Zekrom (Shuca+Hone Claws)[GP: 2/2]

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Thugly Duckling

I play TCG now
QC Checks: Hack / Dice / WreckDra
GP Checks: Malley / P Squared

zekrom.gif


The Dragon-type Static Shock™
________________
approved by Sweep
[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Dragon Claw
move 4: Outrage / Substitute
item: Shuca Berry
ability: Teravolt
nature: Adamant
evs: 136 HP / 252 Atk / 120 Spe

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

Hone Claws boosts Attack and accuracy, allowing Zekrom to break through Ground-types with its Dragon-type moves while also reducing the miss chance of Bolt Strike. Bolt Strike complements Zekrom's Dragon STAB type well, hitting Xerneas and other Fairy-types for sizable damage. With just Stealth Rock support, it achieves OHKOs on many significant defensive threats such as Lugia, Water Arceus, and Yveltal. Dragon Claw is the preferred primary Dragon-type move, as it offers consistency in comparison to Outrage, which has a locking effect that the opponent can take advantage of. In the last slot, Outrage is the preferred move because it grants Zekrom the power necessary for breaking Ground-types, in particular Primal Groudon. However, Substitute is another option that may be used in the last slot to ease prediction, avoid status, and expand Zekrom's setup opportunities, allowing it to set up on Pokemon that would normally wall it, such as Ferrothorn. Notably, it gives Zekrom an edge versus stall teams.

Set Details
========

Maximum Attack investment ensures that Primal Groudon with 56 Defense EVs and a Defense-boosting nature is always 2HKOed by a boosted Outrage. The HP investment allows Zekrom to always avoid a 2HKO from Jolly Life Orb Arceus's Extreme Speed after taking Stealth Rock damage, letting Zekrom be a last-ditch check to it. The HP EVs also allow Zekrom to survive +2 Jolly Ground Arceus's Earthquake when at full health in conjunction with Shuca Berry and to never be OHKOed by Primal Kyogre's Ice Beam. The remaining EVs are invested into Speed to allow Zekrom to outspeed Geomancy Xerneas with 44 Speed EVs and a neutral nature. An Adamant nature is necessary for breaking Ground-types; a Jolly nature should never be considered. Shuca Berry allows Zekrom to soft check boosted Mega Salamence and Extreme Killer Arceus, as well as tank any unboosted Ground-type attack from the likes of Primal Groudon in order to set up Hone Claws or 2HKO using Outrage with an already acquired boost.

Usage Tips
========

Switch Zekrom into something it can force out, and set up Hone Claws. The beauty of this set is that it is not prediction heavy, unlike Zekrom's other sets; simply force a switch, boost, and see what comes in. Passive Steel-types, such as Klefki, Jirachi, and Skamory, are Zekrom's primary targets to set up on. Furthermore, a myriad of Flying-types within the tier such as Lugia, Ho-Oh, and Yveltal are easy targets to set up on as well. However, scout for status users before setting up, especially ones with Will-O-Wisp. It is imperative to assess trade-offs—the sole purpose of this set is to lure in and eliminate Zekrom's usual checks and counters in order to ease the sweep of a teammate, so play it aggressively according to this function. However, do not senselessly use Outrage, as Xerneas and other Fairy-types can use Zekrom locked into Outrage as setup fodder. In order to allow safe use of Outrage, eliminate Fairy-types beforehand, or be sure your checks to Fairy-types are healthy enough to subdue them once they have set up. If Substitute is chosen for the last slot, use it to avoid status moves and to punish switches. The main draw of Substitute is to allow Zekrom to set up on Ferrothorn, however it is not recommended to challenge it in a one-versus-one situation. Additionally, bluffing a Choice set early-game can prove fruitful late-game to lure in Fairy-types and Ground-types. Doing so may allow Zekrom to net additional KOs or setup opportunities. Lastly, keep Zekrom healthy if it is needed to check Mega Salamence.

Team Options
========

Geomancy Xerneas and Choice Scarf Xerneas have a much easier time sweeping once opposing Primal Groudon have been weakened by Zekrom's boosted Dragon-type attacks. In return, Xerneas can switch into Dragon-type attacks aimed at Zekrom. Primal Kyogre especially benefits from Zekrom running Substitute because with it Zekrom virtually walls Ferrothorn, Primal Kyogre's most sturdy check. Zekrom and Primal Kyogre also pressure Primal Groudon immensely, overall making for a nice offensive core that wears down each other's checks. Calm Mind Arceus formes such as Ghost, Ice, Steel, and Ground also make for nice offensive partners, as they appreciate Zekrom's ability to check and eliminate Ho-Oh. The former three's aversion to Thunder Wave from the likes of Klefki is also alleviated by Zekrom's immunity to the move. Primal Groudon can absorb Will-O-Wisp aimed at Zekrom, set up Stealth Rock, and inflict status with Thunder Wave or Toxic on the checks and counters it shares with Zekrom. In addition to being a blanket check to Fairy-types, Primal Groudon also defeats Ferrothorn and Grass Arceus, two of Zekrom's best checks, with its super effective Fire-type moves. Additional entry hazard support in Spikes and Toxic Spikes is greatly appreciated; Toxic Spikes complements Substitute especially well. Ferrothorn, Klefki, and Forretress are excellent choices; though they stack weaknesses to Primal Groudon, they all appreciate that Ho-Oh is checked by Zekrom. Ground-type checks are greatly appreciated, even though this set's purpose is to lure them in. Yveltal, Giratina-O, Mega Salamence, Ho-Oh, and Skarmory are all excellent; the latter can also provide Spikes to aid Zekrom's wallbreaking prowess. Last but not least, Mega Gengar can trap and eliminate Fairy-types, and it can also keep down entry hazards with Taunt.


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

Sleep Talk allows Zekrom to switch into Darkrai and Smeargle easily and subsequently annihilate them with any move that Sleep Talk selects. Earth Power 2HKOes most variants of Primal Groudon on the switch, but it requires prediction and significant Special Attack investment to use. Magnet Rise can be used on a predicted switch in order to make Zekrom immune to Ground-type moves. Fusion Bolt is an alternative STAB attack with perfect accuracy, but it is significantly less powerful than Bolt Strike and cannot paralyze the foe.

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

**Ferrothorn**: With its resistances to both of Zekrom's STAB types, Ferrothorn can switch into any of Zekrom's attacks, bar Focus Blast, and use it as Spikes fodder. However, should Zekrom carry Substitute, it can use its resistances to Grass and Steel to set up Hone Claws on Ferrothorn, and eventually break through it.

**Grass Arceus**: Grass Arceus has a resistance to Electric, can break Zekrom's Substitute with Ice Beam, and can cripple Zekrom with Will-O-Wisp. Grass Arceus can also use Zekrom as setup fodder for Calm Mind if Zekrom is locked into Bolt Strike.

**Ghost Arceus**: Ghost Arceus outspeeds Zekrom and can cripple it with Will-O-Wisp. It cannot switch into any of Zekrom's STAB attacks, however.
 
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I see you tagged all the qc barring the most active one...im offended

Anyways i figured out a spread i'd like QC to discuss - 132 HP / 252+ Atk / 124 Spe
Bit slower, but i dont think any of the base 90s go faster than this (maybe a fast primal kyogre? idk) but you are now no longer 2HKOd after SR by jolly ekiller:
252 Atk Life Orb Arceus Extreme Speed vs. 132 HP / 0 Def Zekrom: 138-164 (36.8 - 43.8%) -- 0.4% chance to 2HKO after Stealth Rock
this means you can switch in and bolt strike it (if it doesnt suspect the shuca berry then you live espeed + eq and kill it with prior damage)

And now you can even live +2 Groundceus Earthquake!
+2 252 Atk Earth Plate Arceus-Ground Earthquake vs. 132 HP / 0 Def Shuca Berry Zekrom: 316-373 (84.4 - 99.7%)
that is, if theres no SR. means you can revenge kill it in a pinch.

Bonus calc!
252+ SpA Kyogre-Primal Ice Beam vs. 132 HP / 0 SpD Zekrom: 276-326 (73.7 - 87.1%) -- guaranteed 2HKO after Stealth Rock
now you fear nothing in a 1v1 vs fast kyogre besides the dastardly freeze.

e: did i mention that the speed evs leftover is just enough to outspeed 44 evs geoxern?

Overall i feel like this spread does far more and all you really trade for it is getting owned by timid dialga or some other random shit. thoughts?
 
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I see you tagged all the qc barring the most active one...im offended

Anyways i figured out a spread i'd like QC to discuss - 132 HP / 252+ Atk / 124 Spe
Bit slower, but i dont think any of the base 90s go faster than this (maybe a fast primal kyogre? idk) but you are now no longer 2HKOd after SR by jolly ekiller:
252 Atk Life Orb Arceus Extreme Speed vs. 132 HP / 0 Def Zekrom: 138-164 (36.8 - 43.8%) -- 0.4% chance to 2HKO after Stealth Rock
this means you can switch in and bolt strike it (if it doesnt suspect the shuca berry then you live espeed + eq and kill it with prior damage)

And now you can even live +2 Groundceus Earthquake!
+2 252 Atk Earth Plate Arceus-Ground Earthquake vs. 132 HP / 0 Def Shuca Berry Zekrom: 316-373 (84.4 - 99.7%)
that is, if theres no SR. means you can revenge kill it in a pinch.

Bonus calc!
252+ SpA Kyogre-Primal Ice Beam vs. 132 HP / 0 SpD Zekrom: 276-326 (73.7 - 87.1%) -- guaranteed 2HKO after Stealth Rock
now you fear nothing in a 1v1 vs fast kyogre besides the dastardly freeze.

Overall i feel like this spread does far more and all you really trade for it is getting owned by timid dialga or some other random shit. thoughts?
Yeah there will be a speed tie between Kyogre and it depending on EVs, I like it because of the potential defensive bulk with the HP :)
 
this set is super fun. i'd rather see substitute slashed with outrage fwiw-- ground+fairy is super common and thus necessitates dragon claw (or you're easily revenged). actually, on second thought, substitute could be slashed with both moves... maybe?

you mentioned the best partner, xerneas, and a few others too. this is p good.

2/3
 
I see now that 3 attacks is used only to lure and break primal groudon; while the purpose of substitute is to break stall, and you need to be able to switch moves to do that, thus making Outrage the inferior option on this variant because of its locking effect. However, all at the same time, outrage is the only move in Zekrom's repertoire that allows it to 2HKO donner when boosted... and this is the set's primary niche, after all. It's all dependent on the team you're running and the risk you are willing to take. Do you want to blow past Pdon with it, or patch a stall weakness? This set can do both, and actually in one set if you really want it to (substitute+outrage).

dice I think you have the right idea with slashing both dragon claw and outrage, so it would like this:

name: Hone Claws
move 1: Hone Claws
move 2: Outrage / Substitute
move 3: Bolt Strike
move 4: Dragon Claw / Substitute
item: Shuca Berry
ability: Teravolt
nature: Adamant
evs: 32 HP / 224 Atk / 252 Spe

I even think sub would be fine as a first slash. Fireburn Hack Nayrz dice what are your opinions on the slashing?

Nayrz I like the EVs you proposed, but where I disagree on is the purpose of the EVs. Zekrom's only defensive niches are a Flying resist and a water resistance to check Kyogre, and in the case of the latter, you must accentuate this tiny outclassed niche with generous speed investment for the sake of security. Unfortunately Kyogre has various ways of cheesing past checks depending on speed investment/bulk investment, but in a 1v1 scenario between Ogre and Zekrom, the faster mon wins.

I'll most likely make it the main EV spread anyways because I'm a sucker for fancy EVs and niche stuff, but I still want to hear what other QC members have to say about what will be the set's EV spread.
 
I'm confused as to what you mean here. Zekrom's defensive niches are small but can still prove very useful to teams. Fast base 90s are very rare - only Giratina-O and perhaps a fast Dialga are the two main concerns (Dialga wins 1v1 regardless because neutral to Outrage, Giratina-O might have Draco) For the offensive teams that Zekrom fits, a couple extra things it can do can only help out, no?

Unfortunately Kyogre has various ways of cheesing past checks depending on speed investment/bulk investment, but in a 1v1 scenario between Ogre and Zekrom, the faster mon wins.
That's not true with 132 HP EVs... Ice Beam doesn't OHKO Zekrom even after SR and Zekrom OHKOs back. With max Speed EVs you are simply throwing a coin and hoping Kyogre isn't A) fast af and B) doesn't win the speed tie if it is. This is all provided that the Kyogre actually stays in - its probably switching out 99% of the time anyways. With 132 HP you have nothing to fear, because Kyogre can't win that 1 on 1 unless you miss Bolt Strike, even if it is faster. The scenarios that the EVs work in are somewhat rare, i agree. But the reason i brought it up is that nothing really changes by using it, and it in fact provides security vs some mons in dire situations. dice seemed to like it when i discussed with him on irc just now.

I think the slashing might look better like this:

move 1: Hone Claws
move 2: Bolt Strike
move 3: Dragon Claw
move 4: Outrage / Substitute

Sub is best vs Ferrothorn and predicted switches but i dont think id actually use it v often (dice said the same) and 3 atks is the best bet to let Zekrom break down Pdon or w/e is in the way of another teammate sweeping while also reducing the chances of being revenge killed/setup on. Zekrom doesn't fear switches anywhere near as much with Shuca as it does with a Scarf - just hone claws or bolt strike and see what comes in. Sub can be used for stallbreaking if you want it to but i think busting down Pdon is the best way to go about it.
Sub is slashed with Outrage due to what dice said above.
Also mention in usage tips when its ok to use sub and what to use it against when you write this up.
 
Update time!

Changes:
1) Dragon Claw no longer slashed

2) Outrage placed in the last slot slashed with substitute

3) Bulky spread implemented

4) Set details section updated accordingly to changes of the set

To do list:
1) Write up ~done

2) Rearrange move listings ~done

3) mention when it is appropriate to use Substitute in Usage Tips ~done
 
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alright Thugly Duckling, its been a couple weeks man - if this was any other c&c forum it woulda been reassigned and this is the last thing to be done in the current forum... need i say more? we dont wanna have the only thread left sitting around for ages oO

just like post the google doc progress in the analysis so we can see that something has actually been done.
 
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(AC) = Add Comma, (RC) = Remove Comma, (AH) = Add Hyphen, etc.


[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Dragon Claw
move 4: Outrage / Substitute
item: Shuca Berry
ability: Teravolt
nature: Adamant
evs: 132 HP / 252 Atk / 124 Spe

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

Hone Claws boosts Attack and A accuracy, allowing Zekrom to break through Ground-(AH)types with its Dragon-type moves, while also diminishing removing I think. Don't think Bolt Strike can miss at 1.33x accuracy the miss chance of Bolt Strike. Bolt Strike compliments complements Zekrom's Dragon STABs moves well, hitting Xerneas and other Fairy-types for sizeable damage. Boosted or unboosted, it achieves OHKOs on many significant defensive threats such as Lugia, Ho-Oh, and Water Arceus. Dragon Claw is the preferred primary To allow for the mention of Outrage in the fourth moveslot later Dragon-type move, as it offers consistency in comparison to Outrage, which has a locking effect that the opponent can take advantage of can create disadvantageous situations if the opponent has Fairy-types on their team Do not be too specific - there are too many ways to list in which this could cause problems. In the last slot, Outrage is the preferred move because it grants Zekrom the power necessary for breaking Ground-types, namingly in particular Primal Groudon. However, Substitute is another option that may be used in the last slot to ease prediction, avoid status, and expand Zekrom's setup opportunities, allowing it to set up on Pokemon that would normally wall it, such as Ferrothorn. Notably, it gives Zekrom an edge versus stall teams.

Set Details
========

Maximum Attack investment ensures that 56+ Def Groudon with 56 Defense EVs and a Defense-boosting nature Spell out the full name of a stat unless it is in a full spread or a damage calc is always 2HKOed by a boosted Outrage. The HP investment allows Zekrom to always avoid a 2HKO from Jolly Life Orb Arceus's Extreme Speed after taking Stealth Rock damage, letting Zekrom be a last-ditch check to it. The HP EVs also allow Zekrom to survive +2 Jolly Ground Arceus's Earthquake when at full health in conjunction with Shuca Berry, and to never be OHKOed by Primal Kyogre's Ice Beam. The remaining EVs are invested into Speed to allow Zekrom to outspeed standard There are so many different spreads for Xerneas. I know 44 Spe is "standard" in that it is in the Dex, but that could change or people could just start ignoring it. Include an actual EV number. Geomancy Xerneas with 48 Speed EVs Just checked what these EVs actually outspeed and a neutral nature and to outcreep other neutral base 90s The policy is "no Speed creep"; the Geomancy Xerneas benchmark is enough. Adamant nature is necessary for breaking Ground-types; a Jolly Nature should never be considered. Shuca Berry allows Zekrom to soft check a boosted Mega Salamence and Extreme Killer Arceus, as well as tank any unboosted Ground-type attack from the likes of Primal Groudon in order to set up Hone Claws and or 2HKO using Outrage with an already acquired boost.

Usage Tips
========

Switch Zekrom into something it can force out, and set up Hone Claws. The beauty of this set is that it is not prediction-(RH) heavy, (AC) unlike Zekrom's other sets; simply force a switch, boost, and see what comes in. Passive Steel-types, such as Klefki, Jirachi, Skamory, and Ferrothorn, are Zekrom's primary targets to set up on. Furthermore, a myriad of Flying-types within the tier such as Lugia, Ho-Oh, and Yveltal are easy targets to set up on as well. However, scout for status users before setting up, especially ones of with Will-O-Wisp "status users of Will-O-Wisp" doesn't quite work, as the status is the Will-O-Wisp. "Users of status, especially of Will-O-Wisp" would work, but it would look unnecessarily fancy. It is imperative to assess trade-offs — the sole purpose of this set is to lure and eliminate its Zekrom's usual checks and counters in order to ease the sweep of a teammate, so play it aggressively according to this function. However, do not senselessly use Outrage, as Xerneas and other Fairy-types can use Zekrom locked into Outrage for set(remove space)up fodder. In order to allow safe use of Outrage, eliminate Fairy-types beforehand, or be sure your checks to Fairy-types are healthy enough to subdue them once they have set up set ups. If Substitute is chosen for the last slot, use it to avoid status moves a predicted status move, and to punish switches sacrifices for free turns to bag a Hone Claws boost or to attack. Additionally, bluffing a c Choice set early-game can prove fruitful late-game to lure in Fairy-types and Ground-types suspecting that Zekrom is locked into a move that either is respectively immune to. Doing so may allow Zekrom to net additional KOs or set-(RH)up opportunities. Lastly, keep Zekrom healthy if it is needed to check Mega Salamence.

Team Options
========

Geomancy Xerneas with Hidden Power Ground Why only this? Pdon doesn't need to be that weak for +2 Moonblast to break it, and Focus Blast does the same damage as HP Ground and Choice Scarf Xerneas have a much easier time sweeping once opposing Primal Groudon has have been weakened by Zekrom's boosted Dragon-type attacks. In return, Xerneas can switch into Dragon-type attacks aimed at Zekrom. Primal Kyogre especially benefits from Zekrom running Substitute because it with it Zekrom virtually walls Ferrothorn, Primal Kyogre's most sturdy check. Zekrom and Primal Kyogre also pressure Primal Groudon immensely, overall making for a nice offensive core that wears down each other's checks. Calm Mind Arceus forms such as -(RH)Ghost, -(RH)Ice, -(RH)Steel, and -(RH)Ground also make for nice offensive partners, as they appreciate Zekrom's ability to check and eliminate Ho-Oh. The former three's prudency Not sure what this means. Aversion? Weakness? to Thunder Wave from the likes of Klefki is also alleviated by Zekrom's immunity to the move. Primal Groudon can absorb Will-O-Wisp aimed at Zekrom, set up Stealth Rock, and inflict status with Thunder Wave or Toxic on the checks and counters it shares with Zekrom. In addition to being a blanket check to Fairy-(AH)types, Primal Groudon also defeats Ferrothorn and Grass Arceus, two of Zekrom's best checks, with its super-(RH) effective Fire-type moves. Alternate h Additional hazard support in Spikes and Toxic Spikes are is greatly appreciated; Toxic Spikes compliment complement Substitute especially well. Ferrothorn, Klefki, and Forretress are excellent choices; though they stack weaknesses to Primal Groudon, they all appreciate that Ho-Oh is checked by Zekrom. Ground-type checks are greatly appreciated, even though this set's purpose is to lure them in. Yveltal, Giratina-O, Mega Salamence, Ho-Oh, and Skarmory are all excellent; the latter can also provide Spikes to aid Zekrom's wallbreaking prowess. Last but not least, Mega Gengar can trap and eliminate Fairy-types, and also keep down hazards with Taunt.

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

*ANALYSIS UPLOADERS*: Remove the part of the already uploaded analysis, which reads, "Substitute with Hone Claws gives Zekrom a way to boost its Attack stat. In combination with Shuca Berry, Hone Claws also allows Zekrom to act as a great lure to Primal Groudon and a check to Mega Salamence.", because it is now a set.

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

**Ferrothorn**: With its resistances to both of Zekrom's STABs, Ferrothorn can switch into any of Zekrom's attacks, bar Focus Blast, and use it for Spikes fodder. However, should Zekrom carry Substitute, it can use its resistances to Grass and Steel to endlessly set up Hone Claws on Ferrothorn, and eventually break through it.

**Grass Arceus**: Grass Arceus has a useful resistance to Electric, can break Zekrom's Substitutes with Ice Beam, and can cripple Zekrom with Will-O-Wisp. Grass Areus Arceus can also use Zekrom for set-up setup fodder with Calm Mind if it has been choice-locked Zekrom is locked into Bolt Strike.

**Ghost Arceus**: Ghost Arceus outspeeds Zekrom, (RC) and can cripple it with Will-O-Wisp. It cannot switch into any of Zekrom's STAB attacks, however.
GP 1/2
 
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GP 2/2
[SET]
name: Hone Claws
move 1: Hone Claws
move 2: Bolt Strike
move 3: Dragon Claw
move 4: Outrage / Substitute
item: Shuca Berry
ability: Teravolt
nature: Adamant
evs: 132 HP / 252 Atk / 124 Spe (see note in Set Details)

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

Hone Claws boosts Attack and accuracy, allowing Zekrom to break through Ground-types with its Dragon-type moves, (RC) while also reducing the miss chance of Bolt Strike. Bolt Strike complements Zekrom's Dragon STAB type well, hitting Xerneas and other Fairy-types for sizable damage. Boosted or unboosted, it achieves OHKOs on many significant defensive threats such as Lugia, Ho-Oh, and Water Arceus. Dragon Claw is the preferred primary Dragon-type move, as it offers consistency in comparison to Outrage, which has a locking effect that the opponent can take advantage of. In the last slot, Outrage is the preferred move because it grants Zekrom the power necessary for breaking Ground-types, in particular Primal Groudon. However, Substitute is another option that may be used in the last slot to ease prediction, avoid status, and expand Zekrom's setup opportunities, allowing it to set up on Pokemon that would normally wall it, such as Ferrothorn. Notably, it gives Zekrom an edge versus stall teams.

Set Details
========

Maximum Attack investment ensures that Primal Groudon with 56 Defense EVs and a Defense-boosting nature is always 2HKOed by a boosted Outrage. The HP investment allows Zekrom to always avoid a 2HKO from Jolly Life Orb Arceus's Extreme Speed after taking Stealth Rock damage, letting Zekrom be a last-ditch check to it. The HP EVs also allow Zekrom to survive +2 Jolly Ground Arceus's Earthquake when at full health in conjunction with Shuca Berry, (RC) and to never be OHKOed by Primal Kyogre's Ice Beam. The remaining EVs are invested into Speed to allow Zekrom to outspeed Geomancy Xerneas with 48 Speed EVs and a neutral nature. (this is worth a read (at least the first few posts) - we're supposed to avoid speed creep in analyses; does this count?) An Adamant nature is necessary for breaking Ground-types; a Jolly nature should never be considered. Shuca Berry allows Zekrom to soft check boosted Mega Salamence and Extreme Killer Arceus, as well as tank any unboosted Ground-type attack from the likes of Primal Groudon in order to set up Hone Claws or 2HKO using Outrage with an already acquired boost.

Usage Tips
========

Switch Zekrom into something it can force out, and set up Hone Claws. The beauty of this set is that it is not prediction heavy, unlike Zekrom's other sets; simply force a switch, boost, and see what comes in. Passive Steel-types, such as Klefki, Jirachi, Skamory, and Ferrothorn, are Zekrom's primary targets to set up on. Furthermore, a myriad of Flying-types within the tier such as Lugia, Ho-Oh, and Yveltal are easy targets to set up on as well. However, scout for status users before setting up, especially ones with Will-O-Wisp. It is imperative to assess trade-offs—the (no spaces around the dash) sole purpose of this set is to lure in and eliminate Zekrom's usual checks and counters in order to ease the sweep of a teammate, so play it aggressively according to this function. However, do not senselessly use Outrage, as Xerneas and other Fairy-types can use Zekrom locked into Outrage for as setup fodder. In order to allow safe use of Outrage, eliminate Fairy-types beforehand, or be sure your checks to Fairy-types are healthy enough to subdue them once they have set up. If Substitute is chosen for the last slot, use it to avoid status moves, (RC) and to punish switches. Additionally, bluffing a Choice set early-game can prove fruitful late-game to lure in Fairy-types and Ground-types. Doing so may allow Zekrom to net additional KOs or setup opportunities. Lastly, keep Zekrom healthy if it is needed to check Mega Salamence.

Team Options
========

Geomancy Xerneas and Choice Scarf Xerneas have a much easier time sweeping once opposing Primal Groudon have been weakened by Zekrom's boosted Dragon-type attacks. In return, Xerneas can switch into Dragon-type attacks aimed at Zekrom. Primal Kyogre especially benefits from Zekrom running Substitute because with it Zekrom virtually walls Ferrothorn, Primal Kyogre's most sturdy check. Zekrom and Primal Kyogre also pressure Primal Groudon immensely, overall making for a nice offensive core that wears down each other's checks. Calm Mind Arceus formes such as Ghost, Ice, Steel, and Ground also make for nice offensive partners, as they appreciate Zekrom's ability to check and eliminate Ho-Oh. The former three's aversion to Thunder Wave from the likes of Klefki is also alleviated by Zekrom's immunity to the move. Primal Groudon can absorb Will-O-Wisp aimed at Zekrom, set up Stealth Rock, and inflict status with Thunder Wave or Toxic on the checks and counters it shares with Zekrom. In addition to being a blanket check to Fairy-types, Primal Groudon also defeats Ferrothorn and Grass Arceus, two of Zekrom's best checks, with its super effective Fire-type moves. Additional entry hazard support in Spikes and Toxic Spikes is greatly appreciated; Toxic Spikes complements Substitute especially well. Ferrothorn, Klefki, and Forretress are excellent choices; though they stack weaknesses to Primal Groudon, they all appreciate that Ho-Oh is checked by Zekrom. Ground-type checks are greatly appreciated, even though this set's purpose is to lure them in. Yveltal, Giratina-O, Mega Salamence, Ho-Oh, and Skarmory are all excellent; the latter can also provide Spikes to aid Zekrom's wallbreaking prowess. Last but not least, Mega Gengar can trap and eliminate Fairy-types, and it can also keep down entry hazards with Taunt.

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

**ANALYSIS UPLOADERS**: Remove the part of the already uploaded analysis, which reads, "Substitute with Hone Claws gives Zekrom a way to boost its Attack stat. In combination with Shuca Berry, Hone Claws also allows Zekrom to act as a great lure to Primal Groudon and a check to Mega Salamence.", because it is now a set.

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

~ (I may have to change a few of the descriptions such as that of Ferrothorn because it is actually set up fodder for Substitute variants.

E: Adding Grass Arceus because it has a resistance to Electric, sets up Calm Mind on choice-locked Bolt Strike, and can cripple with Will-O-Wisp; adding Arceus Ghost because it can outspeed and cripple with Will-O-Wisp.


**Ferrothorn**: (New description) With its resistances to both of Zekrom's STABs types, Ferrothorn can switch into any of Zekrom's attacks, bar Focus Blast, and use it for as Spikes fodder. However, should Zekrom carry Substitute, it can use its resistances to Grass and Steel to endlessly set up Hone Claws on Ferrothorn, (RC) and eventually break through it.

**Grass Arceus**: Grass Arceus has a resistance to Electric, can break Zekrom's Substitute with Ice Beam, and can cripple Zekrom with Will-O-Wisp. Grass Arceus can also use Zekrom for as setup fodder with for Calm Mind if Zekrom is locked into Bolt Strike.

**Ghost Arceus**: Ghost Arceus outspeeds Zekrom and can cripple it with Will-O-Wisp. It cannot switch into any of Zekrom's STAB attacks, however.
 
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P Squared the speed investment is really just leftover EVs after the HP investment and the necessary max attack, which just so happen to allow Zekrom to outspeed the /standard/ Geomancy Xerneas. It can be reworded I guess to address this coincidence, but that's up to you bro. Thanks for the check, too! n_n
 
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Would put a note saying that setting up on Ferro w/ Leftovers-less Substitutes can be very risky. Only from 100% HP does Zekrom stand a good chance of beating Ferro 1v1 (and it might as well be dead afterwards). At 87.5% it's a tossup and at 75% Ferro has a good shot of winning if it doesn't Leech Seed the Sub (at worst it'll be a 1 for 1 if Ferro spams Gyro and Zekrom doesn't Sub. Zekrom loses if it mispredicts one Substitute).


Though removing Ferrothorn can be pretty valuable, and can make the 1 for 1 worth it, I think some more mention of this risky duel should be mentioned, instead of simply Zekrom boosting 'endlessly'.
 
Re: Jibaku I took the 'endlessly' part out of ferrothorn's section in C&C, looks fine without it really.

I think that it's just obvious to not take on Ferrothorn in a 1v1 because how polluted the situation is with 50/50s... and I feel like if I incorporate anything in regards to this into the analysis, it basically would be like saying to guess correctly on a coin flip, and such a statement is counterintuitive in trying to highlight the benefits of this set over other Zekrom sets.
simply force a switch, boost, and see what comes in. Passive Steel-types, such as Klefki, Jirachi, Skamory, and Ferrothorn, are Zekrom's primary targets to set up on.
I'll remove Ferrothorn in this sentence because it implies Zekrom will force out Ferrothorn, which it will not. This will clear up a little bit that Zekrom isn't meant to take on Ferrothorn 1v1.


But because the odds are against Zekrom in a 1v1, it doesn't at all mean that Zekrom can't ever beat Ferrothorn, though. If Zekrom manages to set up a sub on a forced switch, an incoming Ferrothorn will have no chance in breaking it. Zekrom simply boosts both turns that Ferro uses Gyro Ball, Subs again, then 2HKOes with Bolt strike (+2 252+ Atk Teravolt Zekrom Bolt Strike vs. 252 HP / 0 Def Ferrothorn: 205-242 (58.2 - 68.7%) -- guaranteed 2HKO after Leftovers recovery). Ferro can't even consider using protect to avoid this 2HKO in risk of another substitute or boost. The uses of substitute in Usage Tips say,
If Substitute is chosen for the last slot, use it to avoid status moves and to punish switches.
This statement displays that this set can only beat Zekrom's usual checks and counters on the switch, Ferrothorn included (if sub is being run).


I can address your concerns more directly by detailing Ferrothorn as as a setup target in the above sentence from the analysis. Something like, "The main draw of substitute is to allow Zekrom to setup on Ferrothorn, however it is not recommended to challenge it in a one versus one situation."


On a separate note: Nayrz WreckDra dice, I've be thinking about changing the HP to an odd number to give Zekrom the opportunity to setup 5 substitutes. In taking 4 EVs from Speed and instead investing them into HP, it would also clear up that awkward two point speed creep on Geomancy Xerneas so I don't have to write that the EVs outspeed 48 speed Xerneas, which is not standard. It actually helps the Substitute variant, and for the sake of GP rules, would ease up writing about what is unintentionally a speed creep.
 
If it takes creep out of the analysis, its good with me. I will say that it can already set up 4 subs and live because 374 is not divisible by 4. You can never set up 5 substitutes without recovery. Just mention it is for residual damage in general or you can mention it as leftover EVs that do cool things.
 
If it takes creep out of the analysis, its good with me. I will say that it can already set up 4 subs and live because 374 is not divisible by 4. You can never set up 5 substitutes without recovery. Just mention it is for residual damage in general or you can mention it as leftover EVs that do cool things.
Yeah 374 being indivisible by 4 had already crossed my mind after posting what I said. I'll mention it as a hazards number instead.

E: Okay! unless jibaku wanted some final words on Ferro as something Zekrom can set up on, this is finished!
 
I got nothing more on Ferro other than the simple note you mentioned

The Speed creep bit is tricky since Zekrom conveniently outruns low Speed Xerneas with the remaining EVs. A cleaner approach would be 240 HP / 252 Atk / 16 Spe for Diancie but then the HP EVs would seem a little...extra. Unless you can find something that 240 HP survives that 136 doesn't do very well at (Some examples would be: +2 LO Adamant Rayquaza Earthquake after SR, Darkrai +2 LO Dark Pulse, though still not guaranteed from full, and Modest Primal Kyogre Blizzard, 2 Adamant Mega Mence Earthquakes, and 2 Jolly Mega Mence EQs after SR). Anyways, up to you.

ps: unboosted Bolt Strike doesn't OHKO Lugia and Bold Waterceus on average. It does somewhere around 90%
 
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