• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

OU Zarude

Status
Not open for further replies.

mcribs

Dream For The Stars
is a Community Contributoris a Smogon Discord Contributor
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: Poison / Fire
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Combining its great bulk, Swords Dance, excellent utility with Knock Off, and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu and Dondozo. Swords Dance gives Zarude the breaking power to overcome usual checks, enabling it to 2HKO Corviknight after Stealth Rock with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from foes like Dragonite, Zapdos, and Moltres, making it easier for Zarude to get past them with entry hazards. Zarude uses Synthesis to take advantage of the switches it forces to heal itself, making itself even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status, like Toxic poison from Pecharunt and Gliscor, paralysis from Gholdengo's Thunder Wave, and burns from Moltres, in exchange for less healing. Leftovers further increases Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus's and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resistance against the aformentioned Iron Valiant and lets it beat offensive Zamazenta in a one-on-one. Tera Fire gives a burn immunity against Galarian Weezing, Moltres, and Cinderace while also providing a Fairy resistance. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus-T, and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalize on, while also being able to work on balance as an excellent wallbreaker. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping it consistently break defensive cores. Entry hazard setters such as Landorus-T and Glimmora allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while it can shatter common spinblockers like Gholdengo. Gholdengo is also one of its best allies, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters Great Tusk and switches in on its Headlong Rush. Sun teams can also use Zarude, as both Leaf Guard's status immunity and Synthesis's increased recovery greatly improve its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the rare option of Solar Blade for a 100% accurate, strong Grass-type STAB move, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Zarude's unique defensive traits are very helpful for sun teams, being able to switch in on Ghost-type moves like Gholdengo's Shadow Ball, handling Ground-type attacks like Iron Treads's Earthquake for Ninetales, and resisting Raging Bolt's Thunderclap. Common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, which open giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. Sticky Web setters such as Araquanid and Ribombee provide crucial speed control for Zarude to outpace usual checks like Iron Moth and Iron Valiant. In return, Zarude is able to remove Heavy-Duty Boots from key foes like Darkrai that would pose a threat to Sticky Web teams.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/raffe.649289/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/
 
Last edited:
Add Comment
Highlight Remove
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: poison / fire / ghost (Honestly I think we can remove this, it doesn't really have a use-case over Poison)
ability: leaf guard
nature: jolly
evs: 252 Atk / 4 Def / 252 Spe (add spaces)

[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off and Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly destroy common defensive staples such as Ting-Lu, Dondozo, and Pecharunt. Swords Dance gives Zarude the breaking power to overcome usual checks such as being able to 2HKO Corviknight after Stealth Rocks with Knock Off. Knock Off both smacks Pecharunt, Gholdengo, and Galarian Slowking, but also removes Heavy-Duty Boots from checks like Moltres, Zapdos, and Dragonite. Power Whip is Zarude's strongest attack, having strong odds to 2HKO Dondozo, while also being able to OHKO Ting-Lu with a +2 Power Whip. (Explaining STABs is unnecessary to include, though you can keep the highlight on Knock Off removing Boots from rocks-weak checks if you'd like) Synthesis is used to constantly take advantage of opponents it scares out like Alomomola to heal itself, while making Zarude even harder to handle for defensive teams. Jungle Healing can also be used instead to get rid of status like Toxic from Pecharunt and Gliscor, Thunder Wave from Gholdengo, and Will-O-Wisp from Moltres, in exchange for less healing. Bulk Up can also be used on Zarude over Swords Dance to become incredibly difficult to revenge kill for opponents, now being able to survive Great Tusk's Close Combat at +1. (Not sure if there might be better examples since offensive Tusk is always outsped and OHKOed) Leftovers further boldens Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude be unaffected by hazards, particularly from foes like Hisuian Samurott and Ting-Lu. (There isn't really much reason to highlight these two hazard setters in particular, and unaffected by hazards is just dex info. Would maybe draw a comparison with lefties and say it helps Zarude work on teams without removal, keeps it healthy enough to set up in the face of hazards, something like that) Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' and Iron Valiant's Moonblast. (The Fighting resist given by Tera Poison is incredibly important for Val and also offensive Zama!) Tera Fire gives a burn immunity against Moltres and Cinderace, while still having the Fairy resist. Tera Ghost lets Zarude be immune to Dragonite's Extreme Speed, and Zamazenta's Body Press, while now being able to defeat usual answers like Iron Defense Corviknight. (Think Tera Ghost can be cut, gets PP stalled by Corv anyway) Additionally, all these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, and Ogerpon-W. (I wouldn't really mention Ogerpon-W here since this is talking about Tera Fire, maybe something else)

Zarude finds itself on bulky offense and balance (I don't know if Zarude is really a balance mon, I feel like it's more of a bulky offense / sun threat? I'll highlight things throughout this paragraph) for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise on. Due to its debilitating weakness to U-turn, Zarude can often struggle to get commit to a sweep against faster structures. (What fast U-turners in particular are an issue for it? Could maybe cut this sentence and combine it with the next to say "To alleviate Zarude's debilitating weakness to U-turn") To alleviate this issue, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude consistently break defensive teams. Hazard setters such as Skarmory, Gliscor, (These feel quite slow-paced for the teams Zarude fits on) and Hisuian Samurott allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk and Corviknight. Pivots such as the aformentioned Zapdos and Moltres, but also Pecharunt, Landorus-T, and Galarian Slowking are able to get Zarude on the field safely. In return, Zarude can beat down foes like Gliscor and Alomomola that pivots struggle to get past on their own. (These pairings aren't bad (especially the latter 3 pivots) but this feels quite focused on Zarude being a breaker to fit a more balance-y, pivot-oriented playstyle, rather than it acting as an offensive win condition that appreciates being brought in on things it can set up vs / threatens walls for its offensive teammates) If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude can shatter Ghost-types like Gholdengo and Pecharunt. Gholdengo presents itself as strong ally, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Gholdengo and Pecharunt and switches in on Great Tusk's Headlong Rush. Sun teams can also use Zarude due to both Leaf Guard blocking status and increased recovery with Synthesis. They also enjoy Zarude switching onto various Ground-type attacks from Iron Treads and threatens Tera Water Garganacl. (I'd elaborate quite a bit more on sun, it's a very significant synergy)

[SET CREDITS] (add these)
Nice work, let me know when this is implemented! The main two points are that I think we can remove Tera Ghost as it's not really seeing play nor does it do much as Zarude will still lose to ID Zamazenta and sometimes Corv even with it, and I also see Zarude as more of a bulky offense / offense / sun threat that doesn't always partner up with slower balance mons that well.
 
Add Comment
Highlight Remove
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: poison / fire / ghost (Honestly I think we can remove this, it doesn't really have a use-case over Poison)
ability: leaf guard
nature: jolly
evs: 252 Atk / 4 Def / 252 Spe (add spaces)

[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off and Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly destroy common defensive staples such as Ting-Lu, Dondozo, and Pecharunt. Swords Dance gives Zarude the breaking power to overcome usual checks such as being able to 2HKO Corviknight after Stealth Rocks with Knock Off. Knock Off both smacks Pecharunt, Gholdengo, and Galarian Slowking, but also removes Heavy-Duty Boots from checks like Moltres, Zapdos, and Dragonite. Power Whip is Zarude's strongest attack, having strong odds to 2HKO Dondozo, while also being able to OHKO Ting-Lu with a +2 Power Whip. (Explaining STABs is unnecessary to include, though you can keep the highlight on Knock Off removing Boots from rocks-weak checks if you'd like) Synthesis is used to constantly take advantage of opponents it scares out like Alomomola to heal itself, while making Zarude even harder to handle for defensive teams. Jungle Healing can also be used instead to get rid of status like Toxic from Pecharunt and Gliscor, Thunder Wave from Gholdengo, and Will-O-Wisp from Moltres, in exchange for less healing. Bulk Up can also be used on Zarude over Swords Dance to become incredibly difficult to revenge kill for opponents, now being able to survive Great Tusk's Close Combat at +1. (Not sure if there might be better examples since offensive Tusk is always outsped and OHKOed) Leftovers further boldens Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude be unaffected by hazards, particularly from foes like Hisuian Samurott and Ting-Lu. (There isn't really much reason to highlight these two hazard setters in particular, and unaffected by hazards is just dex info. Would maybe draw a comparison with lefties and say it helps Zarude work on teams without removal, keeps it healthy enough to set up in the face of hazards, something like that) Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' and Iron Valiant's Moonblast. (The Fighting resist given by Tera Poison is incredibly important for Val and also offensive Zama!) Tera Fire gives a burn immunity against Moltres and Cinderace, while still having the Fairy resist. Tera Ghost lets Zarude be immune to Dragonite's Extreme Speed, and Zamazenta's Body Press, while now being able to defeat usual answers like Iron Defense Corviknight. (Think Tera Ghost can be cut, gets PP stalled by Corv anyway) Additionally, all these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, and Ogerpon-W. (I wouldn't really mention Ogerpon-W here since this is talking about Tera Fire, maybe something else)

Zarude finds itself on bulky offense and balance (I don't know if Zarude is really a balance mon, I feel like it's more of a bulky offense / sun threat? I'll highlight things throughout this paragraph) for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise on. Due to its debilitating weakness to U-turn, Zarude can often struggle to get commit to a sweep against faster structures. (What fast U-turners in particular are an issue for it? Could maybe cut this sentence and combine it with the next to say "To alleviate Zarude's debilitating weakness to U-turn") To alleviate this issue, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude consistently break defensive teams. Hazard setters such as Skarmory, Gliscor, (These feel quite slow-paced for the teams Zarude fits on) and Hisuian Samurott allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk and Corviknight. Pivots such as the aformentioned Zapdos and Moltres, but also Pecharunt, Landorus-T, and Galarian Slowking are able to get Zarude on the field safely. In return, Zarude can beat down foes like Gliscor and Alomomola that pivots struggle to get past on their own. (These pairings aren't bad (especially the latter 3 pivots) but this feels quite focused on Zarude being a breaker to fit a more balance-y, pivot-oriented playstyle, rather than it acting as an offensive win condition that appreciates being brought in on things it can set up vs / threatens walls for its offensive teammates) If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude can shatter Ghost-types like Gholdengo and Pecharunt. Gholdengo presents itself as strong ally, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Gholdengo and Pecharunt and switches in on Great Tusk's Headlong Rush. Sun teams can also use Zarude due to both Leaf Guard blocking status and increased recovery with Synthesis. They also enjoy Zarude switching onto various Ground-type attacks from Iron Treads and threatens Tera Water Garganacl. (I'd elaborate quite a bit more on sun, it's a very significant synergy)

[SET CREDITS] (add these)
Nice work, let me know when this is implemented! The main two points are that I think we can remove Tera Ghost as it's not really seeing play nor does it do much as Zarude will still lose to ID Zamazenta and sometimes Corv even with it, and I also see Zarude as more of a bulky offense / offense / sun threat that doesn't always partner up with slower balance mons that well.
implemented. can check again:blobnom:
 
Add Comment
Highlight Remove
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: poison / fire
ability: leaf guard
nature: jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off and Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly destroy common defensive staples such as Ting-Lu, Dondozo, and Pecharunt. Swords Dance gives Zarude the breaking power to overcome usual checks such as being able to 2HKO Corviknight after Stealth Rocks with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from opponents like Dragonite, Zapdos, and Moltres that makes it easier for Zarude to get past them with Hazards. Synthesis is used to constantly take advantage of opponents it scares out like Alomomola the switches it forces to heal itself, making Zarude even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status like Toxic from Pecharunt and Gliscor, Thunder Wave from Gholdengo, and Will-O-Wisp from Moltres, in exchange for less healing. Bulk Up can also be used on Zarude over Swords Dance to become incredibly difficult to revenge kill for opponents, now being able to survive Zamazenta's Close Combat comfortably after a boost. Leftovers further boldens Zarude's immense longevity with passive healing, especially potent on teams with strong hazard removal, (Don't think you need this when paired with the next phrase) while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resist against the Aformentioned Iron Valiant as well as offensive Zamazenta. Tera Fire gives a burn immunity against Moltres and Cinderace, while still having the Fairy resist. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise on. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude consistently break defensive teams. Hazard setters such as Landorus-T, Glimmora, and Hisuian Samurott allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk and Corviknight. Pivots such as the aformentioned Zapdos and Moltres, but also Pecharunt, Landorus-T, and Galarian Slowking are able to get Zarude on the field safely. In return, (More GP than QC but be wary of repeating words and phrases in quick succession) Zarude acts as a win condition and threatens common walls like Gliscor and Ting-Lu that these pivots let in. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude can shatter Ghost-types common spinblockers like Gholdengo and Pecharunt. Gholdengo presents itself as strong ally, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Gholdengo and Pecharunt Ghost-types and switches in on Great Tusk's Headlong Rush. (I'd hesitate to cite Zarude beating Pech, it doesn't even OHKO defensive sets at +2 while Malignant does over half back) Sun teams can also use Zarude due to both Leaf Guard blocking status and increased recovery with Synthesis, greatly improving its matchup against status spreaders like Clefable and Gliscor. Sun also enjoy Zarude unique defensive traits, able to switch in on Ghost-types like Gholdengo's and Dragapult's Shadow Ball and Ground-types like Iron Treads, (Why is this important on sun? One pretty nice synergy that this gives it is with Raging Bolt) while resisting Thunderclap from Raging Bolt. Furthermore, common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, opening giant holes that these teammates exploit.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/

Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
Excellent work, happy to move this to QC 1/2!
 
Add Comment
Highlight Remove
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: poison / fire
ability: leaf guard
nature: jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off and Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly destroy common defensive staples such as Ting-Lu, Dondozo, and Pecharunt. Swords Dance gives Zarude the breaking power to overcome usual checks such as being able to 2HKO Corviknight after Stealth Rocks with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from opponents like Dragonite, Zapdos, and Moltres that makes it easier for Zarude to get past them with Hazards. Synthesis is used to constantly take advantage of opponents it scares out like Alomomola the switches it forces to heal itself, making Zarude even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status like Toxic from Pecharunt and Gliscor, Thunder Wave from Gholdengo, and Will-O-Wisp from Moltres, in exchange for less healing. Bulk Up can also be used on Zarude over Swords Dance to become incredibly difficult to revenge kill for opponents, now being able to survive Zamazenta's Close Combat comfortably after a boost. Leftovers further boldens Zarude's immense longevity with passive healing, especially potent on teams with strong hazard removal, (Don't think you need this when paired with the next phrase) while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resist against the Aformentioned Iron Valiant as well as offensive Zamazenta. Tera Fire gives a burn immunity against Moltres and Cinderace, while still having the Fairy resist. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise on. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude consistently break defensive teams. Hazard setters such as Landorus-T, Glimmora, and Hisuian Samurott allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk and Corviknight. Pivots such as the aformentioned Zapdos and Moltres, but also Pecharunt, Landorus-T, and Galarian Slowking are able to get Zarude on the field safely. In return, (More GP than QC but be wary of repeating words and phrases in quick succession) Zarude acts as a win condition and threatens common walls like Gliscor and Ting-Lu that these pivots let in. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude can shatter Ghost-types common spinblockers like Gholdengo and Pecharunt. Gholdengo presents itself as strong ally, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Gholdengo and Pecharunt Ghost-types and switches in on Great Tusk's Headlong Rush. (I'd hesitate to cite Zarude beating Pech, it doesn't even OHKO defensive sets at +2 while Malignant does over half back) Sun teams can also use Zarude due to both Leaf Guard blocking status and increased recovery with Synthesis, greatly improving its matchup against status spreaders like Clefable and Gliscor. Sun also enjoy Zarude unique defensive traits, able to switch in on Ghost-types like Gholdengo's and Dragapult's Shadow Ball and Ground-types like Iron Treads, (Why is this important on sun? One pretty nice synergy that this gives it is with Raging Bolt) while resisting Thunderclap from Raging Bolt. Furthermore, common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, opening giant holes that these teammates exploit.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/

Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
Excellent work, happy to move this to QC 1/2!
implemented. can go qc 2 :blobnom:
 
hi mcribs! im trial qc but i got it approved from qc mod team so here you go! ty king larp

Add Comment
Remove Highlight
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: poison / fire
ability: leaf guard
nature: jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu, Dondozo, and Pecharunt(it cant really destory pech, it kind of beats it at max). Swords Dance gives Zarude the breaking power to overcome usual checks such as being able to 2HKO Corviknight after Stealth Rocks with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from opponents like Dragonite, Zapdos, and Moltres that makes it easier for Zarude to get past them with Hazards. Synthesis is used to constantly take advantage of the switches it forces to heal itself, making Zarude even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status like Toxic from Pecharunt and Gliscor, Thunder Wave from Gholdengo, and burns from Moltres, in exchange for less healing. Bulk Up can also be used on Zarude over Swords Dance to become incredibly difficult to revenge kill for opponents, being able to survive Zamazenta's Close Combat comfortably after a boost (maybe remove this since its the sd set, also same thing about jungle healing?). Leftovers further boldens Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resist against the Aformentioned Iron Valiant and beats offensive Zamazenta in a 1v1. Tera Fire gives a burn immunity against G-weezing, Moltres and Cinderace, while still having thewhile also providing a Fairy resist. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus and Rillaboom.

Zarude finds itself on bulky offense and offense (it also works on defensive teams, see keldeo zarude bliss skarm by abr iirc) for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise on. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude consistently break defensive teams cores . Hazard setters such as Landorus-T, Glimmora, and Hisuian Samurott allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk and Corviknight (you already talked about corv in the first paragraph). Pivots such as the aformentioned Zapdos and Moltres, but also Pecharunt, Landorus-T, and Galarian Slowking are able to get Zarude on the field safely (you already put why it goes well with these mons above). Zarude in exchange acts as a win condition and threatens common walls like Gliscor and Ting-Lu that these pivots let in. (zarude is forced out by gliscor because if its toxic it loses, or if it teras to gain an immunity it will take big eq damage) If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude can shatter common spinblockers like Gholdengo. Gholdengo presents itself as strong ally, is one of its best pairings, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Ghost-types and switches in on Great Tusk's Headlong Rush. Sun teams can also use Zarude due to both Leaf Guard blocking status and increased recovery with Synthesis, greatly improving its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the unique option of Solar Blade for 100% accurate strong grass STAB, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Sun also enjoy Zarude's unique defensive traits are very helpful, being able to switch in on Ghost-types like Gholdengo's and Dragapult's Shadow Ball (its forced out by pult), ground attacks like Headlong Rush for Ninetales, while and resists Thunderclap from Raging Bolt. Furthermore, common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, opening giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight, while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. (mention something about webs?)

Light Blue is just to point out the repetition in the second paragraph how you just kind of kept saying the same thing about breaking but with a different mon you were talking about. First paragraph seems really good second just kind of said "zarude is good because it works with X mon to help switch into X mon and can assist X mon to break" I didn't highlight it all but maybe just look through it again. Otherwise seems good. Just try to focus on the fact that zarude is used more on balance and bulkier structures.

QC 2/2
 
Last edited:
hi mcribs! im trial qc but i got it approved from qc mod team so here you go! ty king larp

Add Comment
Remove Highlight
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: poison / fire
ability: leaf guard
nature: jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu, Dondozo, and Pecharunt(it cant really destory pech, it kind of beats it at max). Swords Dance gives Zarude the breaking power to overcome usual checks such as being able to 2HKO Corviknight after Stealth Rocks with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from opponents like Dragonite, Zapdos, and Moltres that makes it easier for Zarude to get past them with Hazards. Synthesis is used to constantly take advantage of the switches it forces to heal itself, making Zarude even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status like Toxic from Pecharunt and Gliscor, Thunder Wave from Gholdengo, and burns from Moltres, in exchange for less healing. Bulk Up can also be used on Zarude over Swords Dance to become incredibly difficult to revenge kill for opponents, being able to survive Zamazenta's Close Combat comfortably after a boost (maybe remove this since its the sd set, also same thing about jungle healing?). Leftovers further boldens Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resist against the Aformentioned Iron Valiant and beats offensive Zamazenta in a 1v1. Tera Fire gives a burn immunity against G-weezing, Moltres and Cinderace, while still having thewhile also providing a Fairy resist. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus and Rillaboom.

Zarude finds itself on bulky offense and offense (it also works on defensive teams, see keldeo zarude bliss skarm by abr iirc) for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise on. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude consistently break defensive teams cores . Hazard setters such as Landorus-T, Glimmora, and Hisuian Samurott allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk and Corviknight (you already talked about corv in the first paragraph). Pivots such as the aformentioned Zapdos and Moltres, but also Pecharunt, Landorus-T, and Galarian Slowking are able to get Zarude on the field safely (you already put why it goes well with these mons above). Zarude in exchange acts as a win condition and threatens common walls like Gliscor and Ting-Lu that these pivots let in. (zarude is forced out by gliscor because if its toxic it loses, or if it teras to gain an immunity it will take big eq damage) If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude can shatter common spinblockers like Gholdengo. Gholdengo presents itself as strong ally, is one of its best pairings, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Ghost-types and switches in on Great Tusk's Headlong Rush. Sun teams can also use Zarude due to both Leaf Guard blocking status and increased recovery with Synthesis, greatly improving its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the unique option of Solar Blade for 100% accurate strong grass STAB, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Sun also enjoy Zarude's unique defensive traits are very helpful, being able to switch in on Ghost-types like Gholdengo's and Dragapult's Shadow Ball (its forced out by pult), ground attacks like Headlong Rush for Ninetales, while and resists Thunderclap from Raging Bolt. Furthermore, common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, opening giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight, while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. (mention something about webs?)

Light Blue is just to point out the repetition in the second paragraph how you just kind of kept saying the same thing about breaking but with a different mon you were talking about. First paragraph seems really good second just kind of said "zarude is good because it works with X mon to help switch into X mon and can assist X mon to break" I didn't highlight it all but maybe just look through it again. Otherwise seems good. Just try to focus on the fact that zarude is used more on balance and bulkier structures.

QC 2/2
larp larp finished GP Team
 
GP Team done

add remove highlight comment

[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: Poison / Fire
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
(line break)
[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off, (AC) and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu and Dondozo. Swords Dance gives Zarude the breaking power to overcome usual checks, (AC) enabling it such as being able to 2HKO Corviknight after Stealth Rocks Rock with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from opponents foes like Dragonite, Zapdos, and Moltres, (AC) that makes making it easier for Zarude to get past them with entry hazards. (remove space) Zarude uses Synthesis is used to take advantage of the switches it forces to heal itself, making Zarude itself even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status, (AC) like Toxic poison from Pecharunt and Gliscor, paralysis from Gholdengo's Thunder Wave from Gholdengo, and burns from Moltres, in exchange for less healing. Leftovers further boldens increases ("boldens" doesn't work here w/ its definition) Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' Enamorus's and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resist resistance against the aformentioned Iron Valiant and beats lets it beat offensive Zamazenta in a 1v1 one-on-one. Tera Fire gives a burn immunity against G-weezing Galarian Weezing, Moltres, (AC) and Cinderace (RC) while also providing a Fairy resist resistance. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus, (AC) (Landorus is banned) and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise capitalize on, with Zarude while also being able to work on balance as an excellent breaker wallbreaker. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude it consistently break defensive cores. (remove space) Hazard Entry hazard setters such as Landorus-T (RC) and Glimmora (RC) allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude it can shatter common spinblockers like Gholdengo. Gholdengo is also (adding b/c you just mentioned Ghold as an enemy) one of its best pairings allies, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Ghost-types (You never explicitly mentioned any Ghost-type aside from Ghold.) and switches in on Great Tusk's Headlong Rush. Sun teams can also use Zarude, (AC) as due to both Leaf Guard blocking Guard's status immunity and Synthesis's increased recovery with Synthesis (RC) greatly improving improve its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the unique option of Solar Blade for a 100% accurate, (AC) strong grass Grass-type STAB move, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Zarude's unique defensive traits are very helpful for sun teams, being able to switch in on Ghost-types Ghost-type moves like Gholdengo's Shadow Ball, ground handling Ground-type attacks like Headlong Rush (what uses this move?) for Ninetales, and resists resisting Raging Bolt's Thunderclap from Raging Bolt. Furthermore, common Common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, opening which opens giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight (RC) while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. Sticky Web setters like such as (repetition of "like") Araquanid and Ribombee provide crucial speed control for Zarude to outpace usual checks like Iron Moth and Iron Valiant. In return, Zarude is able to remove Heavy-duty Boots from key foes like Darkrai that would pose a threat to these Sticky Web teams.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/raffe.649289/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/

No approval yet, please implement this check first
 
GP Team done

add remove highlight comment

[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: Poison / Fire
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
(line break)
[SET COMMENTS]
Combining its great bulk, Swords Dance, and excellent utility with Knock Off, (AC) and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu and Dondozo. Swords Dance gives Zarude the breaking power to overcome usual checks, (AC) enabling it such as being able to 2HKO Corviknight after Stealth Rocks Rock with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from opponents foes like Dragonite, Zapdos, and Moltres, (AC) that makes making it easier for Zarude to get past them with entry hazards. (remove space) Zarude uses Synthesis is used to take advantage of the switches it forces to heal itself, making Zarude itself even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status, (AC) like Toxic poison from Pecharunt and Gliscor, paralysis from Gholdengo's Thunder Wave from Gholdengo, and burns from Moltres, in exchange for less healing. Leftovers further boldens increases ("boldens" doesn't work here w/ its definition) Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus' Enamorus's and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resist resistance against the aformentioned Iron Valiant and beats lets it beat offensive Zamazenta in a 1v1 one-on-one. Tera Fire gives a burn immunity against G-weezing Galarian Weezing, Moltres, (AC) and Cinderace (RC) while also providing a Fairy resist resistance. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus, (AC) (Landorus is banned) and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalise capitalize on, with Zarude while also being able to work on balance as an excellent breaker wallbreaker. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping Zarude it consistently break defensive cores. (remove space) Hazard Entry hazard setters such as Landorus-T (RC) and Glimmora (RC) allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while Zarude it can shatter common spinblockers like Gholdengo. Gholdengo is also (adding b/c you just mentioned Ghold as an enemy) one of its best pairings allies, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters the aforementioned Ghost-types (You never explicitly mentioned any Ghost-type aside from Ghold.) and switches in on Great Tusk's Headlong Rush. Sun teams can also use Zarude, (AC) as due to both Leaf Guard blocking Guard's status immunity and Synthesis's increased recovery with Synthesis (RC) greatly improving improve its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the unique option of Solar Blade for a 100% accurate, (AC) strong grass Grass-type STAB move, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Zarude's unique defensive traits are very helpful for sun teams, being able to switch in on Ghost-types Ghost-type moves like Gholdengo's Shadow Ball, ground handling Ground-type attacks like Headlong Rush (what uses this move?) for Ninetales, and resists resisting Raging Bolt's Thunderclap from Raging Bolt. Furthermore, common Common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, opening which opens giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight (RC) while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. Sticky Web setters like such as (repetition of "like") Araquanid and Ribombee provide crucial speed control for Zarude to outpace usual checks like Iron Moth and Iron Valiant. In return, Zarude is able to remove Heavy-duty Boots from key foes like Darkrai that would pose a threat to these Sticky Web teams.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/raffe.649289/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/

No approval yet, please implement this check first
implemented. ready for another check :swolegoon:
 
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: Poison / Fire
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Combining its great bulk, Swords Dance, excellent utility with Knock Off, and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu and Dondozo. Swords Dance gives Zarude the breaking power to overcome usual checks, enabling it to 2HKO Corviknight after Stealth Rock with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from foes like Dragonite, Zapdos, and Moltres, making it easier for Zarude to get past them with entry hazards. Zarude uses Synthesis to take advantage of the switches it forces to heal itself, making itself even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status, like Toxic poison from Pecharunt and Gliscor, paralysis from Gholdengo's Thunder Wave, and burns from Moltres, in exchange for less healing. Leftovers further increases Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus's and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resistance against the aformentioned Iron Valiant and lets it beat offensive Zamazenta in a one-on-one. Tera Fire gives a burn immunity against Galarian Weezing, Moltres, and Cinderace (remove space) while also providing a Fairy resistance. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus, (Landorus can't be a possible foe because it's banned from OU. If raffe meant the Therian forme, replace this with "Landorus-T.") and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalize on, while also being able to work on balance as an excellent wallbreaker. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping it consistently break defensive cores. Entry hazard setters such as Landorus-T and Glimmora allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while it can shatter common spinblockers like Gholdengo. Gholdengo is also one of its best allies, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters Great Tusk (assuming it beats Tusk) and switches in on Great Tusk's its Headlong Rush. Sun teams can also use Zarude, as both Leaf Guard's status immunity and Synthesis's increased recovery greatly improve its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the unique rare option of Solar Blade for a 100% accurate, strong Grass-type STAB move, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Zarude's unique defensive traits are very helpful for sun teams, being able to switch in on Ghost-type moves like Gholdengo's Shadow Ball, (remove space) handling Ground-type attacks like Iron Treads's Earthquake from Iron Treads for Ninetales, and resisting Raging Bolt's Thunderclap. Common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, which opens open giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. Sticky Web setters such as Araquanid and Ribombee provide crucial speed control for Zarude to outpace usual checks like Iron Moth and Iron Valiant. In return, Zarude is able to remove Heavy-Duty Boots from key foes like Darkrai that would pose a threat to Sticky Web teams.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/raffe.649289/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/

GP Check 1/1

a-blue-banana2-gif.645977
 
[SET]
Name: Swords Dance
move 1: Swords Dance
move 2: Knock Off
move 3: Power Whip
move 4: Synthesis
item: Leftovers / Heavy-Duty Boots
tera type: Poison / Fire
ability: Leaf Guard
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Combining its great bulk, Swords Dance, excellent utility with Knock Off, and longevity from Synthesis, Zarude becomes an excellent wallbreaker that can repeatedly come in to destroy common defensive staples such as Ting-Lu and Dondozo. Swords Dance gives Zarude the breaking power to overcome usual checks, enabling it to 2HKO Corviknight after Stealth Rock with Knock Off. Along with being a powerful STAB option, Knock Off is used to remove crucial items such as Heavy-Duty Boots from foes like Dragonite, Zapdos, and Moltres, making it easier for Zarude to get past them with entry hazards. Zarude uses Synthesis to take advantage of the switches it forces to heal itself, making itself even harder to handle for defensive teams. Jungle Healing can be used instead to get rid of status, like Toxic poison from Pecharunt and Gliscor, paralysis from Gholdengo's Thunder Wave, and burns from Moltres, in exchange for less healing. Leftovers further increases Zarude's immense longevity with passive healing, while Heavy-Duty Boots lets Zarude work on teams that don't have hazard control. Tera Poison allows Zarude to block Pecharunt's Toxic while resisting Fairy-type attacks like Enamorus's and Iron Valiant's Moonblast. Importantly, Tera Poison also gives Zarude a Fighting-type resistance against the aformentioned Iron Valiant and lets it beat offensive Zamazenta in a one-on-one. Tera Fire gives a burn immunity against Galarian Weezing, Moltres, and Cinderace (remove space) while also providing a Fairy resistance. Additionally, these Tera types allow Zarude to resist U-turn from a multitude of foes like Cinderace, Dragapult, Landorus, (Landorus can't be a possible foe because it's banned from OU. If raffe meant the Therian forme, replace this with "Landorus-T.") and Rillaboom.

Zarude finds itself on bulky offense and offense for its sheer strength and utility, capable of breaking down defensive structures for teammates to capitalize on, while also being able to work on balance as an excellent wallbreaker. To alleviate Zarude's crippling weakness to U-turn, teammates like Moltres and Zapdos can punish pivots like Dragapult, Rillaboom, and Landorus-T while also being able to pivot Zarude in themselves, helping it consistently break defensive cores. Entry hazard setters such as Landorus-T and Glimmora allow Zarude to be a true nightmare against bulky structures, as its Knock Off becomes an even more dangerous weapon. In return, Zarude can threaten or wear down hazard removers such as Great Tusk. If using Leftovers, Zarude appreciates teammates like Great Tusk and Iron Treads that can keep hazards off, while it can shatter common spinblockers like Gholdengo. Gholdengo is also one of its best allies, switching in on checks like Zamazenta and Kyurem while preventing opponents from removing hazards. In exchange, Zarude shatters Great Tusk (assuming it beats Tusk) and switches in on Great Tusk's its Headlong Rush. Sun teams can also use Zarude, as both Leaf Guard's status immunity and Synthesis's increased recovery greatly improve its matchup against status spreaders like Clefable and Gliscor. The sun being set also gives Zarude the unique rare option of Solar Blade for a 100% accurate, strong Grass-type STAB move, which is paired with Life Orb because of the extra Synthesis healing to negate the damage. Zarude's unique defensive traits are very helpful for sun teams, being able to switch in on Ghost-type moves like Gholdengo's Shadow Ball, (remove space) handling Ground-type attacks like Iron Treads's Earthquake from Iron Treads for Ninetales, and resisting Raging Bolt's Thunderclap. Common sun staples like Walking Wake love Zarude's capabilities of breaking checks such as Assault Vest Alomomola and Galarian Slowking, which opens open giant holes that these teammates exploit. Raging Bolt is also an exceptional teammate, as it directly slams Moltres, Zapdos, and Corviknight while acting as a stopgap for Fire-types like Cinderace and Iron Moth. Zarude meanwhile switches in on and threatens Ground-types like Ting-Lu and Iron Treads. Sticky Web setters such as Araquanid and Ribombee provide crucial speed control for Zarude to outpace usual checks like Iron Moth and Iron Valiant. In return, Zarude is able to remove Heavy-Duty Boots from key foes like Darkrai that would pose a threat to Sticky Web teams.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/raffe.649289/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/

GP Check 1/1

a-blue-banana2-gif.645977
implemented and done.
 
Status
Not open for further replies.
Back
Top