OU Zygarde-10%

:sm/zygarde-10%:
[OVERVIEW]

Zygarde-10% is a niche wallbreaker in OU due to its access to a great move in Thousand Arrows, which differentiates it from other Ground-types by enabling it to immediately pressure traditional Ground checks like Celesteela, Rotom-W, and Skarmory without relying on a Z-Move, making it less exploitable. It also has a great Speed stat, allowing it to outspeed Kartana, Mega Latias, and Garchomp. One major downfall is its terrible bulk, meaning it is revenged killed easily and will usually be KOed if it doesn't KO the foe. Its average Attack stat doesn't help with this, as its damage output will not be remarkable and it will, therefore, have to rely quite heavily on Spikes support in order to break bulkier teams.

[SET]
name: Choice Band
move 1: Thousand Arrows
move 2: Outrage
move 3: Extreme Speed
move 4: Iron Tail / Toxic
item: Choice Band
ability: Aura Break
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

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

Thousand Arrows is instrumental for Zygarde-10% to pressure Pokemon like Celesteela and Rotom-W. Iron Tail targets Fairy-types like Tapu Bulu and Clefable for super effective damage. Toxic gives up the ability to immediately 2HKO Fairy-types like Tapu Bulu and Clefable for crippling bulky Ground-, Grass-, and Water-type switch-ins like Landorus-T, Tangrowth, Hippowdon, and Slowbro, making them less consistent switch-ins. Glare can also be used to paralyze checks like Landorus-T, Mega Scizor, and Tangrowth, allowing you to play more aggressively against them.

Set Details
========

A Jolly nature is preferred to outspeed Garchomp and Mega Latias.

Usage Tips
========

It is important to get Spikes up early, as this will enable Zygarde-10% to pressure grounded checks like Tapu Bulu and Mega Scizor, forcing them to recover more often and therefore giving you an advantage in momentum. It is also great because most of the Defoggers, like Landorus-T, Tornadus-T, and Rotom-W, fail to reliably remove these Spikes without taking a considerable amount of damage. Make sure to use Outrage only when Fairy- and Steel-types are eliminated or if sacrificing Zygarde-10% to said Pokemon is affordable after nabbing a KO. When there are several Zygarde-10% checks or Pokemon that resist Ground on the opposing team, it is always a good idea to scout for their reaction to Zygarde-10%. For example, if the opponent has both a Slowbro and Tapu Bulu, you should be using Thousand Arrows to scout which one of these checks are going for, instead of immediately clicking Iron Tail, so Zygarde-10% will be able to break past Tapu Bulu later. Zygarde-10% should also be used aggressively in this kind of matchup where multiple checks are present, or else it will not do much at all. This cannot be said of its status moves, however, as using these can open up opportunities for Zygarde or its teammates to break through teams more easily. Pokemon that are immune to Toxic or Glare are often forced out or cannot come in on Zygarde anyway. Take note that Pokemon with Protect, mainly Celesteela, can scout for whether you go for Thousand Arrows or a status move and switch accordingly. One should be mindful when revenge killing a Pokemon with Extreme Speed, as the move is relatively weak and can give a foe like Shift Gear Magearna or Choice Specs Tapu Lele an opening to set up or throw out a powerful hit, which is quite annoying, as the relatively offensive builds Zygarde-10% typically fits on may get severely weakened if it gives the opponent a free turn. Against offensive teams, use Thousand Arrows whenever Zygarde-10% gets on the field. Many of these teams will struggle to consistently switch into it, as their many defensive pivots, including Landorus-T, Tapu Fini, and Ferrothorn, are all extremely vulnerable to it. Even those with Tangrowth or Tapu Bulu can be easily overwhelmed if Zygarde is running Toxic, which can even allow another teammate to clean up when these Grass-types have been weakened by poison.

Team Options
========
Zygarde-10% fits best on offensive teams, where it can come in through pivot support from the likes of Magearna and Tornadus-T and throw out a powerful hit or cripple a Pokemon with status. These teams will aim to constantly pressure defensive checks through VoltTurn and stacking multiple threats that have similar checks. Entry hazards, especially Spikes, are essential in helping Zygarde-10% wear down checks like Tangrowth and Mega Scizor and make it quite difficult to play around, and most Spikes-immune Pokemon are pressured by Thousand Arrows. Ferrothorn and Ash-Greninja are amazing Spikes users along Zygarde-10%, as Ferrothorn can check many Grass- and Fairy-types while enjoying Zygarde-10%'s ability to pressure opposing Steel-types, while Ash-Greninja can form a core to overwhelm Grass-types and pressure physically defensive checks to Zygarde-10%. Most offensive teams also struggle to safely switch into Zygarde's Thousand Arrows as well, as their Ground-type check is often neutral to it. Entry hazard control is also important as Zygarde-10% usually wants to keep out of revenge killers' KO range. Tornadus-T and Landorus-T are good options, as they can Defog away entry hazards and provide pivoting support while luring out their checks, which are mostly pressured by Zygarde-10%. Pokemon that are also checked by Grass-types like the aforementioned Ash-Greninja, Tapu Koko, and Serperior are good partners, as they can pressure Grass-types into recovering more often in order to check both threats. Additionally, Ash-Greninja can set up Spikes and revenge kill Kartana and Mega Mawile, Tapu Koko is able to pivot around and check Tornadus-T, and Serperior enjoys many of its checks being pressured and forms a Glare spam core with Zygarde-10%. Psychic- and Fairy-types like Mega Alakazam, Reuniclus, and Magearna appreciate Steel-types and, in Magearna’s case, Toxapex being pressured, and in return they can take advantage of some of Zygarde-10%’s checks like Slowbro and Tangrowth to set up or throw out a powerful hit.

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

Superpower is an option to deal major damage to Ferrothorn and Choice Scarf Kartana, which can otherwise stomach a hit and KO Zygarde-10%, but most Superpower targets are vulnerable to Spikes damage and Thousand Arrows, and Zygarde-10% will have to give up the ability to pressure Fairy-types or Tangrowth.

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

**Grass-types**: Tangrowth and Tapu Bulu are two of Zygarde-10%'s best checks, although Assault Vest Tangrowth should look out for Outrage, which has a high chance to 2HKO it from full, Tapu Bulu should be careful of Iron Tail, and both are crippled by Toxic.

**Fairy-types**: Albeit not as effective as Grass-types, as most of them fail to take Thousand Arrows safely, Clefable and Tapu Fini are bulky enough to sponge a hit and retalitate with Moonblast. All of them can take advantage of a Zygarde-10% that is locked into Outrage, or even Extreme Speed in Tapu Lele’s case.

**Physically Bulky Pokemon**: Landorus-T, Slowbro, Mega Scizor, and Buzzwole can all stomach several Thousand Arrows and deal significant amounts of damage to Zygarde. However, they are greatly annoyed by Toxic or Glare, as it makes them less effective at switching into Zygarde.

**Revenge Killers**: Despite having Extreme Speed, Zygarde-10% is often locked into another move and fails to outspeed faster revenge killers like Ash-Greninja and Weavile with Extreme Speed. Mega Scizor and Mega Mawile resist Extreme Speed, while Mega Lopunny and Mega Medicham can outpace even Extreme Speed with Fake Out. Faster Pokemon like Choice Scarf Tapu Lele, Choice Scarf Kartana, and Greninja can also revenge kill Zygarde-10%, and Tapu Lele can even circumvent Extreme Speed with Psychic Terrain.

[CREDITS]
- Written by: [[xapx, 406162]]
- Quality checked by: [curiosity,443485], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited by a moderator:
this still needs a considerable amount of work. tag me once you have implemented everything.

comments | remove

[OVERVIEW]
(add space)
*decent Speed and access to a great move in Thousand Arrows, which allows it to differentiate itself from other Ground-types like Landorus-T and Garchomp
*can pressure traditional Ground-type checks like Celesteela, Rotom-W, and Skarmory

tbh I've got quite a few problems with these points. I really don't understand why you've separated these points, considering that you're still discussing its niche over other viable grounds. I also take issue with the fact that you've left the majority of its niche as "can pressure ground checks" when basically all the grounds in the tier can do that right now in one way or another; mention the fact that its able to immediately pressure these mons w/ thousand arrows rather than relying on an easily exploitable z move to break past them or just not being able to break past them altogether like the other grounds. I would also like to see more / better mentions of its speed stat; right know you've labelled it as decent which implies that it struggles vs a lot of common offensive mons, which is definitely far from the case; its faster than a very crowded speed tier and being able to reliably revenge garchomp and kartanan which is actually hugely important

*Extreme Speed allows Zygarde-10% to act as a revenge killer, picking off weakened offensive checks like Ash-Greninja and setup sweepers like Mega Charizard X and Mega Gyarados

this really should be in the moves section but change those specific mentions because it's not really reliable at removing either unless they're really low as jolly espeed just doesn't have great damage output, so i'd replace these mentions with like ash gren and zammer respectively


*one major downfall is its terrible bulk, meaning it cannot even switch into resisted hits like Heatran’s Magma Storm and Mega Tyranitar’s Stone Edge.

I agree with the fact that its bulk is absolute shit but I really don't like the direction you've taken this in; you're never actually want to switch Zyg into shit because you want to preserve its HP as much as you can so you can take a hit in really urgent situations where something's gone horribly wrong. I would rather you focus this section on the fact that its frail as shit and will often drop if it doesn't get the pick and is very easily revenged because of it. I would also tie these points together with the points below, as they're all referring to the same subject (as in: Zygarde isn't awfully strong and its frail so it'll drop if it doesn't get the kill). I would also emphasise the fact that you absolutely need spikes to be able to break most teams because of its low attack stat.

*no resistances to the common priority moves seen in the tier, like Water Shuriken or Bullet Punch, making it relatively easy to pick off with priority.
*extremely reliant on Choice Band in order to wallbreaker effectively, since its Attack stat is not that great, and therefore meaning it cannot always rely on Extreme Speed to avoid revenge killing from priority moves.
*even with a Choice Band, Zygarde-10% is still unable to deal with certain walls, like Tapu Bulu, Mega Scizor, and Mega Slowbro.



[SET]
name: Choice Band
move 1: Thousand Arrows
move 2: Outrage
move 3: Extreme Speed
move 4: Iron Tail / Toxic
item: Choice Band
ability: Aura Break
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

the only nature you should be mentioning is Jolly as you're basically forfeiting its niche by allowing stuff like chomper / diancie / kart to revenge you for no real benefit. remove all mentions of an adamant nature from this point forwards.

[SET COMMENTS]

Moves
========

*Thousand Arrows is instrumental for Zygarde-10% to pressure Pokemon like Celesteela and Rotom-W
*Iron Tail smacks Fairy-types like Tapu Bulu and Clefable for super effective damage.
*Toxic cripples bulky switch-ins like Tapu Bulu, Tangrowth, and Slowbro, and is generally a great option as Zygarde-10% forces out Steel- and Poison-types, although it does not help against Tapu Fini at all.
*Earthquake is an option to deal more damage to bulky Water-types like Slowbro and Tapu Fini

*Glare can also be used over Toxic to paralyze checks and potentially break through them if the foe gets a full paralyze.

I don't understand why fini is the first thing you've mention when listing drawbacks of Toxic, especially when standard fini a soft check at best; cb arrows to 16 def fini does like average 45 so it really doesn't want to be coming in on the first place. Similarly, I really don't understand why you've decided to mention that zygarde forces out most steels and poisons; you gain nothing from it and c&c updates labels this as filler so please remove it. I would instead mention what it does (cripple the majority of checks, list a few examples like you've already done) then mention that it trades the ability to immediately 2hko bulu / clef to slowly wear down certain checks, most notably Tang / Lando / Hippo. Also not really a fan of what you've done with Glare here tbh; crippling stuff like Scizor / Tang / Lando means you can do stuff like play more aggressively around them etc. Basically glare is just a really good enabler in general. also eq isn't actually worth running because unlike standard zygarde it doesn't actually do enough to warrant a slash + you generally need the coverage right now.

Set Details
========

*Jolly nature is preferred to outspeed Mega Latias and Choice Scarf Magnezone, although a Adamant nature could be used to further boost Zygarde’s power

make chomper the primary example since that's a huge part of its niche. otherwise remove the adamant mentions and this should be good.


Usage Tips
========

*never bring it in on a direct switch but through VoltTurn or aggressive double switches due to its terrible defenses
*VoltTurn users that pair well with Zygarde-10% are Landorus-T, Magearna, and Tornadus-T, as they can lure out Pokemon like Celesteela, Rotom-W, and Heatran for Zygarde.
*use Thousand Arrows whenever Zygarde-10% gets on the field, as it is generally a pain to switch into for both offensive and bulky teams alike, unless there is dedicated check like Tapu Bulu or Tangrowth
*Outrage is a great tool to help potentially break through Tangrowth and bulky Water-types like Slowbro and Quagsire, but be careful of using it, as it allows Steel- and Fairy-types to switch in freely and KO Zygarde-10%.
*When checks that aren’t immune to poison, namely Landorus-T, Tapu Bulu, and Tangrowth, are present, it is a great idea to use Toxic on them to force them to switch out or heal more often, and allow Zygarde-10% to potentially break through them.
*be aware of faster Pokemon like Tornadus-T, Tapu Koko, and Mega Alakazam, as well as Pokemon that always have priority moves, like Mega Mawile, Ash-Greninja, and Mega Medicham, as they can easily KO Zygarde-10% through its thin defenses
*Extreme Speed should be used to clean a team or revenge kill a weakened foe like the ones mentioned above as well as setup sweepers like Volcarona and Mega Charizard X, but make sure they are in range of it

let me be absolutely blunt with you; this section needs to be completely redone as it really isn't reflective of Zygarde's actual needs. Right now this paragraph suggests some pretty admittedly stupid stuff like "momentum support is used only because it lures out shit like steela and rotom" and "use outrage when you see a fat water at any amount of hp". Honestly this paragraph only suggests that you haven't actually used the mon in question but putting that aside from a moment, the section should look something like this:

*try to get spikes up as early as possible to enable it to go in vs xyz. put a LOT of emphasis on this because it absolutely needs it
*be conservative with outage; only use when you know you're not going to give something a free turn + the mon is actually in outrage range or in range of something else
*zygarde w/ status is a decent enabler so don't hesitate to spam status early / mid game to give yourself the best opportunity to break / clean with zygarde or something else.
*if you intend on revenging something espeed make sure that you can't give shit free turns
*its always better off scouting if your opponent is running a few good zygarde / ground checks to see what their preferred answer is, so don't preemptively reveal iron tail etc because you want to be able to actually braek past bulu or w/e.

there's a lot more i can't necessarily think stuff of at the moment since its late here but it should be pretty clear on what to write.


Team Options
========

*due to Zygarde-10%'s frailty, it should be used on a team with sufficient defensive backbone to support it. Such Pokemon include Toxapex, which can pivot into Ice- and Fairy-type attacks and deal with most of the priority users, Celesteela, which can deal with most of the faster Pokemon Zygarde-10% struggle with and provide some passive recovery with Leech Seed, and

i'm keeping this short since its legit 2 am but basically you really don't want to be running zygarde on balance like you're suggesting here since it relies heavily on role compression + doesn't really keep the momentum up like offence etc. just go read what i wrote below

*entry hazards chip down checks and make switching into Zygarde-10% even more problematic, and helps by giving Zygarde a high chance to 2HKO Mega Latias and Tapu Fini after Stealth Rock damage, and specially defensive Mega Scizor after Stealth Rock and a layer of Spikes.
*good examples of entry hazard setters are Ferrothorn, Heatran, and Toxapex. Ferrothorn and Heatran can help with Fairy- and Grass-types
*Ferrothorn can help deal with Ash-Greninja and appreciates Zapdos being somewhat pressured by Zygarde, while Heatran can soft check Mega Mawile and Mega Scizor and enjoys Rotom-W being pressured.

move this section to the top of t/o then specifically mention spikes setters like ferro and gren; i wouldn't fuck with tspikes tbh as you really want to keep up as much momentum as possible and pex isn't something that really helps in that regard + you'd primarily want to use zyg on offence where it can find itself more opportunities to pivot in through gear / rotom / torn / w/e momentum support rather than having to rely on constant doubles where you can find yourself being punished way easier. like ig you can have those fringe pex bos but they're nowhere near as common as like other options and this should reflect that

*Toxapex sets up Toxic Spikes, and is amazing alongside Zygarde-10% as it can usually pressure Pokemon that are immune to Toxic Spikes like opposing Toxapex and Zapdos. Toxapex can also deal with most of the priority users like Ash-Greninja, Mega Scizor, and Mega Lopunny.

read: above regarding pex; tbh a lot of the reasoning behind this sounds like you thought of it on a whim so please actually implement something worthwhile like the specific scizor mention but tbh not a fan of forcing your pex to get knocked and ada / double priority lop kinda pressures pex a lot more than you think so i'd keep that in mind.

i'll check everything below this point once you implement all of the above
 
[OVERVIEW]

*Zygarde-10% is a niche wallbreaker in OverUsed due to its access to a great move in Thousand Arrows, which differentiates it from other Ground-types by being able to immediately pressure traditional Ground checks like Celesteela, Rotom-W, and Skarmory without relying on a Z-Move, making Zygarde-10% less exploitable.
*It also has a great Speed stat, allowing it to outspeed Garchomp and Kartana, as well as base 110s such as the Lati twins.

order of mons should be: Kartana, Latias, Garchomp.

*Extreme Speed gives Zygarde-10% a tool against faster Pokemon like Ash-Greninja and Mega Alakazam, allowing it to pick off weakened threats.

I already told you to move this down to moves, actually do it this time.

*One major downfall is its terrible bulk, meaning it is revenged killed easily and will usually be KOed if it doesn't KO the foe.
*Its average Attack stat also doesn't help this, as its damage output will not be remarkable and it will therefore have to rely quite heavily on Spikes in order to break more bulky teams.


[SET]
name: Choice Band
move 1: Thousand Arrows
move 2: Outrage
move 3: Extreme Speed
move 4: Iron Tail / Toxic
item: Choice Band
ability: Aura Break
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Moves
========

*Thousand Arrows is instrumental for Zygarde-10% to pressure Pokemon like Celesteela and Rotom-W.
*Iron Tail smacks Fairy-types like Tapu Bulu and Clefable for super effective damage.
*Toxic trades the ability to immediately 2HKOing Fairy-types like Tapu Bulu and Clefable by crippling bulky Ground-, Grass-, and Water-type switch-ins like Landorus-T, Tangrowth, Hippowdon, and Slowbro, making them less consistent switch-ins.
*Glare can also be used to paralyze checks like Landorus-T, Mega Scizor, and Tangrowth, allowing you to play more aggressively against them.

Set Details
========

*Jolly nature is preferred to outspeed Garchomp and Mega Latias.

Usage Tips
========

*Getting Spikes up early is important, as this will enable Zygarde-10% to go in against grounded checks like Tapu Bulu and Mega Scizor, forcing them to recover more often and therefore give you an advantage in momentum. It is also great because most of the Defoggers, like Landorus-T, Tornadus-T, Rotom-W, fail to reliably remove these Spikes without taking a considerable amount of damage.
*Outrage allow Fairy- and Steel-types a free switch-in, so make sure to only use Outrage when these Pokemon are eliminated or when the expected switch-in is in range of being KOed by Outrage.
*When there are several Zygarde checks or Ground-resists, it is always a good idea to scout for their reaction to Zygarde. For example, if the opponent has both a Slowbro and Tapu Bulu, you should be using Thousand Arrows to scout for which one of these checks are going for, instead of immediately clicking Iron Tail, so Zygarde-10% will be able to break past Tapu Bulu later. Zygarde-10% should also be used aggressively in this kind of matchup where multiple checks are present, or else it will not do much at all.
*This cannot be said of its status moves, however, as using these can open up opportunities for Zygarde or its teammates to break through teams more easily. Pokemon that are immune to either Toxic or Glare are often forced out or cannot come in on Zygarde anyways. Take note that Pokemon with Protect, mainly Celesteela, can scout for whether you go for a Thousand Arrows or a status moves, and therefore switch accordingly.
*Be mindful when revenge killing a Pokemon with Extreme Speed, as it is relatively weak, and therefore give an opening for a foe to set up or throw off a powerful hit, like Shift Gear Magearna and Choice Specs Tapu Lele, which is quite annoying as Zygarde-10% fits on relatively offensive builds which may get severely weakened if it gives the opponent a free turn.
*Against offensive teams, use Thousand Arrows whenever Zygarde-10% gets on the field. Many of these teams will struggle to consistently switch into it, as their many defensive pivots include Landorus-T, Tapu Fini, and Ferrothorn, which are all extremely vulnerable to Zygarde-10% as they take a lot of damage from Thousand Arrows. Even those with Tangrowth or Tapu Bulu can be easily overwhelmed if Zygarde is running Toxic, and even allow another teammate to clean up when these Grass-types have been weakened by poison.

Team Options
========

*entry hazards, especially Spikes, chip down checks and make switching into Zygarde-10% even more difficult. For example, Zygarde will have a high chance to 2HKO Mega Latias and Tapu Fini after Stealth Rock damage, and even 2HKO specially defensive Mega Scizor after Stealth Rock and a layer of Spikes.

*Ferrothorn and Ash-Greninja are amazing Spikes users along Zygarde, as Ferrothorn can check many of the Grass- and Fairy-types while enjoying Zygarde's ability to pressure opposing Steel-types, while Ash-Greninja can form a core to overwhelm Grass-types and pressure physically defensive checks to Zygarde.
*Zygarde fits best on offensive teams, where it can come in through pivoting the likes of Magearna and Tornadus-T and throw off a powerful hit or cripple a Pokemon with status. These teams will aim to constantly pressure defensive checks through VoltTurn or stacking multiple threats that have similar checks. Most offensive teams also struggle to safely switch into Zygarde's Thousand Arrows as well, as their Ground-type check is often neutral to it.

Move this point to the top but also merge this w/ the spikes point + emphasise the necessity of spikes since this still isn't really telling me that I will have to absolutely use spikes w/ this thing.

*Hazard control is also important as Zygarde-10% usually wants to keep out of range of revenge killing. Tornadus-T and Landorus-T are good options, as they can Defog away entry hazards and provide pivoting support while luring out checks, which are mostly pressured by Zygarde-10%

*Pokemon that are also checked by Grass-types like Ash-Greninja, Tapu Koko, and Serperior are good partners, as they can pressure Grass-types into recovering more often in order to check both threats.


*Ash-Greninja can also set up Spikes and revenge kill Kartana with Water Shuriken, Tapu Koko can constantly pivot out of Grass-types with U-turn or Volt Switch, as well as checking Tornadus-T and potentially removing hazards with Defog, while Serperior also appreciates Celesteela, Zapdos, and Moltres being pressured, and can even form a Glare spam core with Zygarde-10%. The former two can also soft check Mega Mawile.

I mean didn't you already mention ash gren earlier..? condense and merge it w/ the gren point.

*Psychic- and Fairy-types like Mega Alakazam, Reuniclus, and Magearna appreciate Steel-types and Toxapex, in Magearna’s case, being pressured, and in return can take advantage of some of Zygarde’s checks like Slowbro and Tangrowth to set up or throw off a powerful hit.

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

*A Dragon Dance set with Dragonium Z or Groundium Z can be used, but it is quite difficult to find an opening to set up, and due to its frailty, rather easy to revenge kill.

I don't disagree w/ dd sets but i still feel like they're way too niche to be included on site so add mentions of superpower and leave it at that.

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

**Grass-types**: Tangrowth and Tapu Bulu are two of Zygarde-10%'s best checks, although Assault Vest Tangrowth should look out for Outrage, which has a high chance to 2HKO from full, and Tapu Bulu should be careful of Iron Tail, and both are crippled by Toxic.

**Fairy-types**: Albeit not as effective as Grass-types as most of them fail to take Thousand Arrows safely, Clefable and Tapu Fini is bulky enough to be able to sponge a hit and retalitate with Moonblast. All of them can take advantage of a Zygarde-10% that is choice-locked into Outrage, or even Extreme Speed in Tapu Lele’s case.

**Bug-types**: Albeit rare, Bug-types are actually rather good checks to Zygarde-10% as they resist Thousand Arrows. Mega Scizor, although it doesn’t resist Thousand Arrows, resists both Outrage and Extreme Speed, and is immune to Toxic, and can even revenge kill Zygarde with Bullet Punch. Mega Heracross fails to take Outrage reliably, although Thousand Arrows is only a 4HKO. Buzzwole may get overwhelmed by Outrage + Toxic, but it takes almost no damage from Thousand Arrows and has reliable recovery.

**Physically Bulky Pokemon**: Landorus-T, Slowbro, Gliscor, and even Avalugg can take Zygarde-10%’s moves decently and threaten it out with their powerful moves.

**Revenge Killers**: Despite having Extreme Speed, Zygarde-10% is often choice-locked into another move and fail to outspeed priority users like Ash-Greninja and Weavile with Extreme Speed. Mega Scizor and Mega Mawile resist Extreme Speed, while Mega Lopunny and Mega Medicham can outpace even Extreme Speed with Fake Out. Faster Pokemon like Choice Scarf Tapu Lele, Choice Scarf Kartana, and Greninja can also revenge kill Zygarde-10%, and Tapu Lele can even circumvent Extreme Speed with Psychic Terrain.

[CREDITS]
- Written by: [[xapx, 406162]]
- Quality checked by: [curiosity,443485, [, ], [, ]]
- Grammar checked by: [[, ], [, ]]


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QC 1/3
 

MANNAT

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*Outrage allow Fairy- and Steel-types a free switch-in, so make sure to only use Outrage when these Pokemon are eliminated or when the expected switch-in is in range of being KOed by Outrage.
specify that you have to be in a position where you can afford to let them in/sack zyg 10 to them in exchange for the KO

**Bug-types**: Albeit rare, Bug-types are actually rather good checks to Zygarde-10% as they resist Thousand Arrows. Mega Scizor, although it doesn’t resist Thousand Arrows, resists both Outrage and Extreme Speed, and is immune to Toxic, and can even revenge kill Zygarde with Bullet Punch. Mega Heracross fails to take Outrage reliably, although Thousand Arrows is only a 4HKO. Buzzwole may get overwhelmed by Outrage + Toxic, but it takes almost no damage from Thousand Arrows and has reliable recovery.
I feel like both of these should just be in bulky mons because sciz doesnt check bc of being a bug type as much as just being bulky as shit

good stuff, 2/3
 

Lumari

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remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
this one prob does need the second check
[OVERVIEW]

Zygarde-10% is a niche wallbreaker in OverUsed due to its access to a great move in Thousand Arrows, which differentiates it from other Ground-types by being able enabling it to immediately pressure traditional Ground checks like Celesteela, Rotom-W, and Skarmory without relying on a Z-Move, making Zygarde-10% it less exploitable. It also has a great Speed stat, allowing it to outspeed Kartana, Mega Latias, and Garchomp. One major downfall is its terrible bulk, meaning it is revenged killed easily and will usually be KOed if it doesn't KO the foe. Its average Attack stat doesn't help with this, as its damage output will not be remarkable and it will, therefore, have to rely quite heavily on Spikes support in order to break more bulky bulkier teams.

[SET]
name: Choice Band
move 1: Thousand Arrows
move 2: Outrage
move 3: Extreme Speed
move 4: Iron Tail / Toxic
item: Choice Band
ability: Aura Break
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

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

Thousand Arrows is instrumental for Zygarde-10% to pressure Pokemon like Celesteela and Rotom-W. Iron Tail targets Fairy-types like Tapu Bulu and Clefable for super effective damage. Toxic trades gives up the ability to immediately 2HKOing 2HKO Fairy-types like Tapu Bulu and Clefable by for crippling bulky Ground-, Grass-, and Water-type switch-ins like Landorus-T, Tangrowth, Hippowdon, and Slowbro, making them less consistent switch-ins. Glare can also be used to paralyze checks like Landorus-T, Mega Scizor, and Tangrowth, allowing you to play more aggressively against them.

Set Details
========

A Jolly nature is preferred to outspeed Garchomp and Mega Latias.

Usage Tips
========

It is important to get Spikes up early, as this will enable Zygarde-10% to go in against pressure grounded checks like Tapu Bulu and Mega Scizor, forcing them to recover more often and therefore give giving you an advantage in momentum. It is also great because most of the Defoggers, like Landorus-T, Tornadus-T, and Rotom-W, fail to reliably remove these Spikes without taking a considerable amount of damage. Make sure to only use Outrage only when Fairy- and Steel-types are eliminated or if one is in a position where sacking sacrificing Zygarde-10% to said Pokemon is affordable after nabbing a KO. When there are several Zygarde-10% checks or Pokemon that resist Ground-resists on the opposing team, it is always a good idea to scout for their reaction to Zygarde-10%. For example, if the opponent has both a Slowbro and Tapu Bulu, you should be using Thousand Arrows to scout for which one of these checks are going for, instead of immediately clicking Iron Tail, so Zygarde-10% will be able to break past Tapu Bulu later. Zygarde-10% should also be used aggressively in this kind of matchup where multiple checks are present, or else it will not do much at all. This cannot be said of its status moves, (not sure what this one means) however, as using these can open up opportunities for Zygarde or its teammates to break through teams more easily. Pokemon that are immune to either Toxic or Glare are often forced out or cannot come in on Zygarde anyways anyway. Take note that Pokemon with Protect, mainly Celesteela, can scout for whether you go for a Thousand Arrows or a status moves, move and therefore switch accordingly. One should be mindful when revenge killing a Pokemon with Extreme Speed, as it the move is relatively weak (RC) and therefore can give a foe like Shift Gear Magearna or Choice Specs Tapu Lele an opening for a foe to set up or throw off out a powerful hit, like Shift Gear Magearna and Choice Specs Tapu Lele, which is quite annoying, (AC) as Zygarde-10% fits on the relatively offensive builds which Zygarde-10% typically fits on may get severely weakened if it gives the opponent a free turn. Against offensive teams, use Thousand Arrows whenever Zygarde-10% gets on the field. Many of these teams will struggle to consistently switch into it, as their many defensive pivots, (AC) include including Landorus-T, Tapu Fini, and Ferrothorn, which are all extremely vulnerable to Zygarde-10% as they take a lot of damage from Thousand Arrows it. Even those with Tangrowth or Tapu Bulu can be easily overwhelmed if Zygarde is running Toxic, and which can even allow another teammate to clean up when these Grass-types have been weakened by poison.

Team Options
========
Zygarde-10% fits best on offensive teams, where it can come in through pivoting pivot support from the likes of Magearna and Tornadus-T and throw off out a powerful hit or cripple a Pokemon with status. These teams will aim to constantly pressure defensive checks through VoltTurn and stacking multiple threats that have similar checks. Entry hazards, especially Spikes, are essential in helping Zygarde-10% wear down checks like Tangrowth and Mega Scizor and making make it quite difficult to play around, and most Spikes-immune Pokemon are pressured by Thousand Arrows. Ferrothorn and Ash-Greninja are amazing Spikes users along Zygarde-10%, as Ferrothorn can check many of the Grass- and Fairy-types while enjoying Zygarde-10%'s ability to pressure opposing Steel-types, while Ash-Greninja can form a core to overwhelm Grass-types and pressure physically defensive checks to Zygarde-10%. Zygarde fits best on offensive teams, where it can come in through pivoting the likes of Magearna and Tornadus-T and throw off a powerful hit or cripple a Pokemon with status. These teams will aim to constantly pressure defensive checks through VoltTurn or stacking multiple threats that have similar checks. Most offensive teams also struggle to safely switch into Zygarde's Thousand Arrows as well, as their Ground-type check is often neutral to it. Entry hazard control is also important as Zygarde-10% usually wants to keep out of range of revenge killing killers' KO range. Tornadus-T and Landorus-T are good options, as they can Defog away entry hazards and provide pivoting support while luring out their checks, which are mostly pressured by Zygarde-10%. Pokemon that are also checked by Grass-types like the aforementioned Ash-Greninja, Tapu Koko, and Serperior are good partners, as they can pressure Grass-types into recovering more often in order to check both threats. Additionally, Ash-Greninja can set up Spikes and revenge kill Kartana and Mega Mawile, Tapu Koko is able to pivot around and check Tornadus-T, while and Serperior enjoys many of its checks being pressured and forms a Glare spam (RH) core with Zygarde-10%. Psychic- and Fairy-types like Mega Alakazam, Reuniclus, and Magearna appreciate Steel-types and Toxapex, in Magearna’s case, Toxapex being pressured, and in return they can take advantage of some of Zygarde-10%’s checks like Slowbro and Tangrowth to set up or throw off out a powerful hit.

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

Superpower is an option to deal major damage to Ferrothorn and Choice Scarf Kartana, which can otherwise stomach a hit and KO Zygarde-10%, but most Superpower targets are vulnerable to Spikes damage and Thousand Arrows, and Zygarde-10% will have to give up the ability to pressure Fairy-types and (or?) Tangrowth.

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

**Grass-types**: Tangrowth and Tapu Bulu are two of Zygarde-10%'s best checks, although Assault Vest Tangrowth should look out for Outrage, which has a high chance to 2HKO it from full, and Tapu Bulu should be careful of Iron Tail, and both are crippled by Toxic.

**Fairy-types**: Albeit not as effective as Grass-types, (AC) as most of them fail to take Thousand Arrows safely, Clefable and Tapu Fini is are bulky enough to be able to sponge a hit and retalitate with Moonblast. All of them can take advantage of a Zygarde-10% that is choice-locked into Outrage, or even Extreme Speed in Tapu Lele’s case.

**Physically Bulky Pokemon**: Landorus-T, Slowbro, Mega Scizor, and Buzzwole can all stomach several Thousand Arrows and deal significant amounts of damage to Zygarde. However, they are greatly annoyed by Toxic or Glare, as it makes them less effective at switching into Zygarde.

**Revenge Killers**: Despite having Extreme Speed, Zygarde-10% is often choice-locked into another move and fail fails to outspeed priority users like Ash-Greninja and Weavile with Extreme Speed. (not sure what this means, espeed outprioritises their priority attacks and they don't need their priority to outrun it on regular attacks) Mega Scizor and Mega Mawile resist Extreme Speed, while Mega Lopunny and Mega Medicham can outpace even Extreme Speed with Fake Out. Faster Pokemon like Choice Scarf Tapu Lele, Choice Scarf Kartana, and Greninja can also revenge kill Zygarde-10%, and Tapu Lele can even circumvent Extreme Speed with Psychic Terrain.

[CREDITS]
- Written by: [[xapx, 406162]]
- Quality checked by: [curiosity,443485], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 

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