Ubers Zekrom

[11:28 AM] Nayrz: u should add phys def so i can force ttg to do something


[OVERVIEW]

* Zekrom sets itself apart from the majority of the wallbreakers in the tier with its high base Attack of 150 and a good offensive typing of Dragon / Electric that enables it to threaten the majority of the tier.
* Thanks to these traits, Zekrom can immensely threaten defensive Pokemon such as Ho-Oh, Lugia, Arceus-Water, Toxapex, and both formes of Giratina. It can also offensively check threats such as Mega Salamence, Necrozma-DM, Yveltal, Primal Kyogre, and Mega Gyarados.
* However, while Zekrom is a threatening offensive powerhouse, each of its STAB moves has no effect on certain common threats such as Primal Groudon, Xerneas, Arceus-Fairy, and Arceus-Ground. This means if Zekrom fails to successfully use its chosen STAB move, it will only end up granting a free switch to the aforementioned foes, some of which are very dangerous to hand over momentum to.
* In addition, Zekrom is mandated to hold Dragonium Z in order to wallbreak efficiently and bypass its typical Ground-type checks. Not only can this set be played around by Fairy-type foes, but it also is a questionable set to employ over more consistent or threatening Z-Move wallbreakers such as Necrozma-DM, Arceus-Ground, Zygarde-C, Rayquaza, and Naganadel.
* Even accounting for Zekrom's ability to lure and remove major Ground-types like Primal Groudon and Arceus-Ground, it faces competition with Primal Kyogre, which is also an offensive powerhouse that can deal with Ground-types but is much more consistent and has much narrower counterplay.
* Zekrom's mediocre Speed tier and typing leave it weak to common types like Ice, Fairy, and Ground. Thus, it is very easily revenge killed, which is detrimental for a wallbreaker that relies on setup to efficiently KO foes.

[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Outrage
move 4: Substitute
item: Dragonium Z
ability: Teravolt
nature: Adamant
evs: 104 HP / 252 Atk / 152 Spe

[SET COMMENTS]
Moves
========

* Hone Claws increases Zekrom's already great damage output, letting it OHKO bulky walls such as Lugia, offensive Necrozma-DM, and Magearna after a boost, as well as making Bolt Strike a perfectly accurate move.
* Bolt Strike is Zekrom's strongest STAB move and inflicts massive damage on neutral foes, notably achieving a 2HKO on fast support Arceus forms formes. It also has a decent chance to paralyze a foe.
* STAB Outrage, although quite dangerous to be locked into, allows Zekrom to use a powerful Devastating Drake with Dragonium Z. After a boost from Hone Claws, it features an incredible showcase of damage output by OHKOing most Primal Groudon variants, Arceus-Ground, and Zygarde-C.
* Substitute allows Zekrom to ease prediction and take advantage of its ability to force switches. It also gives Zekrom a better matchup against defensive teams by punishing foes that try to play around Devastating Drake or use a status move. Another notable benefit of Substitute is that Zekrom can use defensive Necrozma-DM and Ferrothorn as setup fodder.

Set Details
========

* The given EV spread allows Zekrom to avoid the OHKO from Arceus-Ground and Arceus-Fairy's Judgment, the OHKO from Mega Salamence's Earthquake after Stealth Rock, and the 2HKO from support Arceus formes' Ice Beam while letting Zekrom outspeed Adamant Necrozma-DM.
* Maximum investment on Attack with an Adamant nature maximizes Zekrom's damage output, letting it 2HKO certain Arceus formes with Bolt Strike.
* Dragonium Z allows Zekrom to use Devastating Drake so it can use a Dragon-type STAB move without locking itself into Outrage.
* Teravolt is Zekrom's only legal ability and notably allows it to hit Lugia through Multiscale and KO the occasional Skarmory through Sturdy. Bear in mind that this ability does not ignore Lunala's Shadow Shield.

Usage Tips
========

* Due to its horrendous matchup against faster threats, Zekrom is best used as a wallbreaker that paves the way for its teammates to sweep by disposing of major threats such as Primal Groudon, Arceus-Ground, Ho-Oh, and Zygarde-C.
* Zekrom possesses good natural bulk and offensively checks a number of threats by its typing, but it should generally avoid switching into attacks due to its exploitable weakness to common coverage moves such as Ice Beam from support Arceus formes and status move severely crippling it. Pivoting via U-turn and Volt Switch and double switching are the most ideal ways for Zekrom to switch in.
* Despite the fact that Zekrom has a way to lure and remove Ground-types, such foes usually limit Zekrom's offensive capabilities, as they discourage the use of Bolt Strike and force Zekrom to make flawless predictions with setting Hone Claws on their switch. This means one's prediction is going to determine Zekrom's performance against practically any team due to the abundance of Primal Groudon, and this becomes more of a serious matter against team with Arceus-Ground.
* When given an opportunity to switch in, it is important to decide whether to attack or set up Hone Claws; due to the prevalence of Ground- and Fairy-types on most teams, Zekrom will most likely struggle to inflict much damage without having them weakened or eliminated.
* Early-game, Zekrom can pressure the opposing team with strong Bolt Strikes and potentially spread paralysis so it will have the upper hand against paralyzed foes later.
* If Ground-types such as Primal Groudon and Arceus-Ground are likely going to switch in, setting up Hone Claws is a promising idea, as a healthy Zekrom can survive a hit from the latter and OHKO back with boosted Devastating Drake. In order for this to be successful, avoid taking any form of damage so Zekrom can successfully lure Arceus-Ground, survive a Judgment, and score a KO.
* If Zekrom is boosted, and if there are Fairy-types present on the opposing team, use Substitute to ease predictions with your Z-Move, as they can make Zekrom's opportunity to wallbreak go to waste simply by switching in.
* In an event where Zekrom has no opportunity to set up Hone Claws, unboosted Devastating Drake can still be used to significantly weaken threats like Primal Groudon and most neutral targets so that Zekrom's teammates, such as Primal Kyogre and Xerneas, can have easier time dealing with them.
* Zekrom can take more offensive approaches to dish out damage against slower and defensive teams. It can be sent out early to threaten certain bulky foes such as Lugia, Ho-Oh, and Skarmory and set Substitute to avoid status while easing predictions with Devastating Drake.


Team Options
========

* Zekrom's objective is to rid the opposing team of threatening foes such as Primal Groudon and Arceus-Ground so its teammates can function more effectively. Teammates that appreciate the disposal of such foes can fit alongside Zekrom.
* Offensive powerhouses such as Primal Kyogre, Marshadow, and Ho-Oh vastly appreciate Zekrom disposing of Primal Groudon with a powerful Devastating Drake. Setup sweepers that appreciate the removal of Primal Groudon, such as Xerneas, Arceus, and Necrozma-DM, appreciate this as well. In return, Zekrom checks Ho-Oh and Lugia, which can otherwise be nuisances to deal with for certain mentioned teammates.
* Entry hazards allow Zekrom to score the OHKO on defensive Primal Groudon with Devastating Drake and 2HKO on support Arceus formes with Bolt Strike. Primal Groudon and Necrozma-DM can set such entry hazards while checking Fairy-types and hindering support Arceus formes with Toxic. On more offensive teams, Deoxys-S, Excadrill, and Cloyster can set hazards for Zekrom.
* Despite the fact that Zekrom can KO Primal Groudon and Arceus-Ground with a boosted Z-Move, it is advised to acquire a check for them, as luring and KOing them require predictions. Arceus-Water is a solid check to both of the threats and appreciates Zekrom taking advantage of defensive Necrozma-DM and Toxapex. Giratina-O, although it stacks weaknesses with Zekrom, is one of the more offensive checks to Primal Groudon and can provide better setup opportunities for Zekrom by weakening a foe with Will-O-Wisp.
* Arceus-Ground serves as a solid offensive check to Primal Groudon, and Calm Mind variants in particular appreciate Zekrom's ability to deal with most of its checks like Ho-Oh, Primal Kyogre, and Celesteela.
* Mega Salamence is a good teammate that provides an immunity to Ground, and it benefits from Zekrom's ability to threaten Arceus-Water and Toxapex, immensely pressure Arceus-Fairy, and potentially lure and eliminate Arceus-Ground.
* Ho-Oh is a solid check to Fairy-types, support Arceus-Ground, and Primal Groudon without a Rock-type move. It also appreciates Zekrom's ability to offensively check Water-types.
* Steel-types generally tend to pair well with Zekrom, as they can switch into Toxic and Ice-type moves while checking Fairy-types. Zekrom threatens Ho-Oh and can get rid of Primal Groudon, both of which are massive threats to Steel-types. Mega Scizor and Magearna can bring in Zekrom safely with U-turn and Volt Switch, Ferrothon can set Spikes and wear down Arceus formes with Leech Seed and Toxic, and Celesteela can aid Zekrom in the same way and also provides Ground immunity. Offensive Necrozma-DM appreciates Zekrom threatening Yveltal and Ho-Oh while eliminating one of its greatest checks, Primal Groudon.
* Mega Gengar can trap and remove Fairy-types, which are one of the biggest problems for Zekrom to deal with, so Zekrom can use Devastating Drake without much concern. In return, Zekrom has the ability to remove Primal Groudon, Ho-Oh, and Yveltal, all of which Mega Gengar struggles to beat.
* Yveltal pressures most physical walls in the tier with strong attacks and can potentially provide a setup opportunity for Zekrom by crippling a passive foe with Taunt. Variants with U-turn can also bring in Zekrom safely.
* Sticky Web is an interesting option that lets Zekrom overcome its rather mediocre Speed tier and threaten faster foes that it otherwise struggles against. Smeargle can set Sticky Web so Zekrom will outspeed most grounded foes, and Zekrom pressures most Defog users with its STAB moves and offensively checks Yveltal and Mega Salamence, both of which are serious problems for Sticky Web teams to deal with.


[SET]
name: Physically Defensive
move 1: Bolt Strike
move 2: Dragon Tail
move 3: Toxic
move 4: Roost
item: Leftovers
ability: Teravolt
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]
Moves
========

* Bolt Strike inflicts high damage to neutral foes even without investment and is capable of 2HKOing offensive Necrozma-DM and Geomancy Xerneas.
* Dragon Tail allows Zekrom to phaze foes, notably setup sweepers such as Mega Salamence and Bulk Up Marshadow. With entry hazards up, it can punish switch-ins like Primal Groudon by racking up damage.
* Toxic puts a timer on various foes that do not mind switching into Bolt Strike, such as Primal Groudon, Arceus-Fairy, and Arceus-Ground.
* Roost lets Zekrom stay healthy throughout the match and effectively function as a physical wall.

Set Details
========

* The given EV spread and nature maximize Zekrom's physical bulk, letting it survive various attacks, such as +1 Earthquake from Mega Salamence and Rayquaza, +1 Soul-Stealing 7-Star Strike from Marshadow, and +2 Earthquake from Arceus after Stealth Rock damage. The EV spread also aids Zekrom's matchup against Ho-Oh and physical variants of Primal Kyogre.
* Leftovers provides passive recovery to Zekrom and reduces passive damage it may take from entry hazards and status.
* Teravolt is Zekrom's only ability, and it has situational use of letting Zekrom use Toxic on Mega Sableye and Mega Diancie.

Usage Tips
========

* This variant of Zekrom should be switched into physical attackers such as Mega Salamence, Ho-Oh, physical variants of Primal Kyogre, and Marshadow to offensively check them.
* Due to how many foes are resistant or immune to Bolt Strike, it is better to spread status with Toxic to punish switch-ins if Zekrom can force out a foe or if a foe can't threaten it in a significant way.
* Especially when entry hazards are up, Zekrom's Dragon Tail becomes more useful, as it can be used to rack up residual damage on the opposing team while punishing switch-ins that might try switching into Bolt Strike or Toxic.
* Despite Zekrom's solid natural bulk, it should not be reckless against foes it can offensively check, as the likes of Arceus-Water and Ho-Oh can put it on timer using a well-timed Toxic. The latter can also burn Zekrom with Sacred Fire, which significantly hampers its offensive presence.


Team Options
========

* Physically defensive Zekrom can fit on teams that require a switch-in to threatening foes like Mega Salamence, Ho-Oh, and Primal Kyogre that still retains some degree of offensive presence.
* As this variant of Zekrom is helpless against Ground-types apart from putting them on timer using Toxic, teammates that can pivot into Ground-types are mandatory. Ho-Oh is a solid check to support variants of Primal Groudon and Arceus-Ground and threatens problematic Steel-types like Ferrothorn. Skarmory is a solid check to Arceus-Ground and provides Spikes support, which helps Zekrom wear down its checks quickly in tandem with Dragon Tail.
* As this set is not that great of a check to Primal Kyogre, it is advised for one to acquire checks for it. Primal Groudon is one of the more solid pivots for Primal Kyogre, an offensive check to Necrozma-DM and Ferrothorn, and a Stealth Rock setter that Zekrom can take advantage of with Dragon Tail. Ferrothorn is a safe switch-in to Primal Kyogre and can aid Zekrom in a similar way as Skarmory.
* Mega Salamence checks Primal Groudon, and it appreciates Zekrom's ability to hinder support Arceus formes with Toxic or even paralysis induced from Bolt Strike.
* Arceus-Ground is another offensive check to Primal Groudon and can provide Defog support if running the support set. Arceus-Ground in general appreciates Zekrom's ability to threaten most foes that are airborne.
* Arceus-Fairy appreciates Zekrom's ability to threaten foes such as Ho-Oh and Toxapex and pressure Necrozma-DM. In return, it can provide Stealth Rock support and check Dragon-types like Rayquaza and Giratina-O.
* Xerneas benefits from Zekrom for the same reasons, and it can provide cleric support through Aromatheraphy and let Zekrom more reliably take on foes it checks, such as Ho-Oh and Arceus-Water.


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

* Electrium Z may be used over Dragonium Z so Zekrom can survive a hit from Arceus-Fairy and OHKO back using +1 Gigavolt Havoc. The Z-Move also allows Zekrom to cleanly OHKO offensive variants of Necrozma-DM after Stealth Rock, but forgoing Dragonium Z makes Zekrom even weaker against Ground-types.
* Dragon Claw may be used over Outrage as a more reliable physical Dragon STAB move, but this significantly reduces Zekrom's ability to execute otherwise powerful Devastating Drake and makes it unable to KO Primal Groudon and Arceus-Ground.
* A set employing Life Orb, Draco Meteor, and Tailwind lets Zekrom function much better against offensive teams, but this set suffers from a difficulty to set up Tailwind and worsened matchup against bulkier teams.
* A Choice Scarf set might be appealing and is able to take advantage of Zekrom's strong STAB moves, let Zekrom overcome its middling Speed tier, and generate momentum with Volt Switch. However, being locked into any STAB move ends up giving a free switch to Ground- and Fairy-types, depending on which move Zekrom is locked into. Due to this, Choice Scarf Zekrom ends up causing a loss of momentum. As a revenge killer, other faster Choice Scarf users such as Xerneas and Yveltal outclass it in this role; the former is much better at forcing switches and has access to utility moves like Aromatheraphy, and the latter can pivot out of its check with U-turn.
* Shuca Berry allows Zekrom to survive Ground-type moves and notably lets it offensively check Necrozma-DM, but this leave Zekrom helpless against Primal Groudon and Arceus-Ground.


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

**Ground-types**: Primal Groudon is the most commonly seen threat in the tier and, simply by its presence, discourages Zekrom from using Bolt Strike and forces it to lock itself into Outrage. Although it is KOed by +1 Devastating Drake, it easily forces out Zekrom and proceeds to set hazards or sweep depending on the variant. Arceus-Ground outspeeds Zekrom and threatens it with a super effective Judgment, though it is dangerous to take on Zekrom at full HP due to the threat of +1 Devastating Drake. Excadrill can easily take unboosted moves from Zekrom due to its typing and threatens back with STAB Earthquake.

**Fairy-types**: Although all of them are 2HKOed by Bolt Strike, Arceus-Fairy, Xerneas, Magearna, and Mega Diancie can threaten Zekrom with their STAB moves and potentially switch into a predicted Devastating Drake, forcing Zekrom into playing mind games. Arceus-Fairy in particular is troublesome due to it outspeeding Zekrom and having access to recovery, but its efficiency as a check can be significantly diminished by paralysis from Bolt Strike.

**Faster Attackers**: Zekrom's average Speed tier and common weaknesses to Fairy, Ground, and Ice leave it susceptible to most faster attackers in the tier. Arceus formes with appropriate typing can easily take out Zekrom with a super effective Judgment after Stealth Rock. Fast and powerful attackers such as Mega Gengar, Mega Lucario, and Mewtwo can revenge kill Zekrom after it has been weakened. Marshadow in particular is troublesome to deal with when it has switched in after Zekrom has KOed a foe with a boosted attack.

**Ferrothorn**: Ferrothorn comfortably takes on Zekrom thanks to its typing that lets it resist both of Zekrom's STAB moves. However, Ferrothorn finds itself being set up on Zekrom with Substitute, though Zekrom still has to take major damage from Iron Barbs while combating it.

**Lunala**: Lunala outspeeds Zekrom and can take even a boosted hit thanks to Shadow Shield. In return, Lunala can 2HKO Zekrom with Moongeist Beam or Ice Beam.

**Dialga**: Due to its unique typing and bulk, Dialga can easily handle Bolt Strike, survive +1 Outrage, and OHKO back using Draco Meteor. However, it falls to +1 Devastating Drake.

**Coverage Moves**: Popular coverage moves, such as Ice Beam, which is very common among support Arceus formes, and Earthquake, which is often run by physical Primal Kyogre, Rayquaza, and Ultra Necrozma, hit Zekrom super effectively and thus leave it vulnerable to revenge killing. Zekrom is also vulnerable to Draco Meteor from some variants of Rayquaza.

**Status**: Toxic puts Zekrom on timer and forces it to heavily rely on predictions to dish out as much damage as possible while an opponent can stall it out by switching between Ground- and Fairy-types. Burn hampers Zekrom by halving its Attack stat, leaving it unable to do meaningful damage to any foe at all.
 
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Cynara

Banned deucer.
In the overview itself, I would like to see some mention of Kyogre, as that is the main breakers in the metagame as it's actually able to deal with Grounds and Zekrom has to compete with it. One of the main reasons to use Zekrom over Kyogre is purely for typing.

* Zekrom sets itself apart from majority of the wallbreakers in the tier with its high base Attack of 150 and an offensive typing of Dragon / Electric that hits most of the metagame at least neutrally. Thanks to these traits, Zekrom can immensely threaten defensive Pokémon such as Ho-Oh, Lugia, Arceus-Water, Toxapex, and both formes of Giratina. It can also offensively check offensive threats such as Mega Salamence, Necrozma-DM, Yveltal, Primal Kyogre, and Mega Gyarados.
I don't think 150 attack is high by Ubers standards, It's high base power moves and utilisation of Z-Move is what makes Zekrom a worthwhile wallbreaker, reword this to reflect.
* A high base Attack stat combined Zekrom's access to strong STAB moves in Bolt Strike and Outrage makes it hard to defensively handle.
this point becomes redundant if you rectify the above.

* In addition, Zekrom is mandated to hold Dragonium Z in order to wallbreak efficiently and bypass its typical Ground-type checks. Not only this set can be played around by Fairy-type foes, but it also is a questionable set to employ over more consistent or threatening Z-move wallbreakers such as Marshadow, Rayquaza, and Naganadel.
Z-move arcs are more notable than say Marshadow, I'd like to see these mentioned, Marshadow isn't a very good Z move user, there's zygarde to consider too.

* Zekrom's relatively mediocre base Speed of 90 leaves it outpaced by almost every offensive threats in the tier. It is also very easily forced out by majority of the tier due to its exploitable defensive typing that leaves it weak to Fairy, Ground, and Ice. These factors end up making Zekrom hard to function effectively in practice.
I disagree with this statement, one of the reasons to use Zekrom over another breaker is because of it's typing, it can switch into Ho-Oh and Mence lacking EQ, and check Dusk Mane when required.

[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Outrage
move 4: Substitute / Tailwind
item: Dragonium Z
ability: Teravolt
nature: Adamant
evs: 80 HP / 196 Atk / 232 Spe
I would like the main set to be 104 HP / 252 Atk / 152 Spe as discussed per Discord, Zekrom absolutely needs the attack evs as a breaker, to have the strongest chance of KOing all Primal Groudon Variants with Drake at +1. This set is probably fair game as an alternative spread, but not as a main spread, but outpacing Smeargle is completely unnecessary when you lose out on important OHKO benchmarks and the teams that accommodate smeargle, Zekrom is gonna be too slow afterwards to sufficiently deal with them, main set Smeargle also runs Whirlwind.

* An alternative EV spread of 80 HP / 252 Atk / 176 Spe can be used to have the best chance at OHKOing Primal Groudon with +1 Devastating Drake while still achieving aforementioned defensive benchmarks and outspeeding Adamant Necrozma-DM.
See my points above, these speed evs are also creep and don't reach an acceptable benchmark.

Re Tailwind:

I don't think Tailwind should be a moves mention, you're never gonna get the opportunity to double set up in a realistic scenario and substitute is way too useful for Zekrom to serve it's role as a breaker against slower teams. An Other Option mention of a Tailwind set with a Life Orb as a mixed attacker is feasible however with Draco Meteor.


Usage tips:
The issue I have with Zekrom, is that abusing Ground types is actually difficult, keeping it max HP in theory to survive a judgment is hard enough. since it's gonna be required for switch ins for it's typing. Against any team sporting a support or SD Arceus Ground, Zekrom is doing practically little, I feel this needs to be empathised more throughout.

Team options:

I would like to see more empathise on team options that tackle the issues Zekrom faces, highlight more ground immunities, Groundceus checks are a difficult one for any Zekrom team since support and SD own it, you've highlighted the need for strong steels for fairies, which cements the issue even further.


Implement these and I will look at it again to see if I can give it a stamp
 
Implement these
Chances are, I will stop messing up with C ranked mons if I have a little more open-minded attitude against stuff like Tapu Koko and Mega Venusaur and if I stop changing my avatar everyday. But anyway here are changes:

Fixed:
* In addition, Zekrom is mandated to hold Dragonium Z in order to wallbreak efficiently and bypass its typical Ground-type checks. Not only this set can be played around by Fairy-type foes, but it also is a questionable set to employ over more consistent or threatening Z-move wallbreakers such as Necrozma-DM, Arceus-Ground, Zygarde-C, Rayquaza, and Naganadel.
Added:
* Even accounting Zekrom's ability to lure and remove major Ground-types like Primal Groudon and Arceus-Ground, it faces competition with Primal Kyogre, which is also a offensive powerhouse that can deal with Ground-types but is much more consistent and has much narrower counterplay.
* Despite the fact that Zekrom has a way to lure and remove Ground-types, such foes usually limit Zekrom's offensive capabilities, as they discourage Bolt Strike and force Zekrom to make flawless predictions with setting Hone Claws on switch. This means one's prediction is going to determine Zekrom's performance against practically any teams due to abundance of Primal Groudon, and this becomes more of a serious matter against those with Arceus-Ground.
* A set employing Life Orb, Draco Meteor, and Tailwind lets Zekrom function much better against offensive teams, but this set suffers from difficulty to set up Tailwind and worsened matchup against bulkier teams.
Reworded:
* Zekrom's mediocre Speed tier and typing that leaves it weak to common types like Ice, Fairy, and Ground. Thus, it is very easily revenge killed and this is detrimental for a wallbreaker that relies on setup to efficiently KO foes.
* The given EV spread allows Zekrom to avoid OHKO from Arceus-Ground and Arceus-Fairy's Judgment, OHKO from Mega Salamence's Earthquake after Stealth Rock, and 2HKO from support Arceus formes' Ice Beam, while letting Zekrom outspeed Adamant Necrozma-DM.
--

About Team Options, I've added Mega Salamence / Ho-Oh / Celesteela. Teammates that I have listed earlier are pretty much the ones that appreciate the existence of a wallbreaker that has strong matchup against bulkier teams. Zekrom's only way around its horrible drawback, namely 'being bad' against any faster stuff is Sticky Web support in my perspective so I believe teammates that can handle Fairy- and Ground-types should be sufficient mentions, as removal of such foes will give a room to breathe and effectively dish out damage. EV spread has been updated accordingly as well.
 
* Hone Claws increases Zekrom's already great damage output, letting it OHKO bulky walls such as Lugia, Necrozma-DM, and Magearna after a boost as well as making Bolt Strike a perfectly accurate move.
This isn't true for max HP Dusk Mane, even after rocks. Offensive Dusk Mane still needs rocks for an OHKO as well:

+1 252+ Atk Zekrom Bolt Strike vs. 252 HP / 0 Def Necrozma-Dusk-Mane: 316-373 (79.3 - 93.7%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Zekrom Bolt Strike vs. 0 HP / 0 Def Necrozma-Dusk-Mane: 316-373 (94.3 - 111.3%) -- guaranteed OHKO after Stealth Rock

Also, it's worth noting that Zekrom needs rocks up to guarantee the OHKO on Magearna with +1 Bolt Strike:

+1 252+ Atk Teravolt Zekrom Bolt Strike vs. 252 HP / 4 Def Magearna: 343-405 (94.2 - 111.2%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
 
This isn't true for Dusk Mane, even after rocks:

+1 252+ Atk Zekrom Bolt Strike vs. 252 HP / 0 Def Necrozma-Dusk-Mane: 316-373 (79.3 - 93.7%) -- guaranteed 2HKO after Stealth Rock

Also, it's worth noting that Zekrom needs rocks up to guarantee the OHKO on Magearna with +1 Bolt Strike:

+1 252+ Atk Teravolt Zekrom Bolt Strike vs. 252 HP / 4 Def Magearna: 343-405 (94.2 - 111.2%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
I will specify it OHKOs offensive Necrozma-DM. 94.2 - 111.2 is almost OHKO and lots of analysis mention this level of damage output as OHKO.
 

Cynara

Banned deucer.
Im fine with having the phys defensive set for now, the stuff I told you to implement has been implemented. If you're gonna mention toxic hitting Mega Sableye, Mention Mega Diancie too, it's rarer, but its still in the viability rankings. Mention CM Arc Ground in Hone Claws Zekrom team options, CM Arc Ground is very effective in dealing with threats on offense zekrom struggles with in general and has strong offensive synergy.

QC: 1/3
 
* Teravolt is Zekrom's only ability, and it has situational use of letting Zekrom use Toxic on Mega Sableye and Mega Diancie.
* Arceus-Ground serves as a solid offensive check to Primal Groudon, and Calm Mind variants in particular appreciate Zekrom's ability to deal with most of its checks like Ho-Oh, Primal Kyogre, and Celesteela.
Implemented.
 
Phys Def is still in OO despite having a set - remove

Electrium Z can go to OO for a similar effect vs Fairy-types (tank judg > havoc a fairyceus, etc)
**Coverage Moves**: Popular coverage moves, such as Ice Beam, which is very common among support Arceus formes, and Earthquake, which is often run by Mega Salamence
not really... its a move everyone says they run but never do in practice

QC 2/3
 
But I run equake with mmence

* Electrium Z may be used over Dragonium Z so that Zekrom can survive a hit from Arceus-Fairy and OHKO back using +1 Gigavolt Havoc. The Z-Crystal also allows Zekrom to cleanly OHKO offensive variants of Necrozma-DM after Stealth Rock, but forgoing Dragonium Z makes Zekrom even weaker against Ground-types as a result.
Implemented

Edit: Yes I did everything including the removal of equake mmence mentions
 
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Minority

Numquam Vincar
is a Tiering Contributoris a Top Contributoris a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
Please acknowledge Shuca Berry's existence at the bottom of OO. I'd move "Coverage Moves" below Dialga in C&C.


QC: 3/3
 
* Shuca Berry allows Zekrom to survive Ground-type moves and notably lets it offensively check Necrozma-DM, but ending up helpless against Primal Groudon and Arceus-Ground is not too ideal.
Sent to GP.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
You're about to replace my Zekrom analysis that's on site :(
Also I did that underline thing again for the articles (a, an, the) like I did for Skarmory

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

* Zekrom sets itself apart from the majority of the wallbreakers in the tier with its high base Attack of 150 and an a good offensive typing of Dragon / Electric which that is capable of threatening the majority of the tier.
* Thanks to these traits, Zekrom can immensely threaten defensive Pokemon such as Ho-Oh, Lugia, Arceus-Water, Toxapex, and both formes of Giratina. It can also offensively check offensive threats such as Mega Salamence, Necrozma-DM, Yveltal, Primal Kyogre, and Mega Gyarados.
* However, while Zekrom is a threatening offensive powerhouse, both each of its STAB moves have no effect on certain (this implies that both STAB moves have no effect on these Pokemon) common threats such as Primal Groudon, Xerneas, Arceus-Fairy, and Arceus-Ground. This means if Zekrom fails to successfully use its chosen STAB move,(AC) it will only end up granting a free switch to the aforementioned foes, some of which are very dangerous to hand over momentum to.
* In addition, Zekrom is mandated to hold Dragonium Z in order to wallbreak efficiently and bypass its typical Ground-type checks. Not only can this set can be played around by Fairy-type foes, but it also is a questionable set to employ over more consistent or threatening Z-Move wallbreakers such as Necrozma-DM, Arceus-Ground, Zygarde-C, Rayquaza, and Naganadel.
* Even accounting for Zekrom's ability to lure and remove major Ground-types like Primal Groudon and Arceus-Ground, it faces competition with Primal Kyogre, which is also an offensive powerhouse that can deal with Ground-types but is much more consistent and has much narrower counterplay.
* Zekrom's mediocre Speed tier and typing leaves leave it weak to common types like Ice, Fairy, and Ground. Thus, it is very easily revenge killed,(AC) which and this is detrimental for a wallbreaker that relies on setup to efficiently KO foes.


[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Outrage
move 4: Substitute
item: Dragonium Z
ability: Teravolt
nature: Adamant
evs: 104 HP / 252 Atk / 152 Spe

[SET COMMENTS]
Moves
========

* Hone Claws increases Zekrom's already great damage output, letting it OHKO bulky walls such as Lugia, offensive Necrozma-DM, and Magearna after a boost,(AC) as well as making Bolt Strike a perfectly accurate move.
* Bolt Strike is Zekrom's the strongest STAB move that and inflicts massive damage on neutral foes, notably featuring a 2HKO on fast support Arceus forms formes. It also has a decent chance to paralyze a foe.
* STAB Outrage, although it is a STAB move that is quite dangerous to be locked into, allows Zekrom to use a powerful Devastating Drake with Dragonium Z. After a boost from Hone Claws, it features an incredible showcase of damage output by OHKOing most Primal Groudon variants, Arceus-Ground, and Zygarde-C.
* Substitute allows Zekrom to ease prediction and take advantage of its ability to force switches. It also gives Zekrom a better matchup against defensive teams by punishing foes that try to play around Devastating Drake or use a status move. Another notable benefit from of Substitute is that Zekrom can use defensive Necrozma-DM and Ferrothron as a setup fodder.

Set Details
========

* The given EV spread allows Zekrom to avoid the OHKO from Arceus-Ground and Arceus-Fairy's Judgment, OHKO from Mega Salamence's Earthquake after Stealth Rock, and 2HKO from support Arceus formes' Ice Beam,(RC) while letting Zekrom outspeed Adamant Necrozma-DM. (I would at least mention why Zekrom has max Attack investment in another bullet, even if it's obvious. I would include the KO benchmarks here though, which is important)
* Dragonium Z allows Zekrom to use Devastating Drake so that it can use a Dragon-type STAB move without locking itself into Outrage.
* Teravolt is Zekrom's only legal ability that and notably allows it to hit Lugia through Multiscale and KO the occasional Skarmory through Sturdy. Bear in mind that this ability does not ignore Lunala's Shadow Shield.

Usage Tips
========

* Due to its horrendous matchup against faster threats, Zekrom is best used as a wallbreaker that paves a the way for its teammates to sweep by disposing of major threats such as Primal Groudon, Arceus-Ground, Ho-Oh, and Zygarde-C.
* Zekrom possesses good natural bulk and it offensively checks a number of threats by its typing, but it should generally avoid switching into attacks due to its exploitable weakness to common coverage moves such as Ice Beam from support Arceus formes and status move severely crippling it. Pivoting via U-turn and Volt Switch and double switching are the most ideal ways for Zekrom to switch in.
* Despite the fact that Zekrom has a way to lure and remove Ground-types, such foes usually limit Zekrom's offensive capabilities, as they discourage the use of Bolt Strike and force Zekrom to make flawless predictions with setting Hone Claws on their switch. This means one's prediction is going to determine Zekrom's performance against practically any teams team due to the abundance of Primal Groudon, and this becomes more of a serious matter against those team with Arceus-Ground.
* Given a switch-in When given an opportunity to switch in, it is important to decide whether to attack or to set up Hone Claws; due to the prevalence of Ground- and Fairy-types in on most teams, Zekrom will most likely struggle to inflict much damage without having them weakened or eliminated.
* In the very Early-(AH)game, Zekrom can pressure the opposing team with strong Bolt Strikes and potentially spread paralysis so that it will have the upper hand against paralyzed foes later.
* If Ground-types such as Primal Groudon and Arceus-Ground are likely going to switch-in switch in, setting up Hone Claws is a promising idea, as a healthy Zekrom can survive a hit from the latter and OHKO back with boosted Devastating Drake. In order for this to be successful, avoid taking any form of damage so that Zekrom can successfully lure Arceus-Ground, survive a Judgment,(AC) and score a KO.
* If Zekrom is boosted, and if there are Fairy-types present on the opposing team, use Substitute to ease predictions with Z-moves your Z-Move, as they can make Zekrom's opportunity to wallbreak go to a waste simply by switching in.
* In an event where Zekrom has no opportunity to set up Hone Claws, unboosted Devastating Drake can still be used to significantly weaken threats like Primal Groudon or and most neutral targets so that Zekrom's teammates, such as Primal Kyogre and Xerneas,(AC) can have an easier time dealing with them.
* Zekrom can take more offensive approaches to dish out damage against slower and defensive teams. It can be sent out early to threaten certain bulky foes such as Lugia, Ho-Oh, and Skarmory and set Substitute to avoid status while easing predictions with Devastating Drake.


Team Options
========

* Zekrom's objective is to rid the opposing team of threatening foes such as Primal Groudon and Arceus-Ground for its team,(RC) so its teammates can function more effectively. Teammates that appreciate the disposal of such foes (such as?) can fit alongside Zekrom.
* Offensive powerhouses such as Primal Kyogre, Marshadow, and Ho-Oh vastly appreciate Zekrom disposing of Primal Groudon with a powerful Devastating Drake. Setup sweepers that appreciate the removal of Primal Groudon, such as Xerneas, Arceus,(AC) and Necrozma-DM,(AC) appreciate this as well. In return,(AC) Zekrom in return checks Ho-Oh and Lugia, which can otherwise be otherwise nuisances to deal with for certain mentioned teammates.
* Entry hazards allow Zekrom to score the OHKO on defensive Primal Groudon and 2HKO on support Arceus formes with Z-move Devastating Drake and Bolt Strike,(AC) respectively. Primal Groudon and Necrozma-DM can set such entry hazards while checking Fairy-types while and hindering support Arceus formes with Toxic. In On more offensive teams, Deoxys-S, Excadrill, and Cloyster can set hazards for Zekrom.
* Despite the fact that Zekrom can KO Primal Groudon and Arceus-Ground with a boosted Z-move, it is advised to acquire a check for them,(AC) as luring and KOing them require predictions. Arceus-Water is a solid check to both of the threats that appreciate and appreciates Zekrom taking advantage of defensive Necrozma-DM and Toxapex. Giratina-O, although it stacks weaknesses with Zekrom, is one of the more offensive checks to Primal Groudon and can provide better setup opportunities for Zekrom by weakening a foe with Will-O-Wisp.
* Arceus-Ground serves as a solid offensive check to Primal Groudon, and Calm Mind variants in particular appreciate Zekrom's ability to deal with most of its checks like Ho-Oh, Primal Kyogre, and Celesteela.
* Mega Salamence is a good teammate that provides an immunity to Ground, and it benefits from Zekrom's ability to threaten Arceus-Water and Toxapex, immensely pressure Arceus-Fairy, and potentially lure and eliminate Arceus-Ground.
* Ho-Oh is a solid check to Fairy-types, support Arceus-Ground, and Primal Groudon without a Rock-type move. It also appreciates Zekrom's ability to offensively check Water-types.
* Steel-types generally tend to pair well with Zekrom, as they can switch into Toxic and Ice-type moves while checking Fairy-types. Zekrom threatens Ho-Oh and rids can get rid of Primal Groudon, both of which are massive threats to Steel-types. Mega Scizor and Magearna can bring in Zekrom safely with U-turn and Volt Switch, Ferrothon can set Spikes and wear down Arceus formes with Leech Seed and Toxic.(period),(AC) and Celesteela can aid Zekrom in the same way and also provides Ground immunity in addition. Offensive Necrozma-DM appreciates Zekrom threatening Yveltal and Ho-Oh while eliminating one of its greatest checks, Primal Groudon.
* Mega Gengar can trap and remove Fairy-types, which are one of the biggest problems for Zekrom to deal with, so that Zekrom can use Devastating Drake without much concern. In return,(AC) Zekrom in return has an the ability to remove Primal Groudon, Ho-Oh, and Yveltal, all of which Mega Gengar struggles to beat.
* Yveltal pressures most physical walls in the tier with strong attacks and can potentially provide a setup opportunity for Zekrom by crippling a passive foe with Taunt. Variants with U-turn can also bring in Zekrom safely in addition.
* Sticky Web is an interesting option that lets Zekrom overcome its rather mediocre Speed tier and threaten faster threats which foes that it otherwise struggles against. Smeargle can set Sticky Web so that Zekrom will outspeed most grounded foes,(AC) and Zekrom pressures most Defog users with its STAB moves and offensively checks Yveltal and Mega Salamence, both of which are serious problems for Sticky Web teams to deal with.


[SET]
name: Physically Defensive
move 1: Bolt Strike
move 2: Dragon Tail
move 3: Toxic
move 4: Roost
item: Leftovers
ability: Teravolt
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]
Moves
========

* Bolt Strike still inflicts high damage to neutral foes without investment and is capable of 2HKOing offensive Necrozma-DM and Geomancy Xerneas.
* Dragon Tail allows Zekrom to phaze out foes, notably setup sweepers such as Mega Salamence and Bulk Up Marshadow. With entry hazards up, it can punish switch-ins like Primal Groudon by sending it back to the bay while racking up damage.
* Toxic puts a timer on various foes that do not mind switching into Bolt Strike, such as Primal Groudon, Arceus-Fairy, and Arceus Ground.
* Roost lets Zekrom stay healthy throughout the match and effectively function as a physical wall.

Set Details
========

* The given EV spread and the given nature maximizes maximize Zekrom's physical bulk, letting it survive various attacks,(RC) such as +1 Earthquake from Mega Salamence and Rayquaza, ,(RC) (there was an extra comma) +1 Soul-Stealing-Seven-Star-Strike Soul-Stealing 7-Star Strike from Marshadow, and +2 Earthquake from Arceus after Stealth Rock damage. The maximized EV spread also aids Zekrom's matchup against Ho-Oh and physical variants of Primal Kyogre.
* Leftovers provides a passive recovery to Zekrom and reduces passive damage it may take from entry hazards or and status.
* Teravolt is Zekrom's only ability, and it has situational use of letting Zekrom use Toxic on Mega Sableye and Mega Diancie.

Usage Tips
========

* This variant of Zekrom should be switched into physical attackers such as Mega Salamence, Ho-Oh, physical variants of Primal Kyogre, and Marshadow to offensively check them.
* Due to how many foes are resistant or immune to Bolt Strike, it is better to spread status with Toxic to punish switch-ins if Zekrom can either force out a foe or if a foe can't threaten it in a significant way.
* Especially when entry hazards are up, Zekrom's Dragon Tail becomes more useful, as it can be used to rack up residual damage on the opposing team while punishing switch-ins that might try switching into Bolt Strike or Toxic.
* Despite Zekrom's solid natural bulk, it should not be reckless against foes it can offensively check, as the likes of Arceus-Water or and Ho-Oh can put it on timer using a well-timed Toxic. The latter can also burn Zekrom with Sacred Fire, which significantly hampers its offensive presence.


Team Options
========

* Physically defensive Zekrom can fit in on teams that require a switch-in into to threatening foes like Mega Salamence, Ho-Oh, and Primal Kyogre that still retains some degree of offensive presence.
* As this variant of Zekrom is helpless against Ground-types apart from putting them on timer using Toxic, teammates that can pivot into Ground-types are mandatory. Ho-Oh is a solid check to support variants of Primal Groudon and Arceus-Ground and threatens problematic Steel-types like Ferrothorn. Skarmory is a solid check to Arceus-Ground and provides Spikes support, which helps Zekrom wearing wear down its checks quickly in tandem with Dragon Tail.
* As this set is not too much of a solid that great of a check for to Primal Kyogre, it is advised for one to acquire checks for such threat it. Primal Groudon is one of the more solid pivots for Primal Kyogre, an offensive check to Necrozma-DM and Ferrothorn, and a Stealth Rock setter that Zekrom can take advantage of with Dragon Tail. Ferrothorn is a safe switch-in for to Primal Kyogre and can aid Zekrom in a similar way as Skarmory's Skarmory.
* Mega Salamence checks Primal Groudon, and it appreciates Zekrom's ability to hinder support Arceus formes with Toxic or even paralysis induced from Bolt Strike.
* Arceus-Ground is another offensive check to Primal Groudon that and can provide Defog support if running the support set. Arceus-Ground in general appreciates Zekrom's ability to threaten most foes in that are airborne.
* Arceus-Fairy appreciates Zekrom's ability to threaten foes such as Ho-Oh and Toxapex while pressuring and pressure Necrozma-DM. In return,(AC) it can provide Stealth Rock support and check Dragon-types like Rayquaza and Giratina-O.
* Xerneas benefits from Zekrom in for the same reasons, and it can provide cleric support through Aromatheraphy and let Zekrom more reliably take on foes it checks, such as Ho-Oh and Arceus-Water.


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

* Electrium Z may be used over Dragonium Z so that Zekrom can survive a hit from Arceus-Fairy and OHKO back using +1 Gigavolt Havoc. The Z-Crystal Z-Move also allows Zekrom to cleanly OHKO offensive variants of Necrozma-DM after Stealth Rock, but forgoing Dragonium Z makes Zekrom even weaker against Ground-types as a result.
* Dragon Claw may be used over Outrage as a more reliable physical Dragon-(RH)STAB move, but this significantly reduces Zekrom's ability to execute otherwise powerful Devastating Drake and forces makes it to forgo an ability unable to KO Primal Groudon and Arceus-Ground.
* A set employing Life Orb, Draco Meteor, and Tailwind lets Zekrom function much better against offensive teams, but this set suffers from a difficulty to set up Tailwind and worsened matchup against bulkier teams.
* A Choice Scarf set might be an appealing set that and is able to take advantage of Zekrom's strong STAB moves, let Zekrom overcome its middling Speed tier, and generate a momentum with Volt Switch. However, being locked into any STAB move ends up giving a free switch to Ground- and Fairy-types,(AC) depending on which move Zekrom is locked into. Due to this, Choice Scarf Zekrom rather ends up causing a loss of momentum. As a revenge killer, other faster Choice Scarf users such as Xerneas and Yveltal outclass it in this role; the former that is much better at forcing switches and has an access to utility moves like Aromatheraphy, and the latter that can pivot out of its check with U-turn.
* Shuca Berry allows Zekrom to survive Ground-type moves and notably lets it offensively check Necrozma-DM, but ending up this leave Zekrom helpless against Primal Groudon and Arceus-Ground is not too ideal.


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

**Ground-types**: Primal Groudon is the most commonly seen threat in the tier and,(AC) simply by its presence, it discourages Zekrom from using Bolt Strike and forces it to lock itself into Outrage. Although it is KOed by +1 Devastating Drake, it easily forces out Zekrom and proceeds to set hazards or a sweep of its own depending on the variant. Arceus-Ground outspeeds Zekrom and threatens it with a super effective Judgment, though it is dangerous to take on Zekrom at full HP due to a the threat of +1 Devastating Drake. Excadrill can easily take unboosted moves from Zekrom due to its typing and threatens to hit back with STAB Earthquake.

**Fairy-types**: Although all of them are 2HKOed by Bolt Strike, Arceus-Fairy, Xerneas, Magearna, and Mega Diancie can threaten Zekrom with their STAB moves and potentially switch into a predicted Devastating Drake, forcing Zekrom into predictions playing mind games. Arceus-Fairy in particular is troublesome due to it outspeeding Zekrom and having an access to recovery, but its efficiency as a check can be significantly diminished by paralysis from Bolt Strike.

**Faster Attackers**: Zekrom's average Speed tier and common weaknesses to Fairy, Ground, and Ice leaves leave it prone to most faster attackers in the tier. Arceus forms formes with appropriate typing can easily take out Zekrom with a super effective Judgment after Stealth Rock. Fast and powerful attackers such as Mega Gengar, Mega Lucario, and Mewtwo can revenge kill Zekrom after it has been weakened. Marshadow in particular is troublesome to deal with when it has switched in after Zekrom has KO'd KOed a foe with a boosted attack.

**Ferrothorn**: Ferrothorn comfortably takes on Zekrom thanks to its typing that lets it resist both of Zekrom's STAB moves. However, Ferrothorn finds itself being set up on Zekrom with Substitute, though Zekrom still has to take major damage from Iron Barbs while combating it.

**Lunala**: Lunala outspeeds Zekrom and can take even a boosted hit thanks to Shadow Shield. In return, Lunala can 2HKO Zekrom with Moongeist Beam or Ice Beam.

**Dialga**: Due to its unique typing and bulk, Dialga can easily handle Bolt Strike, survive +1 Outrage, and OHKO back using Draco Meteor. However, it falls to +1 Devastating Drake.

**Coverage Moves**: Popular coverage moves, such as Ice Beam, which is very common among support Arceus formes, and Earthquake, which is often run by physically oriented physical Primal Kyogre, Rayquaza, and Ultra Necrozma,(AC) hit Zekrom super effectively and thus leaves leave Zekrom vulnerable to revenge killing. Zekrom is also vulnerable to Draco Meteor from some variants of Rayquaza.

**Status**: Toxic puts Zekrom on timer and forces it to heavily rely on predictions to dish out as much damage as possible while an opponent can stall it out by switching between Ground- and Fairy-types. Burn hampers Zekrom by halving its Attack stat, leaving it unable to do meaningful damage to any foe at all.
GP 1/2
 
GPing my analysis must be something like laneing against Heimerdinger as a melee champion

Thanks again, implemented and ready for next.
 

Lumari

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TFP Leader
GP 2/2
[OVERVIEW]

* Zekrom sets itself apart from the majority of the wallbreakers in the tier with its high base Attack of 150 and a good offensive typing of Dragon / Electric that is capable of threatening enables it to threaten the majority of the tier.
* Thanks to these traits, Zekrom can immensely threaten defensive Pokemon such as Ho-Oh, Lugia, Arceus-Water, Toxapex, and both formes of Giratina. It can also offensively check threats such as Mega Salamence, Necrozma-DM, Yveltal, Primal Kyogre, and Mega Gyarados.
* However, while Zekrom is a threatening offensive powerhouse, each of its STAB moves have has no effect on certain common threats such as Primal Groudon, Xerneas, Arceus-Fairy, and Arceus-Ground. This means if Zekrom fails to successfully use its chosen STAB move, it will only end up granting a free switch to the aforementioned foes, some of which are very dangerous to hand over momentum to.
* In addition, Zekrom is mandated to hold Dragonium Z in order to wallbreak efficiently and bypass its typical Ground-type checks. Not only can this set be played around by Fairy-type foes, but it also is a questionable set to employ over more consistent or threatening Z-Move wallbreakers such as Necrozma-DM, Arceus-Ground, Zygarde-C, Rayquaza, and Naganadel.
* Even accounting for Zekrom's ability to lure and remove major Ground-types like Primal Groudon and Arceus-Ground, it faces competition with Primal Kyogre, which is also an offensive powerhouse that can deal with Ground-types but is much more consistent and has much narrower counterplay.
* Zekrom's mediocre Speed tier and typing leave it weak to common types like Ice, Fairy, and Ground. Thus, it is very easily revenge killed, which is detrimental for a wallbreaker that relies on setup to efficiently KO foes.


[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Outrage
move 4: Substitute
item: Dragonium Z
ability: Teravolt
nature: Adamant
evs: 104 HP / 252 Atk / 152 Spe

[SET COMMENTS]
Moves
========

* Hone Claws increases Zekrom's already great damage output, letting it OHKO bulky walls such as Lugia, offensive Necrozma-DM, and Magearna after a boost, as well as making Bolt Strike a perfectly accurate move.
* Bolt Strike is Zekrom's strongest STAB move and inflicts massive damage on neutral foes, notably featuring achieving a 2HKO on fast support Arceus forms formes. It also has a decent chance to paralyze a foe.
* STAB Outrage, although quite dangerous to be locked into, allows Zekrom to use a powerful Devastating Drake with Dragonium Z. After a boost from Hone Claws, it features an incredible showcase of damage output by OHKOing most Primal Groudon variants, Arceus-Ground, and Zygarde-C.
* Substitute allows Zekrom to ease prediction and take advantage of its ability to force switches. It also gives Zekrom a better matchup against defensive teams by punishing foes that try to play around Devastating Drake or use a status move. Another notable benefit of Substitute is that Zekrom can use defensive Necrozma-DM and Ferrothron Ferrothorn as setup fodder.

Set Details
========

* The given EV spread allows Zekrom to avoid the OHKO from Arceus-Ground and Arceus-Fairy's Judgment, the OHKO from Mega Salamence's Earthquake after Stealth Rock, and the 2HKO from support Arceus formes' Ice Beam,(RC) while letting Zekrom outspeed Adamant Necrozma-DM.
* Maximum investment on Attack with an Adamant nature maximizes Zekrom's damage output, letting it 2HKO certain Arceus formes with Bolt Strike.
* Dragonium Z allows Zekrom to use Devastating Drake so it can use a Dragon-type STAB move without locking itself into Outrage.
* Teravolt is Zekrom's only legal ability and notably allows it to hit Lugia through Multiscale and KO the occasional Skarmory through Sturdy. Bear in mind that this ability does not ignore Lunala's Shadow Shield.

Usage Tips
========

* Due to its horrendous matchup against faster threats, Zekrom is best used as a wallbreaker that paves the way for its teammates to sweep by disposing of major threats such as Primal Groudon, Arceus-Ground, Ho-Oh, and Zygarde-C.
* Zekrom possesses good natural bulk and offensively checks a number of threats by its typing, but it should generally avoid switching into attacks due to its exploitable weakness to common coverage moves such as Ice Beam from support Arceus formes and status move severely crippling it. Pivoting via U-turn and Volt Switch and double switching are the most ideal ways for Zekrom to switch in.
* Despite the fact that Zekrom has a way to lure and remove Ground-types, such foes usually limit Zekrom's offensive capabilities, as they discourage the use of Bolt Strike and force Zekrom to make flawless predictions with setting Hone Claws on their switch. This means one's prediction is going to determine Zekrom's performance against practically any team due to the abundance of Primal Groudon, and this becomes more of a serious matter against team with Arceus-Ground.
* When given an opportunity to switch in, it is important to decide whether to attack or set up Hone Claws; due to the prevalence of Ground- and Fairy-types on most teams, Zekrom will most likely struggle to inflict much damage without having them weakened or eliminated.
* Early-game, Zekrom can pressure the opposing team with strong Bolt Strikes and potentially spread paralysis so it will have the upper hand against paralyzed foes later.
* If Ground-types such as Primal Groudon and Arceus-Ground are likely going to switch in, setting up Hone Claws is a promising idea, as a healthy Zekrom can survive a hit from the latter and OHKO back with boosted Devastating Drake. In order for this to be successful, avoid taking any form of damage so Zekrom can successfully lure Arceus-Ground, survive a Judgment, and score a KO.
* If Zekrom is boosted, and if there are Fairy-types present on the opposing team, use Substitute to ease predictions with your Z-Move, as they can make Zekrom's opportunity to wallbreak go to waste simply by switching in.
* In an event where Zekrom has no opportunity to set up Hone Claws, unboosted Devastating Drake can still be used to significantly weaken threats like Primal Groudon and most neutral targets so that Zekrom's teammates, such as Primal Kyogre and Xerneas, can have easier time dealing with them.
* Zekrom can take more offensive approaches to dish out damage against slower and defensive teams. It can be sent out early to threaten certain bulky foes such as Lugia, Ho-Oh, and Skarmory and set Substitute to avoid status while easing predictions with Devastating Drake.


Team Options
========

* Zekrom's objective is to rid the opposing team of threatening foes such as Primal Groudon and Arceus-Ground so its teammates can function more effectively. Teammates that appreciate the disposal of such foes can fit alongside Zekrom.
* Offensive powerhouses such as Primal Kyogre, Marshadow, and Ho-Oh vastly appreciate Zekrom disposing of Primal Groudon with a powerful Devastating Drake. Setup sweepers that appreciate the removal of Primal Groudon, such as Xerneas, Arceus, and Necrozma-DM, appreciate this as well. In return, Zekrom checks Ho-Oh and Lugia, which can otherwise be nuisances to deal with for certain mentioned teammates.
* Entry hazards allow Zekrom to score the OHKO on defensive Primal Groudon with Devastating Drake and 2HKO on support Arceus formes with Devastating Drake and Bolt Strike, respectively. Primal Groudon and Necrozma-DM can set such entry hazards while checking Fairy-types and hindering support Arceus formes with Toxic. On more offensive teams, Deoxys-S, Excadrill, and Cloyster can set hazards for Zekrom.
* Despite the fact that Zekrom can KO Primal Groudon and Arceus-Ground with a boosted Z-Move, it is advised to acquire a check for them, as luring and KOing them require predictions. Arceus-Water is a solid check to both of the threats and appreciates Zekrom taking advantage of defensive Necrozma-DM and Toxapex. Giratina-O, although it stacks weaknesses with Zekrom, is one of the more offensive checks to Primal Groudon and can provide better setup opportunities for Zekrom by weakening a foe with Will-O-Wisp.
* Arceus-Ground serves as a solid offensive check to Primal Groudon, and Calm Mind variants in particular appreciate Zekrom's ability to deal with most of its checks like Ho-Oh, Primal Kyogre, and Celesteela.
* Mega Salamence is a good teammate that provides an immunity to Ground, and it benefits from Zekrom's ability to threaten Arceus-Water and Toxapex, immensely pressure Arceus-Fairy, and potentially lure and eliminate Arceus-Ground.
* Ho-Oh is a solid check to Fairy-types, support Arceus-Ground, and Primal Groudon without a Rock-type move. It also appreciates Zekrom's ability to offensively check Water-types.
* Steel-types generally tend to pair well with Zekrom, as they can switch into Toxic and Ice-type moves while checking Fairy-types. Zekrom threatens Ho-Oh and can get rid of Primal Groudon, both of which are massive threats to Steel-types. Mega Scizor and Magearna can bring in Zekrom safely with U-turn and Volt Switch, Ferrothon can set Spikes and wear down Arceus formes with Leech Seed and Toxic, and Celesteela can aid Zekrom in the same way and also provides Ground immunity. Offensive Necrozma-DM appreciates Zekrom threatening Yveltal and Ho-Oh while eliminating one of its greatest checks, Primal Groudon.
* Mega Gengar can trap and remove Fairy-types, which are one of the biggest problems for Zekrom to deal with, so Zekrom can use Devastating Drake without much concern. In return, Zekrom has the ability to remove Primal Groudon, Ho-Oh, and Yveltal, all of which Mega Gengar struggles to beat.
* Yveltal pressures most physical walls in the tier with strong attacks and can potentially provide a setup opportunity for Zekrom by crippling a passive foe with Taunt. Variants with U-turn can also bring in Zekrom safely.
* Sticky Web is an interesting option that lets Zekrom overcome its rather mediocre Speed tier and threaten faster foes that it otherwise struggles against. Smeargle can set Sticky Web so Zekrom will outspeed most grounded foes, and Zekrom pressures most Defog users with its STAB moves and offensively checks Yveltal and Mega Salamence, both of which are serious problems for Sticky Web teams to deal with.


[SET]
name: Physically Defensive
move 1: Bolt Strike
move 2: Dragon Tail
move 3: Toxic
move 4: Roost
item: Leftovers
ability: Teravolt
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]
Moves
========

* Bolt Strike inflicts high damage to neutral foes even without investment and is capable of 2HKOing offensive Necrozma-DM and Geomancy Xerneas.
* Dragon Tail allows Zekrom to phaze foes, notably setup sweepers such as Mega Salamence and Bulk Up Marshadow. With entry hazards up, it can punish switch-ins like Primal Groudon by racking up damage.
* Toxic puts a timer on various foes that do not mind switching into Bolt Strike, such as Primal Groudon, Arceus-Fairy, and Arceus-Ground. (AH)
* Roost lets Zekrom stay healthy throughout the match and effectively function as a physical wall.

Set Details
========

* The given EV spread and nature maximize Zekrom's physical bulk, letting it survive various attacks, such as +1 Earthquake from Mega Salamence and Rayquaza, +1 Soul-Stealing 7-Star Strike from Marshadow, and +2 Earthquake from Arceus after Stealth Rock damage. The EV spread also aids Zekrom's matchup against Ho-Oh and physical variants of Primal Kyogre.
* Leftovers provides passive recovery to Zekrom and reduces passive damage it may take from entry hazards and status.
* Teravolt is Zekrom's only ability, and it has situational use of letting Zekrom use Toxic on Mega Sableye and Mega Diancie.

Usage Tips
========

* This variant of Zekrom should be switched into physical attackers such as Mega Salamence, Ho-Oh, physical variants of Primal Kyogre, and Marshadow to offensively check them.
* Due to how many foes are resistant or immune to Bolt Strike, it is better to spread status with Toxic to punish switch-ins if Zekrom can force out a foe or if a foe can't threaten it in a significant way.
* Especially when entry hazards are up, Zekrom's Dragon Tail becomes more useful, as it can be used to rack up residual damage on the opposing team while punishing switch-ins that might try switching into Bolt Strike or Toxic.
* Despite Zekrom's solid natural bulk, it should not be reckless against foes it can offensively check, as the likes of Arceus-Water and Ho-Oh can put it on timer using a well-timed Toxic. The latter can also burn Zekrom with Sacred Fire, which significantly hampers its offensive presence.


Team Options
========

* Physically defensive Zekrom can fit on teams that require a switch-in to threatening foes like Mega Salamence, Ho-Oh, and Primal Kyogre that still retains some degree of offensive presence.
* As this variant of Zekrom is helpless against Ground-types apart from putting them on timer using Toxic, teammates that can pivot into Ground-types are mandatory. Ho-Oh is a solid check to support variants of Primal Groudon and Arceus-Ground and threatens problematic Steel-types like Ferrothorn. Skarmory is a solid check to Arceus-Ground and provides Spikes support, which helps Zekrom wear down its checks quickly in tandem with Dragon Tail.
* As this set is not that great of a check to Primal Kyogre, it is advised for one to acquire checks for it. Primal Groudon is one of the more solid pivots for Primal Kyogre, an offensive check to Necrozma-DM and Ferrothorn, and a Stealth Rock setter that Zekrom can take advantage of with Dragon Tail. Ferrothorn is a safe switch-in to Primal Kyogre and can aid Zekrom in a similar way as Skarmory.
* Mega Salamence checks Primal Groudon, and it appreciates Zekrom's ability to hinder support Arceus formes with Toxic or even paralysis induced from Bolt Strike.
* Arceus-Ground is another offensive check to Primal Groudon and can provide Defog support if running the support set. Arceus-Ground in general appreciates Zekrom's ability to threaten most foes that are airborne.
* Arceus-Fairy appreciates Zekrom's ability to threaten foes such as Ho-Oh and Toxapex and pressure Necrozma-DM. In return, it can provide Stealth Rock support and check Dragon-types like Rayquaza and Giratina-O.
* Xerneas benefits from Zekrom for the same reasons, and it can provide cleric support through Aromatheraphy and let Zekrom more reliably take on foes it checks, such as Ho-Oh and Arceus-Water.


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

* Electrium Z may be used over Dragonium Z so Zekrom can survive a hit from Arceus-Fairy and OHKO back using +1 Gigavolt Havoc. The Z-Move also allows Zekrom to cleanly OHKO offensive variants of Necrozma-DM after Stealth Rock, but forgoing Dragonium Z makes Zekrom even weaker against Ground-types as a result.
* Dragon Claw may be used over Outrage as a more reliable physical Dragon STAB move, but this significantly reduces Zekrom's ability to execute otherwise powerful Devastating Drake and makes it unable to KO Primal Groudon and Arceus-Ground.
* A set employing Life Orb, Draco Meteor, and Tailwind lets Zekrom function much better against offensive teams, but this set suffers from a difficulty to set up Tailwind and worsened matchup against bulkier teams.
* A Choice Scarf set might be appealing and is able to take advantage of Zekrom's strong STAB moves, let Zekrom overcome its middling Speed tier, and generate momentum with Volt Switch. However, being locked into any STAB move ends up giving a free switch to Ground- and Fairy-types, depending on which move Zekrom is locked into. Due to this, Choice Scarf Zekrom ends up causing a loss of momentum. As a revenge killer, other faster Choice Scarf users such as Xerneas and Yveltal outclass it in this role; the former is much better at forcing switches and has access to utility moves like Aromatheraphy, and the latter can pivot out of its check with U-turn.
* Shuca Berry allows Zekrom to survive Ground-type moves and notably lets it offensively check Necrozma-DM, but this leave Zekrom helpless against Primal Groudon and Arceus-Ground.


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

**Ground-types**: Primal Groudon is the most commonly seen threat in the tier and, simply by its presence, discourages Zekrom from using Bolt Strike and forces it to lock itself into Outrage. Although it is KOed by +1 Devastating Drake, it easily forces out Zekrom and proceeds to set hazards or sweep depending on the variant. Arceus-Ground outspeeds Zekrom and threatens it with a super effective Judgment, though it is dangerous to take on Zekrom at full HP due to the threat of +1 Devastating Drake. Excadrill can easily take unboosted moves from Zekrom due to its typing and threatens back with STAB Earthquake.

**Fairy-types**: Although all of them are 2HKOed by Bolt Strike, Arceus-Fairy, Xerneas, Magearna, and Mega Diancie can threaten Zekrom with their STAB moves and potentially switch into a predicted Devastating Drake, forcing Zekrom into playing mind games. Arceus-Fairy in particular is troublesome due to it outspeeding Zekrom and having access to recovery, but its efficiency as a check can be significantly diminished by paralysis from Bolt Strike.

**Faster Attackers**: Zekrom's average Speed tier and common weaknesses to Fairy, Ground, and Ice leave it prone susceptible to most faster attackers in the tier. Arceus formes with appropriate typing can easily take out Zekrom with a super effective Judgment after Stealth Rock. Fast and powerful attackers such as Mega Gengar, Mega Lucario, and Mewtwo can revenge kill Zekrom after it has been weakened. Marshadow in particular is troublesome to deal with when it has switched in after Zekrom has KOed a foe with a boosted attack.

**Ferrothorn**: Ferrothorn comfortably takes on Zekrom thanks to its typing that lets it resist both of Zekrom's STAB moves. However, Ferrothorn finds itself being set up on Zekrom with Substitute, though Zekrom still has to take major damage from Iron Barbs while combating it.

**Lunala**: Lunala outspeeds Zekrom and can take even a boosted hit thanks to Shadow Shield. In return, Lunala can 2HKO Zekrom with Moongeist Beam or Ice Beam.

**Dialga**: Due to its unique typing and bulk, Dialga can easily handle Bolt Strike, survive +1 Outrage, and OHKO back using Draco Meteor. However, it falls to +1 Devastating Drake.

**Coverage Moves**: Popular coverage moves, such as Ice Beam, which is very common among support Arceus formes, and Earthquake, which is often run by physical Primal Kyogre, Rayquaza, and Ultra Necrozma,(AC) hit Zekrom super effectively and thus leave Zekrom it vulnerable to revenge killing. Zekrom is also vulnerable to Draco Meteor from some variants of Rayquaza.

**Status**: Toxic puts Zekrom on timer and forces it to heavily rely on predictions to dish out as much damage as possible while an opponent can stall it out by switching between Ground- and Fairy-types. Burn hampers Zekrom by halving its Attack stat, leaving it unable to do meaningful damage to any foe at all.
 

Fireflame

Silksong when
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“Entry hazards allow Zekrom to score the OHKO on defensive Primal Groudon with Devastating Drake and 2HKO on support Arceus formes with Bolt Strike.”
 

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