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Rotom-W matches up with Zapdos wonderfully, taking up physical hits that specially defensive Zapdos has trouble with. Will-o-wisp helps soften up physical attackers even better and volt switch provides momentum for the team, making it easier to switch between the two walls with a bit of residual damage. Hydro pump takes the last slot because of it being a decently strong water-type STAB. Maximum defensive and HP investments lets it tank as many physical hits as it can. Rotom-Wash's typing helps Zapdos in taking on ice-types as well as rock-types while Zapdos' flying-type provides a resist to grass-type moves which trouble Rotom-Wash.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Mega Manectric is a great partner to Zapdos, as it is able to soften up physical attackers through the use of Volt Switch and Intimidate, pivoting out of the battle into Zapdos, and then vice-versa to weaken the foe, allowing Manectric to then take them out eventually.
Magnezone @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
- Thunderbolt
Magnezone is a great partner to Zapdos, since it resists Ice and Rock types. Not only that, but it provides Hidden Power Grass which cripples Pokemon such as Seismitoad and Gastrodon that Zapdos cant do itself. Magnezone also appreciates defog provided by Zapdos so sturdy still comes in handy.
Luxray @ Choice Band
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wild Charge
- Superpower
- Crunch
- Ice Fang / Quick Attack
Luxray is only 1 of a very very very small handful of physical attackers on Electric Teams, thanks to Choice Band he is absurdly powerful, and with Guts, he's an absolute monster. Zapdos will almost always be ran as a wall, so, its often baited into status (especially Toxic), that'll wear it down quite a bit. Luxray is the perfect switchin to punish status abusers! Wild Charge is the main STAB, while it does have recoil, its pretty difficult to switch into unless your part Grass or Ground type. Superpower is amazing for Electric, since Chansey tends to give Electric Teams problems (and often Porygon2). It has the ability to nearly OHKO Chansey, and 2KO Porygon2 (and if statused, a lot more powerful). Crunch helps for great neutral coverage, and to help vs Mew (which Zapdos would not want to get burnt by, repeatedly switching in to Defog hazards away). The last slot, I prefer Ice Fang so you have a way to check Gliscor, but, Quick Attack is also an option since its pretty aye ok priority. I feel Luxray makes a fantastic partner to Zapdos, and really protects/punish mons that wish to status is, something Rotom-W cannot do.
Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Pain Split
- Stealth Rock
Not much explanation is necessary for this god amongst flounders. Sets rocks, beats up on those nasty rock and fire types, and scares your opponent into submission. What's not to love? On a more serious note, covers for scarf terrakion, ttar, etc.
Coupled to specially Defensive Zapdos, Defensive Zapdos make a bulky core, which Ampharos can absorn statuts and can tank Rock attacks, and Zapdos has a immunity to ground and can Toxic to stall the opponent or Heat Wave to beat Steels.