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Zamazenta Balance

This is a standard zamazenta balance team that I made. It worked extremely well up until the 1500s where I started to notice a bit of a lag and my win rate slowed down to around 50%. The team relies on slow chip through rocks, future sight, and pivoting moves to enable for a late game zamazenta sweep.

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Great Tusk @ Icium Z
Ability: Protosynthesis
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock

I really like great tusk as it's great offensively and with icium z is a solid lead into landorus teams. It's great at both setting and removing hazards; however, I noticed it tends to struggle a bit with longevity and overall contributes to the team's struggle with fast special sweepers such as scarf tapu lele and iron valiant.

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Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Heavy Slam

I chose boots 4 attacks zamazenta over iron press due to it being able to better counter gholdengo and to easily hit both diancie and zard y with coverage. It usually survives into the late game and is my main wincon.

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Zapdos @ Choice Specs
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Hurricane
- Thunderbolt

Specs zapdos is a disgustingly strong wallbreaker able to easily chip teams with both volt switch and thunderbolt. With heat wave it easily ohkos offensive gholdengo and can kill defensive with some chip. I did notice that later games after tusk went down it loses value and is easily worn down by opponents.

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Kingambit @ Leftovers
Ability: Supreme Overlord
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Knock Off
- Pursuit
- Sucker Punch
- Iron Head

I chose knock off over kowtow for utility and pursuit to trap gholdengo and glowking. Iron head helps me team against fairies and mega tyranitar which threaten my team. Other than that it's a basic offensive kingambit.

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Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Sludge Bomb
- Chilly Reception
- Psychic Noise

I chose to have both psychic noise and future sight on glowking as I noticed I rarely ever needed to use flamethrower and ice beam and usually got more value in being able to set up future sights and take immediate 1v1s with psychic noise. I have considered heatran over glowking for trapping and to better combat stall but against offensive teams glowking usually is indispensible.

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Alomomola @ Assault Vest
Ability: Regenerator
EVs: 20 HP / 236 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Play Rough
- Mirror Coat
- Flip Turn
- Scald

I chose mirror coat alolomola to catch zard-y sun teams and tapu koko teams off guard. Other than that it works as a great specially defensive pivot and burn spam mon. Play rough allows me to finish off weakened dark types are amass chip over the course of the game.

The main team member I'm really reconsidering is great tusk just due to how frail it tends to be on the special side especially since my team is very physically fat. My first thought to replace it is gliscor. The second member that I'm debating is kingambit since with its current set it can't run swords dance. If I swap to gliscor, I can give up knock off but that leaves me with simply pursuit and sucker punch as dark stab which feels extremely inconsistent/
 
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