NU Zangoose

WhiteDMist

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First XY analysis, let me know if the format is wrong.



Overview
########
Zangoose is one of the most effective wallbreakers and late-game sweepers in the NU metagame. Zangoose also shines as one of the best possible sweepers for Sticky Web-based teams. After just a single turn needed to activate Toxic Boost, Zangoose has more initial power than most Pokemon in the tier. Its power can be bolstered further with Swords Dance, although Zangoose's poor bulk and lack of resistances makes it difficult for it to find a time to set up. This forces Zangoose to rely on double switches and pivoting moves in order to switch in safely. Despite Zangoose's excellent offensive moves in Facade, Knock Off, and Close Combat, Zangoose's base 90 Speed is merely above-average. Thankfully, Quick Attack and Sticky Web support can make up for this flaw, making Zangoose one of the top offensive threats in the tier.

All-Out Attacker
########
name: All-Out Attacker
move 1: Facade
move 2: Knock Off
move 3: Quick Attack
move 4: Close Combat / Swords Dance
ability: Toxic Boost
item: Toxic Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

Moves
========
The power of Zangoose's primary STAB attack, Facade, doubles after Toxic Orb activates. Knock Off serves as solid coverage alongside Facade for hitting Ghost-types and is also useful for depriving almost any foe of its item. Quick Attack provides a way for Zangoose to dodge Sucker Punch from slower Pokemon, outspeed most other priority attackers, and pick off weakened or frail Pokemon that outspeed Zangoose. Close Combat is the preferred move for the last slot in order to allow Zangoose to break through the Rock- and Steel-types that can handle any of its other attacks. If you prefer using Zangoose as a wallbreaker, Swords Dance is a viable alternative to boost Zangoose's already high damage output to outstanding levels. Beware, though, as setting up is difficult with Zangoose's poor bulk and lack of resistances. Using Close Combat allows Zangoose to sweep weakened teams more effectively due to its extra coverage against Rock- and Steel-types, reducing the need for such Pokemon to be significantly weakened. However, Swords Dance allows Zangoose to break through most physically defensive Pokemon more easily.

Set Details
========
Toxic Orb is required to activate Toxic Boost; on the bright side Toxic Orb, only needs to activate once to gain the high initial power needed to sweep teams. Attack and Speed are fully invested into in order to maximize Zangoose's power, with an Adamant nature increasing that power further. A Jolly nature can alternatively be used to allow Zangoose to outspeed Adamant Kangaskhan and Jolly Sawk.

Usage Tips
========
As Toxic Orb places a time limit on Zangoose's longevity, proper timing when switching Zangoose into battle is vitally important when trying to effectively use it. Pivoting moves, such as Volt Switch, U-turn, and Baton Pass, from slow Pokemon, such as Probopass and Musharna, are the safest methods of activating Toxic Orb, as the pivot will take damage instead of Zangoose. Double switching is riskier, as it relies entirely on how well you predict your opponent's moves. Zangoose can be effective during any phase of the battle, so try to activate Toxic Orb as soon as possible to make the most conventional use of its offensive potential. Sticky Web teams make excellent use of Zangoose, as it can outspeed many more Pokemon with Sticky Web support, including Choice Scarf Sawk if Zangoose uses a Jolly nature. Facade and Knock Off are generally the moves you will use most, as they are consistently powerful. You should only use Close Combat and Quick Attack sparingly, as the former reduces Zangoose's already poor bulk while the latter is weak and only useful against faster opponents. As Zangoose is on a timer due to poison damage, you must try to predict your opponent's switches into Pokemon that have a resistance or immunity to one or more of Zangoose's attacks; Zangoose cannot afford any wasted turns. Zangoose generally will not have multiple opportunities to set up, so it is best to simply attack early in the game and save Swords Dance until you are sure Zangoose will not be forced out immediately.

Team Options
========
Slow Pokemon with pivoting moves, namely Volt Switch, U-turn, Baton Pass, and Parting Shot, are excellent teammates for Zangoose, as they can take an attack before bringing Zangoose in, and bringing Zangoose into battle in this way also causes Toxic Orb to activate immediately. Lanturn, Probopass, Pelipper, and Musharna are examples of such teammates. Probopass also has the benefit of being able to set up Stealth Rock, cripple faster Pokemon with Thunder Wave, and possibly use its ability Magnet Pull to trap and weaken opposing Steel-type Pokemon. Entry hazard setters are very important for Zangoose, as it naturally forces many switches and needs to have a method to punish its opponent for switching too much. In addition, damage from Stealth Rock and a single layer of Spikes allows Zangoose to defeat Gurdurr with a combination of Facade and Quick Attack. Seismitoad and Golurk can set up Stealth Rock, while Garbodor can set up Spikes; Omastar and Crustle are able to set up both.

As Zangoose is worn down quickly from entry hazard damage alongside Toxic damage, Rapid Spinners such as Sandslash or Defoggers such as Pelipper and Togetic are helpful to minimize residual damage. However, be wary of Defog's side effect of removing the hazards you set up as well. A check or counter to Gurdurr and other Fighting-types is required. Togetic, Mesprit, and Garbodor are some examples of Pokemon that can fulfill this role nicely. Dark-types, such as Liepard and Spiritomb, can trap faster Ghost-types with Pursuit and remove them so that Zangoose can use its Normal- and Fighting-type moves unhindered. Teammates that appreciate Zangoose's ability to break down physically defensive Pokemon, such as Weezing, Vileplume, and Seismitoad, include Swellow, Feraligatr, Barbaracle, and Lilligant.

Other Options
########
Protect can be used over Quick Attack, Close Combat, or Swords Dance for a guaranteed method of activating Toxic Orb, but giving up these moves is too costly, as Protect becomes useless after Toxic Orb is activated. Pursuit can be used, as Zangoose forces many switches, but Zangoose would generally prefer the greater utility of Knock Off. Taunt can stop defensive Pokemon from stalling for Toxic damage, but Zangoose would rather cripple them with Knock Off or power through them with Swords Dance-boosted attacks. Low Kick is an alternative to Close Combat if you don't want to lower Zangoose's defenses, but the guaranteed power of Close Combat is preferable, as Zangoose is already frail. Counter can be used with a Focus Sash in order to catch physical attackers off-guard and take advantage of Zangoose's frailty, but this strategy is unreliable at best. A Choice Band set might seem viable, but such a set is outclassed by faster Normal-types, such as Tauros and Dodrio, that have similar power. Power-Up Punch can be used to boost Zangoose's power while still inflicting damage, but if Zangoose has the opportunity to attack with Power-Up Punch without being significantly damaged, it'd be better off using Swords Dance instead in that vast majority of cases.

Checks & Counters
########

**Gurdurr**: Gurdurr can withstand any move except a Swords Dance-boosted Facade and OHKO Zangoose with either Mach Punch or Drain Punch.

**Entry Hazards**: Residual damage from entry hazards stacks with Toxic damage and wears Zangoose down extremely quickly.

**Priority Attacks**: Zangoose is frail enough that priority moves can deal significant damage to it. Mach Punch can generally OHKO Zangoose, but Sucker Punch users must play around Quick Attack if they are naturally slower than Zangoose.

**Rock- and Steel-types**: If Zangoose does not run Close Combat, most bulky Rock- and Steel-types such as Regirock, Probopass, Ferroseed, and Steelix can easily withstand any of Zangoose's attacks and retaliate.

**Ghost-types**: Ghost-types are immune to everything Zangoose typically uses except Knock Off, giving them openings to switch in and stall out Toxic damage. Spiritomb takes neutral damage from Knock Off and can create mind games with Pursuit and Sucker Punch. Mismagius, Rotom, and Haunter are faster than Zangoose and are immune to grounded entry hazards such as Sticky Web.

**Faster Pokemon**: Zangoose is extremely frail and is naturally worn down by Toxic damage, so any decently powerful Pokemon that outspeeds Zangoose can cripple it, if not outright OHKO it, though they should beware of Quick Attack.

Overview
########
  • Zangoose is a great wallbreaker and/or sweeper, as well as one of the best sweepers for Sticky Web teams
  • Toxic Boost gives it more power throughout the game than most other Pokemon while only taking a turn to activate
  • Poor bulk and lack of resistances causes it to rely on pivots and double switching to activate Toxic Orb
  • Good but not great Speed tier for sweeping
  • Excellent array of moves, with Facade, Knock Off, Close Combat, and Quick Attack
  • Can even set up Swords Dance

All Out Attacker
########
name: All Out Attacker
move 1: Facade
move 2: Knock Off
move 3: Quick Attack
move 4: Close Combat / Swords Dance
ability: Toxic Boost
item: Toxic Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

Moves
========
  • Facade is the best STAB attack Zangoose has after Toxic Orb has been activated
  • Knock Off maims Ghost-types that Zangoose would otherwise be unable to hit, and still has excellent utility in removing items
  • Quick Attack allows Zangoose to dodge Sucker Punch from slower Pokemon, outprioritize many priority users, and damage frailer Pokemon that outspeed Zangoose
  • Close Combat deals heavy damage to Rock- and Steel-types that can tank Zangoose's other moves
  • Swords Dance boosts Zangoose's already high damage output, allowing it to break through most walls. It isn't easy to set up a boost though

Set Details
========
  • Toxic Orb is required to guarantee Zangoose is poisoned to activate Toxic Boost
  • Attack and Speed are fully invested to maximize Zangoose's damage output
  • Adamant is preferred for maximum power, but Jolly is usable to outspeed Adamant Kangaskhan and Jolly Sawk
  • Using Close Combat allows Zangoose to sweep weakened teams more effectively due to its extra coverage against Rock- and Steel-types, while Swords Dance makes wallbreaking easier

Usage Tips
========
  • Timing is key when using Zangoose, as Toxic Orb puts it on a timer
  • Slow pivot moves such as Volt Switch and Baton Pass and double switching are the safest ways to activate Toxic Orb without Zangoose incurring copious amounts of damage
  • Sticky Web teams make excellent use of this set, and lessens the need for Quick Attack as Zangoose can outspeed considerably more threats including Choice Scarf Sawk if Zangoose has a Jolly nature
  • Facade and Knock Off are the moves that you generally want to use, Close Combat and Quick Attack are best used sparingly
  • Predict double switches into Pokemon that have an immunity to one of your moves, as Zangoose will be taking damage every turn and cannot afford wasted turns
  • As this set works during any phase of the game, try and activate Toxic Orb as soon as possible
  • Zangoose generally will not have multiple opportunities to set up a Swords Dance, so it is best to simply attacking early in the game

Team Options
========
  • Slower Pokemon with Volt Switch, U-turn, or Baton Pass are amazing teammates for Zangoose, such as Lanturn, Probopass, Pelipper, and Musharna
  • Probopass also has the benefit of setting up Stealth Rock, trapping Steel-types with Magnet Pull, and crippling Pokemon with Thunder Wave
  • Sticky Web users, such as Kricketune and Leavanny, are great teammates as it allows Zangoose to forgo Quick Attack for Close Combat
  • Stealth Rock and Spikes users are important as Zangoose forces many players to continually switch their Pokemon around to stall for Toxic damage. Stealth Rock and a single layer of Spikes allows Zangoose to defeat Gurdurr with a combination of Facade and Quick Attack
  • Seismitoad and Golurk are some viable teammates that can set up Stealth Rock and also threatens the Rock- and Steel-types that can tank a hit from an unboosted Zangoose
  • Omastar, Crustle, and Garbodor are good options for setting up Spikes, and the former two can also set up Stealth Rock
  • As Zangoose gets worn down enough from Toxic damage, entry hazard control from spinners such as Sandslash or Defoggers such as Pelipper and Togetic are helpful. Be wary of using Defog, as they can remove Sticky Web as well
  • Something that can check Fighting-types, esepcially Gurdurr, is required. This includes Togetic, Mesprit and Garbodor.
  • Dark-types, such as Liepard and Spritomb, can trap the faster Ghost-types that are immune to Facade, Close Combat, and Quick Attack with Pursuit
  • Teammates that appreciate Zangoose's ability to break down walls such as Weezing, Vileplume, and Seismitoad include: Swellow, Feraligatr, Barbaracle, Lilligant, and more

Other Options
########
  • Protect can be used over Quick Attack for easier activation of Toxic Orb, but at the cost of being able to pick off weakened or frail threats
  • Pursuit can be used as Zangoose forces many switches, but Knock Off has more utility
  • Taunt can stop defensive Pokemon from stalling for Toxic damage, but Zangoose would rather cripple them with Knock Off or simply power through them with Swords Dance boosted attacks
  • Low Kick is an alternative to Close Combat, but the guaranteed power is preferable
  • Counter can be used with a Focus Sash in order to catch opponents off guard and take advantage of Zangoose's fraility
  • Choice Band is outclassed by faster Normal-types such as Tauros and Dodrio
  • Power-Up Punch can be used to boost Zangoose's power while still inflicting damage, but if you have the opportunity to attack with Power-Up Punch while not being significantly damaged, you'd be better off using Swords Dance instead

Checks & Counters
########

**Gurdurr**: It can withstand any move except a Swords Dance boosted Facade and OHKO back with Mach Punch and Drain Punch

**Entry Hazards**: Residual damage stacks with Toxic damage and wears Zangoose down extremely fast

**Prioriy Attacks**: Zangoose is frail enough that priority moves can inflict crippling damage to it. Mach Punch generally can OHKO Zangoose, but Sucker Punch users must play around Quick Attack if they are naturally slower than Zangoose

**Rock- and Steel-types**: If Zangoose does not run Close Combat, most bulky Rock- and Steel-types such as Regirock, Probopass, Ferroseed and Steelix can easily withstand any of Zangoose's attacks and retaliate

**Ghost-types**: Ghost-types are immune to everything except Knock Off, giving them openings to switch in and stall out Toxic damage. Spiritomb is even neutral to Knock Off and can threaten Zangoose with Sucker Punch due to its immunity to Quick Attack. Mismagius, Rotom, and Haunter are faster than Zangoose and are even immune to the possible Sticky Web that Zangoose's team sets up

**Faster Pokemon**: Zangoose is extremely frail and is naturally worn down by Toxic damage, so any decently powerful Pokemon that outspeeds Zangoose can cripple it, if not outright OHKO it. Beware of Quick Attack though
 
Last edited:

CanadianWifier

Run Away With Me
I would honestly remove CC from the second set, or at least use Quick Attack as the primary slash because +2 Toxic Boost Knock off is already gonna do insane damage to any rock/steel type; not to mention quick attack is so super useful, especially more-so on the SD set because Quick Attack prevents fast frail things from just coming in and forcing it out after you SD.
Also, I would mention Sticky Web in both usage tips, not just for the SD set, and maybe even in the overview as well. Zangoose is literally the perfect / ultimate Sticky Web sweeper, be sure people know that.

Other than that, it actually looks really solid, enough to get at least one check. [QC 1/3]
 
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Nitpick but you forgot spiritomb while listing ghost types (and sucker punchers as it is immune to qa too, basically a w/w). It is actually the most threatening of them all n_n
 

WhiteDMist

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I would honestly remove CC from the second set, or at least use Quick Attack as the primary slash because +2 Toxic Boost Knock off is already gonna do insane damage to any rock/steel type; not to mention quick attack is so super useful, especially more-so on the SD set because Quick Attack prevents fast frail things from just coming in and forcing it out after you SD.
Also, I would mention Sticky Web in both usage tips, not just for the SD set, and maybe even in the overview as well. Zangoose is literally the perfect / ultimate Sticky Web sweeper, be sure people know that.

Other than that, it actually looks really solid, enough to get at least one check. [QC 1/3]
OK, so I've merged the sets as no one really though SD was worth its own set since they play relatively similar. Do you want to add anything before I mark this down as 1/3?

galbia Tomb is added :>
 
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CanadianWifier

Run Away With Me
from set details
>Using Close Combat allows Zangoose to sweep weakened teams more effectively
This is pretty vague, mention how it specifically allows you to blast through rocks and steel types that otherwise would give you trouble [steelix regirock probo etc]

In team options
idk how relevant it is to mention a pursuit trapper at all, as zangoose gets access to knock off.

implement those and sure,

[QC 1/3]
 

WhiteDMist

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from set details
>Using Close Combat allows Zangoose to sweep weakened teams more effectively
This is pretty vague, mention how it specifically allows you to blast through rocks and steel types that otherwise would give you trouble [steelix regirock probo etc]

In team options
idk how relevant it is to mention a pursuit trapper at all, as zangoose gets access to knock off.

implement those and sure,

[QC 1/3]
Done. Pursuit trapper helps against Missy and Haunter since they outspeed and might even spam sub until Zangoose is in range to KO.
 

Punchshroom

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I feel like the Overview should place more emphasis on Zangoose's power; few other Pokemon can approach Zangoose in terms of immediate damage dealing. I know it's obvious, but you should still mention why slow Passers / switchers are good teammates for Goose (safe Orb activation, put it in ur own words).

QC 2/3
 

WhiteDMist

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I feel like the Overview should place more emphasis on Zangoose's power; few other Pokemon can approach Zangoose in terms of immediate damage dealing. I know it's obvious, but you should still mention why slow Passers / switchers are good teammates for Goose (safe Orb activation, put it in ur own words).

QC 2/3
Tbh, both are already mentioned but I added more Overview emphasis for the former and specified more for the latter. Thanks!
 

scorpdestroyer

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nice job :)
QC 3/3

Edit: just remembered but you could add entry hazard support. A lot of teams rely on switching around to deal with Zangoose and hazards punish that. Also SR + a layer of Spikes guarantees Facade + Quick Attack KOs Gurdurr
 
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WhiteDMist

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nice job :)
QC 3/3

Edit: just remembered but you could add entry hazard support. A lot of teams rely on switching around to deal with Zangoose and hazards punish that. Also SR + a layer of Spikes guarantees Facade + Quick Attack KOs Gurdurr
Done! I will write this up soon!
 

frenzyplant

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amcheck :)

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Overview
########
(line breaks after headers can improve readability but are not necessary)
Zangoose stands as is one of the most effective wallbreakers and late-game (dash) sweepers in the NU metagame. Zangoose also shines as being one of the best possible sweepers for Sticky Web-based teams. After just a single turn needed to activate Toxic Boost, Zangoose has more initial power than most Pokemon in the tier. This Its power can be bolstered further with Swords Dance, although Zangoose's poor bulk and lack of resistances makes it difficult for it to find a time to set up. This forces Zangoose to rely a lot on double switches and pivoting moves in order to switch in safely. Make a point to note that Despite Zangoose's excellent offensive moves in Facade, Knock Off, and Close Combat, Zangoose's base 90 Speed is merely above-average (dash) at best. Thankfully, Quick Attack and Sticky Web support can make up for this flaw, making Zangoose one of the top offensive threats in the tier.

All-Out (dash) Attacker
########
name: All-Out (dash) Attacker
move 1: Facade
move 2: Knock Off
move 3: Quick Attack
move 4: Close Combat / Swords Dance
ability: Toxic Boost
item: Toxic Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

Moves
========

After Toxic Orb activates, Facade becomes Zangoose's best strongest STAB move. Knock Off cripples almost any Pokemon, and allows Zangoose to beat the Ghost-types that are immune to its Normal-type STAB moves. Quick Attack provides Zangoose a way for Zangoose to dodge Sucker Punch from slower Pokemon, outspeed prioritize most other priority attackers, and pick off weakened or frail Pokemon that outspeed Zangoose. Close Combat is the preferred move for the last slot in order to allow Zangoose to break through the Rock- and Steel-types that can handle any of its other attacks. If you prefer using Zangoose as a wallbreaker, Swords Dance is a viable alternative to if you prefer using Zangoose as a wallbreaker, boosting its Zangoose's already high damage output to outstanding levels. Beware, (comma) though, as that setting up is difficult with Zangoose's poor bulk and lack of resistances.

Set Details
========

Toxic Orb is required to guarantee Zangoose is poisoned to activate Toxic Boost, though on the bright side you Toxic Orb only needs to activate Toxic Orb once for Zangoose to gain the high initial power needed to sweep teams. Attack and Speed are fully invested into to maximize Zangoose's initial power, (comma) with an Adamant nature increasing that power further. A Jolly nature can also be used in order to allow Zangoose to outspeed Adamant Kangaskhan and Jolly Sawk. Using Close Combat allows Zangoose to sweep weakened teams more effectively due to its extra coverage against Rock- and Steel-types, reducing the need for such Pokemon to be significantly weakened. However, Swords Dance allows Zangoose to break through most physically defensive Pokemon more easily. (<- move this to Moves or fuse the information here into the Moves section where these moves are discussed)

Usage Tips
========

As Toxic Orb places a time limit on Zangoose's longevity, choosing the proper timing to when switching Zangoose into battle is vitally important when trying to effectively use it. Pivoting moves, (remove comma) such as Volt Switch, U-turn, and Baton Pass, (remove comma) from slow Pokemon, (remove comma) such as Probopass and Musharna, (remove comma) is are the safest methods of activating Toxic Orb as the pivot rather than Zangoose will be the one incurring take damage rather than Zangoose. Double switching is riskier, as it relies entirely on how well you predict your opponent's moves. Zangoose can be effective during any phase of the battle, so try and to activate Toxic Orb as soon as possible to make the most use of Zangoose. Sticky Web teams make excellent use of Zangoose as under Sticky Web it can now outspeed considerably more Pokemon, (comma) including Choice Scarf Sawk if Zangoose has a Jolly nature. Facade and Knock Off are generally the moves you will use most as they are consistently powerful. You should only use Close Combat and Quick Attack sparingly, as the former reduces Zangoose's already poor bulk while the latter is weak and only useful against faster opponents. As Zangoose is on a timer due to Toxic poison damage, you must try to predict your opponent's switches into Pokemon that have a resistance or immunity to one or more of Zangoose's attacks; Zangoose cannot afford any wasted turns. Zangoose generally will not have multiple opportunities to set up a Swords Dance, so it is best to simply attack early in the game and save setting up Swords Dance until you are sure Zangoose will not be forced out immediately.

Team Options
========

Slow Pokemon with pivoting moves, namely Volt Switch, U-turn, Baton Pass, and Parting Shot, are excellent teammates for Zangoose, as so that they can take the an attack aimed at Zangoose before bringing Zangoose in to activate Toxic Orb. Lanturn, Probopass, Pelipper, and Musharna are some examples of such teammates. Probopass also has the benefit of being able to set up Stealth Rock, crippling cripple faster Pokemon with Thunder Wave, and possibly even use its ability Magnet Pull to trapping and weakening opposing Steel-type Pokemon with Magnet Pull. Speaking of Stealth Rock, Entry hazard setters are very important for Zangoose as it naturally forces many switches and needs to have a method to punish your its opponent for switching too much. In addition, damage from Stealth Rock and a single layer of Spikes allows Zangoose to defeat Gurdurr with a combination of Facade and Quick Attack. Seismitoad and Golurk are examples of Pokemon that can set up Stealth Rock, while Garbodor, Omastar, and Crustle are good teammates to set up Spikes; Omastar and Crustle also set up Stealth Rock.

As Zangoose gets is worn down quickly from entry hazard damage alongside Toxic damage, spinners, (remove comma) such as Sandslash, (remove comma) or Defoggers, (remove comma) such as Pelipper and Togetic, (remove comma) are helpful to minimize residual damage. Be wary of using Defog's side effect of though, as it removinges the hazards you set up as well, such as Sticky Web. A check or counter to Gurdurr and other Fighting-types, (remove comma) is required. Togetic, Mesprit, and Garbodor are some examples of such Pokemon. Dark-types, such as Liepard and Spiritomb, can trap faster Ghost-types with Pursuit and remove them so that Zangoose can use its Normal- (dash) and Fighting-type moves unhindered. Teammates that appreciate Zangoose's ability to break down physically defensive Pokemon, such as Weezing, Vileplume, and Seismitoad, (comma) include: (remove colon) Swellow, Feraligatr, Barbaracle, and Lilligant, and more.

Other Options
########

Protect can be used over Quick Attack, Close Combat, or Swords Dance for a guaranteed method of activating Toxic Orb, but giving up these moves is too costly when as Protect becomes useless after Toxic Orb is activated. Pursuit can be used as Zangoose forces many switches, but Zangoose would generally prefer the greater utility of Knock Off. Taunt can stop defensive Pokemon from stalling for Toxic damage, but Zangoose would rather cripple them with Knock Off or power through them with Swords Dance-boosted attacks. Low Kick is an alternative to Close Combat if you don't want to lower Zangoose's defenses, but the guaranteed power of Close Combat is preferable as Zangoose is already frail as is. Counter can be used with a Focus Sash in order to catch physical attackers off guard and take advantage of Zangoose's fraility, but this strategy is unreliable at best. A Choice Band set may seem viable, but such a set is outclassed by faster Normal-types, such as Tauros and Dodrio, that have similar power. Power-Up Punch can be used to boost Zangoose's power while still inflicting damage, but if you Zangoose hasve the opportunity to attack with Power-Up Punch while not without being significantly damaged, you'd it'd be better off using Swords Dance instead.

Checks & Counters
########

**Gurdurr**: It Gurdurr can withstand any move except a Swords Dance-boosted (dash) Facade and OHKO back defeat Zangoose with Mach Punch and Drain Punch. (It's not really an OHKO if two moves are required, is it?)

**Entry Hazards**: Residual damage from entry hazards stacks with Toxic damage and wears Zangoose down extremely fast.

**Priority Attacks**: Zangoose is frail enough that priority moves can inflict deal crippling damage to it. Mach Punch generally can generally OHKO Zangoose, but Sucker Punch users must play around Quick Attack if they are naturally slower than Zangoose.

**Rock- and Steel-types**: If Zangoose does not run Close Combat, most bulky Rock- and Steel-types such as Regirock, Probopass, Ferroseed and Steelix can easily withstand any of Zangoose's attacks and retaliate.

**Ghost-types**: Ghost-types are immune to everything Zangoose typically uses except Knock Off, giving them openings to switch in and stall out Toxic damage. Spiritomb is even takes neutral to damage from Knock Off and can threaten Zangoose with Sucker Punch due to its immunity to Quick Attack. Mismagius, Rotom, and Haunter are faster than Zangoose and are even immune to the possible grounded hazards such as Sticky Web that Zangoose's team sets up.

**Faster Pokemon**: Zangoose is extremely frail and is naturally worn down by Toxic damage, so any decently powerful Pokemon that outspeeds Zangoose can cripple it, if not outright OHKO it, though they should beware of Quick Attack. Beware of Quick Attack though.
 

GatoDelFuego

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WhiteDMist

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Overview
########
Zangoose is one of the most effective wallbreakers and late-game sweepers in the NU metagame. Zangoose also shines as one of the best possible sweepers for Sticky Web-based teams. After just a single turn needed to activate Toxic Boost, Zangoose has more initial power than most Pokemon in the tier. Its power can be bolstered further with Swords Dance, although Zangoose's poor bulk and lack of resistances makes it difficult for it to find a time to set up. This forces Zangoose to rely on double switches and pivoting moves in order to switch in safely. Despite Zangoose's excellent offensive moves in Facade, Knock Off, and Close Combat, Zangoose's base 90 Speed is merely above-average. Thankfully, Quick Attack and Sticky Web support can make up for this flaw, making Zangoose one of the top offensive threats in the tier.

All-Out Attacker
########
name: All-Out Attacker
move 1: Facade
move 2: Knock Off
move 3: Quick Attack
move 4: Close Combat / Swords Dance
ability: Toxic Boost
item: Toxic Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

Moves
========
After Toxic Orb activates, Facade becomes Zangoose's best STAB move. Knock Off cripples almost any Pokemon, and allows Zangoose to beat the Ghost-types that are immune to its Normal-type STAB moves. Quick Attack provides a way for Zangoose to dodge Sucker Punch from slower Pokemon, outspeed most other priority attackers, and pick off weakened or frail Pokemon that outspeed Zangoose. Close Combat is the preferred move for the last slot in order to allow Zangoose to break through the Rock- and Steel-types that can handle any of its other attacks. If you prefer using Zangoose as a wallbreaker, Swords Dance is a viable alternative to boost Zangoose's already high damage output to outstanding levels. Beware, though, as setting up is difficult with Zangoose's poor bulk and lack of resistances. Using Close Combat allows Zangoose to sweep weakened teams more effectively due to its extra coverage against Rock- and Steel-types, reducing the need for such Pokemon to be significantly weakened. However, Swords Dance allows Zangoose to break through most physically defensive Pokemon more easily.

Set Details
========
Toxic Orb is required to activate Toxic Boost, though on the bright side Toxic Orb only needs to activate once to gain the high initial power needed to sweep teams. Attack and Speed are fully invested into in order to maximize Zangoose's power, with an Adamant nature increasing that power further. A Jolly nature can also be used to allow Zangoose to outspeed Adamant Kangaskhan and Jolly Sawk.

Usage Tips
========
As Toxic Orb places a time limit on Zangoose's longevity, proper timing when switching Zangoose into battle is vitally important when trying to effectively use it. Pivoting moves, such as Volt Switch, U-turn, and Baton Pass, from slow Pokemon, such as Probopass and Musharna, are the safest methods of activating Toxic Orb as the pivot rather than Zangoose will take damage. Double switching is riskier, as it relies entirely on how well you predict your opponent's moves. Zangoose can be effective during any phase of the battle, so try to activate Toxic Orb as soon as possible to make the most use of Zangoose. Sticky Web teams make excellent use of Zangoose as under Sticky Web it can outspeed considerably more Pokemon, including Choice Scarf Sawk if Zangoose has a Jolly nature. Facade and Knock Off are generally the moves you will use most as they are consistently powerful. You should only use Close Combat and Quick Attack sparingly, as the former reduces Zangoose's already poor bulk while the latter is weak and only useful against faster opponents. As Zangoose is on a timer due to poison damage, you must try to predict your opponent's switches into Pokemon that have a resistance or immunity to one or more of Zangoose's attacks; Zangoose cannot afford any wasted turns. Zangoose generally will not have multiple opportunities to set up, so it is best to simply attack early in the game and save Swords Dance until you are sure Zangoose will not be forced out immediately.

Team Options
========
Slow Pokemon with pivoting moves, namely Volt Switch, U-turn, Baton Pass, and Parting Shot, are excellent teammates for Zangoose as they can take an attack before bringing Zangoose in to activate Toxic Orb. Lanturn, Probopass, Pelipper, and Musharna are examples of such teammates. Probopass also has the benefit of being able to set up Stealth Rock, cripple faster Pokemon with Thunder Wave, and possibly use its ability Magnet Pull to trapp and weaken opposing Steel-type Pokemon. Entry hazard setters are very important for Zangoose as it naturally forces many switches and needs to have a method to punish its opponent for switching too much. In addition, damage from Stealth Rock and a single layer of Spikes allows Zangoose to defeat Gurdurr with a combination of Facade and Quick Attack. Seismitoad and Golurk can set up Stealth Rock, while Garbodor, Omastar, and Crustle are good teammates to set up Spikes; Omastar and Crustle also set up Stealth Rock.

As Zangoose is worn down quickly from entry hazard damage alongside Toxic damage, spinners such as Sandslash or Defoggers such as Pelipper and Togetic are helpful to minimize residual damage. Be wary of Defog's side effect of removing the hazards you set up as well. A check or counter to Gurdurr and other Fighting-types is required. Togetic, Mesprit, and Garbodor are some examples of such a Pokemon. Dark-types, such as Liepard and Spiritomb, can trap faster Ghost-types with Pursuit and remove them so that Zangoose can use its Normal- and Fighting-type moves unhindered. Teammates that appreciate Zangoose's ability to break down physically defensive Pokemon, such as Weezing, Vileplume, and Seismitoad, include Swellow, Feraligatr, Barbaracle, and Lilligant.

Other Options
########
Protect can be used over Quick Attack, Close Combat, or Swords Dance for a guaranteed method of activating Toxic Orb, but giving up these moves is too costly as Protect becomes useless after Toxic Orb is activated. Pursuit can be used as Zangoose forces many switches, but Zangoose would generally prefer the greater utility of Knock Off. Taunt can stop defensive Pokemon from stalling for Toxic damage, but Zangoose would rather cripple them with Knock Off or power through them with Swords Dance-boosted attacks. Low Kick is an alternative to Close Combat if you don't want to lower Zangoose's defenses, but the guaranteed power of Close Combat is preferable as Zangoose is already frail. Counter can be used with a Focus Sash in order to catch physical attackers off-guard and take advantage of Zangoose's frailty, but this strategy is unreliable at best. A Choice Band set may might seem viable, but such a set is outclassed by faster Normal-types, such as Tauros and Dodrio, that have similar power. Power-Up Punch can be used to boost Zangoose's power while still inflicting damage, but if Zangoose has the opportunity to attack with Power-Up Punch without being significantly damaged, it'd be better off using Swords Dance instead.

Checks & Counters
########

**Gurdurr**: Gurdurr can withstand any move except a Swords Dance-boosted Facade and OHKO Zangoose with either Mach Punch or Drain Punch.

**Entry Hazards**: Residual damage from entry hazards stacks with Toxic damage and wears Zangoose down extremely fast.

**Priority Attacks**: Zangoose is frail enough that priority moves can deal crippling damage to it. Mach Punch can generally OHKO Zangoose, but Sucker Punch users must play around Quick Attack if they are naturally slower than Zangoose.

**Rock- and Steel-types**: If Zangoose does not run Close Combat, most bulky Rock- and Steel-types such as Regirock, Probopass, Ferroseed, (AC) and Steelix can easily withstand any of Zangoose's attacks and retaliate.

**Ghost-types**: Ghost-types are immune to everything Zangoose typically uses except Knock Off, giving them openings to switch in and stall out Toxic damage. Spiritomb takes neutral damage from Knock Off and can threaten Zangoose with Sucker Punch due to its immunity to Quick Attack. Mismagius, Rotom, and Haunter are faster than Zangoose and are immune to grounded entry hazards such as Sticky Web.

**Faster Pokemon**: Zangoose is extremely frail and is naturally worn down by Toxic damage, so any decently powerful Pokemon that outspeeds Zangoose can cripple it, if not outright OHKO it, though they should beware of Quick Attack though.

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Goddess Briyella

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Overview
########
Zangoose is one of the most effective wallbreakers and late-game sweepers in the NU metagame. Zangoose also shines as one of the best possible sweepers for Sticky Web-based teams. After just a single turn needed to activate Toxic Boost, Zangoose has more initial power than most Pokemon in the tier. Its power can be bolstered further with Swords Dance, although Zangoose's poor bulk and lack of resistances makes it difficult for it to find a time to set up. This forces Zangoose to rely on double switches and pivoting moves in order to switch in safely. Despite Zangoose's excellent offensive moves in Facade, Knock Off, and Close Combat, Zangoose's base 90 Speed is merely above-average. Thankfully, Quick Attack and Sticky Web support can make up for this flaw, making Zangoose one of the top offensive threats in the tier.

All-Out Attacker
########
name: All-Out Attacker
move 1: Facade
move 2: Knock Off
move 3: Quick Attack
move 4: Close Combat / Swords Dance
ability: Toxic Boost
item: Toxic Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

Moves
========
After Toxic Orb activates, Facade becomes Zangoose's best STAB move. The power of Zangoose's primary STAB attack, Facade, doubles after Toxic Orb activates. (Facade is the best STAB move on the set regardless) Knock Off cripples almost any Pokemon, and allows Zangoose to beat the Ghost-types that are immune to its Normal-type STAB moves. Knock Off serves as solid coverage alongside Facade for hitting Ghost-types and is also useful for depriving almost any foe of its item. (Knock Off's primary purpose here is coverage for Ghost-types that are immune to Normal, and should be written as such) Quick Attack provides a way for Zangoose to dodge Sucker Punch from slower Pokemon, outspeed most other priority attackers, and pick off weakened or frail Pokemon that outspeed Zangoose. Close Combat is the preferred move for the last slot in order to allow Zangoose to break through the Rock- and Steel-types that can handle any of its other attacks. If you prefer using Zangoose as a wallbreaker, Swords Dance is a viable alternative to boost Zangoose's already high damage output to outstanding levels. Beware, though, as setting up is difficult with Zangoose's poor bulk and lack of resistances. Using Close Combat allows Zangoose to sweep weakened teams more effectively due to its extra coverage against Rock- and Steel-types, reducing the need for such Pokemon to be significantly weakened. However, Swords Dance allows Zangoose to break through most physically defensive Pokemon more easily.

Set Details
========
Toxic Orb is required to activate Toxic Boost; (replace comma with semicolon) though on the bright side,(AC) Toxic Orb only needs to activate once to gain the high initial power needed to sweep teams. Attack and Speed are fully invested into in order to maximize Zangoose's power, with an Adamant nature increasing that power further. A Jolly nature can also alternatively be used to allow Zangoose to outspeed Adamant Kangaskhan and Jolly Sawk.

Usage Tips
========
As Toxic Orb places a time limit on Zangoose's longevity, proper timing when switching Zangoose into battle is vitally important when trying to effectively use it. Pivoting moves, such as Volt Switch, U-turn, and Baton Pass, from slow Pokemon, such as Probopass and Musharna, are the safest methods of activating Toxic Orb,(AC) as the pivot rather than Zangoose will take damage instead of Zangoose. Double switching is riskier, as it relies entirely on how well you predict your opponent's moves. Zangoose can be effective during any phase of the battle, so try to activate Toxic Orb as soon as possible to make the most conventional (it always wants the boosted offense right away whenever it gets in) use of Zangoose its offensive potential. Sticky Web teams make excellent use of Zangoose,(AC) as under Sticky Web it can outspeed considerably many more Pokemon with Sticky Web support, including Choice Scarf Sawk if Zangoose has uses a Jolly nature. Facade and Knock Off are generally the moves you will use most,(AC) as they are consistently powerful. You should only use Close Combat and Quick Attack sparingly, as the former reduces Zangoose's already poor bulk while the latter is weak and only useful against faster opponents. As Zangoose is on a timer due to poison damage, you must try to predict your opponent's switches into Pokemon that have a resistance or immunity to one or more of Zangoose's attacks; Zangoose cannot afford any wasted turns. Zangoose generally will not have multiple opportunities to set up, so it is best to simply attack early in the game and save Swords Dance until you are sure Zangoose will not be forced out immediately.

Team Options
========
Slow Pokemon with pivoting moves, namely Volt Switch, U-turn, Baton Pass, and Parting Shot, are excellent teammates for Zangoose,(AC) as they can take an attack before bringing Zangoose in,(AC) to activate Toxic Orb and bringing Zangoose into battle in this way also causes Toxic Orb to activate immediately. Lanturn, Probopass, Pelipper, and Musharna are examples of such teammates. Probopass also has the benefit of being able to set up Stealth Rock, cripple faster Pokemon with Thunder Wave, and possibly use its ability Magnet Pull to trap and weaken opposing Steel-type Pokemon. Entry hazard setters are very important for Zangoose,(AC) as it naturally forces many switches and needs to have a method to punish its opponent for switching too much. In addition, damage from Stealth Rock and a single layer of Spikes allows Zangoose to defeat Gurdurr with a combination of Facade and Quick Attack. Seismitoad and Golurk can set up Stealth Rock, while Garbodor can set up Spikes, (change comma to semicolon) Omastar, and Crustle are good teammates to set up Spikes; Omastar and Crustle also set up Stealth Rock are able to set up both.

As Zangoose is worn down quickly from entry hazard damage alongside Toxic damage, spinners Rapid Spinners such as Sandslash or Defoggers such as Pelipper and Togetic are helpful to minimize residual damage. However, be Be wary of Defog's side effect of removing the hazards you set up as well. A check or counter to Gurdurr and other Fighting-types is required. Togetic, Mesprit, and Garbodor are some examples of such a Pokemon that can fulfill this role nicely. Dark-types, such as Liepard and Spiritomb, can trap faster Ghost-types with Pursuit and remove them so that Zangoose can use its Normal- and Fighting-type moves unhindered. Teammates that appreciate Zangoose's ability to break down physically defensive Pokemon, such as Weezing, Vileplume, and Seismitoad, include Swellow, Feraligatr, Barbaracle, and Lilligant.

Other Options
########
Protect can be used over Quick Attack, Close Combat, or Swords Dance for a guaranteed method of activating Toxic Orb, but giving up these moves is too costly,(AC) as Protect becomes useless after Toxic Orb is activated. Pursuit can be used,(AC) as Zangoose forces many switches, but Zangoose would generally prefer the greater utility of Knock Off. Taunt can stop defensive Pokemon from stalling for Toxic damage, but Zangoose would rather cripple them with Knock Off or power through them with Swords Dance-boosted attacks. Low Kick is an alternative to Close Combat if you don't want to lower Zangoose's defenses, but the guaranteed power of Close Combat is preferable,(AC) as Zangoose is already frail. Counter can be used with a Focus Sash in order to catch physical attackers off-guard and take advantage of Zangoose's frailty, but this strategy is unreliable at best. A Choice Band set might seem viable, but such a set is outclassed by faster Normal-types, such as Tauros and Dodrio, that have similar power. Power-Up Punch can be used to boost Zangoose's power while still inflicting damage, but if Zangoose has the opportunity to attack with Power-Up Punch without being significantly damaged, it'd be better off using Swords Dance instead in the vast majority of cases.

Checks & Counters
########

**Gurdurr**: Gurdurr can withstand any move except a Swords Dance-boosted Facade and OHKO Zangoose with either Mach Punch or Drain Punch.

**Entry Hazards**: Residual damage from entry hazards stacks with Toxic damage and wears Zangoose down extremely fast quickly.

**Priority Attacks**: Zangoose is frail enough that priority moves can deal crippling significant damage to it. Mach Punch can generally OHKO Zangoose, but Sucker Punch users must play around Quick Attack if they are naturally slower than Zangoose.

**Rock- and Steel-types**: If Zangoose does not run Close Combat, most bulky Rock- and Steel-types such as Regirock, Probopass, Ferroseed, and Steelix can easily withstand any of Zangoose's attacks and retaliate.

**Ghost-types**: Ghost-types are immune to everything Zangoose typically uses except Knock Off, giving them openings to switch in and stall out Toxic damage. Spiritomb takes neutral damage from Knock Off and can threaten Zangoose with Sucker Punch due to its immunity to Quick Attack. (this is incorrect; Sucker Punch will fail if the opposing Pokemon uses a priority move before it, so Sucker Punch would fail if Zangoose used Quick Attack even if Spiritomb is immune) Mismagius, Rotom, and Haunter are faster than Zangoose and are immune to grounded entry hazards such as Sticky Web.

**Faster Pokemon**: Zangoose is extremely frail and is naturally worn down by Toxic damage, so any decently powerful Pokemon that outspeeds Zangoose can cripple it, if not outright OHKO it, though they should beware of Quick Attack.


GP 2/2
 
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