Zapdos HP: 90 Atk: 90 Def: 85 SpA: 125 SpD: 90 Spe: 100 Ability: Pressure: Increases the PP cost of moves targetting the Pokémon by one. DreamWorld: LightningRod: Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage. Moves (Move your mouse to reveal the content) Moves (open) Moves (close) Code: [B]Level-Up Moves[/B] Lv1 Peck Lv1 Thundershock Lv8 Thunder Wave Lv15 Detect Lv22 Pluck Lv29 Ancient Power Lv36 Charge Lv43 Agility Lv50 Discharge Lv57 Roost Lv64 Light Screen Lv71 Drill Peck Lv78 Thunder Lv85 Rain Dance [B]TM/HMs Learned[/B] TM05 Roar TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM25 Thunder TM27 Return TM32 Double Team TM37 Sandstorm TM40 Aerial Ace TM42 Facade TM44 Rest TM48 Round TM57 Charge Beam TM58 Sky Drop TM68 Giga Impact TM70 Flash TM72 Volt Switch TM73 Thunder Wave TM87 Swagger TM88 Pluck TM89 U-Turn TM90 Substitute TM93 Wild Charge TM94 Rock Smash HM01 Fly [B]Gen IV Move Tutor[/B] Shock Wave Secret Power Steel Wing Endure Sleep Talk Natural Gift Defog Air Cutter Ominous Wind Snore Swift Heat Wave Mud-Slap Signal Beam Twister Tailwind Sky Attack GBU Doubles Sets Zapdos @ Leftovers 4 HP / 252 SpA / 252 Speed Modest Nature Ability: Pressure - Tailwind / Substitute - Heat Wave / HP Grass / HP Ice - Thunderbolt / Discharge / Thunder - Detect With a base 125 Special Attack and great typing, Zapdos can fit into many teams. Zapdos runs a Modest nature, as Timid doesn't outspeed anything of importance. Heat Wave is only available in the 4th Generation games, but Hidden Power Grass and Ice can be used instead. Tailwind is always useful to have, and it's what makes Zapdos usable over Thundurus. Substitute allows Zapdos to avoid moves that can KO it, like an Ice Punch from an Expert Belt Weavile, as well as statuses it needs to avoid and could be used if Tailwind isn't needed. Thunderbolt or Discharge are both usable, but this choice usually depends on it's teammates. An Earthquake user or Telepathy partner work nicely if Discharge is used. Thunder is only really viable if Zapdos is part of a rain team. Detect is used for the slight chance of Imprison, but Protect can be used. Heat Wave hits Weavile, and gets boosted in the sun. HP Grass does 4x damage to Ground and Rock for 2x, while HP Ice helps against Grass-types on sun teams. Zapdos is rarely OHKOed, and can usually KO back because of it's large Special Attack. Leftovers adds to it's bulk, making Zapdos even more threatening. To ensure Zapdos can take an Ice Punch from Expert Belt Weavile, 232 EVs can be moved to HP. Now to discuss! If you know any different sets feel free to tell me and I'll add them.