





Introduction
After struggling a few times playing against Zygarde, I decided to build my own Zygarde team: if you can't beat them, join them.
The Team

Zygarde @ Leftovers
Ability: Aura Break
EVs: 224 HP / 216 SpD / 68 Spe
Careful Nature
- Substitute
- Coil
- Toxic
- Thousand Arrows
Zygarde here is the main threat. A SubCoil set with Toxic, so it can deal both with offense and stall/balance. The HP EVs allow substitutes with more than 100 HP, so Chansey Seismic Toss can't break through it and the speed investment is enough to be faster than base 70 neutral-nature pokemon (Bisharp). Once its checks and counters are gone, it can set up a few Coils and sweep.

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Fly
- Earthquake
- Stealth Rock
Here, I run Landorus-T as an offensive rocker. Flyinium-Z allows it to obliterate Mega Venusar and Tangrowth, which walls Zygarde completely and threatens it with HP Ice, it also helps dealing with opposing Landorus-T, KOing it after some cheap damage. I chose Adamant nature after missing some KOs when running Jolly.

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Thunder Punch
- Earthquake
Metagross fits well in my mega slot, as it can deal with Tapu Lele, Mamoswine and Latios, that could be an issue for Zygarde. There's not much to explain here: Meteor Mash is it's strongest STAB and deals with fairies; Ice Punch for Landorus-T, Garchomp and Zygarde; Thunder Punch hits Fini and Celesteela hard, specially offensive types and takes a boost from Electric Terrain; Earthquake to deal with opposing Gross, Heatran and do some cheap to Ferrothorn without activating the Iron Barbs.

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Ice Beam
Ash-Greninja is the revenge killer/late game sweeper, as it 1HKOs almost everything that doesn't resist it. It appreciates some cheap damage dealt by MegaGross and Landorus-T removing bulky grass types. The first two moves are strong STABs, dealing as most damage as possible, specially Hydro Pump, that can sweep a team after the water resists are gone. Water Shuriken for priority, KOing set up sweepers and scarfers after prior damage. Ice Beam is another way of dealing with Landorus-T and opposing Zygarde, also hitting Zapdos hard, KOing non spdef variants.

Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- U-turn
Tapu Koko for speed control and revenge killing what Greninja can't. Thunderbolt hits hard under Electric Terrain and is my main way of dealing with Fini, which walls Zygarde and Greninja, and Scarf Lele, that otherwise could be a big problem to this team. Electric Terrain also helps with Spore/Sleep Powder and boosts Metagross Thunder Punch. HP Ice so it can hit ground types (read: Scarf Chomp and Scarf Lando). VoltTurn for momentum and to bring Zygarde freely so it can set up.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 240 HP / 196 Def / 72 Spe
Calm Nature
IVs: 0 Atk
- Surf
- Defog
- Nature's Madness
- Moonblast
At first, I was using Rotom-W in this slot, but later I found Fini fits better into the team, as it has access do Defog for hazard control and Nature's Madness to punish switches. The EV investment and nature allow it to take both physical and special hits, functioning as a deffensive pivot. Moonblast hits dark and dragon types, and Surf hits bulky ground types, while being unexpected at the same time.
Conclusion
This team has got me good results, something around 75% of wins and rank ~1630, but I think it needs some improvements. Tapu Koko can be a huge threat, specially Life Orb variants and you have to play very carefully against stall, keeping Landorus-T and Zygarde as healthy as possible, as they're the set up sweepers. Any help will be of great value, thanks for the attention!