VGC 21 Zapdos-Galar

:zapdos-galar:
[SET]
name: Offensive
move 1: Brave Bird
move 2: Close Combat / Thunderous Kick
move 3: Stomping Tantrum / Taunt
move 4: Throat Chop / Blaze Kick / Detect
item: Assault Vest / Life Orb
ability: Defiant
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

* Galarian Zapdos's strength lies in launching strong, Defiant-boosted attacks, preferably when Dynamaxed. It can rapidly become unstoppable with boosts from its STAB options in Dynamax, and these options combine to hit most Pokemon in the metagame at least neutrally.

* Brave Bird is a powerful STAB move that hits threats such as Rillaboom, Venusaur, and Amoonguss. Also, with Max Airstream, it can stack Speed boosts and gain momentum for the team.

* Close Combat lets Galarian Zapdos OHKO metagame staples like Incineroar, Glastrier, and Porygon2 with a Defiant boost. Alternatively, Thunderous Kick is an option to consider without drawbacks, but it is noticeably weaker initially than Close Combat. Both moves boost Attack as Max Knuckle in Dynamax, further helping Galarian Zapdos snowball.

* Stomping Tantrum gives Galarian Zapdos coverage to hit Regieleki and Torkoal. Taunt is useful to shut down the opponent's Trick Room or redirection attempts and gain momentum for the team.

* Throat Chop OHKOes Ghost-types like Spectrier and Dragapult when Galarian Zapdos Dynamaxes. Blaze Kick is an option to hit Celesteela and Metagross, but Stomping Tantrum is usually preferred for access to Max Quake.

* Assault Vest lets Galarian Zapdos take hits from special attackers such as Rotom-H more frequently outside of Dynamax. Life Orb gives it the immediate power needed to guarantee OHKOs on threats such as Incineroar and Glastrier without relying on Defiant boosts.

[CREDITS]
- Written by: [[ttr, 514175]]
- Quality checked by: [[Giokio, 517038]]
- Grammar checked by: [[Finland, 517429]]
 
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Giokio

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:zapdos-galar:
[SET]
name: Offensive
move 1: Brave Bird
move 2: Close Combat / Thunderous Kick
move 3: Stomping Tanturum / Taunt / Blaze Kick
move 4: Throat Chop / Blaze Kick / Detect
item: Assault Vest / Life Orb / Safety Goggles
ability: Defiant
nature: Adamant / Jolly Jolly / Adamant (Jolly should be first)
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

* Galarian Zapdos's strengths lie in launching strong, "Defiant boosted" attacks, preferably when Dynamaxed. It can get by rapidly become unstoppable relying on its Fighting- and Flying-Type STAB options alone, hitting most Pokemon in the Series 9 metagame at least neutrally.

* Brave Bird is a powerful STAB that hits threats such as Rillaboom, Venusaur, and Amoonguss. lets Galarian Zapdos unleash powerful Max Airstreams putting it in a position to out run and sweep through the opponent Also, with Max Airstream, it can stack speed boosts and gain momentum for the team.

* Close Combat is the primary Fighting-type move of choice for Galarian Zapdos, and when paired with a Defiant boost that lets it OHKO Series 9 metagame staples like Incineroar, Glastrier, and Porygon2 when paired with a Defiant boost. Alternatively, Thunderous Kick is an option to consider with few drawbacks, but Thunderous Kick in fact, it is noticeably weaker initially than Close Combat so it is not as useful if there is a need for immediate damage.

* Taunt is useful to shut down the opponent's Trick Room or redirection attempts, opening up Dynamax as an option to begin to break through the opponent's team and gain momentum for the team. Blaze Kick is a consideration is a coverage option to hit Celesteela and Metagross, but Stomping Tanturum is usually preferred when Galarian Zapdos is paired with or facing sun, since in sun Blaze Kick deals more damage against Venusaur and Celesteela than Galarian Zapdos's other moves.
(add one sentence about Stomping Tanturum at the beginning of this point, it's a 60% usage coverage, therefore it must be mentioned.
Also mention Throat Chop as a coverage option to hit Spectrier and other Darks)


* Life Orb gives Galarian Zapdos the immediate power that it needs needed to deal out immediate damage to its opponents inflict a guaranted OHKO to threats such as Incineroar and Glastrier without relying on Defiant boosts, augmenting its own Attack even further without needing to rely on a Defiant boost. Safety Goggles protects it from Venusaur's and Amoonguss's sleep moves, letting it keep the fight going in the face of those two attempting to shut it down.
(add a sentence about AV, it has 30% usage and is the most common item on Zapdos-G and I dunno about safety goggles, has only 5% usage and is less than Lum Berry, if you want to add a third item add either Lum Berry or Coba Berry)

[CREDITS]
- Written by: [[ttr, 514175]]
- Quality checked by: [[Giokio, 517038]]
- Grammar checked by: [[username1, userid1]]


Pretty good points, Implement these changes and i'll give it another look
 
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:zapdos-galar:
[SET]
name: Offensive
move 1: Brave Bird
move 2: Close Combat / Thunderous Kick
move 3: Stomping Tanturum / Taunt / Blaze Kick
move 4: Throat Chop / Blaze Kick / Detect
item: Assault Vest / Life Orb / Safety Goggles
ability: Defiant
nature: Adamant / Jolly Jolly / Adamant (Jolly should be first)
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

* Galarian Zapdos's strengths lie in launching strong, "Defiant boosted" attacks, preferably when Dynamaxed. It can get by rapidly become unstoppable relying on its Fighting- and Flying-Type STAB options alone, hitting most Pokemon in the Series 9 metagame at least neutrally.

* Brave Bird is a powerful STAB that hits threats such as Rillaboom, Venusaur, and Amoonguss. lets Galarian Zapdos unleash powerful Max Airstreams putting it in a position to out run and sweep through the opponent Also, with Max Airstream, it can stack speed boosts and gain momentum for the team.

* Close Combat is the primary Fighting-type move of choice for Galarian Zapdos, and when paired with a Defiant boost that lets it OHKO Series 9 metagame staples like Incineroar, Glastrier, and Porygon2 when paired with a Defiant boost. Alternatively, Thunderous Kick is an option to consider with few drawbacks, but Thunderous Kick in fact, it is noticeably weaker initially than Close Combat so it is not as useful if there is a need for immediate damage.

* Taunt is useful to shut down the opponent's Trick Room or redirection attempts, opening up Dynamax as an option to begin to break through the opponent's team and gain momentum for the team. Blaze Kick is a consideration is a coverage option to hit Celesteela and Metagross, but Stomping Tanturum is usually preferred when Galarian Zapdos is paired with or facing sun, since in sun Blaze Kick deals more damage against Venusaur and Celesteela than Galarian Zapdos's other moves.
(add one sentence about Stomping Tanturum at the beginning of this point, it's a 60% usage coverage, therefore it must be mentioned.
Also mention Throat Chop as a coverage option to hit Spectrier and other Darks)


* Life Orb gives Galarian Zapdos the immediate power that it needs needed to deal out immediate damage to its opponents inflict a guaranted OHKO to threats such as Incineroar and Glastrier without relying on Defiant boosts, augmenting its own Attack even further without needing to rely on a Defiant boost. Safety Goggles protects it from Venusaur's and Amoonguss's sleep moves, letting it keep the fight going in the face of those two attempting to shut it down.
(add a sentence about AV, it has 30% usage and is the most common item on Zapdos-G and I dunno about safety goggles, has only 5% usage and is less than Lum Berry, if you want to add a third item add either Lum Berry or Coba Berry)

[CREDITS]
- Written by: [[ttr, 514175]]
- Quality checked by: [[Giokio, 517038]]
- Grammar checked by: [[username1, userid1]]


Pretty good points, Implement these changes and i'll give it another look
Implemented, thanks!
I added another bullet point and split up original Taunt / Blaze Kick points to better match up with the separate move categories.
 

Adeleine

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Add/Fix Remove Comment
[SET]
name: Offensive
move 1: Brave Bird
move 2: Close Combat / Thunderous Kick
move 3: Stomping Tantrum / Taunt
move 4: Throat Chop / Blaze Kick / Detect
item: Assault Vest / Life Orb
ability: Defiant
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

* Galarian Zapdos's strengths lie strength lies in launching strong, "Defiant boosted" Defiant-boosted attacks, preferably when Dynamaxed. It can rapidly become unstoppable relying on its Fighting- and Flying-Type STAB options alone, hitting with boosts from its STAB options in Dynamax, and these options combine to hit most Pokemon in the metagame at least neutrally.

* Brave Bird is a powerful STAB move that hits threats such as Rillaboom, Venusaur, and Amoonguss. Also, with Max Airstream, it can stack Speed boosts and gain momentum for the team.

* Close Combat is the primary Fighting-type move of choice for Galarian Zapdos that lets it lets Galarian Zapdos OHKO metagame staples like Incineroar, Glastrier, and Porygon2 when paired with a Defiant boost. Alternatively, Thunderous Kick is an option to consider with few drawbacks, without drawbacks, but it is noticeably weaker initially than Close Combat. (added period) so it is not as useful if there is a need for immediate damage. Both moves boost Attack as Max Knuckle in Dynamax, further helping Galarian Zapdos snowball. (feel free to tinker around with this)

* Stomping Tantrum gives Galarian Zapdos coverage to hit Regieleki and Torkoal. Taunt is useful to shut down the opponent's Trick Room or redirection attempts and gain momentum for the team.

* Throat Chop hits OHKOes Ghost-types like Spectrier and Dragapult hard when Galarian Zapdos Dynamaxes, letting it OHKO and remove them from the field. Blaze Kick is a coverage an option to hit Celesteela and Metagross, but Stomping Tantrum is usually preferred for ___. (fill in the blank. "hitting Steel-types", maybe? either way you should elaborate why the two moves should be compared)

* Assault Vest lets Galarian Zapdos take hits from special attackers such as Rotom-H more frequently outside of Dynamax. Life Orb gives Galarian Zapdos it the immediate power needed to inflict a guaranteed OHKO to guarantee OHKOs on threats such as Incineroar and Glastrier without relying on Defiant boosts.

[CREDITS]
- Written by: [[ttr, 514175]]
- Quality checked by: [[Giokio, 517038]]
- Grammar checked by: [[Finland, 517429]]
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