Done SD Zarude QC (2/2) GP (1/1)

ThatOneApple

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[SET]
name: Setup
move 1: Swords Dance / Bulk Up
move 2: Knock Off
move 3: Power Whip / Trailblaze
move 4: Jungle Healing
item: Leftovers / Heavy-Duty Boots
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Poison / Electric / Fairy

[SET COMMENTS]

When Zarude has set up, it becomes a strong wallbreaker with a solid defensive typing that allows it to check threatening foes such as Excadrill and Manaphy. Swords Dance allows Zarude to become a dangerous threat with the ability to break past slow defensive walls like Toxapex while being able to beat out Strength Sap from Sinistcha. Bulk Up allows Zarude to bolster its bulk alongside its offensive power, letting it beat out foes like non-Whirlwind Skarmory and Mandibuzz. Power Whip is the superior option for a Grass-type STAB move due to its high power, notably guaranteeing an OHKO on Sandy Shocks giving it a chance to OHKO Excadrill after Spikes and Rotom-W. However, Trailblaze is an option that gives Zarude better sweeping potential by allowing it to outspeed foes that threaten it like Tornadus-T and Latios. Jungle Healing provides Zarude with more longevity that also allows it to shrug off burns and paralyses from the bulky Water-types it tends to switch into like Rotom-W and Slowking, as well as Toxic from Toxapex and Clodsire. Leftovers are preferred to better check Pokemon like Excadrill over a longer game, but Heavy-Duty Boots should be run if not running entry hazard removal.

Both Tera Poison and Tera Fairy provide Zarude with a resistance to Fighting, notably allowing it to set up on Cobalion and Conkeldurr. Both options also remove its quadruple Bug weakness so that it is less susceptible to Lokix's First Impression and resists U-turns from foes like Tornadus-T and Fezandipiti. Tera Fairy gives Zarude a Dragon immunity so that it can avoid Draco Meteors from Latios and Hydrapple while maintaining its Dark resistance. Tera Poison gives Zarude an immunity to Toxic so that it can break through Toxapex more efficiently, keeps its Grass resistance, and turns Fezandipiti into setup fodder. Tera Electric is another option that allows Zarude to setup safely on Tornadus-T while also becoming immune to Thunder Wave so that Zarude no longer has to use Jungle Healing to get rid of paralysis from Slowking and Rotom-W, making it very useful for setting up endgames. However, all of these options make Zarude considerably worse at checking Excadrill, as it loses its Ground resistance while also becoming weak to one of Excadrill's STAB moves. Tera Fairy's Steel weakness also makes Zarude susceptible to Tinkaton's Gigaton Hammer and Metagross's Bullet Punch, while Tera Poison's Psychic weakness allows Latios to revenge kill Zarude far more easily. Therefore, Zarude should usually only be Terastallized in an emergency or if doing so secures the game.

Zarude is well-fitted on bulky offense and balance teams, where its combined offensive and defensive capabilities are most appreciated. Its quadruple weakness to U-turn means that Zarude prefers to be paired with punishes to the move such as Pickpocket Tinkaton, Rocky Helmet Skarmory, and Flame Body Heatran. All of these options can also provide Stealth Rock, which pairs well with Zarude's Knock Off. Other teammates that fit well with Zarude are ones that can assist in pressuring defensive checks like Hydrapple and Skarmory. Teammates such as Tornadus-T and Skeledirge can help pressure these two, with Tornadus-T using U-turn to give Zarude setup opportunities against Slowking and Skeledirge being able to check offensive Zarude checks such as Revavroom and Slither Wing. Spikes from teammates such as Gastrodon, Clodsire, and Skarmory can wear down checks such as Cobalion and Tinkaton more quickly and make it easier to break through foes like Fezandipiti and Hydrapple. Excadrill and Donphan are useful partners for Zarude, as they allow Zarude to more easily slot in Leftovers by keeping hazards off while providing additional offensive pressure on some Zarude checks like Hydrapple and Mandibuzz.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/thatoneapple.620325/
Quality checked by:
https://www.smogon.com/forums/members/estarossa.461329/
https://www.smogon.com/forums/members/tidal.540289/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/
 
Last edited:
[SET]
name: Swords Dance
move 1: Swords Dance / Bulk Up
move 2: Knock Off
move 3: Power Whip / Trailblaze
move 4: Jungle Healing
item: Leftovers / Heavy-Duty Boots
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Poison / Electric / Fairy

[SET COMMENTS]

Swords Dance Zarude gives a team a strong breaker with a solid defensive typing that allows it to check threatening foes such as Excadrill and Manaphy. Swords Dance allows Zarude to become a dangerous threat with the capability to break past slow defensive walls like Toxapex while also being able to beat out Strength Sap from Sinistcha, although Bulk Up provides a threatening wincon by giving Zarude the ability to shrug off hits from checks like Skarmory and Mandibuzz. maybe say like "without using tera" or something? probably need to clarify something about ww skarm too because like lol Power Whip is the usually option for a Grass STAB due to its high power, notably giving it a chance to OHKO Excadrill after Spikes, Rotom-W, and guaranteeing an OHKO on Sandy Shocks. However, Trailblaze is an option that gives Zarude better sweeping potential by allowing it to outspeed foes that threaten it like Tornadus-T and Latios. Jungle Healing provides Zarude with more longevity that also allows it to shrug off status from the bulky Waters it tends to switch into like Rotom-W, Slowking, and Toxapex, as well as Clodsire and Mew. Leftovers gives Zarude passive recovery, allowing it to stay on the field longer to be a stronger threat while also letting it better check opposing threats, while Heavy-Duty Boots protect Zarude from hazards that can otherwise wear it down over the course of the game. maybe can shorten this to something like "Leftovers are preferable to better check Pokemon like Excadrill over a longer game, but Heavy-Duty Boots should be run if not running hazard removal"? should help cut length down.

given theres no way to avoid this analysis being long, i'm gonna suggest (and approve) putting a paragraph break in here to make this more readable.


Both Tera Poison and Tera Fairy provide Zarude with a resistance to fighting, notably allowing it to set up on Cobalion and Conkeldurr. Both options also remove its quadruple Bug weakness so that it is less susceptible to Lokix's First Impression, as well as resisting U-turns from the foes like Tornadus-T and Fezandipiti. Tera Fairy also gives Zarude a Dragon immunity so that it can avoid Draco Meteors from Latios and Hydrapple while maintaining its Dark resistance. Tera Poison gives Zarude an immunity to Toxic so that it can break through Toxapex more efficiently, while also keeping its Grass resistance and turning Fezanipiti into setup fodder. Tera Electric is another option that allows Zarude to setup safely on Tornadus-T, while also becoming immune to Thunder Wave so that Zarude no longer has to use Jungle healing to get rid of Paralysis from Slowking and Rotom-W, making it very useful for setting up endgames. However, all of these options make Zarude considerably worse at checking Excadrill, as it loses its Ground-resistance while also becoming weak to one of Excadrill's STABs. Tera Fairy's Steel weakness also makes Zarude susceptible to Tinkaton's Gigaton Hammer and Metagross's Bullet Punch, while Tera Poison's Psychic weakness allows Latios to revenge Zarude far more easily. Therefore, Zarude should usually only be Terastallized in an emergency or if doing so secures the game.

Zarude is well fitted on bulky offense and balance, where its combined offensive and defensive capabilities are most appreciated. Its quad weakness to U-turn means that Zarude prefers to be paired with punishes such as Pickpocket Tinkaton, Rocky Helmet Skarmory, and Flame Body Heatran. All of these options can also provide Stealth Rock, which pairs well with Zarude's Knock Off. Other teammates that fit well with Zarude are ones that can assist in pressuring defensive checks like Hydrapple and Skarmory. Examples of these teammates are Tornadus-T or Skeledirge, the former of which can also bring Zarude in on the bulky waters it pressures, while the latter can spread burns to give Zarude more opportunities to set up. Teammates such as Tornadus-T and Skeledirge can help pressure Zarude's checks like Hydrapple and Skarmory, in particular Tornadus-T can give it set up opportunities against Slowking with U-turn. (trimming some length there) Teammates that can set Spikes such as Gastrodon and Clodsire, as well as the previously mentioned Skarmory, are also appreciated as they accelerate the rate at which checks like opposing Cobalion and Tinkaton get worn down, and making it easier for Zarude to break through foes like Fezandipiti and Hydrapple. Spikes from teammates such as Gastrodon, Clodsire, and Skarmory can wear down checks such as Cobalion and Tinkaton quicker, and make it easier to break through foes like Fezandipiti and Hydrapple. (ditto) Excadrill and Donphan are a useful partners for Zarude as they allow Zarude to more easily to slot Leftovers by keeping hazards off, while also providing additional offensive pressure on some Zarude checks like Hydrapple and Mandibuzz.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/thatoneapple.620325/
Quality checked by:
https://www.smogon.com/forums/members/estarossa.461329/
Grammar checked by:

Looks great, mostly just a focus on cutting this down here in my check given the length of it, and splitting into the 3 paragraphs to aid readability.

QC 1/2
 
Super good work! Just some tiny tiny stuff, QC 2/2

add comment remove highlight

[SET]
name: Swords Dance
move 1: Swords Dance / Bulk Up
move 2: Knock Off
move 3: Power Whip / Trailblaze
move 4: Jungle Healing
item: Leftovers / Heavy-Duty Boots
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Poison / Electric / Fairy

[SET COMMENTS]

Swords Dance Zarude gives a team a strong breaker with a solid defensive typing that allows it to check threatening foes such as Excadrill and Manaphy. Swords Dance allows Zarude to become a dangerous threat with the capability to break past slow defensive walls like Toxapex while also being able to beat out Strength Sap from Sinistcha, although Bulk Up provides a threatening wincon by giving Zarude the ability to shrug off hits from checks like Non-Whirlwind Skarmory and Mandibuzz without needing Tera. I'd probably rephrase this section to something like "While Bulk Up allows Zarude to further bolster it's bulk as well as its offensive power, beating out Pokemon like Non-Whirlwind Skarmory and Mandibuzz." Power Whip is the usually preferred option for a Grass STAB due to its high power, notably giving it a chance to OHKO Excadrill after Spikes, Rotom-W, and guaranteeing an OHKO on Sandy Shocks. However, Trailblaze is an option that gives Zarude better sweeping potential by allowing it to outspeed foes that threaten it like Tornadus-T and Latios. Jungle Healing provides Zarude with more longevity that also allows it to shrug off status from the bulky Waters it tends to switch into like Rotom-W, Slowking, and Toxapex, as well as Clodsire and Mew. probably worth listing the specific status as well, but thats nitpicky Leftovers are preferable to better check Pokemon like Excadrill over a longer game, but Heavy-Duty Boots should be run if not running hazard removal.

Both Tera Poison and Tera Fairy provide Zarude with a resistance to Fighting, notably allowing it to set up on Cobalion and Conkeldurr. Both options also remove its quadruple Bug weakness so that it is less susceptible to Lokix's First Impression, as well as resisting U-turns from the foes like Tornadus-T and Fezandipiti. Tera Fairy also gives Zarude a Dragon immunity so that it can avoid Draco Meteors from Latios and Hydrapple while maintaining its Dark resistance, whereas Tera Poison gives Zarude an immunity to Toxic so that it can break through Toxapex more efficiently, while also keeping keep its Grass resistance, and turning Fezandipiti into setup fodder. Tera Electric is another option that allows Zarude to setup safely on Tornadus-T, while also becoming immune to Thunder Wave so that Zarude no longer has to use Jungle healing to get rid of Paralysis from Slowking and Rotom-W, making it very useful for setting up endgames. However, all of these options make Zarude considerably worse at checking Excadrill, as it loses its Ground-resistance while also becoming weak to one of Excadrill's STABs. Tera Fairy's Steel weakness also makes Zarude susceptible to Tinkaton's Gigaton Hammer and Metagross's Bullet Punch, while Tera Poison's Psychic weakness allows Latios to revenge Zarude far more easily. Therefore, Zarude should usually only be Terastallized in an emergency or if doing so secures the game.

Zarude is well fitted on bulky offense and balance, where its combined offensive and defensive capabilities are most appreciated. Its quad weakness to U-turn means that Zarude prefers to be paired with punishes such as Pickpocket Tinkaton, Rocky Helmet Skarmory, and Flame Body Heatran. All of these options can also provide Stealth Rock, which pairs well with Zarude's Knock Off. Other teammates that fit well with Zarude are ones that can assist in pressuring defensive checks like Hydrapple and Skarmory. Teammates such as Tornadus-T and Skeledirge can help pressure Zarude's checks like Hydrapple and Skarmory, in particular these two, with Tornadus-T giving Zarude set up opportunities against Slowking with U-turn, and Skeledirge being able to check other offensive Zarude checks such as Revavroom and Slither Wing. (this one is more optional, but i think worth the mention) Spikes from teammates such as Gastrodon, Clodsire, and Skarmory can wear down checks such as Cobalion and Tinkaton quicker, and make it easier to break through foes like Fezandipiti and Hydrapple. Excadrill and Donphan are a useful partners for Zarude as they allow Zarude to more easily slot Leftovers by keeping hazards off, while also providing additional offensive pressure on some Zarude checks like Hydrapple and Mandibuzz.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/thatoneapple.620325/
Quality checked by:
https://www.smogon.com/forums/members/estarossa.461329/
https://www.smogon.com/forums/members/tidal.540289/

Grammar checked by:
 
add remove comment

[SET]
name: Swords Dance (Considering you have both SD and BU on this set, maybe "Setup Sweeper" is more appropriate?)
move 1: Swords Dance / Bulk Up
move 2: Knock Off
move 3: Power Whip / Trailblaze
move 4: Jungle Healing
item: Leftovers / Heavy-Duty Boots
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Poison / Electric / Fairy

[SET COMMENTS]
Swords Dance When Zarude gives a team has set up, it becomes a strong breaker wallbreaker (This ties into the title change, as "Swords Dance" Zarude may not have Swords Dance on its set.) with a solid defensive typing that allows it to check threatening foes such as Excadrill and Manaphy. Swords Dance allows Zarude to become a dangerous threat with the capability ability to break past slow defensive walls like Toxapex while also being able to beat out Strength Sap from Sinistcha, (RC). (AP) while Bulk Up allows Zarude to bolster its bulk alongside its offensive power, letting it beat out foes like non-Whirlwind Skarmory and Mandibuzz. Power Whip is the usually superior option for a Grass Grass-type STAB move due to its high power, notably guaranteeing an OHKO on Sandy Shocks and giving it a chance to OHKO Excadrill after Spikes, (RC) Rotom-W, (RC) and guaranteeing an OHKO on Sandy Shocks Rotom-W. However, Trailblaze is an option that gives Zarude better sweeping potential by allowing it to outspeed foes that threaten it like Tornadus-T and Latios. Jungle Healing provides Zarude with more longevity that also allows it to shrug off burns and Paralysis paralyses from the bulky Waters Water-types it tends to switch into like Rotom-W, (RC) and Slowking, as well as Toxics Toxic from and Clodsire. Leftovers are preferable preferred to better check Pokemon like Excadrill over a longer game, but Heavy-Duty Boots should be run if not running entry hazard removal.

Both Tera Poison and Tera Fairy provide Zarude with a resistance to Fighting, notably allowing it to set up on Cobalion and Conkeldurr. Both options also remove its quadruple Bug weakness so that it is less susceptible to Lokix's First Impression, (RC) as well as resisting U-turns and resists U-turn from the foes like Tornadus-T and Fezandipiti. Tera Fairy gives Zarude a Dragon immunity so that it can avoid Draco Meteors from Latios and Hydrapple while maintaining its Dark resistance, (RC). (AP) whereas Tera Poison gives Zarude an immunity to Toxic so that it can break through Toxapex more efficiently, keep keeps its Grass resistance, (AC) and turn Fezanipiti turns Fezandipiti into setup fodder. Tera Electric is another option that allows Zarude to setup set up safely on Tornadus-T, (RC) while also becoming immune to Thunder Wave so that Zarude no longer has to use Jungle Healing to get rid of paralysis from Slowking and Rotom-W, making it very useful for setting up endgames. However, all of these options make Zarude considerably worse at checking Excadrill, as it loses its Ground-resistance Ground resistance while also becoming weak to one of Excadrill's STABs STAB moves. Tera Fairy's Steel weakness also makes Zarude susceptible to Tinkaton's Gigaton Hammer and Metagross's Bullet Punch, while Tera Poison's Psychic weakness allows Latios to revenge kill Zarude far more easily. Therefore, Zarude should usually only be Terastallized in an emergency or if doing so secures the game.

Zarude is well fitted well-fitted on bulky offense and balance teams, where its combined offensive and defensive capabilities are most appreciated. Its quad quadruple weakness to U-turn means that Zarude prefers to be paired with punishes to the move such as Pickpocket Tinkaton, Rocky Helmet Skarmory, and Flame Body Heatran. All of these options can also provide Stealth Rock, which pairs well with Zarude's Knock Off. Other teammates that fit well with Zarude are ones that can assist in pressuring defensive checks like Hydrapple and Skarmory. Teammates such as Tornadus-T and Skeledirge can help pressure these two, with Tornadus-T giving Zarude can using U-turn to give it set up Zarude setup opportunities against Slowking with U-turn, (RC) and Skeledirge being able to check offensive Zarude checks such as Revavroom and Slither Wing. Spikes from teammates such as Gastrodon, Clodsire, and Skarmory can wear down checks such as Cobalion and Tinkaton quicker, (RC) more quickly and make it easier to break through foes like Fezandipiti and Hydrapple. Excadrill and Donphan are a useful partners for Zarude, (AC) as they allow Zarude to more easily slot in Leftovers by keeping entry hazards off, (RC) while also providing additional offensive pressure on some Zarude checks like Hydrapple and Mandibuzz.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/thatoneapple.620325/
Quality checked by:
https://www.smogon.com/forums/members/estarossa.461329/
https://www.smogon.com/forums/members/tidal.540289/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/

GP Team done
 
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