a powerful Moonblast if it is not yet set up.

**Faster Attackers**: Many faster threats can deal tremendous damage to Zygarde before it can set up with Ice-, Fairy-, or Dragon-type moves, where foes like Mega Diancie, Latios, and Greninja are capable of destroying it before it can set up.

QC 1/2
 
[overview]
**Draft Order**: End of round 1/ Early round 2 Late Round 1 onwards

**Price Range**: 17 points

**Overview**: Zygarde is a deadly and versatile offensive threat thanks to its incredible typing, bulk, and setup moves. Its signature move, Thousand Arrows, allows it to break through ground immunities and nearly always guarantee progress in any matchup, significantly narrowing the number of checks capable of slowing its rampage. On top of this, Zygarde also enjoys access to Extreme Speed, allowing it to patch up its average speed and pick off faster foes; or paralyze them with the accurate Glare. Its access to multiple setup moves make it a threat to a wide variety of team structures - it can power through its checks with Dragon Dance boosted Z-moves, grind down balance teams with a combination of Coil, Toxic, and Substitute, and frustrate offensive builds by slowing them down with Glare and revenging threats with Extreme Speed. While it is capable of muscling through almost any obstacle it chooses to, Zygarde cannot do it all at once and can sometimes find itself floundering in matches where it is missing a crucial status or coverage move. Additionally, its Attack and Speed stats are rather average before boosts, limiting its damage output at times. Finally, Zygarde is hampered by status, losing significant damage when burned and staying power when affected by toxic. However, these are only minor flaws to contend with, as none are surefire answers to stopping the dangerous snake.

[strategy comments]
Common Roles
========
**Dragon Dance Sweeper**: Zygarde uses its bulk to set up a Dragon Dance and begin sweeping teams with a combination of Thousand Arrows and Outrage, backed by a Z-move of choice depending on the match up. Dragon Dance sets do not always use Z-moves, often running Weakness Policy, 50% berries, Resist berries, or Lum. Probably change the wording so it doesn't seem like Z crystals are a default assumption.

**Coil Sweeper**: Coil boosts Zygarde's Defense and Attack, allowing it to set up on physical threats with ease, where it can easily spread Glare and Toxic to disrupt its foes, and move before its foes with Extreme Speed. Mention how Coil can also be used on double dance sets alongside Dragon Dance for more flexibility in the endgame

**Choice Band**: Thousand Arrows and Outrage backed by a Choice Band allows Zygade Zygarde to dish out immediate breaking power, while Extreme Speed is used to pick off frailer and weakened foes. I would mention the reason why CB is so potent is because many teams lack sturdy resists to Thousand Arrows, despite otherwise being well guarded against Ground moves via Flying types or Levitators. Because of this, they do not have the means to switch in on banded arrows multiple times throughout the game.

Common Moves
========
**Primary STAB Moves**: Thousand Arrows, Outrage

**Setup Moves**: Coil, Dragon Dance

**Utility Moves**: Glare, Toxic, Substitute, Protect, Dragon Tail, Rest

**Coverage**: Extreme Speed, Iron Tail, Crunch, Superpower

Niche Moves
========
**Core Enforcer / Draco Meteor**: As Zygarde's checks tend to be physically bulky, Core Enforcer and Draco Meteor can surprise foes with a weaker Special Defense stat, dealing significantly more damage than its physical options.

**Sludge Wave**: Sludge Wave is an effective way to hit physically bulky Grass-types switching into Zygarde to try and check it.

**Grass Knot**: Grass Knot can be used to deal significant damage to bulky Ground- and Water-types.

**Camouflage**: Camouflage is a niche option that can change Zygarde's typing, allowing it to set up on a different set of foes who would normally threaten it with super effective moves.

**Thousand Waves**: Zygarde can trap foes with Thousand Waves, and dispatch of them however it chooses without fear of pivots.

**Earthquake**: While not having the grounding effect of Thousand Arrows, Earthquake is slightly stronger and can be used in matchups versus foes with poor ground resists.

Common Items
========
**Z-Crystal**: Zygarde is an incredible Z-move user thanks to its ease of ability to set up and access to important coverage that allows it to beat its checks. Dragonium-Z powers up Outrage into Devastating Drake, which allows it to launch an incredibly powerful Dragon move without being locked into its move, and deals tremendous damage to unresisted targets. Alternatively, Steelium-Z allows Zygarde to KO opposing Fairy-types via Corkscrew Crash.

**Choice Band**: Choice Band is an effective item to spam Thousand Arrows thanks to its ability to hit all targets, and also helps power up Extreme Speed to pick off frailer foes.

**Leftovers**: Leftovers allows Zygarde to stay on the field and spread status, set up additional Substitutes, and outlive foes attempting to wear it down.

**Lum Berry**: As Zygarde dislikes status, Lum Berry is an effective way of allowing it to set up without being burned or inflicted with Toxic.

**Weakness Policy**: Thanks to its massive bulk, Zygarde can take a super effective attack and comfortably survive, allowing it to immediately boost its offenses with a Weakness Policy.

**Pinch Berries**: Pinch Berries are an effective item that take advantage of Zygarde's impressive bulk to help it set up.

Niche Items
========
**Yache Berry**: Yache Berry can be an effective way to allow Zygarde to set up against anticipated Ice-type attacks.

Resistance Berry, Roseli is also very common and useful. Haban is pretty rare, but Roseli is common enough to be mentioned alongside Yache in the analysis

**Choice Scarf**: Zygarde can surprise faster threats and quickly KO them with a Choice Scarf, notably effective against top Electric-type threats like Tapu Koko and Zeraora.

Rocky Helmet, while niche, has seen some usage when the defensive toolkit of Zygarde is particularly strong into an opposing threat, like Infernape or other physical fire types

Assault Vest has seen usage, mainly into pokemon like Mega Charizard Y, Volcarona, Tapu Koko, Thundurus, etc


Draft Strategy
========
Zygarde is an incredibly powerful offensive powerhouse that can make itself fit into many team archetypes. It usually fits best on offensive builds that appreciate its ability to act as a win con and/or breaker while simultaneously using its natural bulk and priority Espeed to check opposing threats efficiently. However, it requires its teammates support to maximize its potential, as it is incapable of setting Stealth Rock like most of its Ground-type contemporaries, and lacks a pivoting move that can generate momentum for its team. largely irrelevant, not worth mentioning

**Entry Hazards**: Entry Hazards are crucial to assist Zygarde in securing many KOes, and should preferrably come from a non Ground-type teammate as to not compile weaknesses on a team. Double Ground is perfectly viable, its just usually not advised to stack 4x ice weaknesses. In fact, Zygarde was paired with another Ground 75% of the time in the past year of top level team tours. Entry hazard setters like Infernape, Ferrothorn, and Heatran make good teammates to fill this role. Specifically Necrozma is particularly popular as a pairing, should be mentioned. I would also mention a Tspiker like Qwilfish, as Zygarde is one of the better mons at taking advantage of Tspikes on the opposing side. Talk more about how Zygarde checks are often grounded, and thus will tend to be affected by Spikes and Tspikes.

**Pivots**: Zygarde enjoys being brought in safely by pivoting moves to stay healthy and give it a favorable matchup to spam its attacks. Volt-turn users like Victini, Bulky Waters are usually tasked with switching into Victini, and they also conveniently do quite well against Zygarde via Ice Beam and good natural bulk. Tornadus-T, and Uxie can bring Zygarde in safely with their pivoting moves. Scizor/Mega Scizor would be a better example here, as it is often checked by Fire types and Steel types, both of which Zygarde can set up on or threaten immediately.

**Ice resistant partners**: Sporting a 4x weakness to ice moves, Zygarde greatly appreciates teammates who can reliably sponge Ice-type moves aimed at it, making partners like Toxapex, Mega Scizor, and Jirachi good teammates.

**Entry Hazard removal**: Despite resisting Stealth Rock, Zygarde is susceptible to spikes and greatly dislikes toxic spikes, making it essential often worthwhile to carry Rapid Spin or Defog support when facing these entry hazards. Reliable defoggers like Zapdos and Rotom-W or spinners like Mega Blastoise and Starmie can provide this support.

**Grounded Poison-types**: Grounded Poison-types are a great partner for Zygarde, capable of threatening the Grass- and Fairy-types that check it, and simultaneously rid the field of Toxic Spikes that it despises. Teammates like Roserade, Nihilego, and Mega Venusaur can fill this role to good effect. Mega Venusaur is pretty far outside of the current USUM meta. Something like Mega Beedrill could be a better example.

Screens/Veil Setter + Zygarde is a powerful combo for builds that lean more into the Hyper Offense side of things.


Checks and Counters
========
**Physically bulky Ground-resistant Pokemon**: Grass and Bug types resist Thousand Arrows, can switch into Zygarde and put it on a timer with Toxic or smack it with Hidden Power Ice. Bulky grasses like Tangrowth and Tapu Bulu or Bug-types like Buzzwole and Illumise can annoy it by taking little damage from its Thousand Arrows.

**Fairy-types**: Fairy-types, while not always able to switch into Thousand Arrows, can be a nuisance to Zygarde. Tapu Fini, Clefable, and Mega Diancie all threaten to knock it out with a powerful Moonblast if it is not yet set up.

**Faster Attackers**: Many faster threats can deal tremendous damage to Zygarde before it can set up with Ice-, Fairy-, or Dragon-type moves, where foes like Mega Diancie, Latios, and Greninja are capable of destroying it before it can set up. Should also mention choice scarf users that can outspeed after a DD

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/odinrm.613514/
https://www.smogon.com/forums/members/king-l5.440126/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000

QC 2/2
 
Last edited:
1/1 GP Team done
add remove comment

[overview]
**Draft Order**: Late round 1 onwards

**Price Range**: 17 points

**Overview**: Zygarde is a deadly and versatile offensive threat thanks to its incredible typing, bulk, and access to multiple setup moves. Its signature move, Thousand Arrows, allows it to break through ground immunities Ground-immune Pokemon and nearly always guarantee progress in any matchup, significantly narrowing the number of checks capable of slowing its rampage. On top of this, Zygarde also enjoys access to Extreme Speed, allowing it to patch up its average speed and pick off faster foes; or paralyze them with the accurate Glare (RP) removing this sentence since it's mentioned in the next sentence too Its access to multiple setup moves make it a threat to a wide variety of team structures; (ASC) - it can power through its checks with Dragon Danceboosted Dance-boosted Z-Moves, grind down balance teams with a combination of Coil, Toxic, and Substitute, and frustrate offensive builds by slowing them down with Glare and picking off faster threats with Extreme Speed. While it is capable of muscling through almost any obstacle it desires to, Zygarde cannot do it all at once and can sometimes find itself floundering in matches where it is missing a crucial status or coverage move. Additionally, its Attack and Speed stats are rather average before boosts, limiting its damage output at times. Finally, Zygarde is hampered by status, losing significant damage when burned and staying power when affected by toxic. However, these are only minor flaws to contend with, as none are surefire answers to stopping the dangerous snake.

[strategy comments]
Common Roles
========
**Dragon Dance Sweeper**: Zygarde can set up a Dragon Dance and begin sweeping teams with a combination of Thousand Arrows and Outrage. It can utilize a variety of items to assist it in setting up, (AC) such as by maintaining health with a pinch / resist healing or resistance Berry, warding off status with Lum Berry, or opt for a Z-Crystal to launch a powerful Z-Move and muscle through a potential check.

**Coil Sweeper**: Coil boosts Zygarde's Defense and Attack, allowing it to set up on physical threats with ease, where it can easily spread Glare and Toxic to disrupt its foes (RC) and move before its foes them with Extreme Speed. Thanks to the utility granted by Thousand Arrows, it can also carry Dragon Dance alongside Coil for added flexibility in endgame scenarios.

**Choice Band**: Choice banded Band-boosted Thousand Arrows excels at breaking down teams lacking sturdy resists to that lack foes that resist it, as it punishes teams that rely on Flying-types and Levitate users to take on traditional Ground-type attacks. Few foes can withstand repeatedly switching into Zygarde's moves, (AC) as it wears them down throughout the game, and then it is able to pick off the weakened foes with Extreme Speed in the late game late-game.

Common Moves
========
**Primary STAB Moves**: Thousand Arrows, Outrage

**Setup Moves**: Coil, Dragon Dance

**Utility Moves**: Glare, Toxic, Substitute, Protect, Dragon Tail, Rest

**Coverage**: Extreme Speed, Iron Tail, Crunch, Superpower

Niche Moves
========
**Core Enforcer / Draco Meteor**: As Zygarde's checks tend to be physically bulky, Core Enforcer and Draco Meteor can surprise foes with a weaker Special Defense stat, dealing significantly more damage than its physical options.

**Sludge Wave**: Sludge Wave is an effective way to hit physically bulky Grass-types switching into Zygarde that want to try switch in on Zygarde and check it.

**Grass Knot**: Grass Knot can be used to deal significant damage to bulky Ground- and Water-types.

**Camouflage**: Camouflage is a niche option that can change Zygarde's typing, allowing it to set up on a different set of foes who that would normally threaten it with super effective moves.

**Thousand Waves**: Zygarde can trap foes with Thousand Waves (RC) and dispatch of them, (AC) but however it chooses without fear of pivots.

**Earthquake**: While not having the grounding effect of Thousand Arrows, Earthquake is slightly stronger and can be used in matchups versus foes teams with poor ground resists Ground-resistant Pokemon.

Common Items
========
**Z-Crystal**: Zygarde is an incredible Z-Move user thanks to its ease of ability to set up and access to important coverage that allows it to beat its checks. Dragonium-Z powers up Outrage into Devastating Drake, which allows it to launch an incredibly powerful Dragon move without being locked into its move (RC) and deals tremendous damage to unresisted targets. Alternatively, Steelium-Z allows Zygarde to KO opposing Fairy-types via Corkscrew Crash.

**Choice Band**: Choice Band is an effective item to let Zygarde spam Thousand Arrows thank to its ability to hit all targets, and it also helps power up Extreme Speed to pick off frailer foes.

**Leftovers**: Leftovers allows Zygarde to stay on the field and spread status, set up additional Substitutes, and outlive foes attempting to wear it down.

**Lum Berry**: As Zygarde dislikes status, Lum Berry is an effective way of allowing it to set up without being burned or inflicted with Toxic.

**Weakness Policy**: Thanks to its massive bulk, Zygarde can take a super effective attack and comfortably survive, allowing it to immediately boost its offenses with a Weakness Policy.

**Pinch BerriesIapapa Berry**: Pinch Iapapa Berry and other similar Berries are an effective item items that take advantage of Zygarde's impressive bulk to help it set up. can list other berries but idt it matters, there's not really an accepted term for these berries

Niche Items
========
**ResistResistance Berries**: Yache, Roseli, and occasionally Haban Berry can be a useful item items to allow Zygarde to set up versus certain foes.

**Choice Scarf**: Zygarde can surprise faster threats and quickly KO them with a Choice Scarf (RC); (ASC) this is notably effective against top Electric-type threats like Tapu Koko and Zeraora.

**Rocky Helmet**: Zygardes Zygarde's great set of resistances can help it defensively check physical attackers and punish them with a Rocky Helmet.

**Assault Vest**: Assault Vest can be a good option to check dangerous special attacking threats like Mega Charizard Y, Volcarona, and Thundurus.

Draft Strategy
========
Zygarde is an incredibly powerful offensive powerhouse that can make itself fit into many team archetypes, but it fits best finds itself at home on teams that appreciate its ability to act as a win condition wincon and breaker wallbreaker and is able to use its natural bulk and priority Extreme Speed to check opposing threats efficiently. It does require its teammates' support to maximize its potential, as it is incapable of setting Stealth Rock, (AC) unlike most of its Ground-type contemporaries.

**Entry Hazards**: Zygarde is incredibly efficient with entry hazards down on the opponent's side of the field, as no foe can escape getting smacked by a combination of Stealth Rock and Thousand Arrows. Even the bulkiest Ground Ground-type checks are typically grounded and greatly dislike switching into Spikes and Toxic Spikes, making it possible for Zygarde to muscle through its sturdiest checks with entry hazard support. Stealth Rock setters like Necrozma and Infernape make great teammates, whereas Spikes / Toxic Spikes setters Spikers like Qwilfish and Roserade can fill this role to assist the team.

**Pivots**: Zygarde enjoys being brought in safely by pivoting moves to stay healthy and give it a favorable matchup to spam its attacks. Volt-turn VoltTurn users like Scizor, Tornadus-T, and Uxie can bring Zygarde in safely with their pivoting moves pair well with it for this reason. reworded a little cause the 2nd sentence basically just repeated the first

**Iceresistant Ice-resistantPartners**: Sporting a 4x weakness to ice Ice-type moves, Zygarde greatly appreciates teammates who that can reliably sponge Ice-type moves aimed at it them, making partners like Toxapex, Mega Scizor, and Jirachi good teammates.

**Entry Hazard Removal**: Despite resisting Stealth Rock, Zygarde is susceptible to Spikes and greatly dislikes Toxic Spikes, making it often worthwhile to carry Rapid Spin or Defog support when facing these entry hazards. Reliable Defoggers like Zapdos and Rotom-W or and spinners like Mega Blastoise and Starmie can provide this support.

**Grounded Poison-types**: Grounded Poison-types are a great partner for Zygarde, since they are capable of threatening the Grass- and Fairy-types that check it (RC) and simultaneously rid the field of Toxic Spikes that it despises. Teammates like Roserade, Nihilego, and Mega Beedrill can fill this role to good effect.

**Dual Screens**: Dual screens can enhance Zygarde's natural bulk, allowing it to set up on an even wider swathe of foes, especially on hyper offensive team structures, (AC) making teammates dual screens setters like Alolan Ninetales, Serperior, and Klefki good teammates as they can set Dual Screens up for Zygarde to sweep in Hyper Offensive team structures. again reworded to remove repetition

Checks and Counters
========
**Physically bulky Ground-resistant Pokemon**: Grass- and Bug types Bug-types resist Thousand Arrows and can switch into Zygarde and put it on a timer with Toxic or smack it with Hidden Power Ice. Bulky grasses Grass-types like Tangrowth and Tapu Bulu or and Bug-types like Buzzwole and Illumise can annoy it by taking little damage from its Thousand Arrows are especially good at checking it.

**Fairy-types**: Fairy-types, while not always able to switch into Thousand Arrows, can be a nuisance to Zygarde. Tapu Fini, Clefable, and Mega Diancie can all threaten to knock it out with a powerful Moonblast if it is not yet set up.

**Faster Attackers**: Many faster threats can deal tremendous damage to Zygarde before it can set up with Ice-, Fairy-, or and Dragon-type moves (RC) before it can set up or revenge it after a Dragon Dance with a Choice Scarf. Powerful attackers like Mega Diancie and Weavile can outright KO it with their STAB moves, (AC) and or foes like Latios and Greninja can revenge it with a Choice Scarf after a single boost.

[credits]
Written by:
https://www.smogon.com/forums/members/diviniya.618293/
Quality checked by:
https://www.smogon.com/forums/members/odinrm.613514/
https://www.smogon.com/forums/members/king-l5.440126/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
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