Zapdos (OU) [Done]

vapicuno

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[OVERVIEW]

Zapdos is the most versatile special threat in ADV OU. Its Special Attack is off the charts and supported by a good Speed tier and respectable bulk. By compressing coverage into two staple attacks, it utilizes its filler moveslots and customizable EV spreads to insert itself into a broad range of archetypes. Notably, Zapdos fits like a glove on Spikesless offense teams, but it also finds its way into several formulations of Spikes offense, Toxic + Sandstorm + Spikes (TSS), sand-less Spikes stall, and bulky setup teams. As an offensive threat, Zapdos's greatest asset is its immediate power and speed. Its typing also allows it to pivot into bulky Water-types and Metagross with ease. With Agility and Baton Pass, Zapdos can also support powerful teammates or act as a late-game cleaner. Its decent Attack stat also allows it to be a mixed wallbreaker. As a defensive tank, Zapdos boasts being the only specially bulky Spikes-immune Pokemon, and its ability, Pressure, allows it to stall out Pokemon that wall it. However, while Zapdos is fast, there are still a number of Pokemon in the metagame like Jolteon, Aerodactyl, and Starmie that outspeed it; though these Pokemon either lack consistent raw power, move flexibility, or opportunities to switch into battle that Zapdos does, respectively, Speed is frequently enough of a reason to choose these threats over it when offensive teams need a fast late-game sweeper. With room for only two coverage moves on special sets, Zapdos has to make a compromise when choosing its intended targets. Zapdos also frequently falls short of 2HKOing Tyranitar, which can exploit this fact to set up a Dragon Dance sweep. Finally, the decent-at-best bulk of the defensive set, which is just enough for walling special attacks, is really appealing in theory, but a single misstep or critical hit may put Zapdos into an endless Rest loop, rendering it useless and making it a momentum drain for the rest of the game. In spite of these shortfalls, Zapdos is still an amazing Pokemon to use and a prevalent threat that every team must have a good strategy against to be viable.

[SET]
name: Standard Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Thunder Wave / Toxic
move 4: Roar / Baton Pass / Protect / Toxic
item: Leftovers
ability: Pressure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Description
=========

Offensive Zapdos looks deceptively linear and straightforward, but it is one of the most temporally versatile Pokemon in ADV OU. Unlike wallbreakers that are early-game one-trick ponies or sweepers that only become potent in the late-game, Zapdos can find a role to play at every stage of the game. As a lead, offensive Zapdos scores an advantage over other common leads with its ability to prevents Spikes by forcing out Skarmory. It also preserves frail offensive teammates by forcing out Choice Band or mixed Salamence leads or neutering opposing Zapdos leads with Thunder Wave. Spikesless offense teams are quite weak to opposing Zapdos, so using one's own Zapdos to paralyze the other in the mirror lead matchup is crucial for success a lot of the time. Zapdos's filler move can be particularly helpful in dealing with unfavorable lead matchups: Baton Pass allows one to anticipate Focus Punch from Tyranitar, while Protect scouts the move of Choice Band Metagross, notably neutering any immediate attempt at using Explosion. Mid-game, Zapdos performs very well at maintaining momentum. As Zapdos is very reliable at forcing out Water-types and drawing in special walls like Blissey, Snorlax, and Celebi, one can keep up the offensive pressure by double switching to a wallbreaker like Choice Band or mixed Metagross or mixed Tyranitar. Complementarily, Zapdos supports these wallbreakers very well, following up with a KO when, for instance, Tyranitar's Hidden Power Grass fails to finish off Swampert or Snorlax's Self-Destruct leaves Metagross or Tyranitar hanging by a thread; the opponent will frequently hesitate to switch lest the pivot eat a chunk from Thunderbolt. Notably, Zapdos is so feared because even two of the Pokemon that wall it can be worn down over the course of the game. As offensive Snorlax is 4HKOed by Zapdos under sand, it can only switch into Zapdos twice and may even struggle to do so with Spikes on the field. Zapdos can also put Celebi on a timer with Toxic, repeatedly chip it with Hidden Power Ice as Celebi uses Recover until Toxic's incremental damage is too high to contain, and then deal a heavy blow on the forced switch with Thunderbolt. Finally, while Zapdos is not known to exclusively be a late-game sweeper, its good Speed tier and decent bulk allow it to wipe out weakened teams after their fast Pokemon have been dealt with.

Hidden Power Grass threatens Swampert, and Hidden Power Ice chips Celebi; this comparison is emphasized because Swampert is strong against physical threats but weak against mixed threats, while for Celebi it is the other way around. Thus, on offensive teams, the Hidden Power type is frequently chosen to complement the type coverage of Zapdos's teammates. Another use of Hidden Power Grass is to minimize one's exposure to Swampert, especially on offensive TSS teams that have no good switch-ins against Hydro Pump. Hidden Power Ice has the added benefit of OHKOing Salamence and Flygon; this is helpful when one fits Zapdos on certain mid-paced TSS and bulky offense teams that would otherwise get destroyed by mixed Salamence. The choice of status move tends to depend on the pace of the team and the selected coverage move. Generally, Thunder Wave is favored when the pace is high to completely nullify Pokemon like Gengar and opposing Zapdos that use their Speed to threaten frail, offensive Zapdos teams. Toxic is useful on slower teams like TSS that have the bulk to drag the battle out and rack up Toxic damage. There is a tendency to pair Hidden Power Ice with Toxic to force Celebi to switch eventually and to pressure Swampert; this pairing is by no means exclusive, however. The filler move is more useful than it might seem at first glance, and some of its uses have been explained in the context of leading with Zapdos. On TSS teams, Roar can be used to rack up Spikes damage, but even without Spikes on the field, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in and prevents Dragon Dance Tyranitar from setting up on Zapdos. The latter benefit is particularly notable when Zapdos is used on offense teams with shaky Tyranitar checks like Metagross and offensive Swampert. Baton Pass maintains momentum by eliminating the need to read switches, complementing hyper offense teams without defensive backbones really well. Protect gives Toxic more turns to do damage. One can even consider a dual status Zapdos set for versatility against offensive and defensive teams. Substitute can function like Protect, with the advantages of blocking status, activating pinch Berries, and being transferred to another Pokemon with Baton Pass. Timid is generally the preferred nature, as there are a number of noteworthy threats that Zapdos can shut down by outspeeding or attempting to win the Speed tie. Timid Zapdos scores the Speed advantage against standard mixed and Dragon Dance Salamence, Timid Moltres, defensive Gengar, and the rare Jynx while Speed tying with opposing Zapdos, Timid Jirachi, Jolly Choice Band Salamence, Timid Celebi, and Charizard. A Modest nature can be considered, however; it greatly improves the odds of 2HKOing offensive Tyranitar and defensive Suicune after the latter has used Calm Mind, as well as scoring certain OHKOs on Dugtrio and offensive Swampert.

Team Options
========

Offensive Zapdos is most notably a staple on Spikesless offense teams, but it can also fit on comfortably on Spikes offense and TSS teams. On offensive teams, Metagross is perhaps its most commonly seen partner, as it comes in comfortably on all of Zapdos's counters—Blissey, Snorlax, and Celebi—and threatens to punch through common defensive Pokemon like Skarmory and Swampert either with Choice Band-boosted Meteor Mash, a special attack, or just an unboosted attack if Spikes are down. Metagross also offensively checks Rock-types that Zapdos cannot hold its ground against, while Zapdos, in return, gets opportunities to switch in on Metagross's checks. Other aggressive partners of offensive Zapdos on Spikesless offense teams that can exploit its momentum maintaining capabilities are Tyranitar, Snorlax, and offensive Swampert. Another partner frequently seen on Spikesless offense teams is Dragon Dance Salamence, which complements Zapdos as a sweeper. Zapdos can exert a lot of pressure on bulky Pokemon with average Speed tiers but struggles to maintain supremacy over faster but frail threats like Starmie, Gengar, Jolteon, and even opposing Zapdos. Salamence appreciates bulky Pokemon weakened, and with some chip damage, it annihilates all fast threats after a Dragon Dance. On Spikes offense, the partner used to threaten opposing fast threats is commonly Jolteon, which can come in at multiple points in the game to force switches and accumulate Spikes damage. The synergy of two Electric-types enables complementary Hidden Power type coverage, and one Electric-type can trade Thunder Wave with opposing Electric-types to protect the other from status.

[SET]
name: Rest
move 1: Thunderbolt
move 2: Rest
move 3: Toxic
move 4: Roar / Rain Dance / Light Screen
Item: Leftovers
ability: Pressure
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Set Description
=========

Rest Zapdos is notable as the only common specially bulky Spikes-immune Pokemon. On top of this, Pressure allows it to stall out walls over time. Thus, when physical threats have been removed, barring critical hits, Rest Zapdos can seem absolutely impossible to take down. Rest Zapdos generally appears on two archetypes: Spikes stall and bulky setup. On Spikes stall, Zapdos acts as a reliable phazer that has really good longevity and cannot be trapped. To underscore this point, compare Zapdos with Skarmory in their role as a phazer. With a single misprediction, Skarmory can easily be eliminated by Magneton. Even if the opponent does not have Magneton, it is nearly impossible to find a blanket solution that eliminates Skarmory's checks—Zapdos, Jolteon, Starmie, Moltres, and Gengar—to allow Skarmory to rack up Spikes damage. Furthermore, many of these checks are immune to Spikes and can come in repeatedly without a care. The Pokemon that can mount a significant offensive against Zapdos, however, including Tyranitar, Snorlax, and Metagross with the threat of Explosion, are all damaged by Spikes, and with some chip damage they can be trapped and eliminated by Dugtrio. Another function of Rest + Roar Zapdos is that it never allows Calm Mind users such as Celebi, Jirachi, and Suicune to take advantage of the team. This is an important point because Spikes stall tends to rely on Blissey and Celebi as special walls; these Pokemon are too passive to inflict enough damage before an unstoppable number of boosts have been accumulated by the foe. On Spikesless bulky setup teams, Zapdos has three main roles. First, these teams tend to rely on Claydol to remove Spikes, but as Claydol has no real offensive presence, Skarmory can continue to come in indefinitely against it; Zapdos provides the pressure needed to keep Skarmory off the field. Second, Zapdos functions as a mid-game pivot that can protect Snorlax, Suicune, or Jirachi from taking too much chip damage before they start their Curse or Calm Mind sweep. Mid-game maneuvers may include pivoting in on Celebi's Leech Seed, Gengar's and Moltres's Will-O-Wisp, bulky Water-types, opposing Zapdos, Jolteon, Metagross, mixed Salamence, Heracross, and Gyarados. Note that even with all the defensive investment, Zapdos is particularly susceptible to damage, so care should be taken to get Zapdos in on relatively benign moves. Third, Zapdos eliminates sand via Rain Dance to promote the longevity of the aforementioned setup sweepers. As a word of caution, note that Rest Zapdos is extremely vulnerable to super effective damage taken while switching in and critical hits, as it frequently has just enough bulk to survive Rest loops but not any more than that. Having to use Rest prematurely is a huge momentum sink that allows setup threats like Dragon Dance Tyranitar and Curse Snorlax as well as Choice Band-wielding threats Tyranitar and Salamence to come in freely. Even assuming one is successful at navigating around these threats, getting Zapdos to wake up once it gets into a bad Rest situation requires quite a bit of skillful maneuvering. For example, carelessly sending Rest Zapdos into Modest Blissey's Ice Beam under sand and being forced to use Rest as a result means Zapdos will start off with two sleep turns at around 60% of its HP, and it becomes an uphill task to even keep Zapdos alive from there.

Toxic lets Zapdos attempt to damage or force out everything that Thunderbolt cannot damage significantly, including Blissey, Celebi, Swampert, Flygon, and Claydol. As mentioned earlier, Roar goes well with Spikes, and Rain Dance supports Curse Snorlax and Suicune. Rain Dance also markedly improves Zapdos's longevity by removing sand, ensuring that it is almost never 3HKOed by Timid Zapdos's Thunderbolt, defensive Gengar's Ice Punch, or Modest Blissey's Ice Beam. Light Screen can be used on teams that wish to protect Skarmory and Forretress from Magneton and KO it back with Dugtrio or Forretress's Earthquake; it also provides much-needed additional longevity for Zapdos, especially when one wants to keep sand around for indirect damage. It is possible to use both Light Screen and Roar without Toxic, especially when many Claydol and Swampert run Refresh, or if one still needs to patch up the weakness to Calm Mind users, but such a set's inability to hit offensive Swampert is a huge momentum loss. Alternative options in the fourth moveslot are Hidden Power Ice for extra pressure on Celebi and Hidden Power Grass for tackling Refresh Swampert. Thunder Wave can be used to inflict status on Jirachi, Snorlax, and Leftovers Tyranitar. Paralyzing opposing fast Zapdos and Jolteon also allows Rest Zapdos to exploit full paralysis to burn sleep turns. The EVs are selected for maximum special bulk, but one can also run 32 Speed EVs to outspeed all Tyranitar variants. 32 Defense EVs can be used to always survive Dragon Dance Salamence's boosted Rock Slide. It is inadvisable, however, to take too much away from Zapdos's special bulk because Zapdos frequently sits just below the threshold of getting 3HKOed by strong super effective special attacks.

Team Options
========

Rest Zapdos is expected to come into play frequently over a long battle, so it is imperative that all of its physical checks be dealt with reliably. Tyranitar is best removed using Dugtrio, but an early-game check to it is also necessary to tide through periods of physical punishment, and Claydol is perfect for this. Claydol's Rapid Spin is also very useful for reducing Spikes damage for teammates over the course of a long battle, and Zapdos helps to cover the Water-types that Claydol attracts. In the rare instance that one decides not to use Dugtrio as a partner, another Rock-type answer such as Metagross is almost imperative. By virtue of using a slow Zapdos variant without Thunder Wave, Rest Zapdos teams are frequently weak to offensive Suicune and usually have to go out of their way to provide some mitigating measures for it. Blissey is the best answer to Suicune, but when it does not fit the style of the team, one can tweak Celebi to outspeed Suicune or attempt to wear Suicune down with Jirachi.

On Spikes stall teams, Skarmory is the canonical Spiker, and it also checks Snorlax. A spinblocker in Gengar is especially useful, since Rest Zapdos has no direct way of damaging Claydol, many of which carry Refresh. Blissey with Aromatherapy can save Zapdos from dire circumstances when it gets forced into a Rest loop. Heal Bell Celebi provides similar support, and the combination of Zapdos and Celebi shields the team from most special threats that are either Water- or Electric-types. On bulky setup teams, Rest Zapdos supports Curse Snorlax, Rest Suicune, and Calm Mind + Wish Jirachi.

[SET]
name: Agility + Baton Pass
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Agility
move 4: Baton Pass
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 SpA / 120 SpD / 136 Spe

[SET COMMENTS]
Set Description
=========

This is a variant of offensive Zapdos that performs a dual role as an offense supporter and late-game sweeper. Agility lets Zapdos outspeed every conceivable foe and pass the boost to a powerful threat to tackle bulky opposing Pokemon or directly wipe out frail offense teams itself. Zapdos excels at the Speed passing role because of its ability to pressure the common phazers Skarmory, Suicune, Swampert, and Tyranitar. Its versatility in being able to directly do damage ensures that it does not become deadweight in the event that Speed passing is unnecessary. A Modest nature is used not only because Agility makes up for the Speed lost, but also since after taking a hit to set up Agility, Zapdos can't really afford to take any more damage from Swampert or Dugtrio and would like them cleanly KOed. Furthermore, Baton Pass teams tend to make sacrifices defensively in favor of offensive momentum, so threatening the 2HKO may be essential to avoid a sweep from +2 Dragon Dance Tyranitar. The EVs allow Zapdos to outspeed Heracross while always surviving Modest Suicune's Calm Mind-boosted Ice Beam under sand.

Team Options
========

Calm Mind + Baton Pass Celebi is an amazing partner for Zapdos. Not only does Celebi set up its own boosts and maintain the Baton Pass chain, it also has the right tools to stop Zapdos's checks from ruining the chain. For example, its ability Natural Cure lets it absorb Thunder Wave from Blissey and, with its reduced Speed, pass the boosts to the intended recipient, which can come in without taking a single hit. Celebi's Grass typing and boosted Hidden Power Fire also prevent opposing Celebi from trying to foil the plan with Leech Seed. Slow but powerful threats make great Baton Pass recipients. Especially when combined with Calm Mind boosts from Celebi, mixed recipients like offensive Swampert, Metagross, Tyranitar, Salamence, and Charizard appreciate Zapdos's Speed boosts to outspeed and threaten to KO their usual checks like Gengar, Zapdos, and Starmie. Alternatively, the Speed boost can be passed to physical threats, most notably Marowak, which has the advantage of being immune to Thunder Wave and can OHKO almost everything after a Swords Dance boost. Metagross, Machamp, and Rhydon are other possible physical Baton Pass recipients. Building along the same physically offensive path, one can also consider passing boosts with Swords Dance + Baton Pass Celebi with Magneton support.

[SET]
name: Mixed
move 1: Thunderbolt
move 2: Drill Peck
move 3: Hidden Power Grass / Hidden Power Fighting
move 4: Agility / Toxic / Thunder Wave
item: Leftovers
ability: Pressure
nature: Mild
evs: 120 Atk / 252 SpA / 136 Spe

[SET COMMENTS]
Set Description
=========

Mixed Zapdos is a variant of offensive Zapdos with three attacking moves that hit almost everything for solid damage but usually fall short of scoring the OHKO. This shortfall is made up for by Spikes damage, where on Spikes offense teams, Zapdos performs the role of a mid-game wallbreaker or late-game sweeper. Less commonly, mixed Zapdos gets its power boost passed from Swords Dance Celebi. Drill Peck's main function is to take a chunk off of Pokemon that normally wall Zapdos, such as Celebi and Blissey, while providing the auxiliary benefit of OHKOing Heracross. The sweeper set tends to use Hidden Power Grass + Agility for maximum type coverage with the listed EV spread to outspeed Heracross and to maximize the odds of OHKOing Swampert and Dugtrio. The latter point is especially important, as Zapdos is not expected to be able to survive another hit after already taking damage while using Agility. The wallbreaker set tends to run an EV spread of 252 Atk / 12 SpA / 244 Spe with a Lonely nature to exert maximum pressure on Celebi and Blissey, and Hidden Power Fighting on this set allows Zapdos to 2HKO Blissey under sand with three layers of Spikes on the field. Hidden Power Fighting also prevents Dragon Dance Tyranitar from getting two boosts on Zapdos and annihilating the entire team. As the Hidden Power Fighting set does not get past Swampert, it tends to be more useful to use a status move in the last slot if it is run. The last slot can also be used for a move that synergizes with the rest of the team, such as Roar or Baton Pass. On TSS teams, Roar can be used to rack up Spikes damage, but even without Spikes on the field, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in and prevents Dragon Dance Tyranitar from setting up on Zapdos. The latter benefit is particularly notable when Zapdos is used on offense teams with shaky Tyranitar checks like Metagross and offensive Swampert. Baton Pass generally maintains momentum by eliminating the need to read switches, but it notably synergizes with Swords Dance Celebi by helping to maintain the Baton Pass chain. Note that the roles of wallbreaker and sweeper are not entirely exclusive and are matchup dependent, for Zapdos's excellent all-around offensive stats allow its roles to intersect regardless of its EV spread. In its wallbreaking role, Drill Peck and Hidden Power Fighting are best used as surprises when the opponent inadvertently or inevitably lets Celebi or Blissey get chipped into 2HKO range of these moves over the course of a game, although with the alternate EV spread, an observant player might get suspicious the moment lower-than-expected damage from Thunderbolt is revealed.

Team Options
========

Mixed Zapdos is most frequently used on teams with an offensive slant. If Spikes is the method chosen to support mixed Zapdos, the Spiker can be Skarmory—the golden standard—but it can also be Cloyster, which is immune to trapping and uses Explosion and Surf to hold its ground against the premier Rapid Spin user, Claydol. Spikesless offensive support is also possible, albeit less common. Swords Dance + Baton Pass Celebi can also provide Zapdos with the firepower needed to muscle through its counters. Explosion from Gengar, Regice, and Weezing or forcing a trade with Dugtrio can also bring Zapdos's checks within KO range of its physical attacks without losing momentum.

To fulfill its roles effectively, mixed Zapdos differs from standard offensive Zapdos in two ways. First, it relinquishes early-game utility, as it wants to stay damage and status free, leaving the team potentially vulnerable to status from opposing lead Zapdos. Second, its relatively low Speed allows it to be exploited by opposing Zapdos or even Moltres. Making up for the first point is not easy for Spikes teams, for Swampert and Metagross are risky pivots into status moves. Using Tyranitar as a pivot is perhaps the lesser of evils, as it is relatively slow to begin with and can force Zapdos out. Celebi can also be used as a pivot into status moves, but it can be exploited by dangerous threats like Choice Band Salamence, Aerodactyl, Moltres, and Tyranitar, so matching the low (do you mean slow? unsure) pace of Celebi to an offensive team will require some thought. Just like the standard offensive set, Pokemon that put pressure on Blissey and Snorlax like offensive Swampert and Metagross are good partners for mixed Zapdos, as Drill Peck lacks the power to muscle through them early-game. It's also important to emphasize the importance of faster secondary sweepers as partners, not only to cover mixed Zapdos's lack of speed but also to benefit from its wallbreaking abilities. Jolteon, in particular, gets a special mention for its ability to check opposing Zapdos by trading Thunder Wave and to offer complementary Hidden Power type coverage. Jolteon also supports the team through discouraging opposing Zapdos' use of Thunderbolt with Volt Absorb, letting Tyranitar come in to absorb status with less fear of getting chipped too much.

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

Metal Sound can be used to put opposing Celebi and Blissey under increasing pressure until the opponent gives in and switches out to something frail to have it eat a Thunderbolt. It also prevents Curse Snorlax from setting up indefinitely if it is the opponent's last Pokemon. Choice Band can be used to OHKO Tyranitar and 2HKO Blissey with Hidden Power Fighting and to 2HKO Celebi with Drill Peck. Thunder's high-Base(AH) Power and paralysis rate allow Zapdos to muscle through Suicune and Snorlax more quickly, assuming it hits; it is most reliable on Rest Zapdos, which can boost its accuracy with Rain Dance and even out the odds of it hitting over the course of a long battle. Pinch Berries like Salac Berry, Petaya Berry, and Liechi Berry can be used with Substitute + Baton Pass Zapdos to support teammates offensively in the face of Zapdos's checks. Lum Berry can be used on mixed Zapdos to tide through a single turn of status from Blissey as Zapdos wallbreaks. A physically defensive EV spread of 252 HP / 216 Def / 40 Spe with a Bold nature can be used to keep the team safe from Choice Band Metagross and deal with Salamence in a pinch on teams without a bulky Water-type. This defensive variant is useful on paralysis spam teams, for example, which otherwise try to use an awkward combination of Gyarados's Intimidate and Marowak to deal with Salamence, Metagross, and Tyranitar.

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

Blissey and Celebi are the best Zapdos checks in a vacuum, as they both have great special bulk and Natural Cure. Blissey takes almost nothing from Zapdos's special attacks, and Zapdos's mixed sets cannot 2HKO Blissey without some prior chip damage. Celebi is more susceptible to getting worn down by repeated uses of Hidden Power Ice and Toxic but can regain the lost momentum with Leech Seed or Calm Mind + Baton Pass. In practice, however, Zapdos users often maintain pressure on these checks with Metagross or Dugtrio at the back. Blissey and Celebi must also beware of Rest Zapdos, which requires additional offensive support to take down, either with sand or hard-hitting physical threats like Tyranitar and Snorlax.

Snorlax is the standard offensive check to special attackers on Spikesless teams; it has a limited lifetime, especially under sand and with Spikes on the field, due to its lack of access to instant recovery, but it can come in once or twice against Zapdos and threaten to paralyze or KO it with Body Slam or Self-Destruct. Curse Snorlax is a little bulkier, but it otherwise suffers from similar issues. Jolteon is frequently used as an offensive check to Zapdos on Spikes offense teams due to its ability Volt Absorb, but Thunder Wave from Zapdos neuters Jolteon's greatest asset: its Speed. Defensive Jirachi can tank Zapdos's attacks all day and pass Wish,(AC) yet it similarly does not appreciate getting paralyzed. Regice is a niche special wall that is amazing at forcing Zapdos out by threatening to paralyze or OHKO it, though it is very vulnerable to Toxic and Spikes damage.

It should be noted that Zapdos hates to be statused. Paralysis takes away the speed that makes Zapdos so threatening and immediately opens it up to all sorts of strong physical or super effective attacks, even from Pokemon like Swampert it is meant to check; this is an important factor to consider when deciding whether to trade Thunder Wave in the mirror matchup. Even though Zapdos is a specially offensive Pokemon, early-game poison and burn will still accrue a lot of damage on it, as Zapdos is likely to come into play multiple times throughout a game.

Finally, Zapdos has some unique situational pivots and checks. Tyranitar can absorb Thunderbolt and take Zapdos down in a pinch, although it usually wants to save its HP for better uses like a Dragon Dance sweep. Claydol can come in on Thunderbolt or Thunder Wave and potentially use Refresh to eliminate Toxic poison. The opponent can then pivot to a check like Curse Snorlax or Rest Zapdos on Hidden Power to prolong the target's longevity. Dugtrio can do likewise, despite being a much riskier switch-in. Similarly, Magneton can take a Thunderbolt and disable Zapdos with a status move; this maneuver may be used to prolong Snorlax's longevity, especially on offensive teams. Finally, the combination of Swampert and Flygon can be used to cover both of Zapdos's Hidden Power types, but the weakness of this core to Water-types renders it pretty rare.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[Triangles, 118250], [BKC, 52012]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Estronic, 240732], [Rabia, 336073]]
 
Last edited:

wyc2333

A=X+Y+Z Y: Hard Work
on the pass set, what's 120 spd for? why not give 120 hp or 120 def? sub may be useful such as scouting boom, blocking status, and capitalizing on knock off.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
Thanks, 120 sp.def for surviving modest cune at +1. Short description of Sub + pinch berries added based on your suggestion.
 

Triangles

Big Stew
is a Tiering Contributoris a Contributor to Smogonis a Past SPL Champion
World Defender
[OVERVIEW]

Zapdos is the most versatile special threat in ADV OU. Its Special Attack stat is off the charts, and is supported by a good speed tier and respectable bulk. By compressing coverage into two staple attacks, it utilizes its fillers and suitable EV spreads to insert itself into a broad range of archetypes. Notably, Zapdos fits like a glove in Spikeless Offense teams, but also finds its way into several formulations of Spikes Offense, TSS, Spikes Stall, and Bulky Setup teams. As an offensive threat, Zapdos's greatest asset is its immediate power and speed. Its typing also allows it to pivot easily into bulky waters and Metagross with ease. With Agility and Baton Pass, it can also support powerful teammates, or act as a late-game cleaner. Its decent Attack stat also allows it to be a wallbreaker. As a defensive tank, Zapdos boasts being the only specially-bulky Spikes-immune pokemon, and its ability Pressure allows it to stall out its walls. Zapdos however is not without its flaws. While it is fast, there are still a number of pokemon in the metagame like Jolteon, Aerodactyl and Starmie that outspeed it; though these pokemon either lack the consistent raw power, flexibility of choice, or switchin opportunities respectively, speed is frequently enough of a reason to choose these threats over Zapdos when offensive teams need an immediately fast end-game sweeper. With only two coverage moves on special sets, Zapdos has to make a compromise on its intended targets. Zapdos also frequently falls short of 2HKOing Tyranitar, which can exploit this fact to set up a Dragon Dance sweep. Finally, the just-enough bulk of the defensive set is really appealing in theory, but a single misstep or critical hit may put Zapdos into an endless Rest loop, rendering it useless for the rest of the game. Specifically say because of the momentum it loses you. In spite of these shortfalls, Zapdos is still an amazing pokemon to use and a prevalent a threat that every team must have a good strategy against to be viable.

[SET]
name: Standard Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Thunder Wave / Toxic
move 4: Roar / Baton Pass / Protect / Toxic
item: Leftovers
ability: Pressure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Description
=========

Offensive Zapdos looks deceptively linear and straightforward, but it is one of the most temporally versatile pokemon in ADV OU. Unlike wallbreakers which are early-game one-trick ponies or sweepers that only become potent in the end-game, Zapdos can find a role to play at every stage. As a lead, Offensive Zapdos scores an advantage over other common leads with its ability to prevents Spike by forcing out Skarmory. It also preserves frail offensive teammates by forcing out Choice Band or Mixed Salamence leads, or neutering opposing Zapdos leads with Thunder Wave. Spikeless offenses are generally quite Zap weak, so using your own Zap lead to para opposing Zap in the mirror is crucial for their success a lot of the time. Its filler move can be particularly helpful in dealing with unfavorable lead matchups: Baton Pass allows one to anticipate the Focus Punch from Tyranitar, and Protect scouts the move of Choice Band Metagross, notably neutering any immediate attempt at using Explosion. In the mid-game, Zapdos performs very well in maintaining the momentum. As Zapdos is very reliable at forcing out Water-types and drawing in walls like Blissey, Snorlax, and Celebi, one can keep up the offensive pressure by double switching to a wallbreaker like Choice Band / Mixed Metagross or Tyranitar. Complementarily, Zapdos supports its wallbreakers very well. For instance, when Tyranitar's Hidden Power Grass fails to finish off Swampert or Snorlax's Self-destruct leaves Metagross or Tyranitar hanging by a thread, Zapdos can follow up with a KO; the opponent will frequently hesitate to switch lest the pivot eats a chunk from Thunderbolt. Zapdos is so feared because even two of its walls can be worn down over the course of the game. As Offensive Snorlax is 4HKOed by Zapdos under sand, it can only check Zapdos twice, and may even struggle to do so with Spikes. Zapdos can also put Celebi on a timer with Toxic, repeatedly chip it with Hidden Power Ice on recover loops till Toxic's incremental damage is too high to contain, then deal a heavy blow on the switch with Thunderbolt. Finally, while Zapdos is not known to be an exclusive late-game sweeper, Zapdos' good speed tier and decent bulk allow it to wipe out weakened teams when their speed control has been dealt with.

Hidden Power Grass threatens Swampert and Hidden Power Ice chips Celebi; this comparison is emphasized because Swampert is strong against physical threats but weak against mixed threats, while for Celebi, it is the other way around. Thus, on offensive teams, the Hidden Power type is frequently chosen to complement the type coverage of Zapdos's teammates. Another use of Hidden Power Grass is to minimize one's exposure to Swampert, especially on offensive TSS teams that have no good switchins against Hydro Pump. Hidden Power Ice has the added benefit of KO-ing Salamence and Flygon; this is helpful when one fits Zapdos on certain mid-paced TSS or bulky offense teams that would otherwise get destroyed by Mixed Salamence. The choice of status move tends to depends on the pace of the team and the selected coverage move. Generically, Thunder Wave is favored when the pace is fast to completely nullify pokemon like Gengar and Zapdos that use their speed to threaten frail offensive Zapdos teams. Toxic is useful on slower-paced teams like TSS that have the bulk to drag the battle out and compound Toxic damage. There is a tendency of pairing Hidden Power Ice with Toxic to force Celebi to switch, as mentioned earlier, and also to pressure Swampert; this is by no means exclusive. The filler move is more useful than it might seem at first glance, and some of the uses have been explained in the context of leading Zapdos. On TSS teams, Roar can be used to rack up Spikes damage, but even without Spikes, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in, and prevents Dragon Dance Tyranitar from setting up on it. The latter being partiuclarly notable on those offenses (Cloy stuff for example) that don't generally want to switch out vs dd tar multiple times a game. Baton Pass maintains the momentum by eliminating the need to read switches, complementing Hyper Offense teams without defensive backbones really well. Protect gives Toxic more turns to do damage, and one could even consider a dual-status Zapdos set for versatility against offensive and defensive teams. Substitute, although not mentioned, can function like Protect, with the advantage of blocking Status, activating pinch berries, and Baton Passing out. A Modest Nature can be considered; doing so would greatly improve the odds of 2HKOing Defensive Suicune after a Calm Mind as well as bulkless Tyranitar, as well as scoring certain OHKOs on Dugtrio and bulkless Swampert. Mention why Timid is generally better - tie on zap mirror and superachi and jolly cb mence, outspeeding super cele and max speed Ada DD/Mix mence.

Team Options
========

Offensive Zapdos is most notably a staple on Spikeless offense teams, but can also fit on comfortably on Spikes offense and TSS teams. On offensive teams, Metagross is perhaps its most commonly seen partner, as it comes in comfortably on all of Zapdos' walls and threatens to punch through the expected Skarmory or Swampert switchins either with Choice Banded Meteor Mash, a special attack, or just an unboosted attack with Spikes down. Metagross also offensively checks Rock-types that Zapdos cannot hold its ground against, while Zapdos in return gets switchin opportunities from Metagross' checks. Other partners of Offensive Zapdos on Spikeless Offense that can exploit its momentum maintaining abilities are Tyranitar and Offensive Swampert. An partner frequently seen on Spikeless Offense is Dragon Dance Salamence, which provides orthogonal sweeping coverage. Zapdos can exert a lot of pressure on mid-speed bulky pokemon, but struggles to maintain supremacy over faster albeit frail threats like Starmie, Gengar, Jolteon and even opposing Zapdos. Salamence appreciates bulky pokemon weakened, and with some chip annihilates all fast threats after a Dragon Dance. On Spikes Offense, the partner that threatens opposing fast threats is commonly Jolteon, which can come in at multiple points in the game to force switches and accumulate Spikes damage. The synergy of two Electric-types allow for complementary Hidden Power type coverage, and one Electric-type can offer to trade Thunder Wave with opposing Electric-types to protect the other from Status. Add something in this paragraph about aggro offensive physical breakers that like to come into Blissey, like Snorlax, Metagross, TTar. Because Bliss hard walls Zap, these teams need a way to punish opponents for using Bliss and rebuild momentum.

[SET]
name: Rest
move 1: Thunderbolt
move 2: Rest
move 3: Toxic / Light Screen I talked about this on discord, but I think this slot should just be Toxic. I hate the idea of Zapdos that repeatedly lets in offensive swampert and flygon totally freely. Toxic is also pretty important for forcing Bliss back out or potentially setting up a Dug trap on it. I'll let others have their say on this slot, but that is how I see things.
move 4: Roar / Rain Dance / Light Screen
Item: Leftovers
ability: Pressure
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Set Description
=========

Rest Zapdos is notable as the only common specially-bulky Spikes-immune pokemon. On top of that, its ability, Pressure, allows it to stall out walls over time. Thus, when physical threats are removed, barring critical hits, Rest Zapdos can seem absolutely impossible to take down. Rest Zapdos appears generally on two archetypes: Spikes Stall, and Bulky Setup. On Spikes Stall, Zapdos acts as a reliable phazer that has really good longevity and cannot be trapped. To underscore this point, compare Zapdos with Skarmory in their role as a phazer. With a misprediction, Skarmory can easily eliminated by Magneton. Even if the opponent does not have Magneton, it is nearly impossible to find a blanket solution that eliminates Skarmory's checks -- Zapdos, Jolteon, Starmie, Moltres, Gengar -- to allow Skarmory to rack up Spikes damage. Furthermore, many of these checks are immune to Spikes and can come in repeatedly without a care. The pokemon that can mount a significant offensive against Zapdos however, including Tyranitar, Snorlax, and Metagross with the threat of Explosion, are all damaged by Spikes, and with some chip can be trapped and eliminated by Dugtrio. Another function of Rest + Roar Zapdos is that it never allows Calm Mind users such as Celebi, Jirachi and Suicune to ever exploit the team. This is an important point because this archetype tends to rely on Blissey and Celebi as special walls; these are too passive to induce enough damage before an unstoppable number of boosts are accumulated. On Spikeless Bulky Setup teams, Zapdos has three main roles. First, these teams tend to rely on Claydol to remove Spikes, but with no real offensive presence, Skarmory can continue to come in indefinitely; Zapdos provides the pressure needed to keep Skarmory off the field. Second, Zapdos functions as a mid-game check that protects Snorlax, Suicune, or Jirachi from taking too much chip damage before they start their Curse or Calm Mind sweep. Such mid-game maneuvers include pivoting in on Celebi's Leech Seed, Gengar and Moltres' Will-o-Wisp, Bulky Waters, Zapdos, Jolteon, Metagross, Mixed Salamence, Heracross, and Gyarados. Note that even with all the defensive investment, Zapdos is still particularly prone to damage, so care should be taken to get Zapdos in on relatively benign moves. Third, Zapdos eliminates sand via Rain Dance to promote longevity of these setup sweepers. As a word of caution, note that Rest Zapdos is extremely prone to critical hits and getting disabled by bad switchins, as it frequently has just enough bulk to survive Rest loops. Elaborate on how this rest looping thing and being asleep for 2 turns is a huge loss of momentum that can easily be abused by setup guys like DD Tar, and you'll often have to outplay your opponent to get it to wake up safely.

Toxic gives Zapdos an attempt at damaging or forcing out everything that Thunderbolt cannot damage significantly; this includes Blissey, Celebi, Swampert, Flygon and Claydol. As mentioned earlier, Roar goes well with Spikes and Rain Dance supports Curse Snorlax and Suicune. Rain Dance also markedly improves Zapdos' longevity, by ensuring that it is almost never 3HKO'd by Timid Zapdos' Thunderbolt, Defensive Gengar's Ice Punch, or Modest Blissey's Ice Beam. Light Screen can be used on teams that wish to protect Skarmory from Magneton, and provides the much needed additional longevity to Zapdos especially when one wants to keep sand around for indirect damage to stick. Alternate move options not mentioned are Hidden Power Ice for extra pressure on Celebi and Hidden Power Grass for tackling Refresh Swampert. Twave is also usable, notable targets being Jirachi and Electrics (other Zap, Jolt). Also Lax and lefties Tar. The EVs are selected for maximum special bulk, but one can also run a creep of 32 Speed EVs to outspeed all Tyranitar.

Team Options
========

Rest Zapdos is expected to come into play extensively over a long battle, so it is imperative that all of its physical checks are dealt with reliably. Tyranitar is best removed using Dugtrio, but an early-game check is also necessary to tide through periods of physical punishment, and Claydol is perfect for that. Claydol's Rapid Spin is also very useful for reducing Spikes damage over the course of the long battle, and Zapdos helps to cover the Water-types that Claydol attracts. In the rare instance that one decides not to use Dugtrio as a partner, another Rock-resist such as Metagross is almost imperative.

On Spikes Stall teams, Skarmory is the canonical Spiker, and it also checks Snorlax. Gengar as a spinblocker is especially useful since Rest Zapdos has no direct way of damaging Claydol, many of which carry Refresh too. Blissey with Aromatherapy can save Zapdos from dire circumstances when it gets forced into a Rest loop either through critical hits, which are bound to happen in a long game, or failed attempts at pivoting. On Bulky Setup teams, Rest Zapdos supports Curse Snorlax, Rest Suicune, and Calm Mind + Wish Jirachi. Heal Bell Cele is a great partner, because Zap Cele combine to keep you pretty safe against all special threats, and Zap loves getting its sleep healed.

[SET]
name: Agility Pass
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Agility
move 4: Baton Pass
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 SpA / 120 SpD / 136 Spe

[SET COMMENTS]
Set Description
=========

This is a variant on offensive Zapdos, which performs a dual role as an offense supporter and late-game sweeper. Agility lets Zapdos outspeed every conceivable opponent. Zapdos can then pass it to a powerful threat to tackle bulky opposing pokemon, or directly wipe out frail offense teams with the speed boost. Zapdos excels at the speed-passing role because of its ability to pressure the common phazers Skarmory, Suicune, Swampert and Tyranitar. Its versatility in being able to directly do damage ensures that it does not become deadweight in the event that speed passing is unnecessary. A Modest Nature is used not only because Agility makes up for speed lost, but also after taking a hit to set up Agility, Zapdos can't really afford to take any more damage from Swampert or Dugtrio and would like them cleanly KO'ed. Furthermore, Baton Pass teams tend to make sacrifices defensively in lieu of offensive momentum, so threatening the 2HKO may be essential in avoiding a sweep from +2 Dragon Dance Tyranitar. The EVs allow Zapdos to outspeed Heracross while always surviving Modest Suicune's Calm Mind boosted Ice Beam under sand.

Team Options
========

Calm Mind + Baton Pass Celebi is an amazing partner. Not only does Celebi set up its own boosts and maintain the chain, it also has the right tools to stop Zapdos's checks from ruining the chain. For example, its ability Natural Cure absorbs Thunder Wave from Blissey; with its now reduced speed, it can pass the boosts to the intended target, which can come in without taking a single hit. Celebi's Grass-typing and boosted Hidden Power Fire also prevents opposing Celebi from trying to foil the plan with Leech Seed. Also one sentence about SD Cele with Mag. Slow but powerful threats make great pass targets. Especially when combined with Calm Mind boosts from Celebi, Mixed pass targets like Offensive Swampert, Metagross, Tyranitar, Salamence and Charizard can outspeed and threaten to KO their usual checks like Gengar, Zapdos, and Starmie. Alternatively, the speed boost can be passed to physical threats, most notably Marowak, which has the advantage of being immune to Thunder Wave and can OHKO almost everything after a Swords Dance. Metagross, Machamp and Rhydon are also other possible physical pass targets.

[SET]
name: Mixed
move 1: Thunderbolt
move 2: Drill Peck
move 3: Hidden Power Grass / Hidden Power Fighting
move 4: Agility / Toxic / Thunder Wave
item: Leftovers
ability: Sand Stream
nature: Mild
evs: 120 Atk / 252 SpA / 136 Spe

[SET COMMENTS]
Set Description
=========

Mixed Zapdos is a variant of Offensive Zapdos with three attacking moves that hit almost everything for solid damage but usually fall short of scoring the OHKO. This shortfall is made up for with Spikes damage, where on such teams it performs the role of mid-game wallbreaking or late-game sweeping. Less commonly, Mixed Zapdos gets its power boost passed from Swords Dance Celebi. Drill Peck's main function is to take a chunk off Zapdos's walls, Celebi and Blissey, while providing the auxiliary benefit of OHKOing Heracross. The sweeper set tends to use Hidden Power Grass + Agility for maximum type coverage with the listed EVs to outspeed Heracross, while maximizing the odds of OHKOing Swampert and Dugtrio as explained in the Baton Pass set. The wallbreaker set tends to run EVs of 252 Atk / 12 SpA / 244 Spe with a Lonely nature to exert maximum pressure on Celebi and Blissey, and Hidden Power Fighting on this set allows Blissey to be 2HKOed with certainty under sand with three layers of Spikes. Hidden Power Fighting also prevents Dragon Dance Tyranitar from getting two boosts and annihilating the entire team. As the Hidden Power Fighting set does not get past Swampert, it tends to be more useful to use a Status move in the last slot. Note that these roles are not entirely exclusive and are matchup-dependent, for Zapdos's excellent all-around offensive stats allow its roles to intersect regardless of its EV distribution. In its wallbreaking role, Drill Peck or Hidden Power Fighting is best used as a surprise when the opponent incognizantly or inadvertently lets Celebi or Blissey get chipped into 2HKO range over the course of a game, though an observant player might get suspicious the moment lower-than-expected damage from Thunderbolt is revealed. I think Roar and BP are also both usable in the last slot, not slashes but worth a mention. Honestly the last move slot is super flexible. You'll mainly be attacking.

Team Options
========

Mixed Zapdos is most frequently used on teams with an offensive slant. If Spikes is the method chosen to support Mixed Zapdos, the Spiker can be Skarmory -- the golden standard -- but it can also be Cloyster, which is immune to trapping and uses Explosion and Surf to hold its ground against the premier Rapid Spin user Claydol. Spikeless offensive support is also possible, albeit less common. Swords Dance + Baton Pass Celebi can also provide Zapdos with the firepower needed to muscle through its walls. Explosion from Gengar, Regice and Weezing, or forcing the trade with Dugtrio can also bring Zapdos' walls within range of its physical attacks without losing momentum.

To fulfill its roles effectively, Mixed Zapdos differs from Standard Offensive Zapdos in two ways. First, it relinquishes early-game utility to stay damage- and status-free, leaving the team potentially vulnerable to status from opposing lead Zapdos. Second, its relatively low speed allows it to be exploited by said Zapdos or even Moltres. Dealing with the first point is not easy for Spikes teams, for Swampert and Metagross are risky status pivots. Tyranitar is perhaps the lesser evil, as it is relatively slow to begin with and can force Zapdos out. Celebi can also be used as a status pivot, but Celebi can be exploited by dangerous threats like Choice Band Salamence, Aerodactyl, Moltres and Tyranitar, so matching the generally slower pace of Celebi to an offensive team will require some thought. While team options in the standard set still mostly apply, the second nuance emphasizes the role of faster secondary sweepers as partners, not only to cover the lack of speed but also to benefit from Mixed Zapdos's wallbreaking abilities. Jolteon in particular gets special mention for its ability to check Zapdos with the mirror Thunder Wave and offensively offer complementary type coverage. Jolteon also supports the team through some interesting psychological tactics; since Volt Absorb discourages opposing Zapdos's use of Thunderbolt, Tyranitar can more likely than not come in to absorb status without worrying about getting chipped too much.

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

Metal Sound can be used to put opposing Celebi and Blissey under increasing pressure till the opponent gives in and switches out to something frail to eat a Thunderbolt. It also prevents Curse Snorlax from setting up indefinitely in the end-game. Choice Band Zapdos can OHKO Tyranitar and 2HKO Blissey with Hidden Power Fighting, and also 2HKO Celebi with Drill Peck. Thunder's power and high paralysis rate allows Zapdos to muscle through Suicune and Snorlax more quickly assuming it hits; it is most reliable on Rest Zapdos, which can support its accuracy with Rain Dance and even out the odds over the course of a long battle. Pinch Berries like Salac Berry, Petaya Berry, and Liechi Berry can be used with Substitute + Baton Pass Zapdos to support teammates offensively in the face of Zapdos' checks. Lum Berry can be used on Mixed Zapdos to tide through a single turn of status from Blissey as it wallbreaks. Already mentioned Pdef as a fringe option on discord, for teams weak to CB meta and needing something to soak fighting types like Hera and Loom.

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

Blissey and Celebi are the best Zapdos checks in a vacuum, as they both have great special bulk and Natural Cure as their ability. Blissey takes almost nothing from Zapdos's special attacks, and Zapdos's mixed sets cannot 2HKO Blissey without some prior chip. Celebi is more susceptible to getting worn down by the repeated uses of Hidden Power Ice and Toxic, but can reverse the momentum with Leech Seed or Calm Mind + Baton Pass. In practice, Zapdos users are keen to maintain the keep these checks on their toes with Metagross or Dugtrio at the back. Blissey and Celebi must also beware of Rest Zapdos, which requires additional offensive support, either with sand or hard hitting physical threats like Tyranitar and Snorlax.

Snorlax is the standard offensive special check on Spikeless teams; it has a limited lifetime especially under sand and Spikes against Zapdos due to its lack of access to instant recovery, but it can come in once or twice and threaten to paralyze or KO Zapdos back with Body Slam or Self-Destruct. Curse Snorlax is a little bulkier, but otherwise suffers from similar issues. Jolteon is frequently used as an offensive check on Spikes Offense teams due to its ability, Volt Absorb, but Thunder Wave from Zapdos neuters Jolteon's greatest asset that is speed. Defensive Jirachi can tank Zapdos' attacks all day and pass Wish, yet it similarly does not appreciate getting paralyzed. Regice is a niche special wall that is amazing at forcing Zapdos out by threatening to paralyze or OHKO it, though it is very prone to Toxic and Spikes damage.

Finally, Zapdos has some unique situational pivots and checks. Tyranitar can absorb Thunderbolt and take down Zapdos in a pinch, though it usually has better uses like saving its HP for a Dragon Dance sweep. Claydol can come in on Thunderbolt or Thunder Wave, and potentially use Refresh to eliminate Toxic. It can then pivot to a check like Curse Snorlax or Rest Zapdos to prolong the target check's longevity. Dugtrio can do likewise, despite being a much riskier option. Similarly, Magneton can take a Thunderbolt and disable Zapdos with a Status move, and this maneuvre may be used to prolong Snorlax's longevity especially on offensive teams. Finally, the combination of Swampert + Flygon can be used to cover both Hidden Power types, but the special fraility of this core to Water-types renders it pretty rare.

zap hates to be statused. Poison, para, burn, anything. Sand is also sand and damages zap but you can leave that out since zap benefits from being in sand cuz more offensively potent.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Lovely and thorough, was hard to find very much wrong. 1/2
 
I used to use a lot of light screen roar zap and I liked it a lot - toxic is admittedly quite nice, but roar + spikes does the job against everything else but flygon and claydol (roar forces spikes elsewhere and the latter nearly always refreshes, as does pert) while if I had toxic over roar then I would be noticeably worse against all forms of cm jirachi as well as cm pass celebi. being able to pressure snorlax while still packing the utility of light screen was great, too. however, the combo's not nearly prominent enough to deserve a slash - I'd leave that to the fourth slot, but give its ability to be used over toxic a mention.

also generally mention that teams with defensive zapdos need to go out of their way to account for offensive suicune, which will otherwise run them over.

looks terrific otherwise, 2/2 when implemented
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
Thanks! Implemented all your suggestions, and removed Light Screen as slash on Toxic but kept it as mention in set description since it seems like a unanimous opinion. Ready for gp.
 
Beautiful analysis, just two nitpicks

name: Mixed
move 1: Thunderbolt
move 2: Drill Peck
move 3: Hidden Power Grass / Hidden Power Fighting
move 4: Agility / Toxic / Thunder Wave
item: Leftovers
ability: Sand Stream
nature: Mild
evs: 120 Atk / 252 SpA / 136 Spe
The listed ability here is sand stream.


though an observant player might get suspicious the moment lower-than-expected damage from Thunderbolt is revealed
Is it really lower than expected when it's running a +SPA nature and 252 EVs? The first set listed uses a Timid nature.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
Thanks for pointing out the mistake on the ability.

As for the lower than expected damage, it was really referring to the wallbreaking EVs mentioned in the mixed set description. I clarified by adding in "alternate EVs" into the text. Thanks for pointing out this confusion.
 

bigtalk

Banned deucer.
Nice work! AMGP check, implement what you want

General comments:
  • Don't capitalize adjectives just because they're used to describe sets or archetypes ("Mixed Zapdos", "Offensive Zapdos", "Spikeless offense", etc. are incorrect if they're not at the beginning of a sentence. "Spikes offense" is an exception since Spikes is normally capitalized)
  • Remember to include the serial comma (last comma before "and" / "or" in a list)
  • You can't simply assume that the reader is familiar with acronyms like TSS, gotta expand them
add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)

[OVERVIEW]

Zapdos is the most versatile special threat in ADV OU. Its Special Attack stat is off the charts (RC) and is supported by a good Speed tier and respectable bulk. By compressing coverage into two staple (the fact that the attacks are staple is irrelevant to what you're trying to say) attacks, it utilizes its fillers filler moveslots and suitable customizable EV spreads to insert itself into fit on (subjective change) a broad range of archetypes. Notably, Zapdos fits like a glove in on spikeless offense teams, but also finds its way into several formulations of Spikes offense, TSS (expand this acronym), Spikes stall, and bulky setup teams. As an offensive threat, Zapdos's greatest asset is its immediate power and Speed. Its typing also allows it to pivot easily (repetition w/ later) into bulky waters Water-types and Metagross with ease. With Agility and Baton Pass, it Zapdos can also support powerful teammates (RC) or act as a late-game cleaner. Its decent Attack stat also allows it to be a (insert "physical"? we already know it's a special wallbreaker since you mentioned it has high spatk) wallbreaker. As a defensive tank, Zapdos boasts the trait of being the only specially (RH)bulky Spikes-immune Pokemon, and its ability Pressure allows it to stall out its walls Pokemon that wall it. Zapdos, (AC) however, (AC) is not without its flaws. While it is fast, there are still a number of Pokemon in the metagame like Jolteon, Aerodactyl, (AC) and Starmie that outspeed it; though these Pokemon either lack the consistent raw power, flexibility of choice changing moves, or an abundance (added for parallelism; you can use a less generous word if you'd like) of switch-(AH)in opportunities when compared to Zapdos, (AC) respectively, Speed is frequently enough of a reason to choose these threats over Zapdos it when offensive teams need an immediately a fast end-game sweeper. With being able to run only two coverage moves on special sets, Zapdos has to make a compromise on when choosing its intended targets. Zapdos also frequently falls short of 2HKOing Tyranitar, which can exploit this fact to set up for a Dragon Dance sweep. (fix spacing)Finally, the just-enough bulk of the defensive set, (AC) which is just enough for (what?), (AC) is really appealing in theory, but a single misstep or critical hit may put Zapdos into an endless Rest loop, rendering it useless and losing you momentum (making it) a momentum drain for the rest of the game. In spite of these shortfalls, Zapdos is still an amazing Pokemon to use and a prevalent a threat that every team must have a good strategy against to be viable.

[SET]
name: Standard Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Thunder Wave / Toxic
move 4: Roar / Baton Pass / Protect / Toxic
item: Leftovers
ability: Pressure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Description
=========

Offensive Zapdos looks deceptively linear and straightforward, but it is one of the most temporally versatile pokemon in ADV OU. (readers won't understand what "temporally versatile" means) Unlike wallbreakers which are early-game one-trick ponies or sweepers that only become potent in the end-game, Zapdos (filler) can find a role to play at every stage of the game. As a lead, offensive Zapdos scores an advantage over other common leads with its ability to prevents Spike prevent Spikes from going up by forcing out Skarmory. It also preserves frail offensive teammates by forcing out Choice Band or and mixed Salamence leads, or as well as neutering opposing Zapdos leads with Thunder Wave. Spikeless offense teams are quite weak to opposing Zapdos, so using one's own Zapdos lead to paralyze the other in the mirror lead matchup is crucial for success a lot of the time. Zapdos's filler fourth moveslot can be particularly helpful in dealing with unfavorable lead matchups: Baton Pass allows one to anticipate the Focus Punch from Tyranitar, and while Protect scouts lets one scout (consistency) the move of Choice Band Metagross, notably neutering any immediate attempt at using Explosion. In the mid-game, Zapdos performs very well in at maintaining the momentum. As Zapdos is very reliable at forcing out Water-types and drawing in (special?) walls like Blissey, Snorlax, and Celebi, one can keep up the offensive pressure by double switching to a wallbreaker like Tyranitar or (moved to avoid grouping confusion) Choice Band or mixed Metagross or Tyranitar. Complementarily, Zapdos supports its these wallbreakers very well, (AC) For instance, when Tyranitar's Hidden Power Grass fails to finish off Swampert or Snorlax's Self-Destruct leaves Metagross or Tyranitar hanging by a thread, Zapdos can follow up with a KO; the opponent will frequently hesitate to switch lest the pivot eats a chunk from Thunderbolt. as it can pick off shared checks that they have weakened, such as Swampert after Tyranitar has used Hidden Power Grass and Metagross or Tyranitar after Snorlax has used Self-Destruct. Zapdos is so (too informal) very feared because even two of its walls the Pokemon that wall it can be worn down over the course of the game. As offensive Snorlax is 4HKOed by Zapdos under sand, it can only check switch into Zapdos twice, and may even struggle to do so with Spikes on the field. Zapdos can also put Celebi on a timer with Toxic, repeatedly chip away at it with Hidden Power Ice on recover loops till as Celebi uses Recover until Toxic's incremental damage is too high to contain, then deal a heavy blow on the switch as Celebi is forced to switch (clarity) with Thunderbolt. Finally, while Zapdos is not exclusively known to be an exclusive a late-game sweeper, Zapdos' its good Speed tier and decent bulk allow it to wipe out weakened teams when after their method of speed control has been dealt with.

Hidden Power Grass threatens Swampert and Hidden Power Ice chips away at Celebi; this comparison is emphasized because Swampert is strong against physical threats but weak against mixed threats, while for Celebi, it is the other way around. Thus, on offensive teams, the Hidden Power type is frequently chosen to complement the type coverage of Zapdos's teammates. Another use of Hidden Power Grass is to minimize one's exposure to Swampert, especially on offensive TSS (expand acronym) teams that have no good switch-(AH)ins against to Hydro Pump. Hidden Power Ice has the added benefit of (OH?)KO(RH)ing Salamence and Flygon; this is helpful when one fits Zapdos on certain mid-paced (not a word) moderately paced TSS (expand) or and bulky offense teams that would otherwise get destroyed by mixed Salamence. The choice of status move tends to depends depend on the pace of the team and the selected coverage move. Generically Generally, Thunder Wave is favored when the pace is fast to completely nullify pokemon like Gengar and opposing Zapdos that use their Speed to threaten frail, (AC) offensive Zapdos teams. Toxic is useful on slower-paced teams like TSS (expand) that have the bulk to drag the battle out and compound rack up (subjective change) Toxic damage. There is a tendency of pairing to pair Hidden Power Ice with Toxic to force Celebi to switch eventually, as mentioned earlier, and also to pressure Swampert; this pairing is by no means exclusive, (AC) however. The filler moveslot is more useful than it might seem at first glance, and some of the its uses have been explained in the context of leading with Zapdos. (i am not a fan of how you explained it phase-by-phase as opposed to move-by-move earlier, making you need to cross-reference between paras like this, but i'll leave this matter to official gp) On TSS (expand) teams, Roar can be used to rack up Spikes damage, but even without Spikes on the field, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in (RC) and prevents Dragon Dance Tyranitar from setting up on it Zapdos. The latter benefit is particularly notable when Zapdos is used on offense teams with risky shaky Tyranitar checks like Metagross and offensive Swampert. Baton Pass maintains the momentum by eliminating the need to read switches, complementing hyper offense teams without defensive backbones really well. Protect gives Toxic more turns to do damage. (period) and One could can even consider a dual (RH)status Zapdos set for versatility against offensive and defensive teams. Substitute, although not mentioned, can function like Protect, with the advantages of blocking status, activating pinch Berries, and Baton Passing out letting Zapdos use Baton Pass safely. Timid is generally the preferred nature here, as there are a number of noteworthy threats that Zapdos can deny the advantage to by outspeeding or attempting to win the Speed tie versus them. Timid Zapdos scores the Speed advantage against standard mixed and Dragon Dance Salamence, Timid Moltres, defensive Gengar, and the rare Jynx, while Speed tying with the Zapdos mirror opposing Zapdos, Calm Mind + 3 Attacks (just specify the nature) Jirachi, Jolly Choice Band (cb isn't relevant to its speed) Salamence, Timid Celebi, and Charizard. A Modest nature can be considered, (AC) however; doing so would it greatly improves the odds of 2HKOing offensive Tyranitar (moved for clarity) and defensive Suicune after a the latter has used Calm Mind as well as bulkless Tyranitar, as well as scoring certain OHKOs on OHKOing Dugtrio and bulkless offensive Swampert.

Team Options
========

Offensive Zapdos is most notably a staple on spikeless offense teams, but it can also fit on comfortably on Spikes offense and TSS (expand) teams. On offensive teams, Metagross is perhaps its most commonly seen partner, as it comes in comfortably on all of Zapdos's walls (checks / counters)—Blissey, Snorlax, and Celebi—and threatens to punch through the expected Skarmory or Swampert switchins (metagross's checks are irrelevant to zapdos) opposing team either with Choice Banded Band-boosted Meteor Mash, a special attack, or just an unboosted attack with Spikes if Spikes are down. Metagross also offensively checks Rock-types that Zapdos cannot hold its ground against, while Zapdos, (AC) in return, (AC) gets switch-(AH)in opportunities from on Metagross's checks. Other aggressive partners of offensive Zapdos on spikeless offense teams that can exploit its momentum-(AH)maintaining capaabilities are Tyranitar, Snorlax, (AC) and offensive Swampert. Another partner frequently seen on spikeless offense teams is Dragon Dance Salamence, which provides orthogonal sweeping coverage complements Zapdos as a sweeper (if you meant that its moves have good coverage alongside zapdos's, instead use "provides complementary sweeping coverage"). Zapdos can exert a lot of pressure on mid-speed (not a word) bulky Pokemon with average Speed tiers, but struggles to maintain supremacy over faster, (AC) albeit frail, (AC) threats like Starmie, Gengar, Jolteon, (AC) and even opposing Zapdos. Salamence appreciates bulky Pokemon weakened, and with some chip damage, (AC) annihilates all fast threats after a Dragon Dance boost. On Spikes offense, the partner that threatens used to threaten opposing fast threats is commonly Jolteon, which can come in at multiple points in the game to force switches and accumulate Spikes damage. The synergy of two Electric-types allows for complementary Hidden Power type coverage, and one Electric-type can offer to trade Thunder Wave with opposing Electric-types to protect the other from status.

[SET]
name: Rest
move 1: Thunderbolt
move 2: Rest
move 3: Toxic
move 4: Roar / Rain Dance / Light Screen
Item: Leftovers
ability: Pressure
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Set Description
=========

Rest Zapdos is notable as the only common specially (RH)bulky Spikes-immune Pokemon. On top of that this, its ability (RC) Pressure (RC) allows it to stall out walls over time. Thus, when physical threats are have been removed, barring critical hits, Rest Zapdos can seem absolutely impossible to take down. Rest Zapdos generally appears generally on two archetypes: Spikes stall (RC) and bulky setup. On Spikes stall, Zapdos acts as a reliable phazer that has really good longevity and cannot be trapped. To underscore this point, compare Zapdos with Skarmory in their roles as a phazers. With a single (optional) misprediction, Skarmory can easily eliminated by Magneton. Even if the opponent does not have Magneton, it is nearly impossible to find a blanket solution that eliminates Skarmory's checks—Zapdos, Jolteon, Starmie, Moltres, and Gengar—to allow Skarmory to rack up Spikes damage. Furthermore, many of these checks are immune to Spikes and can come in repeatedly without a care. The Pokemon that can mount a significant offensive against Zapdos, (AC) however, including Tyranitar, Snorlax, and Metagross with the threat of Explosion, are all damaged by Spikes, and with some chip damage can be trapped and eliminated by Dugtrio. Another function of Rest + Roar Zapdos is that it never allows Calm Mind users such as Celebi, Jirachi, (AC) and Suicune to ever exploit the team. This is an important point because this archetype Spikes stall tends to rely on Blissey and Celebi as special walls; these Pokemon are too passive to induce inflict enough damage before an unstoppable number of boosts are have been accumulated by the foe. On spikeless bulky setup teams, Zapdos has three main roles. First, these teams tend to rely on Claydol to remove Spikes, but with as Claydol has no real offensive presence, Skarmory can continue to come in indefinitely against it; Zapdos provides the pressure needed to keep Skarmory off the field. Second, Zapdos functions as a mid-game check pivot that protects Snorlax, Suicune, or and Jirachi from taking too much chip damage before they start their Curse or Calm Mind sweep. Such Mid-game maneuvers may include pivoting in on Celebi's Leech Seed, Gengar's and Moltres's Will-O-Wisp, bulky Waters Water-types, opposing Zapdos, Jolteon, Metagross, mixed Salamence, Heracross, and Gyarados. Note that even with all the defensive investment, Zapdos is still particularly prone to damage, so care should be taken to get Zapdos in on relatively benign moves. Third, Zapdos eliminates sand via Rain Dance to promote the longevity of these the aforementioned (you mentioned them one long sentence ago) setup sweepers. As a word of caution, note that Rest Zapdos is extremely prone to critical hits and getting disabled by bad switch-(AH)ins (i can't tell what you mean by the second part; maybe rephrase to "falling into KO range if it takes a critical or heavy hit"?), as it frequently has just enough bulk to survive Rest loops, but not any more than that. Having to use Rest prematurely is a huge momentum sink that allows setup threats like Dragon Dance Tyranitar and Curse Snorlax or as well as Choice Banded threats (physical) wallbreakers like Choice Band Tyranitar and Salamence to come in freely. Even assuming one is successful at navigating around these threats, getting Zapdos to wake up once it gets into a bad Rest situation requires quite a bit of skillful maneuvering. For example, carelessly sending Rest Zapdos into Modest Blissey's Ice Beams under sand and Resting being forced to use Rest as a result means Zapdos starts will start off with two sleep turns at 60+% around 60% of its HP, and it becomes an uphill task to even keep Zapdos alive from there.

Toxic gives Zapdos an attempt at lets Zapdos attempt to damage or force out everything that Thunderbolt cannot damage significantly, (AC) this includes including Blissey, Celebi, Swampert, Flygon, (AC) and Claydol. As mentioned earlier, Roar goes well with Spikes and Rain Dance supports Curse Snorlax and Suicune. (don't repeat info b/tw paras; remove either this or that mention) Rain Dance also markedly improves Zapdos's longevity (by removing sand?), by ensuring that it is almost never 3HKOed by Timid Zapdos's Thunderbolt, defensive Gengar's Ice Punch, or Modest Blissey's Ice Beam. Light Screen can be used on teams that wish to protect Skarmory and Forretress from Magneton and KO it back later with Dugtrio or just Forretress's Earthquake; it also provides the much needed additional longevity to for Zapdos, (AC) especially when one wants to keep sand around for indirect damage to stick. (fix spacing)It is possible to use both Light Screen and Roar without Toxic, (AC) especially when many Claydol and Swampert run Refresh, (AC) and if one still needs to patch up the weakness to Calm Mind users, but its inability Zapdos being unable to hit offensive Swampert is a huge momentum loss. (fix spacing)Alternative move options not mentioned in the fourth moveslot are Hidden Power Ice for extra pressure on Celebi and Hidden Power Grass for tackling Refresh Swampert. Thunder Wave can be used to apply inflict status on Jirachi, Snorlax, and Leftovers Tyranitar. Paralyzing other opposing fast Zapdos and Jolteon also allows Rest Zapdos to exploit the full paralysis to burn sleep turns. The EVs are selected for maximum special bulk, but one can also run a creep of 32 Speed EVs to outspeed all Tyranitar variants. Even some physical defensive investment in the form of 248 HP / 32 Def 32 Defense EVs can be used to always survive Dragon Dance +1 Salamence's Rock Slide. It is inadvisable, (AC) however, (AC) to take too much away from its Zapdos's special bulk, because Zapdos frequently sits just below the threshold of getting 3HKOed by strong super (RH)effective special attacks (such as?).

Team Options
========

Rest Zapdos is expected to come into play extensively over a long battle, so it is imperative that all of its physical checks are dealt with reliably. Tyranitar is best removed using Dugtrio, but an early-game check to it is also necessary to tide through periods of physical punishment, and Claydol is perfect for that this. Claydol's Rapid Spin is also very useful for reducing Spikes damage ("for teammates"? since zapdos doesn't take spikes damage) over the course of the a long battle, and Zapdos helps to cover the Water-types that Claydol attracts. In the rare instance that one decides not to use Dugtrio as a partner, another Rock-resist Rock-type switch-in such as Metagross is almost imperative. (fix spacing)By virtue of using a slow Zapdos variant without Thunder Wave, Rest Zapdos teams are frequently weak to offensive Suicune and usually have to go out of their way to provide some mitigating measures for it. (fix spacing)Blissey is of course the best answer to Suicune, but when it does not fit the style of the team, one can tweak Celebi to outspeed Suicune or attempt to wither wear Suicune down with Jirachi.

On Spikes stall teams, Skarmory is the canonical Spiker, and it also checks Snorlax. Gengar as a spinblocker (moved) is especially useful as a spinblocker, (AC) since Rest Zapdos has no direct way of damaging Claydol, many of which carry Refresh too. Blissey with Aromatherapy can save Zapdos from dire circumstances when it gets forced into a Rest loop either through critical hits, which are bound to happen in a long game, or failed attempts at pivoting (you explained all this earlier). Heal Bell Celebi provides similar support, and the combination of Zapdos and Celebi shields the team from most special threats (RC) which that are either Water- or Electric-types. On bulky setup teams, Rest Zapdos supports Curse Snorlax, Rest Suicune, and Calm Mind + Wish Jirachi.
 

bigtalk

Banned deucer.
Splitting this check up into 2 posts since it went over the character limit for posts
[SET]
name: Agility Pass Agility + Baton Pass
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Agility
move 4: Baton Pass
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 SpA / 120 SpD / 136 Spe

[SET COMMENTS]
Set Description
=========

This is a variant on offensive Zapdos (RC) which that performs a dual role as an offense supporter and late-game sweeper. Agility lets Zapdos outspeed every conceivable opponent. Zapdos can then pass it the +2 Speed boost to a powerful threat to tackle bulky opposing Pokemon (RC) or directly wipe out frail offense teams with the speed boost. Zapdos excels at the Speed-passing role because of its ability to pressure the common phazers: (colon) Skarmory, Suicune, Swampert, (AC) and Tyranitar. Its versatility in being able to directly do damage ensures that it does not become deadweight in the event that Speed passing is unnecessary. A Modest nature is used not only because Agility makes up for the Speed lost, but also since after taking a hit to set up Agility, Zapdos can't really afford to take any more damage from Swampert or Dugtrio and would like them cleanly KO'ed KOed. Furthermore, Baton Pass teams tend to make sacrifices defensively in lieu favor ("in lieu of" means "in place of") of offensive momentum, so threatening the 2HKO may be essential in avoiding to avoid a sweep from +2 Dragon Dance Tyranitar. The EVs allow Zapdos to outspeed Heracross while always surviving and always survive Modest Suicune's Calm Mind boosted +1 Ice Beam under sand.

Team Options
========

Calm Mind + Baton Pass Celebi is an amazing partner. Not only does Celebi set up its own boosts and maintain the Baton Pass chain, it also has the right tools to stop Zapdos's checks from ruining the chain. For example, its ability Natural Cure absorbs lets it absorb Thunder Wave from Blissey; with its now reduced Speed, it can then (optional) pass the boosts to the intended target, which can come in without taking a single hit. Celebi's Grass (RH)typing and boosted Hidden Power Fire also prevents prevent opposing Celebi from trying to foil the plan with Leech Seed. Slow but powerful threats make for great pass Baton Pass targets. Especially when combined with also given Calm Mind boosts from Celebi, mixed pass targets attackers like offensive Swampert, Metagross, Tyranitar, Salamence, (AC) and Charizard can outspeed and threaten to KO their usual checks like Gengar, Zapdos, and Starmie. Alternatively, the Speed boost can be passed to physical threats, most notably Marowak, which has the advantage of being immune to Thunder Wave and can OHKO almost everything after a Swords Dance boost. Metagross, Machamp, (AC) and Rhydon are also other possible physical pass Baton Pass targets. Building along this train of thought, One can also consider passing boosts with Swords Dance + Baton Pass Celebi with Magneton support.

[SET]
name: Mixed
move 1: Thunderbolt
move 2: Drill Peck
move 3: Hidden Power Grass / Hidden Power Fighting
move 4: Agility / Toxic / Thunder Wave
item: Leftovers
ability: Pressure
nature: Mild
evs: 120 Atk / 252 SpA / 136 Spe

[SET COMMENTS]
Set Description
=========

Mixed Zapdos is a variant of offensive Zapdos with three attacking moves that hit almost everything for solid damage, (AC) but usually fall short of scoring the OHKO. This shortfall is made up for with by Spikes damage, where on such Spikes offense teams, (AC) it Zapdos performs the role of mid-game wallbreaker or late-game sweeper. Less commonly, mixed Zapdos gets its power boost passed from Swords Dance Celebi. Drill Peck's main function is to take a chunk off of Zapdos's walls Pokemon that (normally) wall Zapdos, Celebi and Blissey, while providing the auxiliary benefit of OHKOing Heracross. The sweeper set tends to use Hidden Power Grass + Agility for maximum type coverage with the listed EVs EV spread to outspeed Heracross (RC) while maximizing and to maximize the odds of OHKOing Swampert and Dugtrio as explained in the Baton Pass set (don't cross-reference sets). The wallbreaker set tends to run EVs an EV spread of 252 Atk / 12 SpA / 244 Spe with a Lonely nature to exert maximum pressure on Celebi and Blissey, and Hidden Power Fighting on this set allows Blissey to be 2HKOed with certainty Zapdos to 2HKO Blissey under sand with three layers of Spikes on the field. Hidden Power Fighting also prevents Dragon Dance Tyranitar from getting two boosts on Zapdos and annihilating the entire team. As the Hidden Power Fighting set does not get past Swampert, it tends to be more useful to use a status move in the last slot if it is run. Alas, The last slot can also be used for a move that synergizes with the rest of the team. Roar and Baton Pass can be used for the same reasons stated in the Standard Offensive set (again, don't cross-reference sets; you gotta restate the reasons in this case), while Baton Pass notably synergizes with Swords Dance Celebi to maintain the Baton Pass chain. Note that these roles the roles of wallbreaker and sweeper are not entirely exclusive and are matchup-dependent, for as Zapdos's excellent all-around offensive stats allow its roles to intersect regardless of its EV distribution spread. In its wallbreaking role, Drill Peck or and Hidden Power Fighting is are best used as a surprises when the opponent incognizantly or inadvertently lets Celebi or Blissey get chipped into 2HKO range of these moves over the course of a game, respectively, although with the alternate EVs EV spread, (AC) an observant player might get suspicious the moment lower-than-expected damage from Thunderbolt is revealed.

Team Options
========

Mixed Zapdos is most frequently used on teams with an offensive slant. If Spikes is the method chosen to support mixed Zapdos, the Spiker can be Skarmory—the golden standard—but it can also be Cloyster, which is immune to trapping and uses Explosion and Surf to hold its ground against the premier Rapid Spin user, (AC) Claydol. Spikeless offensive support is also possible, albeit less common. Swords Dance + Baton Pass Celebi can also provide Zapdos with the firepower needed to muscle through its walls checks. Explosion from Gengar, Regice, (AC) and Weezing (RC) or forcing the a trade with Dugtrio can also bring Zapdos's walls checks within KO range of its physical attacks without losing momentum.

To fulfill its roles effectively, mixed Zapdos differs from standard offensive Zapdos in two ways. First, it relinquishes early-game utility, (AC) as it wants to stay damage- and status-free, leaving the team potentially vulnerable to status from opposing lead Zapdos. Second, its relatively low Speed allows it to be exploited by said opposing Zapdos or even Moltres. Dealing with the first point Pokemon is not easy for Spikes teams, for Swampert and Metagross are risky status pivots pivots into status moves. Using Tyranitar as a pivot is perhaps the lesser of evils, as it is relatively slow to begin with and can force Zapdos out. Celebi can also be used as a status pivot into status moves, but Celebi it can be exploited by dangerous threats like Choice Band Salamence, Aerodactyl, Moltres, (AC) and Tyranitar, so matching the generally slower slow pace of Celebi to an offensive team will require some thought. While team options in the standard set still mostly apply, (don't cross-reference sets, just repeat the info even if you have to condense it a little) the second nuance (repetition w/ "cover ... lack of Speed" later) emphasizes it's also important to emphasize the role importance of faster secondary sweepers as partners, not only to cover the mixed Zapdos's lack of Speed, (AC) but also to benefit from Mixed Zapdos's its wallbreaking abilities. Jolteon, (AC) in particular, (AC) gets a special mention for its ability to check opposing Zapdos with the mirror by trading Thunder Wave and to offensively offer complementary Hidden Power type coverage. Jolteon also supports the team through some interesting psychological tactics; since Volt Absorb discourages discouraging opposing Zapdos's (i've corrected this to "zapdos's" elsewhere, but here, there shouldn't be an s after the apostrophe since "opposing Zapdos" is plural) use of Thunderbolt with Volt Absorb, letting Tyranitar can more likely than not come in to absorb status without worrying about getting chipped too much.

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

Metal Sound can be used to put opposing Celebi and Blissey under increasing increased pressure till until the opponent gives in and switches is forced to switch (subjective change) out to something frail to have it eat a Thunderbolt. (fix spacing)It also prevents Curse Snorlax from setting up indefinitely in the end-game if it is the opponent's last Pokemon. Choice Band Zapdos can be used to OHKO Tyranitar and 2HKO Blissey with Hidden Power Fighting (RC) and also to 2HKO Celebi with Drill Peck. Thunder's high Base Power and high paralysis rate allows Zapdos to muscle through (Calm Mind?) Suicune and Snorlax more quickly, (AC) assuming it hits; it is most reliable on Rest Zapdos, which can support boost its accuracy with Rain Dance and even out the odds of it hitting over the course of a long battle. Pinch Berries like Salac Berry, Petaya Berry, and Liechi Berry can be used with Substitute + Baton Pass Zapdos to support teammates offensively in the face of Zapdos's checks. Lum Berry can be used on mixed Zapdos to tide through a single turn of status from Blissey as it Zapdos wallbreaks. A physically defensive EVs EV spread of 252 HP / 216 Def / 40 Spe with a Bold nature can be used to keeps keep the team safe from Choice Band Metagross and deals deal with Salamence in a pinch on teams without a bulky water Water-type. This defensive variant is for example useful in on paralysis spam teams, for example, (AC) which otherwise tries try to use an awkward combination of Gyarados's Intimidate and Marowak to deal with Salamence, Metagross, and Tyranitar (i'm assuming physdef zapdos does not check tyranitar, so why'd you mention it here?).

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

Blissey and Celebi are the best Zapdos checks in a vacuum, as they both have great special bulk and Natural Cure as their ability. Blissey takes almost nothing from Zapdos's special attacks, and Zapdos's mixed sets cannot 2HKO Blissey without some prior chip damage. Celebi is more susceptible to getting worn down by the Toxic and (moved so "repeated" can't apply to this) repeated uses of Hidden Power Ice and Toxic, but can reverse regain the lost momentum with Leech Seed or Calm Mind + Baton Pass. In practice, however, Zapdos users are often keen to maintain the keep these checks on their toes with Metagross or Dugtrio at in the back. Blissey and Celebi must also beware of Rest Zapdos, which requires additional offensive support to take down, either with sand or hard-(AH)hitting physical threats like Tyranitar and Snorlax.

Snorlax is the standard offensive special check ("check to special attackers" / "special wall") on spikeless teams; it has a limited lifetime, (AC) especially under sand and with Spikes on the field against Zapdos (moved), (AC) due to its lack of access to instant recovery, but it can come in once or twice against Zapdos and threaten to paralyze or KO Zapdos back it with Body Slam or Self-Destruct. Curse Snorlax is a little bulkier, but it otherwise suffers from similar issues. Jolteon is frequently used as an offensive check to Zapdos on Spikes offense teams due to its ability (RC) Volt Absorb, but Thunder Wave from Zapdos neuters Jolteon's greatest asset that is its Speed. Defensive Jirachi can tank Zapdos's attacks all day and pass Wish Wish pass to heal off the damage, yet it similarly does not appreciate getting paralyzed. Regice is a niche special wall that is amazing at forcing Zapdos out by threatening to paralyze or OHKO it, though it is very prone to Toxic and Spikes damage.

It should be noted that Zapdos hates to be being statused. Paralysis takes away the Speed that makes Zapdos so threatening and immediately opens it up to all sorts of strong physical or and super (RH)effective attacks, (AC) even from Pokemon like Swampert it is meant to check; this is the basis of the an important factor to consider when deciding whether to trade Thunder Wave in the mirror matchup that has been mentioned multiple times. Even though Zapdos is a specially offensive Pokemon, early-game poison and burn will still accrue a lot of damage on it (RC) because Zapdos is likely to come into play multiple times throughout a game.

Finally, Zapdos has some unique situational pivots and checks. Tyranitar can absorb Thunderbolt and take down KO Zapdos in a pinch, although it usually has better uses like saving (moved) wants to save its HP for better uses like a Dragon Dance sweep. Claydol can come in on Thunderbolt or Thunder Wave (RC) and potentially use Refresh to eliminate Toxic status. It The opponent can then pivot to a check like Curse Snorlax or Rest Zapdos on Hidden Power to prolong the target check's longevity. Dugtrio can do likewise, despite being a much riskier option switch-in. Similarly, Magneton can take a Thunderbolt and disable cripple Zapdos with a status move; (semicolon) and this maneuvre maneuver may be used to prolong Snorlax's longevity, (AC) especially on offensive teams. Finally, the combination of Swampert + Flygon can be used to cover both of Zapdos's Hidden Power types, but the special (if you meant the core is especially frail to water-types, just delete; if you meant the core is frail to special water-types, say "special Water-types") fraility frailty (typo) of this core to Water-types renders it pretty rare.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
as always, for the most part removed changes that i didn't agree with rather than marking them out for readabilit

bigtalk: add remove (comment) (AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)
tdp: add / fix remove (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Zapdos is the most versatile special threat in ADV OU. Its Special Attack stat is off the charts (RC) and is supported by a good Speed tier and respectable bulk. By compressing coverage into two staple attacks, it utilizes its fillers filler moveslots and suitable customizable (if this is the proper word ofc) EV spreads to insert itself into a broad range of archetypes. Notably, Zapdos fits like a glove in on Spikesless offense teams, but it also finds its way into several formulations of Spikes offense, TSS (expand this acronym), Spikes stall, and bulky setup teams. As an offensive threat, Zapdos's greatest asset is its immediate power and speed. Its typing also allows it to pivot easily (repetition w/ later) into bulky waters Water-types and Metagross with ease. With Agility and Baton Pass, it Zapdos can also support powerful teammates (RC) or act as a late-game cleaner. Its decent Attack stat also allows it to be a (insert "physical"? we already know it's a special wallbreaker since you mentioned it has high spatk) (mixed but yea) wallbreaker. As a defensive tank, Zapdos boasts being the only specially (RH)bulky Spikes-immune Pokemon, and its ability Pressure allows it to stall out its walls Pokemon that wall it. Zapdos, (AC) however, (AC) is not without its flaws. However, while it Zapdos is fast, there are still a number of Pokemon in the metagame like Jolteon, Aerodactyl, (AC) and Starmie that outspeed it; though these Pokemon either lack the consistent raw power, flexibility of choice, (move flexibility?) or an abundance (added for parallelism; you can use a less generous word if you'd like) of (that's not what parallelism means, this change is unneeded) switch in opportunities to switch into battle that Zapdos does, (AC)(if this is indeed the proper way to read it) respectively, speed is frequently enough of a reason to choose these threats over Zapdos it when offensive teams need an immediately a fast end-game late-game sweeper. With room for only two coverage moves on special sets, Zapdos has to make a compromise on when choosing its intended targets. Zapdos also frequently falls short of 2HKOing Tyranitar, which can exploit this fact to set up a Dragon Dance sweep. (fix spacing)Finally, the just-enough (change this to "only passable" or "decent-at-best" or something else that bulk of the defensive set, (AC) which is just enough for (what?), (AC) is really appealing in theory, but a single misstep or critical hit may put Zapdos into an endless Rest loop, rendering it useless and losing you momentum (making it) a momentum drain (this change is optional) for the rest of the game. In spite of these shortfalls, Zapdos is still an amazing Pokemon to use and a prevalent a threat that every team must have a good strategy against to be viable.

[SET]
name: Standard Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Thunder Wave / Toxic
move 4: Roar / Baton Pass / Protect / Toxic
item: Leftovers
ability: Pressure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Description
=========

Offensive Zapdos looks deceptively linear and straightforward, but it is one of the most temporally versatile (a way to word this that's more... common vernacular would be nice though yea) Pokemon in ADV OU. Unlike wallbreakers which that are early-game one-trick ponies or sweepers that only become potent in the end-game endgame, Zapdos can find a role to play at every stage of the game. As a lead, offensive Zapdos scores an advantage over other common leads with its ability to prevents Spike prevent Spikes by forcing out Skarmory. It also preserves frail offensive teammates by forcing out Choice Band or mixed Salamence leads (RC) or neutering opposing Zapdos leads with Thunder Wave. Spikesless offense teams are quite weak to opposing Zapdos, so using one's own Zapdos lead to paralyze the other in the mirror lead matchup is crucial for success a lot of the time. Zapdos's filler move can be particularly helpful in dealing with unfavorable lead matchups: Baton Pass allows one to anticipate the Focus Punch from Tyranitar, and while Protect scouts the move of Choice Band Metagross, notably neutering any immediate attempt at using Explosion. In the Mid-game, Zapdos performs very well in at maintaining the momentum. As Zapdos is very reliable at forcing out Water-types and drawing in (special?) walls like Blissey, Snorlax, and Celebi, one can keep up the offensive pressure by double switching to a wallbreaker like Tyranitar or (moved to avoid grouping confusion) Choice Band or mixed Metagross or Tyranitar. Complementarily, Zapdos supports its these wallbreakers very well., (AC) For instance, following up with a KO when, for instance, Tyranitar's Hidden Power Grass fails to finish off Swampert or Snorlax's Self-Destruct leaves Metagross or Tyranitar hanging by a thread, Zapdos can follow up with a KO; the opponent will frequently hesitate to switch lest the pivot eats eat a chunk from Thunderbolt. Notably, (i don't like this change at all but for now it's the best i've got to tie these two sentences together that's not semicolon spam) Zapdos is so feared because even two of its walls the Pokemon that wall it can be worn down over the course of the game. As offensive Snorlax is 4HKOed by Zapdos under sand, it can only check switch into Zapdos twice, and may even struggle to do so with Spikes on the field. Zapdos can also put Celebi on a timer with Toxic, repeatedly chip it with Hidden Power Ice on recover loops till as Celebi uses Recover until Toxic's incremental damage is too high to contain, and then deal a heavy blow on the forced switch with Thunderbolt. Finally, while Zapdos is not known to exclusively be an exclusive a late-game sweeper, Zapdos' its good Speed tier and decent bulk allow it to wipe out weakened teams when after their method of speed control (not how to use speed control, does "their fast Pokemon" work?) has been dealt with.

Hidden Power Grass threatens Swampert, (AC) and Hidden Power Ice chips Celebi; this comparison is emphasized because Swampert is strong against physical threats but weak against mixed threats, while for Celebi, it is the other way around. Thus, on offensive teams, the Hidden Power type is frequently chosen to complement the type coverage of Zapdos's teammates. Another use of Hidden Power Grass is to minimize one's exposure to Swampert, especially on offensive TSS (expand acronym) teams that have no good switch-(AH)ins against Hydro Pump. Hidden Power Ice has the added benefit of (OH?)KO(RH)ing Salamence and Flygon; this is helpful when one fits Zapdos on certain mid-paced TSS (expand) or and bulky offense teams that would otherwise get destroyed by mixed Salamence. The choice of status move tends to depends depend on the pace of the team and the selected coverage move. Generically Generally, Thunder Wave is favored when the pace is fast high to completely nullify Pokemon like Gengar and opposing Zapdos that use their speed to threaten frail, (AC) offensive Zapdos teams. Toxic is useful on slower-paced teams like TSS (expand) that have the bulk to drag the battle out and compound rack up (subjective change) Toxic damage. There is a tendency of pairing to pair Hidden Power Ice with Toxic to force Celebi to switch eventually, as mentioned earlier, and also to pressure Swampert; this pairing is by no means exclusive, (AC) however. The filler move is more useful than it might seem at first glance, and some of the its uses have been explained in the context of leading with Zapdos. (i am not a fan of how you explained it phase-by-phase as opposed to move-by-move earlier, making you need to cross-reference between paras like this, but i'll leave this matter to official gp) (optimally the usage tips stuff from there would be moved here yea) On TSS (expand) teams, Roar can be used to rack up Spikes damage, but even without Spikes on the field, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in (RC) and prevents Dragon Dance Tyranitar from setting up on it Zapdos. The latter benefit is particularly notable when Zapdos is used on offense teams with risky shaky Tyranitar checks like Metagross and offensive Swampert. Baton Pass maintains the momentum by eliminating the need to read switches, complementing hyper offense teams without defensive backbones really well. Protect gives Toxic more turns to do damage. (period) and One could can even consider a dual (RH)status Zapdos set for versatility against offensive and defensive teams. Substitute, although not mentioned, can function like Protect, with the advantages of blocking status, activating pinch Berries, and Baton Passing out letting Zapdos use Baton Pass safely. Timid is generally the preferred nature here, as there are a number of noteworthy threats that Zapdos can deny (not the right word choice, shut down?) by outspeeding or attempting to win the Speed tie. Timid Zapdos scores the Speed advantage against standard mixed and Dragon Dance Salamence, Timid Moltres, defensive Gengar, and the rare Jynx (RC) while Speed tying with the Zapdos mirror opposing Zapdos, Calm Mind + 3 Attacks (just specify the nature) Jirachi, Jolly Choice Band Salamence, Timid Celebi, and Charizard. A Modest nature can be considered, (AC) however; doing so would it greatly improves the odds of 2HKOing offensive Tyranitar (moved for clarity) and defensive Suicune after a the latter has used Calm Mind as well as bulkless Tyranitar, as well as scoring certain OHKOs on Dugtrio and bulkless offensive Swampert.

Team Options
========

Offensive Zapdos is most notably a staple on Spikesless offense teams, but it can also fit on comfortably on Spikes offense and TSS (expand) teams. On offensive teams, Metagross is perhaps its most commonly seen partner, as it comes in comfortably on all of Zapdos's walls (checks / counters)—Blissey, Snorlax, and Celebi—and threatens to punch through the expected Skarmory or Swampert switchins (metagross's checks are irrelevant to zapdos) opposing team (if anything make this "common defensive Pokemon like Skarmory and Swampert", this change is way too destructive) either with Choice Banded Band-boosted Meteor Mash, a special attack, or just an unboosted attack with Spikes if Spikes are down. Metagross also offensively checks Rock-types that Zapdos cannot hold its ground against, while Zapdos, (AC) in return, (AC) gets switch in opportunities to switch in from on Metagross's checks. Other aggressive partners of offensive Zapdos on Spikesless offense teams that can exploit its momentum maintaining capabilities are Tyranitar, Snorlax, (AC) and offensive Swampert. Another partner frequently seen on Spikesless offense teams is Dragon Dance Salamence, which provides orthogonal sweeping coverage complements Zapdos as a sweeper (if you meant that its moves have good coverage alongside zapdos's, instead use "provides complementary sweeping coverage"). Zapdos can exert a lot of pressure on mid-speed (not a word) bulky Pokemon with average Speed tiers (RC) but struggles to maintain supremacy over faster albeit but frail threats like Starmie, Gengar, Jolteon, (AC) and even opposing Zapdos. Salamence appreciates bulky Pokemon weakened, and with some chip damage, (AC) it annihilates all fast threats after a Dragon Dance. On Spikes offense, the partner that threatens used to threaten opposing fast threats is commonly Jolteon, which can come in at multiple points in the game to force switches and accumulate Spikes damage. The synergy of two Electric-types allow for enables complementary Hidden Power type coverage, and one Electric-type can offer to trade Thunder Wave with opposing Electric-types to protect the other from status.

[SET]
name: Rest
move 1: Thunderbolt
move 2: Rest
move 3: Toxic
move 4: Roar / Rain Dance / Light Screen
Item: Leftovers
ability: Pressure
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Set Description
=========

Rest Zapdos is notable as the only common specially (RH)bulky Spikes-immune Pokemon. On top of that this, its ability, Pressure (RC) allows it to stall out walls over time. Thus, when physical threats are have been removed, barring critical hits, Rest Zapdos can seem absolutely impossible to take down. Rest Zapdos generally appears generally on two archetypes: Spikes stall (RC) and bulky setup. On Spikes stall, Zapdos acts as a reliable phazer that has really good longevity and cannot be trapped. To underscore this point, compare Zapdos with Skarmory in their role as a phazer. With a single (optional) misprediction, Skarmory can easily be eliminated by Magneton. Even if the opponent does not have Magneton, it is nearly impossible to find a blanket solution that eliminates Skarmory's checks—Zapdos, Jolteon, Starmie, Moltres, and Gengar—to allow Skarmory to rack up Spikes damage. Furthermore, many of these checks are immune to Spikes and can come in repeatedly without a care. The Pokemon that can mount a significant offensive against Zapdos, (AC) however, including Tyranitar, Snorlax, and Metagross with the threat of Explosion, are all damaged by Spikes, and with some chip damage they can be trapped and eliminated by Dugtrio. Another function of Rest + Roar Zapdos is that it never allows Calm Mind users such as Celebi, Jirachi, (AC) and Suicune to ever exploit the team. This is an important point because this archetype Spikes stall tends to rely on Blissey and Celebi as special walls; these Pokemon are too passive to induce inflict enough damage before an unstoppable number of boosts are have been accumulated by the foe. On Spikesless bulky setup teams, Zapdos has three main roles. First, these teams tend to rely on Claydol to remove Spikes, but with as Claydol has no real offensive presence, Skarmory can continue to come in indefinitely against it; Zapdos provides the pressure needed to keep Skarmory off the field. Second, Zapdos functions as a mid-game check pivot (check is too vague without mentions of foes that it checks yea, make sure the replacement word fits though) that protects Snorlax, Suicune, or and Jirachi from taking too much chip damage before they start their Curse or Calm Mind sweep. Such Mid-game maneuvers may include pivoting in on Celebi's Leech Seed, Gengar's and Moltres's Will-O-Wisp, bulky Waters Water-types, opposing Zapdos, Jolteon, Metagross, mixed Salamence, Heracross, and Gyarados. Note that even with all the defensive investment, Zapdos is still particularly prone susceptible to damage, so care should be taken to get Zapdos in on relatively benign moves. Third, Zapdos eliminates sand via Rain Dance to promote the longevity of these the aforementioned (you mentioned them one long sentence ago) setup sweepers. As a word of caution, note that Rest Zapdos is extremely prone vulnerable to critical hits and getting disabled by bad switch-(AH)ins (i can't tell what you mean by the second part; maybe rephrase to "falling into KO range if it takes a critical or heavy hit"?), (same) as it frequently has just enough bulk to survive Rest loops (RC) but not any more than that. Having to use Rest prematurely is a huge momentum sink that allows setup threats like Dragon Dance Tyranitar and Curse Snorlax or as well as Choice Banded threats (physical) wallbreakers like Choice Band (or keep as in and do "Choice Banded" -> "Choice Band-wielding", but this works if you want it) Tyranitar and Salamence to come in freely. Even assuming one is successful at navigating around these threats, getting Zapdos to wake up once it gets into a bad Rest situation requires quite a bit of skillful maneuvering. For example, carelessly sending Rest Zapdos into Modest Blissey's Ice Beams under sand and Resting being forced to use Rest as a result means Zapdos starts will start off with two sleep turns at 60+% around 60% of its HP, and it becomes an uphill task to even keep Zapdos alive from there.

Toxic gives Zapdos an attempt at lets Zapdos attempt to damage or force out everything that Thunderbolt cannot damage significantly, (AC) this includes including Blissey, Celebi, Swampert, Flygon, (AC) and Claydol. As mentioned earlier, Roar goes well with Spikes and Rain Dance supports Curse Snorlax and Suicune. Rain Dance also markedly improves Zapdos's longevity (by removing sand?), by ensuring that it is almost never 3HKOed by Timid Zapdos's Thunderbolt, defensive Gengar's Ice Punch, or Modest Blissey's Ice Beam. Light Screen can be used on teams that wish to protect Skarmory and Forretress from Magneton and KO it back later with Dugtrio or just Forretress's Earthquake; it also provides the much-needed (AH) additional longevity to for Zapdos, (AC) especially when one wants to keep sand around for indirect damage to stick. (fix spacing)It is possible to use both Light Screen and Roar without Toxic, (AC) especially when many Claydol and Swampert run Refresh, (AC) and if one still needs to patch up the weakness to Calm Mind users, but its such a set's inability to hit offensive Swampert is a huge momentum loss. (fix spacing)Alternative move options not mentioned in the fourth moveslot are Hidden Power Ice for extra pressure on Celebi and Hidden Power Grass for tackling Refresh Swampert. Thunder Wave can be used to apply inflict status on Jirachi, Snorlax, and Leftovers Tyranitar. Paralyzing other opposing fast Zapdos and Jolteon also allows Rest Zapdos to exploit the full paralysis to burn sleep turns. The EVs are selected for maximum special bulk, but one can also run a creep of 32 Speed EVs to outspeed all Tyranitar variants. Even some physical defensive investment in the form of 248 HP / 32 Def 32 Defense EVs can be used to always survive Dragon Dance Salamence's boosted (?) Rock Slide. It is inadvisable, (AC) however, (AC) to take too much away from its Zapdos's special bulk, because Zapdos frequently sits just below the threshold of getting 3HKOed by strong super (RH)effective special attacks (such as?).

Team Options
========

Rest Zapdos is expected to come into play extensively frequently over a long battle, so it is imperative that all of its physical checks are be dealt with reliably. Tyranitar is best removed using Dugtrio, but an early-game check to it is also necessary to tide through periods of physical punishment, and Claydol is perfect for that this. Claydol's Rapid Spin is also very useful for reducing Spikes damage ("for teammates"? since zapdos doesn't take spikes damage) over the course of the a long battle, and Zapdos helps to cover the Water-types that Claydol attracts. In the rare instance that one decides not to use Dugtrio as a partner, another Rock-resist Rock-type switch-in ("Rock-type answer" / "Pokemon that resists Rock" or smth, Dugtrio isn't switching into anything per se either i figure) such as Metagross is almost imperative. (fix spacing)By virtue of using a slow Zapdos variant without Thunder Wave, Rest Zapdos teams are frequently weak to offensive Suicune and usually have to go out of their way to provide some mitigating measures for it. (fix spacing)Blissey is of course the best answer to Suicune, but when it does not fit the style of the team, one can tweak Celebi to outspeed Suicune or attempt to wither wear Suicune down with Jirachi.

On Spikes stall teams, Skarmory is the canonical Spiker, and it also checks Snorlax. Gengar as a spinblocker (moved) is especially useful as a spinblocker, (AC) ("A spinblocker in Gengar" feels like it conveys the proper nuance better) since Rest Zapdos has no direct way of damaging Claydol, many of which carry Refresh too. Blissey with Aromatherapy can save Zapdos from dire circumstances when it gets forced into a Rest loop either through critical hits, which are bound to happen in a long game, or failed attempts at pivoting (you explained all this earlier). Heal Bell Celebi provides similar support, and the combination of Zapdos and Celebi shields the team from most special threats (RC) which that are either Water- or Electric-types. On bulky setup teams, Rest Zapdos supports Curse Snorlax, Rest Suicune, and Calm Mind + Wish Jirachi.

[SET]
name: Agility Pass Agility + Baton Pass
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Agility
move 4: Baton Pass
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 SpA / 120 SpD / 136 Spe

[SET COMMENTS]
Set Description
=========

This is a variant on offensive Zapdos (RC) which that performs a dual role as an offense supporter and late-game sweeper. Agility lets Zapdos outspeed every conceivable opponent foe. Zapdos can then and pass it the boost to a powerful threat to tackle bulky opposing Pokemon (RC) or directly wipe out frail offense teams with the speed boost itself. Zapdos excels at the Speed passing (RH) role because of its ability to pressure the common phazers Skarmory, Suicune, Swampert, (AC) and Tyranitar. Its versatility in being able to directly do damage ensures that it does not become deadweight in the event that Speed passing is unnecessary. A Modest nature is used not only because Agility makes up for the Speed lost (RC) but also since after taking a hit to set up Agility, Zapdos can't really afford to take any more damage from Swampert or Dugtrio and would like them cleanly KO'ed KOed. Furthermore, Baton Pass teams tend to make sacrifices defensively in lieu favor ("in lieu of" means "in place of") of offensive momentum, so threatening the 2HKO may be essential in avoiding to avoid a sweep from +2 Dragon Dance Tyranitar. The EVs allow Zapdos to outspeed Heracross while always surviving Modest Suicune's Calm Mind-boosted (AH) Ice Beam under sand.

Team Options
========

Calm Mind + Baton Pass Celebi is an amazing partner. Not only does Celebi set up its own boosts and maintain the Baton Pass chain, it also has the right tools to stop Zapdos's checks from ruining the chain. For example, its ability Natural Cure absorbs lets it absorb Thunder Wave from Blissey (RSC) and, (AC) with its now reduced Speed, it can pass the boosts to the intended target recipient, which can come in without taking a single hit. Celebi's Grass (RH)typing and boosted Hidden Power Fire also prevents prevent opposing Celebi from trying to foil the plan with Leech Seed. Slow but powerful threats make great pass Baton Pass targets recipients. Especially when combined with Calm Mind boosts from Celebi, mixed pass targets recipients like offensive Swampert, Metagross, Tyranitar, Salamence, (AC) and Charizard can appreciate Zapdos's Speed boosts to outspeed and threaten to KO their usual checks like Gengar, Zapdos, and Starmie. Alternatively, the Speed boost can be passed to physical threats, most notably Marowak, which has the advantage of being immune to Thunder Wave and can OHKO almost everything after a Swords Dance boost. Metagross, Machamp, (AC) and Rhydon are also other possible physical pass Baton Pass targets recipients. Building along this train of thought, One (this change isn't needed but i'm not 100% seeing the train of thought in question either) can also consider passing boosts with Swords Dance + Baton Pass Celebi with Magneton support.

[SET]
name: Mixed
move 1: Thunderbolt
move 2: Drill Peck
move 3: Hidden Power Grass / Hidden Power Fighting
move 4: Agility / Toxic / Thunder Wave
item: Leftovers
ability: Pressure
nature: Mild
evs: 120 Atk / 252 SpA / 136 Spe

[SET COMMENTS]
Set Description
=========

Mixed Zapdos is a variant of offensive Zapdos with three attacking moves that hit almost everything for solid damage but usually fall short of scoring the OHKO. This shortfall is made up for with by Spikes damage, where on such Spikes offense teams, (AC) it Zapdos performs the role of mid-game wallbreaker or late-game sweeper. Less commonly, mixed Zapdos gets its power boost passed from Swords Dance Celebi. Drill Peck's main function is to take a chunk off of Zapdos's walls Pokemon that (normally) wall Zapdos, Celebi and Blissey, while providing the auxiliary benefit of OHKOing Heracross. The sweeper set tends to use Hidden Power Grass + Agility for maximum type coverage with the listed EVs EV spread to outspeed Heracross (RC) while maximizing and to maximize the odds of OHKOing Swampert and Dugtrio as explained in the Baton Pass set (don't cross-reference sets). The wallbreaker set tends to run EVs an EV spread of 252 Atk / 12 SpA / 244 Spe with a Lonely nature to exert maximum pressure on Celebi and Blissey, and Hidden Power Fighting on this set allows Blissey to be 2HKOed with certainty Zapdos to 2HKO Blissey under sand with three layers of Spikes on the field. Hidden Power Fighting also prevents Dragon Dance Tyranitar from getting two boosts on Zapdos and annihilating the entire team. As the Hidden Power Fighting set does not get past Swampert, it tends to be more useful to use a status move in the last slot if it is run. Alas, The last slot can also be used for a move that synergizes with the rest of the team. Roar and Baton Pass can be used for the same reasons stated in the Standard Offensive set (again, don't cross-reference sets; you gotta restate the reasons in this case), while Baton Pass notably synergizes with Swords Dance Celebi to maintain the Baton Pass chain. Note that these roles the roles of wallbreaker and sweeper are not entirely exclusive and are matchup dependent, (RH) for Zapdos's excellent all-around offensive stats allow its roles to intersect regardless of its EV distribution spread. In its wallbreaking role, Drill Peck or and Hidden Power Fighting is are best used as a surprises when the opponent incognizantly or inadvertently lets Celebi or Blissey get chipped into 2HKO range of these moves over the course of a game, although with the alternate EVs EV spread, (AC) an observant player might get suspicious the moment lower-than-expected damage from Thunderbolt is revealed.

Team Options
========

Mixed Zapdos is most frequently used on teams with an offensive slant. If Spikes is the method chosen to support mixed Zapdos, the Spiker can be Skarmory—the golden standard—but it can also be Cloyster, which is immune to trapping and uses Explosion and Surf to hold its ground against the premier Rapid Spin user, (AC) Claydol. Spikesless offensive support is also possible, albeit less common. Swords Dance + Baton Pass Celebi can also provide Zapdos with the firepower needed to muscle through its walls checks. (counters I guess) Explosion from Gengar, Regice, (AC) and Weezing (RC) or forcing the a trade with Dugtrio can also bring Zapdos's walls checks within KO range of its physical attacks without losing momentum.

To fulfill its roles effectively, mixed Zapdos differs from standard offensive Zapdos in two ways. First, it relinquishes early-game utility, (AC) as it wants to stay damage (RH) and status free, (RH) leaving the team potentially vulnerable to status from opposing lead Zapdos. Second, its relatively low Speed allows it to be exploited by said opposing Zapdos or even Moltres. Dealing with Making up for (or change point to matter or smth) the first point is not easy for Spikes teams, for Swampert and Metagross are risky status pivots pivots into status moves. Using Tyranitar as a pivot is perhaps the lesser of evils, as it is relatively slow to begin with and can force Zapdos out. Celebi can also be used as a status pivot into status moves, but Celebi it can be exploited by dangerous threats like Choice Band Salamence, Aerodactyl, Moltres, (AC) and Tyranitar, so matching the generally slower low pace of Celebi to an offensive team will require some thought. While team options in the standard set still mostly apply, (don't cross-reference sets, just repeat the info even if you have to condense it a little) the second nuance (repetition w/ "cover ... lack of Speed" later) emphasizes it's also important to emphasize the role importance of faster secondary sweepers as partners, not only to cover the mixed Zapdos's lack of speed but also to benefit from Mixed Zapdos's its wallbreaking abilities. Jolteon, (AC) in particular, (AC) gets a special mention for its ability to check opposing Zapdos with the mirror by trading Thunder Wave and to offensively offer complementary Hidden Power type coverage. Jolteon also supports the team through some interesting psychological tactics; since Volt Absorb discourages discouraging opposing Zapdos's (i've corrected this to "zapdos's" elsewhere, but here, there shouldn't be an s after the apostrophe since "opposing Zapdos" is plural) use of Thunderbolt with Volt Absorb, letting Tyranitar can more likely than not come in to absorb status without worrying about getting chipped too much more likely than not.
 

Lumari

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

Metal Sound can be used to put opposing Celebi and Blissey under increasing pressure till until the opponent gives in and switches is forced to switch (subjective change) out to something frail to have it eat a Thunderbolt. (fix spacing)It also prevents Curse Snorlax from setting up indefinitely in the end-game if it is the opponent's last Pokemon. Choice Band Zapdos can be used to (optional) OHKO Tyranitar and 2HKO Blissey with Hidden Power Fighting (RC) and also to 2HKO Celebi with Drill Peck. Thunder's high Base Power and high paralysis rate allows allow Zapdos to muscle through (Calm Mind?) Suicune and Snorlax more quickly, (AC) assuming it hits; it is most reliable on Rest Zapdos, which can support boost its accuracy with Rain Dance and even out the odds of it hitting over the course of a long battle. Pinch Berries like Salac Berry, Petaya Berry, and Liechi Berry can be used with Substitute + Baton Pass Zapdos to support teammates offensively in the face of Zapdos's checks. Lum Berry can be used on mixed Zapdos to tide through a single turn of status from Blissey as it Zapdos wallbreaks. A physically defensive EVs EV spread of 252 HP / 216 Def / 40 Spe with a Bold nature can be used to keeps keep the team safe from Choice Band Metagross and deals deal with Salamence in a pinch on teams without a bulky water Water-type. This defensive variant is for example useful in on paralysis spam teams, for example, (AC) which otherwise tries try to use an awkward combination of Gyarados's Intimidate and Marowak to deal with Salamence, Metagross, and Tyranitar (i'm assuming physdef zapdos does not check tyranitar, so why'd you mention it here?).

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

Blissey and Celebi are the best Zapdos checks in a vacuum, as they both have great special bulk and Natural Cure as their ability. Blissey takes almost nothing from Zapdos's special attacks, and Zapdos's mixed sets cannot 2HKO Blissey without some prior chip damage. Celebi is more susceptible to getting worn down by the Toxic and (moved so "repeated" can't apply to this) (natural cure though, pretty sure "repeated" fits w/ toxic just fine here) repeated uses of Hidden Power Ice and Toxic, but can reverse regain the lost momentum with Leech Seed or Calm Mind + Baton Pass. In practice, however, Zapdos users are often keen to maintain the keep these checks on their toes with Metagross or Dugtrio at in the back. Blissey and Celebi must also beware of Rest Zapdos, which requires additional offensive support to take down, either with sand or hard-(AH)hitting physical threats like Tyranitar and Snorlax.

Snorlax is the standard offensive special check ("check to special attackers" / "special wall") on Spikesless teams; it has a limited lifetime, (AC) especially under sand and with Spikes on the field against Zapdos (moved), (AC) due to its lack of access to instant recovery, but it can come in once or twice against Zapdos and threaten to paralyze or KO Zapdos back it with Body Slam or Self-Destruct. Curse Snorlax is a little bulkier, but it otherwise suffers from similar issues. Jolteon is frequently used as an offensive check to Zapdos on Spikes offense teams due to its ability (RC) Volt Absorb, but Thunder Wave from Zapdos neuters Jolteon's greatest asset that is its Speed. Defensive Jirachi can tank Zapdos's attacks all day and pass Wish Wish pass to heal off the damage, (it's not passing the wishes then though, if you want to make it more descriptive make it smth like "take advantage of it to restore its teammates' health with Wish", but idt there's much of an issue with the initial version) yet it similarly does not appreciate getting paralyzed. Regice is a niche special wall that is amazing at forcing Zapdos out by threatening to paralyze or OHKO it, though it is very prone to Toxic and Spikes damage.

It should be noted that Zapdos hates to be statused. Paralysis takes away the speed that makes Zapdos so threatening and immediately opens it up to all sorts of strong physical or super (RH)effective attacks, (AC) even from Pokemon like Swampert it is meant to check; this is the basis of the an important factor to consider when deciding whether to trade Thunder Wave in the mirror matchup that has been mentioned multiple times. Even though Zapdos is a specially offensive Pokemon, early-game poison and burn will still accrue a lot of damage on it, because Zapdos is likely to come into play multiple times throughout a game.

Finally, Zapdos has some unique situational pivots and (idk if this deletes content) checks. Tyranitar can absorb Thunderbolt and take down Zapdos in a pinch, although it usually has better uses like saving (moved) wants to save its HP for better uses like a Dragon Dance sweep. Claydol can come in on Thunderbolt or Thunder Wave (RC) and potentially use Refresh to eliminate Toxic poison. It The opponent can then pivot to a check like Curse Snorlax or Rest Zapdos on Hidden Power to prolong the target check's longevity. Dugtrio can do likewise, despite being a much riskier option switch-in. Similarly, Magneton can take a Thunderbolt and disable Zapdos with a status move; (semicolon) and this maneuvre maneuver may be used to prolong Snorlax's longevity, (AC) especially on offensive teams. Finally, the combination of Swampert and Flygon can be used to cover both of Zapdos's Hidden Power types, but the special (if you meant the core is especially frail to water-types, just delete; if you meant the core is frail to special water-types, say "special Water-types") fraility frailty (typo) of this core to Water-types renders it pretty rare.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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in standard offensive set:
- kept "temporally versatile" bc i couldnt find a better words. besides i explained it in the following sentence.
- i meant (choice band or mixed metagross) or mixed tyranitar in that priority
- If I abbreviate the TSS acronym in overview, do I have to explain it again? very clunky otherwise
- "baton passing out" modification to "letting zapdos use baton pass safely" changes the meaning. i meant to say that the substitute can be baton passed out. changed the wording there.
in standard offensive team options:
- responding to comment "metagross's checks are irrelevant to zapdos", it's about maintaining momentum; a double switch to metagross helps maintain momentum better because metagross breaks its walls a lot more easily than zapdos does its walls.
in rest set:
- rephrased "As a word of caution, note that Rest Zapdos is extremely vulnerable to critical hits and getting disabled by bad switch-ins" to "As a word of caution, note that Rest Zapdos is extremely vulnerable to super-effective damage taken while switching in and critical hits"
- added "or" to "It is possible to use both Light Screen and Roar without Toxic, especially when many Claydol and Swampert run Refresh, or if one still needs to patch up the weakness to Calm Mind users" to preserve meaning
in agility pass team options:
changed "building along this line of thought" to "Building along the same physically offensive path"
in mixed set:
- added "inevitably" last sentence
in oo:
- addressing the comment "i'm assuming physdef zapdos does not check tyranitar, so why'd you mention it here?" - helps in some niche situations by surviving rock slide in the 1v1.

otherwise, all implemented and ready for second gp check.
 
Last edited:

Astra

talk to me nice
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did like half, other half is up for grabs @other gpers unless i end up having time to do it
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[OVERVIEW]

Zapdos is the most versatile special threat in ADV OU. Its Special Attack stat is off the charts and supported by a good Speed tier and respectable bulk. By compressing coverage into two staple attacks, it utilizes its filler moveslots and customizable EV spreads to insert itself into a broad range of archetypes. Notably, Zapdos fits like a glove on Spikesless offense teams, but it also finds its way into several formulations of Spikes offense, Toxic + Sandstorm + Spikes (TSS), S sand-less Spikes stall, and bulky setup teams. As an offensive threat, Zapdos's greatest asset is its immediate power and speed. Its typing also allows it to pivot into bulky Water-types and Metagross with ease. With Agility and Baton Pass, Zapdos can also support powerful teammates or act as a late-game cleaner. Its decent Attack stat also allows it to be a mixed wallbreaker. As a defensive tank, Zapdos boasts being the only specially bulky Spikes-immune Pokemon, and its ability, (AC) Pressure, (AC) allows it to stall out Pokemon that wall it. However, while Zapdos is fast, there are still a number of Pokemon in the metagame like Jolteon, Aerodactyl, and Starmie that outspeed it; though these Pokemon either lack consistent raw power, move flexibility, or opportunities to switch into battle that Zapdos does, respectively, speed Speed is frequently enough of a reason to choose these threats over it when offensive teams need a fast late-game sweeper. With room for only two coverage moves on special sets, Zapdos has to make a compromise when choosing its intended targets. Zapdos also frequently falls short of 2HKOing Tyranitar, which can exploit this fact to set up a Dragon Dance sweep. Finally, the decent-at-best bulk of the defensive set, which is just enough for walling special attacks, is really appealing in theory, but a single misstep or critical hit may put Zapdos into an endless Rest loop, rendering it useless and making it a momentum drain for the rest of the game. In spite of these shortfalls, Zapdos is still an amazing Pokemon to use and a prevalent threat that every team must have a good strategy against to be viable.

[SET]
name: Standard Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Thunder Wave / Toxic
move 4: Roar / Baton Pass / Protect / Toxic
item: Leftovers
ability: Pressure
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Set Description
=========

Offensive Zapdos looks deceptively linear and straightforward, but it is one of the most temporally versatile Pokemon in ADV OU. Unlike wallbreakers that are early-game one-trick ponies or sweepers that only become potent in the end-game endgame late-game (i think this is what you mean), Zapdos can find a role to play at every stage of the game. As a lead, offensive Zapdos scores an advantage over other common leads with its ability to prevents Spike prevent Spikes by forcing out Skarmory. It also preserves frail offensive teammates by forcing out Choice Band or mixed Salamence leads or neutering opposing Zapdos leads with Thunder Wave. Spikesless offense teams are quite weak to opposing Zapdos, so using one's own Zapdos to paralyze the other in the mirror lead matchup is crucial for success a lot most of the time. Zapdos's filler move can be particularly helpful in dealing with unfavorable lead matchups: Baton Pass allows one to anticipate Focus Punch from Tyranitar, while Protect scouts the move of Choice Band Metagross, notably neutering any immediate attempt at using Explosion. Mid-game, Zapdos performs very well at maintaining momentum. As Zapdos is very reliable at forcing out Water-types and drawing in special walls like Blissey, Snorlax, and Celebi, one can keep up the offensive pressure by double switching into a wallbreaker like Choice Band or mixed Metagross or mixed Tyranitar. Complementarily, Zapdos supports these wallbreakers very well, following up with a KO when, for instance, Tyranitar's Hidden Power Grass fails to finish off Swampert or Snorlax's Self-Destruct leaves Metagross or Tyranitar hanging by a thread; the opponent will frequently hesitate to switch lest the pivot eat a chunk from Thunderbolt. Notably, Zapdos is so feared because even two of the Pokemon that wall it can be worn down over the course of the game. As offensive Snorlax is 4HKOed by Zapdos under sand, it can only switch into Zapdos twice, (RC) and may even struggle to do so with Spikes on the field. Zapdos can also put Celebi on a timer with Toxic, repeatedly chip it with Hidden Power Ice as Celebi uses Recover until Toxic's incremental damage is too high to contain, and then deal a heavy blow on the forced switch with Thunderbolt. Finally, while Zapdos is not known to exclusively be a late-game sweeper, its good Speed tier and decent bulk allow it to wipe out weakened teams after their fast Pokemon have been dealt with.

Hidden Power Grass threatens Swampert, and Hidden Power Ice chips Celebi; this comparison is emphasized because Swampert is strong against physical threats but weak against mixed threats, while for Celebi, (RC) it is the other way around. Thus, on offensive teams, the Hidden Power type is frequently chosen to complement the type coverage of Zapdos's teammates. Another use of Hidden Power Grass is to minimize one's exposure to Swampert, especially on offensive TSS teams that have no good switch-ins against Hydro Pump. Hidden Power Ice has the added benefit of OHKOing Salamence and Flygon; this is helpful when one fits Zapdos on certain mid-paced TSS and bulky offense teams that would otherwise get destroyed by mixed Salamence. The choice of status move tends to depend on the pace of the team and the selected coverage move. Generally, Thunder Wave is favored when the pace is high to completely nullify Pokemon like Gengar and opposing Zapdos that use their speed Speed to threaten frail, offensive Zapdos teams. Toxic is useful on slower teams like TSS that have the bulk to drag the battle out and rack up Toxic damage. There is a tendency to pair Hidden Power Ice with Toxic to force Celebi to switch eventually and to pressure Swampert; this pairing is by no means exclusive, however. The filler move is more useful than it might seem at first glance, and some of its uses have been explained in the context of leading with Zapdos. On TSS teams, Roar can be used to rack up Spikes damage, but even without Spikes on the field, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in and prevents Dragon Dance Tyranitar from setting up on Zapdos. The latter benefit is particularly notable when Zapdos is used on offense teams with shaky Tyranitar checks like Metagross and offensive Swampert. Baton Pass maintains momentum by eliminating the need to read switches, complementing hyper offense teams without defensive backbones really well. Protect gives Toxic more turns to do damage. One can even consider a dual status Zapdos set for versatility against offensive and defensive teams. Substitute can function like Protect, with the advantages of blocking status, activating pinch Berries, and being transferred to another pokemon Pokemon with Baton Pass. Timid is generally the preferred nature, as there are a number of noteworthy threats that Zapdos can shut down by outspeeding or attempting to win the Speed tie. Timid Zapdos scores the Speed advantage against standard mixed and Dragon Dance Salamence, Timid Moltres, defensive Gengar, and the rare Jynx while Speed tying with opposing Zapdos, Timid Jirachi, Jolly Choice Band Salamence, Timid Celebi, and Charizard. A Modest nature can be considered, however; it greatly improves the odds of 2HKOing offensive Tyranitar and defensive Suicune after the latter has used Calm Mind, as well as scoring certain OHKOs on Dugtrio and offensive Swampert.

Team Options
========

Offensive Zapdos is most notably a staple on Spikesless offense teams, but it can also fit on comfortably on Spikes offense and TSS teams. On offensive teams, Metagross is perhaps its most commonly seen partner, as it comes in comfortably on all of Zapdos's counters—Blissey, Snorlax, and Celebi—and threatens to punch through common defensive Pokemon like Skarmory and Swampert either with Choice Band-boosted Meteor Mash, a special attack, or just an unboosted attack if Spikes are down. Metagross also offensively checks Rock-types that Zapdos cannot hold its ground against, while Zapdos, in return, gets opportunities to switch in on Metagross's checks. Other aggressive partners of offensive Zapdos on Spikesless offense teams that can exploit its momentum maintaining capabilities are Tyranitar, Snorlax, and offensive Swampert. Another partner frequently seen on Spikesless offense teams is Dragon Dance Salamence, which complements Zapdos as a sweeper. Zapdos can exert a lot of pressure on bulky Pokemon with average Speed tiers but struggles to maintain supremacy over faster but frail threats like Starmie, Gengar, Jolteon, and even opposing Zapdos. Salamence appreciates bulky Pokemon weakened, and with some chip damage, it annihilates all fast threats after a Dragon Dance. On Spikes offense, the partner used to threaten opposing fast threats is commonly Jolteon, which can come in at multiple points in the game to force switches and accumulate Spikes damage. The synergy of two Electric-types enables complementary Hidden Power type coverage, and one Electric-type can trade Thunder Wave with opposing Electric-types to protect the other from status.

[SET]
name: Rest
move 1: Thunderbolt
move 2: Rest
move 3: Toxic
move 4: Roar / Rain Dance / Light Screen
Item: Leftovers
ability: Pressure
nature: Calm
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Set Description
=========

Rest Zapdos is notable as the only common specially bulky Spikes-immune Pokemon. On top of this, Pressure allows it to stall out walls over time. Thus, when physical threats have been removed, barring critical hits, Rest Zapdos can seem absolutely impossible to take down. Rest Zapdos generally appears on two archetypes: Spikes stall and bulky setup. On Spikes stall, Zapdos acts as a reliable phazer that has really good longevity and cannot be trapped. To underscore this point, compare Zapdos with Skarmory in their role as a phazer. With a single misprediction, Skarmory can easily be eliminated by Magneton. Even if the opponent does not have Magneton, it is nearly impossible to find a blanket solution that eliminates Skarmory's checks—Zapdos, Jolteon, Starmie, Moltres, and Gengar—to allow Skarmory to rack up Spikes damage. Furthermore, many of these checks are immune to Spikes and can come in repeatedly without a care. The Pokemon that can mount a significant offensive against Zapdos, however, including Tyranitar, Snorlax, and Metagross with the threat of Explosion, are all damaged by Spikes, and with some chip damage, (AC) they can be trapped and eliminated by Dugtrio. Another function of Rest + Roar Zapdos is that it never allows Calm Mind users such as Celebi, Jirachi, and Suicune to exploit take advantage of the team. This is an important point because Spikes stall tends to rely on Blissey and Celebi as special walls; these Pokemon are too passive to inflict enough damage before an unstoppable number of boosts have been accumulated by the foe. On Spikesless bulky setup teams, Zapdos has three main roles. First, these teams tend to rely on Claydol to remove Spikes, but as Claydol has no real offensive presence, Skarmory can continue to come in indefinitely against it; Zapdos provides the pressure needed to keep Skarmory off the field. Second, Zapdos functions as a mid-game pivot that can protects Snorlax, Suicune, or and Jirachi from taking too much chip damage before they start their Curse or Calm Mind sweep. Mid-game maneuvers may include pivoting in on Celebi's Leech Seed, Gengar's and Moltres's Will-O-Wisp, bulky Water-types, opposing Zapdos, Jolteon, Metagross, mixed Salamence, Heracross, and Gyarados. Note that even with all the defensive investment, Zapdos is particularly susceptible to damage, so care should be taken to get Zapdos in on relatively benign moves. Third, Zapdos eliminates sand via Rain Dance to promote the longevity of the aforementioned setup sweepers. As a word of caution, note that Rest Zapdos is extremely vulnerable to super-effective (RH) damage taken while switching in and critical hits, as it frequently has just enough bulk to survive Rest loops but not any more than that. Having to use Rest prematurely is a huge momentum sink that allows setup threats like Dragon Dance Tyranitar and Curse Snorlax as well as Choice Band-wielding threats Tyranitar and Salamence to come in freely. Even assuming one is successful at navigating around these threats, getting Zapdos to wake up once it gets into a bad Rest situation requires quite a bit of skillful maneuvering. For example, carelessly sending Rest Zapdos into Modest Blissey's Ice Beams under sand and being forced to use Rest as a result means Zapdos will start off with two sleep turns at around 60% of its HP, and it becomes an uphill task to even keep Zapdos alive from there.

Toxic lets Zapdos attempt to damage or force out everything that Thunderbolt cannot damage significantly, including Blissey, Celebi, Swampert, Flygon, and Claydol. As mentioned earlier, Roar goes well with Spikes, (AC) and Rain Dance supports Curse Snorlax and Suicune. Rain Dance also markedly improves Zapdos's longevity by removing sand, ensuring that it is almost never 3HKOed by Timid Zapdos's Thunderbolt, defensive Gengar's Ice Punch, or Modest Blissey's Ice Beam. Light Screen can be used on teams that wish to protect Skarmory and Forretress from Magneton and KO it back with Dugtrio or Forretress's Earthquake; it also provides much-needed additional longevity for Zapdos, especially when one wants to keep sand around for indirect damage. It is possible to use both Light Screen and Roar without Toxic, especially when many Claydol and Swampert run Refresh, or if one still needs to patch up the weakness to Calm Mind users, but such a set's inability to hit offensive Swampert is a huge momentum loss. Alternative options in the fourth moveslot are Hidden Power Ice for extra pressure on Celebi and Hidden Power Grass for tackling Refresh Swampert. Thunder Wave can be used to inflict status on Jirachi, Snorlax, and Leftovers Tyranitar. Paralyzing opposing fast Zapdos and Jolteon also allows Rest Zapdos to exploit full paralysis to burn sleep turns. The EVs are selected for maximum special bulk, but one can also run 32 Speed EVs to outspeed all Tyranitar variants. 32 Defense EVs can be used to always survive Dragon Dance Salamence's boosted Rock Slide. It is inadvisable, however, to take too much away from Zapdos's special bulk, (RC) because Zapdos frequently sits just below the threshold of getting 3HKOed by strong super effective special attacks.

Team Options
========

Rest Zapdos is expected to come into play frequently over a long battle, so it is imperative that all of its physical checks be dealt with reliably. Tyranitar is best removed using Dugtrio, but an early-game check to it is also necessary to tide through periods of physical punishment, and Claydol is perfect for this. Claydol's Rapid Spin is also very useful for reducing Spikes damage for teammates over the course of a long battle, and Zapdos helps to cover the Water-types that Claydol attracts. In the rare instance that one decides not to use Dugtrio as a partner, another Rock-type answer such as Metagross is almost imperative. By virtue of using a slow Zapdos variant without Thunder Wave, Rest Zapdos teams are frequently weak to offensive Suicune and usually have to go out of their way to provide some mitigating measures for it. Blissey is the best answer to Suicune, but when it does not fit the style of the team, one can tweak Celebi to outspeed Suicune or attempt to wear Suicune down with Jirachi.

On Spikes stall teams, Skarmory is the canonical Spiker, and it also checks Snorlax. A spinblocker in Gengar is especially useful, since Rest Zapdos has no direct way of damaging Claydol, many of which carry Refresh. Blissey with Aromatherapy can save Zapdos from dire circumstances when it gets forced into a Rest loop. Heal Bell Celebi provides similar support, and the combination of Zapdos and Celebi shields the team from most special threats that are either Water- or Electric-types. On bulky setup teams, Rest Zapdos supports Curse Snorlax, Rest Suicune, and Calm Mind + Wish Jirachi.

[SET]
name: Agility + Baton Pass
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Agility
move 4: Baton Pass
item: Leftovers
ability: Pressure
nature: Modest
evs: 252 SpA / 120 SpD / 136 Spe

[SET COMMENTS]
Set Description
=========

This is a variant on of offensive Zapdos that performs a dual role as an offense supporter and late-game sweeper. Agility lets Zapdos outspeed every conceivable foe and pass the boost to a powerful threat to tackle bulky opposing Pokemon or directly wipe out frail offense teams itself. Zapdos excels at the Speed passing role because of its ability to pressure the common phazers Skarmory, Suicune, Swampert, and Tyranitar. Its versatility in being able to directly do damage ensures that it does not become deadweight in the event that Speed passing is unnecessary. A Modest nature is used not only because Agility makes up for the Speed lost, (AC) but also since after taking a hit to set up Agility, Zapdos can't really afford to take any more damage from Swampert or Dugtrio and would like them cleanly KOed. Furthermore, Baton Pass teams tend to make sacrifices defensively in favor of offensive momentum, so threatening the 2HKO may be essential to avoid a sweep from +2 Dragon Dance Tyranitar. The EVs allow Zapdos to outspeed Heracross while always surviving Modest Suicune's Calm Mind-boosted Ice Beam under sand.

Team Options
========

Calm Mind + Baton Pass Celebi is an amazing partner for Zapdos. Not only does Celebi set up its own boosts and maintain the Baton Pass chain, it also has the right tools to stop Zapdos's checks from ruining the chain. For example, its ability Natural Cure lets it absorb Thunder Wave from Blissey and, with its reduced Speed, pass the boosts to the intended recipient, which can come in without taking a single hit. Celebi's Grass typing and boosted Hidden Power Fire also prevent opposing Celebi from trying to foil the plan with Leech Seed. Slow but powerful threats make great Baton Pass recipients. Especially when combined with Calm Mind boosts from Celebi, mixed recipients like offensive Swampert, Metagross, Tyranitar, Salamence, and Charizard appreciate Zapdos's Speed boosts to outspeed and threaten to KO their usual checks like Gengar, Zapdos, and Starmie. Alternatively, the Speed boost can be passed to physical threats, most notably Marowak, which has the advantage of being immune to Thunder Wave and can OHKO almost everything after a Swords Dance boost. Metagross, Machamp, and Rhydon are other possible physical Baton Pass recipients. Building along the same physically offensive path, one can also consider passing boosts with Swords Dance + Baton Pass Celebi with Magneton support.
1.5/2 :blobthumbsup:
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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implemented with the following variations

1. as per discord discussions on the gp server's questions channel, with tdp's approval, i left the TSS abbreviations in there after the first explicit mention in the introduction. i might edit to make it more explicit later later on in the article when i revisit but this will suffice for now.
2. "Zapdos to paralyze the other in the mirror lead matchup is crucial for success a lot most of the time. " did not implement this change because the proportion is significant but not almost all-encompassing (to be specific, this maneuver is not necessarily favored when celebi is also present on the team.

waiting on the last half gp check.
 

Rabia

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add remove comments
[SET]
name: Mixed
move 1: Thunderbolt
move 2: Drill Peck
move 3: Hidden Power Grass / Hidden Power Fighting
move 4: Agility / Toxic / Thunder Wave
item: Leftovers
ability: Pressure
nature: Mild
evs: 120 Atk / 252 SpA / 136 Spe

[SET COMMENTS]
Set Description
=========

Mixed Zapdos is a variant of offensive Zapdos with three attacking moves that hit almost everything for solid damage but usually fall short of scoring the OHKO. This shortfall is made up for by Spikes damage, where on Spikes offense teams, Zapdos performs the role of a mid-game wallbreaker or late-game sweeper. Less commonly, mixed Zapdos gets its power boost passed from Swords Dance Celebi. Drill Peck's main function is to take a chunk off of Pokemon that normally wall Zapdos, such as Celebi and Blissey, while providing the auxiliary benefit of OHKOing Heracross. The sweeper set tends to use Hidden Power Grass + Agility for maximum type coverage with the listed EV spread to outspeed Heracross and to maximize the odds of OHKOing Swampert and Dugtrio. The latter point is especially important,(AC) as Zapdos is not expected to be able to live survive another hit after already taking damage while using Agility. The wallbreaker set tends to run an EV spread of 252 Atk / 12 SpA / 244 Spe with a Lonely nature to exert maximum pressure on Celebi and Blissey, and Hidden Power Fighting on this set allows Zapdos to 2HKO Blissey under sand with three layers of Spikes on the field. Hidden Power Fighting also prevents Dragon Dance Tyranitar from getting two boosts on Zapdos and annihilating the entire team. As the Hidden Power Fighting set does not get past Swampert, it tends to be more useful to use a status move in the last slot if it is run. The last slot can also be used for a move that synergizes with the rest of the team, such as Roar or Baton Pass. On TSS teams, Roar can be used to rack up Spikes damage, but even without Spikes on the field, Roar reverses the momentum gained by Calm Mind + Baton Pass Celebi pivoting in and prevents Dragon Dance Tyranitar from setting up on Zapdos. The latter benefit is particularly notable when Zapdos is used on offense teams with shaky Tyranitar checks like Metagross and offensive Swampert. Baton Pass generally maintains momentum by eliminating the need to read switches, but it notably synergizes with Swords Dance Celebi by helping to maintain the Baton Pass chain. Note that the roles of wallbreaker and sweeper are not entirely exclusive and are matchup dependent, for Zapdos's excellent all-around offensive stats allow its roles to intersect regardless of its EV spread. In its wallbreaking role, Drill Peck and Hidden Power Fighting are best used as surprises when the opponent inadvertently or inevitably lets Celebi or Blissey get chipped into 2HKO range of these moves over the course of a game, although with the alternate EV spread, an observant player might get suspicious the moment lower-than-expected damage from Thunderbolt is revealed.

Team Options
========

Mixed Zapdos is most frequently used on teams with an offensive slant. If Spikes is the method chosen to support mixed Zapdos, the Spiker can be Skarmory—the golden standard—but it can also be Cloyster, which is immune to trapping and uses Explosion and Surf to hold its ground against the premier Rapid Spin user, (AC remove comment) Claydol. Spikesless offensive support is also possible, albeit less common. Swords Dance + Baton Pass Celebi can also provide Zapdos with the firepower needed to muscle through its counters. Explosion from Gengar, Regice, and Weezing or forcing a trade with Dugtrio can also bring Zapdos's checks within KO range of its physical attacks without losing momentum.

To fulfill its roles effectively, mixed Zapdos differs from standard offensive Zapdos in two ways. First, it relinquishes early-game utility, as it wants to stay damage and status free, leaving the team potentially vulnerable to status from opposing lead Zapdos. Second, its relatively low Speed allows it to be exploited by opposing Zapdos or even Moltres. Making up for the first point is not easy for Spikes teams, for Swampert and Metagross are risky pivots into status moves. Using Tyranitar as a pivot is perhaps the lesser of evils, as it is relatively slow to begin with and can force Zapdos out. Celebi can also be used as a pivot into status moves, but it can be exploited by dangerous threats like Choice Band Salamence, Aerodactyl, Moltres, and Tyranitar, so matching the low (do you mean slow? unsure) pace of Celebi to an offensive team will require some thought. Just like the standard offensive set, Pokemon that put pressure on Blissey and Snorlax like Offensive offensive Swampert or and Metagross are good partners for Mixed mixed Zapdos, as Drill Peck lacks the power to muscle through them yet in the early-game. It's also important to emphasize the importance of faster secondary sweepers as partners, not only to cover mixed Zapdos's lack of speed but also to benefit from its wallbreaking abilities. Jolteon, in particular, gets a special mention for its ability to check opposing Zapdos by trading Thunder Wave and to offer complementary Hidden Power type coverage. Jolteon also supports the team through discouraging opposing Zapdos' use of Thunderbolt with Volt Absorb, letting Tyranitar come in to absorb status without worrying about with less fear of getting chipped too much more likely than not.(I think these changes communicate the same idea but with less awkward wording)

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

Metal Sound can be used to put opposing Celebi and Blissey under increasing pressure until the opponent gives in and switches out to something frail to have it eat a Thunderbolt. It also prevents Curse Snorlax from setting up indefinitely if it is the opponent's last Pokemon. Choice Band can be used to OHKO Tyranitar and 2HKO Blissey with Hidden Power Fighting and to 2HKO Celebi with Drill Peck. Thunder's high-Base(AH) Power and paralysis rate allow Zapdos to muscle through Suicune and Snorlax more quickly, assuming it hits; it is most reliable on Rest Zapdos, which can boost its accuracy with Rain Dance and even out the odds of it hitting over the course of a long battle. Pinch Berries like Salac Berry, Petaya Berry, and Liechi Berry can be used with Substitute + Baton Pass Zapdos to support teammates offensively in the face of Zapdos's checks. Lum Berry can be used on mixed Zapdos to tide through a single turn of status from Blissey as Zapdos wallbreaks. A physically defensive EV spread of 252 HP / 216 Def / 40 Spe with a Bold nature can be used to keep the team safe from Choice Band Metagross and deal with Salamence in a pinch on teams without a bulky Water-type. This defensive variant is useful on paralysis spam teams, for example, which otherwise try to use an awkward combination of Gyarados's Intimidate and Marowak to deal with Salamence, Metagross, and Tyranitar.

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

Blissey and Celebi are the best Zapdos checks in a vacuum, as they both have great special bulk and Natural Cure. Blissey takes almost nothing from Zapdos's special attacks, and Zapdos's mixed sets cannot 2HKO Blissey without some prior chip damage. Celebi is more susceptible to getting worn down by repeated uses of Hidden Power Ice and Toxic (RC) but can regain the lost momentum with Leech Seed or Calm Mind + Baton Pass. In practice, however, Zapdos users are often keen to maintain the pressure to (? unclear what the original intended meaning was) keep these checks on their toes with the threat of Metagross or Dugtrio in the back. Blissey and Celebi must also beware of Rest Zapdos, which requires additional offensive support to take down, either with sand or hard-hitting physical threats like Tyranitar and Snorlax.

Snorlax is the standard offensive check to special attackers on Spikesless teams; it has a limited lifetime, especially under sand and with Spikes on the field, due to its lack of access to instant recovery, but it can come in once or twice against Zapdos and threaten to paralyze or KO it with Body Slam or Self-Destruct. Curse Snorlax is a little bulkier, but it otherwise suffers from similar issues. Jolteon is frequently used as an offensive check to Zapdos on Spikes offense teams due to its ability Volt Absorb, but Thunder Wave from Zapdos neuters Jolteon's greatest asset that is:(colon) its Speed. Defensive Jirachi can tank Zapdos's attacks all day and pass Wish,(AC) yet it similarly does not appreciate getting paralyzed. Regice is a niche special wall that is amazing at forcing Zapdos out by threatening to paralyze or OHKO it, though it is very prone vulnerable to Toxic and Spikes damage.

It should be noted that Zapdos hates to be statused. Paralysis takes away the speed that makes Zapdos so threatening and immediately opens it up to all sorts of strong physical or super effective attacks, even from Pokemon like Swampert it is meant to check; this is an important factor to consider when deciding whether to trade Thunder Wave in the mirror matchup. Even though Zapdos is a specially offensive Pokemon, early-game poison and burn will still accrue a lot of damage on it, because as Zapdos is likely to come into play multiple times throughout a game.

Finally, Zapdos has some unique situational pivots and checks. Tyranitar can absorb Thunderbolt and take Zapdos down Zapdos in a pinch, although it usually wants to save its HP for better uses like a Dragon Dance sweep. Claydol can come in on Thunderbolt or Thunder Wave and potentially use Refresh to eliminate Toxic poison. The opponent can then pivot to a check like Curse Snorlax or Rest Zapdos on Hidden Power to prolong the target check's longevity.(I have no idea what "target check" refers to here) Dugtrio can do likewise, despite being a much riskier switch-in. Similarly, Magneton can take a Thunderbolt and disable Zapdos with a status move; this maneuver may be used to prolong Snorlax's longevity, especially on offensive teams. Finally, the combination of Swampert and Flygon can be used to cover both of Zapdos's Hidden Power types, but the frailty weakness (eh, frailty is an odd noun to use here imo) of this core to Water-types renders it pretty rare.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[Triangles, 118250], [BKC, 52012]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Estronic, 240732],[,]]

gp 2/2 once done
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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thanks for the check, implemented and ready to be uploaded.
 

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