In this post I am going to talk about a Zamazenta team I built. Zamazenta found new life in VGC in gen 9 but in Singles it remained a lower-tier restricted, not without reason. Still I set out to build a viable team with Zamazenta as the basis. I was ultimately satisfied with this team's performance as it had a good win rate at high ladder (console), especially in light of using a lower-tier restricted.
Why is it a lower-tier restricted and truthfully, a flex option more than anything?
There are two main reasons.
One is that it can't do anything to its hard stops even with Tera as its option.
The best restricteds (Koraidon, Miraidon, Calyrex-S, etc) have things that give them trouble of course but they have ways of dealing with them. They can break through their checks with the sheer power of a choice item or utilize Tera to set up. Tera can help Zamazenta against things it can beat, but it or any other tool Zamazenta has at its disposal will never allow it to beat certain Pokemon (Dondozo is the big one but also Skeledirge, which is an even harder check than Dondozo, the fortunately rare Gholdengo, certain restricteds like Lugia etc).
Which leads to the next point: its overreliance on one single move, Body Press. Fighting is a funny type. It hits a lot for super effective damage but it also has a lot of resists and one very relevant immunity Ghost. Its counterpart Zacian has trouble with things like Dondozo as well (but even then Tera could help it potentially break through) but all of its moves are boosted by its ability and Swords Dance so it isn't thwarted by any one resistance. On the converse only one move Zamazenta uses gets boosted (and as far as restricteds' main STABS it is a little weak which is a drawback) so it is much harder to sweep when Fighting resistances are easy to find, especially as defensive Teras. The immunity is especially problematic when the top restricted is Calyrex. Sure heavy slam 2hkos a bulkless Calyrex but not being able to bop the relatively frail top threat with its boosted STAB move is a major issue and one that meant Zamazenta would never be top-tier. (Additionally, even if Calyrex just resisted Fighting as a Psychic Pokemon that would still be problematic but less of an issue. Again the problem of relying on a single boosted STAB).
But despite these flaws it is still possible to create a viable Zamazenta team and win with it against teams with more conventional restricteds. But it will require the right supporting cast, of which there are many options to choose from.
Zamazenta @ Rusted Shield
Ability: Dauntless Shield Level: 50
Tera Type: Fighting
EVs: 188 HP / 252 Def / 68 Spe
Impish Nature
- Iron Defense
- Body Press
- Agility
- Heavy Slam
The ace of the team. Just like any set-up sweeper the goal is to find an opportunity to set-up and sweep. Uniquely Zamazenta's ability is very useful towards that end. However, because of an undeserved nerf you have to be careful with when you send Zamazenta out lest you waste the free boost.
Body Press is the main attack. STAB heavy slam complements Fighting nicely and given Zamazenta's massive weight it will generally have a high BP. It still will be rather weak since Zamazenta isn't boosting its attack (and lost 10 stat points as well) so a boosted Body Press will do more to fighting resists. So the main targets will be ghosts like Mimikyu and Flutter Mane who will be OHKO'd and Calyrex who without any bulk will be comfortably 2HKO'd (unlike Behemoth Bash). Still as mentioned not being able one-shot Calyrex is a huge drag. Now Zamazenta does get Crunch (though with the nerf hat's not even guaranteed to one-shot bulkles Calyrex while pre-nerf it would have). But it is really hard to slot it since Zamazenta really wants its set-up moves even though it really could benefit from using Crunch. If anything Heavy Slam would be replaced since there is only one principal target in Flutter Mane (and Mimikyu though that's less offensively threatening). Not being able to one-tap that would be annoying as well. But that's the essence of Pokemon, having to make trade-offs. But I should have tested using Crunch since Calyrex was the often the only thing standing in Zamazenta's way. Without Crunch predicting a Calyrex switch-in is crucial.
The previous iteration ran some Special Defense of which the main benefit of running is to more comfortably living Astral Barrage. Still has enough special bulk to live one unboosted Astral Barrage and Electro Drift. But I decided to go with maximum Defense for maximum physical bulk and power on Body Press. Enough speed to comfortably outrun +1 Iron Bundle and below after an Agility and to outrun Jolly Landorus before a boost.
There are a lot of various Tera types that can be used. I previously experimented with various defensive ones but I ended up going fit Fighting. It sheds all of its original weaknesses and powers up Body Press which as mentioned at 80 BP is weaker than the ace moves of other restricteds.
In hindsight I could have tried out Normal since as stated Calyrex really wss often the only thing standing in Zamazenta's way. It wouldn't have helped witg Koraidon so that change would have necessitated other changes in the team.
Arboliva @ Assault Vest
Ability: Seed Sower
Level: 50
Tera Type: Fire
EVs: 252 HP / 156 SpA / 100 SpD
Modest Nature
IVs: 0 Atk
- Giga Drain
- Mirror Coat
- Alluring Voice
- Earth Power
A very niche pick that saw hardly any usage but did put in work on this team. The original iteration had AV Rillaboom in this slot. It was intended to serve as a cushion for Miraidon and Calyrex while also helping weaken the power of Earthquake. But as a Calyrex cushion it is far superior with natural Ghost immunity and higher special bulk. When it comes to Miraidon its superior Special bulk helps since Seed Sower is a worse ability on the whole for that purpose since it doesn't weaken Miraidon"s power on switch-in (or boost Giga Drain's power from the get-go). Still there are some scenarios where Seed Sower is better where Miraidon comes in on Arboliva. Arboliva also deals with Dondozo (and less common counters like Skeledirge and Gholdengo) much better which was its other main selling point. It also deals with Landorus and Dragonite better and with a strong Giga Drain it has greater longevity. On the other hand Arboliva's speed can be a drag and it is much weaker to Urshifu than Rillaboom. It also lacks Rolls book's utility moves but those are more useful with something like Calyrex.
Giga Drain is its main STAB move that as stated gives its good longevity that helps it with stall Calyrex. Arboliva is blessed with good coverage for Grass type and Fairy+Ground coverage hit everything you want to hit but can't with Giga Drain. Alluring Voice has useful properties being a sound move and inducing confusion on Pokemon setting up. Mirror Coat is probably the most powerful tool in its arsenal and can punish a whole slew of special attackers.
EVs balance bulk and power. Again it can run a bunch of teras. During the regulation its Tera was water but it should've been fire to resist Chien Pao's die moves while still being able to take on Miraidon potentially.
Flutter Mane @ Booster Energy
Ability: Protosynthesis
Level: 50
Tera Type: Electric
EVs: 252 HP / 188 SpA / 68 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Moonblast
- Calm Mind
- Pain Split
There is a reason why Flutter Mane has been the most used Pokemon since it was legal. It is a very customizable Pokemon and serves as very effective speed control and checks a wide swath of Pokemon. This Flutter Mane was intended to be snipe Calyrex (especially if they went Tera fighting) and be a cushion for Miraidon. It had Shadow Ball instead of Pain Split originally but lacked longevity without it and Calyrex would inevitably use tera when facing this team anyways.
I wanted this Flutter Mane to have some offensive punch from the get-go which unfortunately required more speed investment than I maybe would have wanted to ensure a speed boost. The lack of defense investment was also a noticeable downside. When the base stat is so low like Flutter's is, investment yields disproportionate returns so not taking advantage of that can be bad sometimes. As stated Flutter Mane is very customizable and there are lots of moves it wants to run.
Tera Electric with Thunderbolt was an unusual arrangement and wss intended to be a cushion for Miraidon and use its terrain against its team (though it was hard to use if Landorus came out without defense investment or Charm ). But since it was unusual it caught a lot of players off-guard. But since Calyex was the bigger pain maybe Tera Normal with more defense would have been worth trying.
So lots of choices with Flutter Mane.
Ting-Lu @ Choice Band
Ability: Vessel of Ruin
Level: 50
Tera Type: Water
EVs: 132 HP / 212 Atk / 4 Def / 140 SpD / 20 Spe
Adamant Nature
- Earthquake
- Fissure
- Memento
- Payback
This was the fina addition to the team. Originally it was a Chi-Yu as a ghost check, then Ursaluna-BM for bulky offense and additional cushioning for Calyrex/Miraidon, then I changed it to Ting-Lu to do its normal things. The Psychic immunity was useful to help pin Calyrex with Arboliva and maybe discourage its selection altogether. But instead of a defensive set even with leftovers free, I decided to go with a rare CB set for more immediate offense which this team lacked while still helping to check Miraidon and Calyrex.
Earthquake and payback were the main STAB moves. Fissure could have been useful for something like Skeledirge. Memento was kind of a throwaway move. Generally only used its STAB moves. It could run any number of Tera types (with Tera Blast possibly substituting Memento) but I went with Water.
Alomomola @ Rocky Helmet
Ability: Regenerator
Level: 50
Tera Type: Fairy
EVs: 76 HP / 228 Def / 204 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Protect
- Mirror Coat
- Flip Turn
The ultimate pivot that goes well with restricteds in general. A bulky water is useful to support Zamazenta in taking on physical attackers like Koraidon and potentially provide it with healing. Unfortunately as anyone who has used Alomomola knows it invites set-up like nothing else.
I decided to give it a lot of special defense and Mirror Coat to potentially snipe a troublesome special attacker.
Since it invites set-up so easily an alternative could have been Dondozo to ease the burden on Zamazenta when it came to Swords Dance users (very dangerous when combined with their own Dondozo since being forced to switch out meant Zamazenta lost its automatic boost).
Latias @ Covert Cloak
Ability: Levitate
Level: 50
Tera Type: Poison
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Alluring Voice
- Recover
This slot was originally Great Tusk who was used as a physically sturdy ground but I changed it to Latias. Its resistances complimented Zamazenta's weaknesses well (and vice-versa) and its primary role was to take on bulky teams revolving around things like Eternatus or Ho-oh that Zamazenta couldn't break (though full stall with Chaney was tougher). Immunity to toxic spikes and fissure is huge.
Stored Power was used towards that end. Not having a strong STAB move from the get-go like Mist Ball was a pain sometimes but the whole point was to break through bulky teams with boosted Stored Power. Alluring Voice was useful for the reasons stated above and especially against substitute stallers.
Enough speed to outspeed Adamant Dragonite and the rest in physical bulk. Tera Steel with Levitate is a classic defensive Tera but Poison was chosen to not be weak to fire or fighting. Again, trade-offs.
An alternative would be Cresselia (incidentally similarly nerfed withwhich has much better physical bulk and approximate special bulk (maybe better given its higher HP). Dragon's weaknesses did seem to be more harmful than its resistances were helpful (and Cressela's higher physical bulk could have offset the lack of resistances to Firepon overall). On the other hand, Cresselia is slower and much weaker than Latias who already needed time to get-go and doesht have a sound move so it would lose to Substitute stallers.
The most problematic elements were as stated Calyrex which required more prediction and maneuvering than with the top restricteds and Dondozo when combined with a set-up sweeper.
Well, that's the team. I got plenty of victories with it to feel satisfied with it. Zamazenta was a very cool to Pokemon to use even if running it probably amounted to a self-inflicted handicap on balance.
This was a long post for sure and I don't think it will garner much attention but I felt like writing it anyways. If you read it, thank you.
Why is it a lower-tier restricted and truthfully, a flex option more than anything?
There are two main reasons.
One is that it can't do anything to its hard stops even with Tera as its option.
The best restricteds (Koraidon, Miraidon, Calyrex-S, etc) have things that give them trouble of course but they have ways of dealing with them. They can break through their checks with the sheer power of a choice item or utilize Tera to set up. Tera can help Zamazenta against things it can beat, but it or any other tool Zamazenta has at its disposal will never allow it to beat certain Pokemon (Dondozo is the big one but also Skeledirge, which is an even harder check than Dondozo, the fortunately rare Gholdengo, certain restricteds like Lugia etc).
Which leads to the next point: its overreliance on one single move, Body Press. Fighting is a funny type. It hits a lot for super effective damage but it also has a lot of resists and one very relevant immunity Ghost. Its counterpart Zacian has trouble with things like Dondozo as well (but even then Tera could help it potentially break through) but all of its moves are boosted by its ability and Swords Dance so it isn't thwarted by any one resistance. On the converse only one move Zamazenta uses gets boosted (and as far as restricteds' main STABS it is a little weak which is a drawback) so it is much harder to sweep when Fighting resistances are easy to find, especially as defensive Teras. The immunity is especially problematic when the top restricted is Calyrex. Sure heavy slam 2hkos a bulkless Calyrex but not being able to bop the relatively frail top threat with its boosted STAB move is a major issue and one that meant Zamazenta would never be top-tier. (Additionally, even if Calyrex just resisted Fighting as a Psychic Pokemon that would still be problematic but less of an issue. Again the problem of relying on a single boosted STAB).
But despite these flaws it is still possible to create a viable Zamazenta team and win with it against teams with more conventional restricteds. But it will require the right supporting cast, of which there are many options to choose from.
Zamazenta @ Rusted Shield
Ability: Dauntless Shield Level: 50
Tera Type: Fighting
EVs: 188 HP / 252 Def / 68 Spe
Impish Nature
- Iron Defense
- Body Press
- Agility
- Heavy Slam
The ace of the team. Just like any set-up sweeper the goal is to find an opportunity to set-up and sweep. Uniquely Zamazenta's ability is very useful towards that end. However, because of an undeserved nerf you have to be careful with when you send Zamazenta out lest you waste the free boost.
Body Press is the main attack. STAB heavy slam complements Fighting nicely and given Zamazenta's massive weight it will generally have a high BP. It still will be rather weak since Zamazenta isn't boosting its attack (and lost 10 stat points as well) so a boosted Body Press will do more to fighting resists. So the main targets will be ghosts like Mimikyu and Flutter Mane who will be OHKO'd and Calyrex who without any bulk will be comfortably 2HKO'd (unlike Behemoth Bash). Still as mentioned not being able one-shot Calyrex is a huge drag. Now Zamazenta does get Crunch (though with the nerf hat's not even guaranteed to one-shot bulkles Calyrex while pre-nerf it would have). But it is really hard to slot it since Zamazenta really wants its set-up moves even though it really could benefit from using Crunch. If anything Heavy Slam would be replaced since there is only one principal target in Flutter Mane (and Mimikyu though that's less offensively threatening). Not being able to one-tap that would be annoying as well. But that's the essence of Pokemon, having to make trade-offs. But I should have tested using Crunch since Calyrex was the often the only thing standing in Zamazenta's way. Without Crunch predicting a Calyrex switch-in is crucial.
The previous iteration ran some Special Defense of which the main benefit of running is to more comfortably living Astral Barrage. Still has enough special bulk to live one unboosted Astral Barrage and Electro Drift. But I decided to go with maximum Defense for maximum physical bulk and power on Body Press. Enough speed to comfortably outrun +1 Iron Bundle and below after an Agility and to outrun Jolly Landorus before a boost.
There are a lot of various Tera types that can be used. I previously experimented with various defensive ones but I ended up going fit Fighting. It sheds all of its original weaknesses and powers up Body Press which as mentioned at 80 BP is weaker than the ace moves of other restricteds.
In hindsight I could have tried out Normal since as stated Calyrex really wss often the only thing standing in Zamazenta's way. It wouldn't have helped witg Koraidon so that change would have necessitated other changes in the team.

Arboliva @ Assault Vest
Ability: Seed Sower
Level: 50
Tera Type: Fire
EVs: 252 HP / 156 SpA / 100 SpD
Modest Nature
IVs: 0 Atk
- Giga Drain
- Mirror Coat
- Alluring Voice
- Earth Power
A very niche pick that saw hardly any usage but did put in work on this team. The original iteration had AV Rillaboom in this slot. It was intended to serve as a cushion for Miraidon and Calyrex while also helping weaken the power of Earthquake. But as a Calyrex cushion it is far superior with natural Ghost immunity and higher special bulk. When it comes to Miraidon its superior Special bulk helps since Seed Sower is a worse ability on the whole for that purpose since it doesn't weaken Miraidon"s power on switch-in (or boost Giga Drain's power from the get-go). Still there are some scenarios where Seed Sower is better where Miraidon comes in on Arboliva. Arboliva also deals with Dondozo (and less common counters like Skeledirge and Gholdengo) much better which was its other main selling point. It also deals with Landorus and Dragonite better and with a strong Giga Drain it has greater longevity. On the other hand Arboliva's speed can be a drag and it is much weaker to Urshifu than Rillaboom. It also lacks Rolls book's utility moves but those are more useful with something like Calyrex.
Giga Drain is its main STAB move that as stated gives its good longevity that helps it with stall Calyrex. Arboliva is blessed with good coverage for Grass type and Fairy+Ground coverage hit everything you want to hit but can't with Giga Drain. Alluring Voice has useful properties being a sound move and inducing confusion on Pokemon setting up. Mirror Coat is probably the most powerful tool in its arsenal and can punish a whole slew of special attackers.
EVs balance bulk and power. Again it can run a bunch of teras. During the regulation its Tera was water but it should've been fire to resist Chien Pao's die moves while still being able to take on Miraidon potentially.

Flutter Mane @ Booster Energy
Ability: Protosynthesis
Level: 50
Tera Type: Electric
EVs: 252 HP / 188 SpA / 68 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Moonblast
- Calm Mind
- Pain Split
There is a reason why Flutter Mane has been the most used Pokemon since it was legal. It is a very customizable Pokemon and serves as very effective speed control and checks a wide swath of Pokemon. This Flutter Mane was intended to be snipe Calyrex (especially if they went Tera fighting) and be a cushion for Miraidon. It had Shadow Ball instead of Pain Split originally but lacked longevity without it and Calyrex would inevitably use tera when facing this team anyways.
I wanted this Flutter Mane to have some offensive punch from the get-go which unfortunately required more speed investment than I maybe would have wanted to ensure a speed boost. The lack of defense investment was also a noticeable downside. When the base stat is so low like Flutter's is, investment yields disproportionate returns so not taking advantage of that can be bad sometimes. As stated Flutter Mane is very customizable and there are lots of moves it wants to run.
Tera Electric with Thunderbolt was an unusual arrangement and wss intended to be a cushion for Miraidon and use its terrain against its team (though it was hard to use if Landorus came out without defense investment or Charm ). But since it was unusual it caught a lot of players off-guard. But since Calyex was the bigger pain maybe Tera Normal with more defense would have been worth trying.
So lots of choices with Flutter Mane.

Ting-Lu @ Choice Band
Ability: Vessel of Ruin
Level: 50
Tera Type: Water
EVs: 132 HP / 212 Atk / 4 Def / 140 SpD / 20 Spe
Adamant Nature
- Earthquake
- Fissure
- Memento
- Payback
This was the fina addition to the team. Originally it was a Chi-Yu as a ghost check, then Ursaluna-BM for bulky offense and additional cushioning for Calyrex/Miraidon, then I changed it to Ting-Lu to do its normal things. The Psychic immunity was useful to help pin Calyrex with Arboliva and maybe discourage its selection altogether. But instead of a defensive set even with leftovers free, I decided to go with a rare CB set for more immediate offense which this team lacked while still helping to check Miraidon and Calyrex.
Earthquake and payback were the main STAB moves. Fissure could have been useful for something like Skeledirge. Memento was kind of a throwaway move. Generally only used its STAB moves. It could run any number of Tera types (with Tera Blast possibly substituting Memento) but I went with Water.

Alomomola @ Rocky Helmet
Ability: Regenerator
Level: 50
Tera Type: Fairy
EVs: 76 HP / 228 Def / 204 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Protect
- Mirror Coat
- Flip Turn
The ultimate pivot that goes well with restricteds in general. A bulky water is useful to support Zamazenta in taking on physical attackers like Koraidon and potentially provide it with healing. Unfortunately as anyone who has used Alomomola knows it invites set-up like nothing else.
I decided to give it a lot of special defense and Mirror Coat to potentially snipe a troublesome special attacker.
Since it invites set-up so easily an alternative could have been Dondozo to ease the burden on Zamazenta when it came to Swords Dance users (very dangerous when combined with their own Dondozo since being forced to switch out meant Zamazenta lost its automatic boost).

Latias @ Covert Cloak
Ability: Levitate
Level: 50
Tera Type: Poison
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Alluring Voice
- Recover
This slot was originally Great Tusk who was used as a physically sturdy ground but I changed it to Latias. Its resistances complimented Zamazenta's weaknesses well (and vice-versa) and its primary role was to take on bulky teams revolving around things like Eternatus or Ho-oh that Zamazenta couldn't break (though full stall with Chaney was tougher). Immunity to toxic spikes and fissure is huge.
Stored Power was used towards that end. Not having a strong STAB move from the get-go like Mist Ball was a pain sometimes but the whole point was to break through bulky teams with boosted Stored Power. Alluring Voice was useful for the reasons stated above and especially against substitute stallers.
Enough speed to outspeed Adamant Dragonite and the rest in physical bulk. Tera Steel with Levitate is a classic defensive Tera but Poison was chosen to not be weak to fire or fighting. Again, trade-offs.
An alternative would be Cresselia (incidentally similarly nerfed withwhich has much better physical bulk and approximate special bulk (maybe better given its higher HP). Dragon's weaknesses did seem to be more harmful than its resistances were helpful (and Cressela's higher physical bulk could have offset the lack of resistances to Firepon overall). On the other hand, Cresselia is slower and much weaker than Latias who already needed time to get-go and doesht have a sound move so it would lose to Substitute stallers.
The most problematic elements were as stated Calyrex which required more prediction and maneuvering than with the top restricteds and Dondozo when combined with a set-up sweeper.
Well, that's the team. I got plenty of victories with it to feel satisfied with it. Zamazenta was a very cool to Pokemon to use even if running it probably amounted to a self-inflicted handicap on balance.
This was a long post for sure and I don't think it will garner much attention but I felt like writing it anyways. If you read it, thank you.
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