BH got that dawg in me (Fur Coat Zamazenta) [QC 1/2]

rightclicker

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[OVERVIEW]
Zamazenta is a good physical wall with its neutral typing into most physical threats, Stealth Rock resistance, decent bulk, and fast speed letting it outspeed many prominent physical attackers such as Ash Greninja. Its servicable Attack and dangerous STAB moves such as Combat Torque also makes Zamazenta not passive and actually threaten certain walls out, also making it an excellent Mortal Spin user. Zamazenta's physical bulk is decent but not great, making it vulnerable to foes with too much power such as Mega Blaziken and Mega Garchomp. Zamazenta also struggles to deal any meaningful damage into certain foes like Magic Guard Arceus-Ghost or Eternatus, although it can still fish for a Combat Torque paralysis or set up hazards. In addition, Zamazenta is heavily prepared for by virtue of being the most splashable physical wall, which can lead to some consistency issues.

[SET]
Fur Coat (Zamazenta) @ Covert Cloak / Leftovers / Heavy-Duty Boots
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Strength Sap
- Combat Torque / Triple Arrows
- Mortal Spin
- Knock Off

[SET COMMENTS]
Combat Torque is the most consistent STAB move thanks to its paralysis chance potentially crippling switch ins. Triple Arrows can be used instead; immediately threatening bulkier foes such as Ting-Lu with its defense drop and flinch in exchange for the value of paralysis in longer games. Mortal Spin synergies well with either of them forcing out most Steel-type foes. Stone Axe hits Ho-Oh hard and sets up Stealth Rocks; alternatively, Spikes can provide more value in longer games. Strength Sap is the preferred healing move thanks to its burst healing letting Zamazenta check certain threats such as Mega Garchomp, the fact that most Strength Sap blockers such as Magic Guard Chansey hating to switch in Zamazenta, alongside its ability to neutralize physical setup. Knock Off removes key items from foes such as Heavy-Duty Boots from Mega Audino and Assault Vest from Celesteela, while U-Turn provides easy pivoting. The item choice is up to preference - Covert Cloak blocks Mortal Spin and Salt Cure, Leftovers provides passive healing, encouraging Zamazenta to stay on the field for longer and effectively neutralizing Stealth Rocks, while Heavy-Duty Boots prevents Spikes damage deterring Zamazenta from removing hazards.

Zamazenta fits best on balance teams looking for a physical wall that is not passive and can answer most physical threats by itself because of its neutrality to most physical foes alongside great speed. Certain offensive teammates like Arceus-Ghost and Ultra Necrozma appreciates its natural speed control and ability to answer Ash-Greninja. Zamazenta can struggle with offensive threats that are too powerful such as Mega Blaziken and Mega Garchomp, therefore, soft checks to those threats like Mega Slowbro naturally make for good pairings. Imposter-proof Zamazenta with Fighting-resistant teammates that do not dislike poison like Magic Guard Arceus-Ghost or Eternatus.


[STRATEGY COMMENTS]
Other Options
=============

Shore Up is a usable option over Strength Sap to not be deterred by specific Magic Bounce users such as Arceus-Poison, but is generally not worth it due to it healing less in many situations, being unable to deter setup, and the fact that Zamazenta does not have the raw bulk to afford the lower healing. U-Turn as an option over Knock Off can provide minor chip damage and pivoting, though the value of Knock Off is much more enticing than a fast pivot. Spirit Shackle is also an option to easily self Imposter-proof, but again, the value Knock Off gives is just too valuable. Utility Umbrella can be used to let Zamazenta check Desolate Land Mega Blaziken, though uncommon Mega Blaziken variants like Tough Claws can still blow Zamazenta over, and Utility Umbrella provides practically no other utility.


Checks and Counters
===================

**Ghost-types**: Ghost-type foes such as Arceus-Ghost or Flutter Mane are immune to Zamazenta's STAB moves and are able to hit it hard. Many of them also commonly run Magic Guard or Covert Cloak, so Mortal Spin's poison will not affect them. However, every relevant Ghost-type is slower than Zamazenta, and they have to be aware of Knock Off's damage + item removal if said Ghost-type isn't Arceus-Ghost.

**Poison-type Magic Bounce users**: Poison-type Magic Bounce users like Arceus-Poison or Clodsire resists Zamazenta's Fighting moves and stops it from healing with Strength Sap. Arceus-Poison can even rarely opt for a Plate, which thwarts Zamazenta's Knock Offs.

**Take Heart users**: Take Heart users can shrug off Mortal Spin's poison or Combat Torque's paralysis. Most of them are additionally Fur Coat and slower than Zamazenta, which also means Zamazenta deals little damage while not being able to slowly chip them down with Mortal Spin.

**Eternatus**: Eternatus shrugs off any damage Zamazenta deals through great bulk and Fighting resistance, though it has to mind hazard damage and Combat Torque's paralysis. Magic Guard sets additionally hate losing Life Orb, which makes it specifically a poor switch in.

**Mega Alakazam and Deoxys**: Both of these foes are faster than Zamazenta and can OHKO it with their Psychic moves. They can also aggresively switch in Zamazenta sometimes, though their poor bulk means it should be treated as a last resort.

**Mega Aerodactyl**: Mega Aerodactyl is a powerful physical attacker who is faster than Zamazenta and 2HKO it with Flying moves. However, it is not very common.

**Hoopa-Unbound**: Hoopa-Unbound is another strong physical attacker that can leverage its high Special Attack to snipe Zamazenta with Psycho Boost. Likewise to Mega Aerodactyl though, it's rather uncommon.

Written by:
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[OVERVIEW]
Zamazenta is a solid undersells physical wall with its Stealth Rock resistance, decent bulk and fast speed letting it outspeed many prominent physical attackers such as Ash Greninja needs to mention its overall neutral typing and excellent spinning potential, which is a huge factor why its so overused. Its servicable Attack and dangerous STAB moves such as Combat Torque also makes Zamazenta not passive and actually threaten certain walls out. Zamazenta's physical bulk is decent but not great, making it vulnerable to foes with too much power such as Mega Blaziken and Mega Garchomp. Zamazenta also struggles to deal any meaningful damage into Eternatus, although it can still fish for a Combat Torque paralysis or set up hazards. not too significant of a guy since it doesn't want to switch on Knock etc, can consider listing like MG Ghostceus instead, and maybe mention its heavy prepped for.

[SET]
Fur Coat (Zamazenta) @ Heavy-Duty Boots / Covert Cloak / Leftovers shift hdb to end
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Combat Torque arrows
- Mortal Spin / Stone Axe / Spikes i would just remove the hazards, zama is so much better as a spinner and its hard to find good spinners
- Strength Sap shift to first slot
- Knock Off / U-Turn i would move uturn to OO

[SET COMMENTS]
Zamazenta can use its neutrality to most physical attackers in the meta to be a generalist physical wall. since zama only has one set this is going to be mentioned in the overview so might be repetitive. Combat Torque is the chosen STAB move thanks to its paralysis chance potentially crippling switch ins. Mortal Spin synergies well with either of them forcing out most Steel-type foes. Stone Axe hits Ho-Oh hard and sets up Stealth Rocks; alternatively, Spikes can provide more value in longer games. Strength Sap is the preferred healing move thanks to most Strength Sap blockers example hating to switch in Zamazenta alongside its ability to neutralize physical setup should mention it is almost necessary to offset damage from likes of chomp. Knock Off removes key items from foes such as Heavy-Duty Boots from Mega Audino and Assault Vest from Celesteela, while U-Turn provides easy pivoting. The item choice is up to preference - Heavy-Duty Boots prevents Spikes damage deterring Zamazenta from removing hazards, Covert Cloak blocks Mortal Spin and Salt Cure, while Leftovers provides passive healing, encouraging Zamazenta to stay on the field for longer and effectively neutralizing Stealth Rocks.

Zamazenta fits best on balance teams looking for a physical wall that is not passive and can answer most physical threats by itself because of its neutrality to most physical foes alongside great speed. Certain offensive teammates like Arceus-Ghost and Ultra Necrozma appreciates its natural speed control and ability to answer Ash-Greninja. Zamazenta can struggle with offensive threats that are too powerful such as Mega Blaziken, therefore, soft checks to those threats like Eternatus naturally make for good pairings etern is a pretty sus check maybe you can list something more reliable? also chomp could be mentioned too. Zamazenta also cannot wall mixed threats like Ultra Necrozma, so reliable checks to them like Primordial Sea Solgaleo and Ice Scales Mega Audino are good defensive partners hardly relevant nearly all FCs arent the mixed breaker check. Imposter-proof Zamazenta with Fighting-resistant teammates that do not dislike poison like Magic Guard Arceus-Ghost or Eternatus. can mention a spinning partner, fully optional though


[STRATEGY COMMENTS]
Other Options
=============

Triple Arrow's flinch chance and Defense drop sounds more immediately enticing against bulkier foes like Ting-Lu, but provides less value in the long game over the insanely crippling paralysis of Combat Torque. Shore Up is a usable option to not be deterred by specific Magic Bounce users, but is generally not worth it due to it healing less in many situations, being unable to deter setup, and the fact that Magic Bounce users aren't the most common threats in the meta. the last part of the sentence is unnecessary, since bounce is fairly ok, but main reason to not shore is zama doesnt usually have the raw bulk to. move arrows out, move uturn in, move hazards in if you want, mention umbrella, optional mention shackle over knock.


Checks and Counters
===================

**Ghost-types**: Ghost-type foes such as Arceus-Ghost or Flutter Mane are immune to Zamazenta's STAB moves and are able to hit it hard. Many of them also commonly run Magic Guard or Covert Cloak, so Mortal Spin's poison will not affect them. However, every relevant Ghost-type is slower than Zamazenta, and they have to be aware of Knock Off's damage + item removal if said Ghost-type isn't Arceus-Ghost.

**Mega Blaziken and Mega Garchomp**: Their sheer damage can straight up overpower Zamazenta's less than stellar defenses, forcing Zamazenta into uncomfortable situations. i would not count this as a check and counter, instead you can actually list at the very end the very few phsyical guys that zama cannot check at all (aero hoopa) (last)

**Eternatus**: Eternatus shrugs off any damage Zamazenta deals through great bulk and Fighting resistance, though it has to mind hazard damage and Combat Torque's paralysis. mg hates losing lo, specify the other sets (4th)

bouncers mainly poison types (2nd)


take heart guys, generally switch in no problem and are slower take heart so no residual (3rd)

zam and deo mention, only guys that are faster and ohko (aero doesnt ohko) (5th)
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[OVERVIEW]
Zamazenta is a good physical wall with its neutral typing into most physical threats, Stealth Rock resistance, decent bulk, and fast speed letting it outspeed many prominent physical attackers such as Ash Greninja. Its servicable Attack and dangerous STAB moves such as Combat Torque and Triple Arrows also makes Zamazenta not passive and actually threaten certain walls out, also making it an excellent Mortal Spin user. Could clarify that it's a good mspinner because it threatens steel types, but ig that could be classified as dex info Zamazenta's physical bulk is decent but not great, making it vulnerable to foes with too much power such as Mega Blaziken and Mega Garchomp. Zamazenta also struggles to deal any meaningful damage into certain foes "certain foes" feels too unspecific, would probably be better to say something like "foes that are resist its fighting type stab and are immune to poison from mspin" but idrk, might be too wordy like Magic Guard Arceus-Ghost or Eternatus, although it can still fish for a Combat Torque paralysis or set up hazards. which hazards? staxe / spikes aren't even mentioned in oo so yeah this probably goes In addition, Zamazenta is heavily prepared for by virtue of being the most splashable physical wall, which can lead to some consistency issues.

[SET]
Fur Coat (Zamazenta) @ Covert Cloak / Leftovers / Heavy-Duty Boots okay tbh I don't think lefties should be mentioned, cloak and boots just offer so much more value than lefties do and I don't ever see a world where you can justify them for the loss of the other 2
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Strength Sap
- Combat Torque / Triple Arrows
- Mortal Spin
- Knock Off

[SET COMMENTS]
Combat Torque is the most consistent STAB move thanks to its paralysis chance potentially crippling switch ins. Triple Arrows can be used instead; immediately threatening bulkier foes such as Ting-Lu with its defense drop and flinch in exchange for the value of paralysis in longer games. Mortal Spin synergies well with either of them forcing out most Steel-type foes. Stone Axe hits Ho-Oh hard and sets up Stealth Rocks; alternatively, Spikes can provide more value in longer games. This is a relic from the Chessking QC, and yeah I agree hazards feel terrible on zama compared to knock and mspin Strength Sap is the preferred healing move thanks to its burst healing letting Zamazenta check certain threats such as Mega Garchomp, the fact that most Strength Sap blockers such as Magic Guard Chansey hating to switch in Zamazenta, alongside its ability to neutralize physical setup. Knock Off removes key items from foes such as Heavy-Duty Boots from Mega Audino and Assault Vest from Celesteela, feel like a better reasoning would be to remove cover cloaks, as it inhibits zama's ability to make progress w paras / drops and poisons while U-Turn provides easy pivoting. Sent to the shadow realm by the king of chess The item choice is up to preference - Covert Cloak blocks Mortal Spin and Salt Cure, Leftovers provides passive healing, encouraging Zamazenta to stay on the field for longer and effectively neutralizing Stealth Rocks, see above. also, i don't really agree with the reasoning is either, boots also neutralizes rocks and zama doesn't really need much more healing when sap can essentially give a burst of like 60-90% of its health while Heavy-Duty Boots prevents Spikes damage deterring Zamazenta from removing hazards.

Zamazenta fits best on balance teams looking for a physical wall that is not passive and can answer most physical threats by itself because of its neutrality to most physical foes alongside great speed. Certain offensive teammates like Arceus-Ghost and Ultra Necrozma appreciates its natural speed control and ability to answer Ash-Greninja. Zamazenta can struggle with offensive threats that are too powerful such as Mega Blaziken and Mega Garchomp, therefore, soft checks to those threats like Mega Slowbro naturally make for good pairings. Could also add that a secondary fc is beneficial for the same reason. Imposter-proof Zamazenta with Fighting-resistant teammates that do not dislike poison like Magic Guard Arceus-Ghost or Eternatus.


[STRATEGY COMMENTS]
Other Options
=============

Shore Up is a usable option over Strength Sap to not be deterred by specific Magic Bounce users such as Arceus-Poison, but is generally not worth it due to it healing less in many situations, being unable to deter setup, and the fact that Zamazenta does not have the raw bulk to afford the lower healing. U-Turn as an option over Knock Off can provide minor chip damage and pivoting, though the value of Knock Off is much more enticing than a fast pivot. Spirit Shackle is also an option to easily self Imposter-proof, but again, the value Knock Off gives is just too valuable. Utility Umbrella can be used to let Zamazenta check Desolate Land Mega Blaziken, though uncommon Mega Blaziken variants like Tough Claws can still blow Zamazenta over, and Utility Umbrella provides practically no other utility.


Checks and Counters
===================

**Ghost-types**: Ghost-type foes such as Arceus-Ghost or Flutter Mane are immune to Zamazenta's STAB moves and are able to hit it hard. Many of them also commonly run Magic Guard or Covert Cloak, so Mortal Spin's poison will not affect them. However, every relevant Ghost-type is slower than Zamazenta, and they have to be aware of Knock Off's damage + item removal if said Ghost-type isn't Arceus-Ghost. Could also mention how flare boost fmane is immune to mortal spin poison after it's burned, and doesn't mind getting knocked after it's procced

**Poison-type Magic Bounce users**: Poison-type Magic Bounce users like Arceus-Poison or Clodsire resists Zamazenta's Fighting moves and stops it from healing with Strength Sap. Mention how their poison typing lets them be immune to mspin, technically dex info but I feel like there should be why justification for poison types exactly and not mg ghosts or something else that resists fighting Arceus-Poison can even rarely opt for a Plate, which thwarts Zamazenta's Knock Offs.

**Take Heart users**: Take Heart users feel like you should give some examples of fc th users, could just be fairyceus / waterceus / maudino (if we're actually gonna respect the city akira sample) can shrug off Mortal Spin's poison or Combat Torque's paralysis. Most of them are additionally Fur Coat and slower than Zamazenta, which also means Zamazenta deals little damage while not being able to slowly chip them down with Mortal Spin.

**Eternatus**: Eternatus shrugs off any damage Zamazenta deals through great bulk and Fighting resistance, though it has to mind hazard damage and Combat Torque's paralysis. Magic Guard sets additionally hate losing Life Orb, which makes it specifically a poor switch in.

**Mega Alakazam and Deoxys**: Both of these foes are faster than Zamazenta and can OHKO it with their Psychic moves. They can also aggresively switch in Zamazenta sometimes, though their poor bulk means it should be treated as a last resort.

**Mega Aerodactyl**: Mega Aerodactyl is a powerful physical attacker who is faster than Zamazenta and 2HKO it with Flying moves. However, it is not very common.

**Hoopa-Unbound**: Hoopa-Unbound is another strong physical attacker that can leverage its high Special Attack to snipe Zamazenta with Psycho Boost. Likewise to Mega Aerodactyl though, it's rather uncommon.


Gonna lump these together cause it's a similar scenario, but do we really have to mention them if they're uncommon? I feel like if we mention uncommon mons then that kind of opens a bag of worms, if anything I would just make a section like "physical attackers that have coverage or stabs that hit zama super effectively" then again I'm not familliar with the norms of writing this so I would be very happy to be wrong

Written by:
https://www.smogon.com/forums/members/rightclicker.589755/
Quality checked by:
https://www.smogon.com/forums/members/chessking345.355040/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/

QC 2/2
 
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