OU Zygarde (revamp)

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Meanwhile during Ubers Zygarde discussion

[12:17 AM] Nayrz: also u should call one of the zyg sets big boss
[12:17 AM] DMDW: no i will call it big hoss
[12:18 AM] Nayrz: this is ubers community approved
[12:18 AM] DMDW: can i call dd set big hoss or rick harrison
[12:18 AM] Nayrz: no
[12:18 AM] DMDW: :blobsad:



[OVERVIEW]

While Zygarde does not look like the most threatening Pokemon at first glance, a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing a decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates it from other offensive Ground-types like Landorus-T and Gliscor. Due to the move's ability to hit a large portion of the tier for at least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low risk. Zygarde is also capable of threatening most teams. Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran, and access to Extreme Speed provides further utility. Defensive teams have very limited counterplay against Zygarde when accounting for its versatility. However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like Clefable, Landorus-T, and Mega Scizor or Grass-types like Tangrowth and Tapu Bulu. Despite these noteworthy shortcomings, Zygarde is one of the most versatile and potent threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stats backing up attempts to set up.

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

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

Thousand Arrows is this set's most spammable move, and combined with offensive investment and Choice Band, it is capable of threatening essentially any offensive foes and netting sizable damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and revenge killer. Many teams appreciate the revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOs on foes that naturally check Zygarde and do not mind Toxic, such as Clefable. Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake 2HKOes Clefable most of the time and outright OHKOes Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy for pressuring other Pokemon like Mega Scizor harder. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable and allows Steel- and Fairy-types to take advantage of it. Superpower is an option that targets Ferrothorn and Chansey, both of which can avoid the 2HKO from Thousand Arrows full HP. While Toxic and Glare may seem to be bizarre moves to fit into a Choice Band wallbreaker set, they hinder foes with their respective status ailments despite not being very ideal to be locked into.

Set Details
========

The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting it outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their bulk to check Zygarde.

Usage Tips
========

Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Choice Band-boosted Thousand Arrows is notoriously difficult to switch into, especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like Clefable, Mega Scizor, and Landorus-T are present, it is usually better to use Thousand Arrows rather than attempting to predict, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde face different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like Tangrowth and Hippowdon that can comfortably take Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as picking off dangerous foes like Ash-Greninja and Volcarona prevents them from netting excessive damage on Zygarde's team. Consistent switch-ins like Tapu Bulu defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum, so the move must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona.

Team Options
========

Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOs, and it is generally useful for wearing down checks like Landorus-T and Tapu Bulu. There are a number of Stealth Rock and Spikes users that can provide other valuable utility for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor provides a valuable defensive presence for Zygarde by checking both Fairy- and Grass-types and switching into predicted Ice-type moves. Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde. Mega Scizor's tendency to draw in Heatran, Volcarona, and Magnezone provides Zygarde with the ability to freely spam Thousand Arrows. Ash-Greninja and Tapu Koko are also worthy of mention due to their ability to pivot, as they draw in special walls that Zygarde can easily threaten and in return deal with physically defensive walls that handle Zygarde well. Ash-Greninja can also set Spikes to pressure other grounded foes like Mega Scizor and Ferrothorn and can pivot with U-turn. Both Tornadus-T and Zapdos are solid Defog users that can provide Zygarde with their valuable defensive or offensive presence. Zygarde can take advantage of Toxic Spikes support extremely well due to its ability to immensely pressure or threaten most Toxic-immune Pokemon and Defog users. Toxapex is generally a reliable option, as its bulk allows it to pivot into Fairy- and Ice-type attacks, and it appreciates Zygarde pivoting into Electric-type moves and threatening Heatran. Celesteela and Mega Venusaur are great defensive partners for a number of reasons. Both of them can use Leech Seed to provide Zygarde with a small amount of recovery, which is always useful, and they appreciate Zygarde offensively checking Fire-types. They also check many Fairy- and Grass-types and take Ice-type moves somewhat well, pressuring Zygarde's defensive checks while providing it with a shelter against a good portion of super effective attacks. Clefable, Chansey, and Jirachi can extend Zygarde's longevity with their Wish support, and the former two can also run Heal Bell to prevent Zygarde from being crippled by status ailments. Chansey and Jirachi are both good checks to many Fairy-types, and Clefable can run Stealth Rock to further support Zygarde's wallbreaking. As Clefable consistently walls Zygarde lacking Iron Tail, Heatran and Tapu Koko are good partners due to their ability to pressure Clefable with typing or access to Taunt.

[SET]
name: Double Dance
move 1: Dragon Dance
move 2: Coil
move 3: Thousand Arrows
move 4: Substitute / Extreme Speed
item: Iapapa Berry
ability: Aura Break
nature: Adamant
evs: 228 Atk / 68 SpD / 212 Spe

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

This set aims to boost with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. The availability of both setup moves also makes Zygarde an adaptable setup sweeper that can take advantage of slow and weak foes with Coil while also having the option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil make Zygarde's Substitute harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Alternatively, Extreme Speed can pick off weakened foes and revenge killers and is handy if Zygarde has opted for setting up with Coil over Dragon Dance.

Set Details
========

212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde OHKOes it first or sets up a Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack with an Adamant nature to maximize Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below and can be safely activated with appropriate use of Substitute.

Usage Tips
========

It is best for Zygarde to remain in pristine condition to maximize its chance of cleaning up weakened teams. Ensure that checks like Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note of how much damage Zygarde takes while setting up. Substitute is not only for avoiding status moves but also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can inflict sizable damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. Appropriate decisions should be made prior to using Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Coil's Defense boosts also come in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind a Substitute, but it can be used early to let Zygarde immediately threaten offensive teams. Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOs, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late-game.

Team Options
========

Double Dance Zygarde fits best on offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Securing damage on opposing teams requires solid users of entry hazards and many teammates that can offensively threaten defensive foes, which offensive teams provide. Offensive suicide leads like Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens support is exceptional to this set, as it makes Zygarde significantly harder to stop by easing setup against defensive foes with a more durable Substitute and even allowing setup against offensive checks like Tapu Lele. Tapu Koko can effectively set dual screens thanks to its superb Speed, prevent status moves with Taunt, and safely bring in Zygarde with U-turn. Other late-game cleaners like Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has inflicted on the opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter takes advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Thousand Arrows
move 3: Extreme Speed
move 4: Substitute / Iron Tail
item: Groundium Z / Weakness Policy
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

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

Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while giving it enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens the majority of the tier for at least neutral damage. The removal of an opposing Pokemon's Ground immunity is helpful for Groundium Z sets as well. Extreme Speed lets Zygarde pick off weakened foes, land a blow faster than other priority attacks like Ice Shard and Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes Zygarde less vulnerable to revenge killing. It is ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes Iron Tail a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.

Set Details
========

Maximum Attack investment and an Adamant nature maximize Zygarde's damage output, while maximum Speed investment lets Zygarde outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid the 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde by sharply raising its offensive stats upon getting hit by said moves.

Usage Tips
========

This variant of Zygarde is a great late-game sweeper, but it can also be used as a early- or mid-game wallbreaker as access to Tectonic Rage or Weakness Policy lets Zygarde cause massive damage to defensive cores. Base usage of Zygarde on the rest of its teammates. If Zygarde's team has dedicated late-game cleaners like Hawlucha, it is generally better for Zygarde to wallbreak to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like Clefable and Hidden Power Ice Landorus-T to activate Weakness Policy and gain a significant boost in damage output. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to check defensively. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.

Team Options
========

Dedicated wallbreakers like Swords Dance Kartana and Mega Medicham pressure most defensive cores and can effectively deal with this set's checks like Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like Tapu Lele have excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can help wear down foes, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like Kartana and late-game cleaners like Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to the field and capability to impose heavy damage on physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.

[SET]
name: Substitute Utility
move 1: Thousand Arrows
move 2: Substitute
move 3: Protect / Coil
move 4: Dragon Dance / Glare
item: Leftovers
ability: Aura Break
nature: Jolly
evs: 236 HP / 160 SpD / 112 Spe

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

Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets Zygarde take advantage of the switches it forces and blocks status moves. Protect provides Zygarde with an extra turn of recovery and with Toxic Spikes support, further aids Zygarde's ability to stall out its checks like Tapu Bulu with residual damage. Coil is a viable alternative option that improves Zygarde's offensive presence and durability, making it progressively harder for defensive Pokemon to handle Zygarde as it gains boosts. Since Zygarde with Coil is quite vulnerable to faster foes when it isn't behind Substitute, Glare is mandatory if Coil has been opted for. Dragon Dance is still a justifiable setup option to let Zygarde deal with faster foes. Boosted Zygarde can more reliably stall out its poisoned offensive check with the combination of Substitute and Protect. Glare punishes Zygarde's checks by paralyzing them, and the utility of speed control proves to be very useful to many teams. The chance of full paralysis can even allow Zygarde to buy a free turn by repeatedly using Substitute while it waits for a paralyzed foe to fail to move Toxic can be used to punish Landorus-T, Tapu Bulu, and Tangrowth by putting them on a timer, and it serves as a viable way to punish Zygarde's switch-ins if its team lacks Toxic Spikes support.

Set Details
========

112 Speed EVs and a Jolly nature allow Zygarde to outspeed Timid Heatran, preventing it from statusing Zygarde before Substitute is set against it. The given Speed investment also lets Zygarde outspeed Mega Lopunny and anything slower after a Dragon Dance, making boosted Zygarde harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible, allowing it to survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast.

Usage Tips
========

Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets Zygarde effectively stall out poisoned foes while minimizing its loss of HP. It is ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets is stalling out a foe with Toxic Spikes up, it is also important to sufficiently pressure entry hazard removers. While Defog users like Zapdos and Poison-types like Toxapex cannot handle Zygarde, foes like Mega Scizor and Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect is not only notable for giving Zygarde a free turn to gain extra recovery from Leftovers but is also useful for scouting a Choice-locked Pokemon and reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective at punishing many foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, and Choice Scarf Latios. Glare also harshly punish offensive foes that switch into Zygarde and attempt to revenge kill it. Using Glare often early-game and paralyzing a number of foes can improve Zygarde's setup conditions. Since Magic Guard Clefable completely shuts down this set if it lacks Dragon Dance or Coil, ensure that it is heavily damaged beforehand so Zygarde can bypass it.

Team Options
========

Toxic Spikes users like Toxapex and Greninja provide Zygarde with an environment where it can pose a problem to nearly any foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage, Zygarde's attacks, and, even worse, its Substitute. Grass-types like Tangrowth and Tapu Bulu and physically defensive foes like Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers like Kartana can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both of which can take a hit from Zygarde and remove Toxic Spikes with Defog.

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

Dragonium Z with Outrage lets Zygarde use Devastating Drake, heavily damaging Landorus-T, Tangrowth, and other physically bulky foes and having better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but a lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure and take out physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable and Assault Vest Tangrowth. However, this set's general lack of power and inability to effectively use Thousand Arrows makes Choice Specs hard to justify.

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

**Clefable**: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid the 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has Weakness Policy or Iron Tail.

**Grass-types**: Tangrowth resists Thousand Arrows, and its formidable physical bulk and Regenerator make it one of the most persistent defensive roadblocks for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are by smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.

**Other Fairy-types**: Though they all take sizable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a chance.

**Landorus-T**: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and Intimidate, and most sets carry Hidden Power Ice specifically to threaten Zygarde. Landorus-T's immunity to Ground means that Zygarde cannot inflict burst damage on it with Tectonic Rage as well. However, Zygarde can overwhelm Landorus-T if its Weakness Policy is activated, Landorus-T is set up on by Double Dance Zygarde behind dual screens, and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.

**Bug-types**: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding the 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde with its high bulk and a resistance to Thousand Arrows and can even set up on some variants. The rarely seen Buzzwole is even more of a durable defensive check to Zygarde.

**Physically Bulky Foes**: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids the 2HKO from Choice Band Zygarde. It should be noted that Toxic cripples both of them, however.

**Revenge Killers**: Zygarde often sustains noticeable damage while setting up, leaving it vulnerable to Choice Scarf users like Greninja, Latios, Keldeo, and others. Foes like Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. A Water Shuriken from Ash-Greninja can pick off a weakened Zygarde, and an Ice Shard from Weavile or Mamoswine fulfills the job easier as long as they are healthy enough to take a boosted Extreme Speed.

**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively check. However, many Zygarde variants can circumvent this with Substitute.
 
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This is ready for QC. I'd like to express gratitude for everyone who gave me feedbacks in Discord as I wrote this up. While some sections may be done in a clumsy way, I put this in QC stage regardless so that I can have a chance to have my knowledge towards this Pokémon evaluated properly by the QC team. Having the analysis borderline ghost-written will suck for me a bit.

For once, I was serious in OU section with something other than Blacephalon (viable Pokémon btw).
 
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Choice Band

Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran
Mention something else, Heatran isn't used on offense very often, if ever.

and access to Extreme Speed provides further utility against it
What does 'it' refer to, offense or Heatran?

  • Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T, Tangrowth, or other neutral foes that are bulky enough to handle Thousand Arrows.
There aren't really any other neutral foes that are bulky enough to handle Thousand Arrows that get annoyed by Outrage. It's really only used so Tangrowth doesn't completely wall it without Toxic, and because it has a rather shallow movepool.

  • Extreme Speed lets Zygarde pick off on weakened foes, avoid other priority attacks like Ice Shard, Sucker Punch, or Extreme Speed, and deal with Choice Scarf users.
Considering that Zygarde is the only relevant Pokemon that uses Extreme Speed, this mention should be removed, as it will tie with most other Zygarde rather than outspeed them.
Generally speaking, most Pokemon that make use of Sucker Punch aren't hit hard by Extreme Speed at all, so consider removing it.

  • Iron Tail scores clean 2HKOes on foes that naturally check Zygarde and do not mind Toxic, namely Clefable. As Tapu Bulu is quite resistant to Toxic damage, Iron Tail serves as a good coverage move to punish it as well.
I'd also mention how its inaccuracy can be rather annoying.

While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona or Ash-Greninja lacking Ice Beam.
252 SpA Choice Specs Greninja Hydro Pump vs. 4 HP / 0 SpD Zygarde: 238-282 (66.4 - 78.7%) -- guaranteed 2HKO
I wouldn't really call this a blanket check, considering if you're using Zygarde to check Greninja, it's probably already transformed, and transformed Greninja actually has a shot at OHKOing it.

Both Heatran and Ferrothorn can set Stealth Rock and blanket check majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable
I'd also mention Ash Greninja as something that can set Spikes
Zapdos are solid Defog users that can safely bring in Zygarde with their pivoting move as well.
Would leave it at "Sweeper sets" as most Mega Scizor right are opting for Curse right now.

Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde.
Volt Switch Zapdos is really bad, honestly, because it will be forced out to hit Pokemon it's supposed to check.

Greninja can fulfill this role for offensive teams,
Greninja generally doesn't run Toxic Spikes on anything but lead sets, which are mostly used on HO. Choice Band Zygarde isn't used on HO.

Double Dance

  • Extreme Speed can pick off on weakened foes and revenge killers.
It's also worth to mention that it hits faster Pokemon if Zygarde has only set-up with Coil.

In Team Options, I'd mention Pokemon like Manaphy for its ability to significantly weaken Grass-types beforehand.

I didn't really see anything else that was 'wrong' with this, but I feel you should elaborate on certain parts in Usage Tips as they're relatively vague.

Dragon Dance

  • Extreme Speed lets Zygarde pick off on weakened foes, avoid other priority attacks like Ice Shard, Sucker Punch, or Extreme Speed, and deal with Choice Scarf users.
Same deal as with Choice Band set.

  • Max Attack investment and Adamant nature maximized Zygarde's damage output, while max Speed investment lets Zygarde outspeed as many foes as possible.
Heatran!!

Also, mention a differing EV spread for Weakness Policy variants: 240 Atk / 88 SpD / 180 Spe.

You mention that Groundium Z 'lures' Mega Scizor several times, but Curse Mega Scizor literally sets up alongside Zygarde as it will come in on DD and will just use Curse alongside Zygarde boosting.

Be wary of status moves, however, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.
Specify if not running Substitute.

In Team Options 4atks Mega Mawile should be added, it takes care, or significantly weakens most of Zygarde's checks.
Also give a bullet to Spikes users, mainly being Greninja.

Substitute Utility

Foes that are immune to Toxic Spikes or airborne, such as Kartana, Landorus-T, or Choice Scarf Latios despise getting paralyzed.
These generally aren't the Pokemon (except for Landorus-T) you'd use Glare for, more relevant target such as Greninja and Mega Lati@s would fit better here.

  • Magic Guard Clefable completely shuts down this set lacking Dragon Dance or Coil. Ensure that it is heavily damaged before hand before Zygarde switches in and starts combating opposing team.
Wouldn't say "heavily damaged" as this is a Clefable after all, so just mention it should be taken care of beforehand.

Toxic Spikes users like Toxapex and Greninja
This set generally isn't used with lead Greninja, and other variants run Spikes.

  • Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both Pokemon that can take a hit from Zygarde and remove Toxic Spikes with Defog.
...or just set up on non-Coil variants.

Offensive teams can have Landorus-T and Greninja fulfill this job
This set doesn't really fit with offensive teams.

Other Options

Remove Sitrus Berry as a whole, it's really bad.

Move RestTalk Zygarde to the top of Other Options as it is by far the best of any of these options.

Checks and Counters

Just merge "Clefable" and "Other Fairy-types" and just say how Clefable is the most reliable one, but that Iron Tail and Groundium Z exist.

Tangrowth also resists Thousand Arrows, and with its formidable physical bulk and Regenerator, proves to be one of the most persistent defensive roadblock for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are smacking it with Choice Band-boosted Outrage or luring it and KOing it with suboptimal Dragonium Z set.
Mention that Toxic significantly cripples it.

Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding 2HKO from Thousand Arrows.
And, sets up alongside setup variants if its Curse.


Good job, before implementing wait for QCs input on this.

e: qc 2/3
 
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Finchinator

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I'd add a point that goes (roughly) like "Overall, Zygarde is a versatile Pokemon with a lot of potential due to impressive base stats and a varied movepool, making it one of the more intriguing options in the SM OU metagame" to the end of the introduction as you lack a versatility mention and Zygarde does a LOT. Rest of that looks great.

May sound weird to some people who haven't tinkered with this (seems like you at least understand somewhat given your current last point in the moves section), but I'd genuinely either throw Outrage into a slashed moveslot or at least make it the frontslash with Superpower as the backslash as you really never want to click it as locking into it is not really often ideal -- you click TA, ESpeed, or a coverage move 99% of the time and I know multiple dudes who have dropped it in tournaments/relevant settings dating back to earlier this year -- basically, Outrage is not necessarily as much of a staple as people may think as you do not necessarily need Zygarde to "beat" stuff like Tangrowth ever and you do not even do this as it regens out and leaves you screwed vs a Steel/Fairy almost always. Rest of CB Zygarde is good to go -- see what the other QC have to say on that slot and what to potentially slash it with for more specific feedback, imo.

No real comment on the two offensive DD sets as I know they belong, but I never use them or at least never build with them, so I am not too sure I could say much sadly -- so long as the EVs are optimal, the information p much checks out with me, I think.

The last set looks really good. Mention in usage tips that Glare variants often click Glare a LOT earlier on to set things up for later on, I suppose, and then it is probably good.

Specs should get an OO mention I swear on my life.

Move grasses up to 2nd in C&C bc they + Clef are the premier answers

1/3
 
Got to implement this before I ended today's routine. I'm leaving changes made here because reading through the whole OP to figure out what have I implemented will be a pain in the ass to do.

Overview
  • However, none of these shortcomings significantly affect Zygarde's usefulness. Zygarde is one of the most versatile and potent threat the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stat backing up attempts to set up.
After some pondering, the Choice Band set ended up like this for now. This is obviously a subject to change from other QC checks.

name: Choice Band
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Superpower / Outrage
move 4: Iron Tail / Toxic

I moved Extreme Speed to second move, as Thousand Arrows and Extreme Speed seem like the most important moves to the set itself and those two moves are generally the only things Zygarde needs to fulfill its role. I put Superpower over Outrage on third moveslot because handing momentum to Fairy-types seems quite dangerous to me. For a sec I thought not hitting Grass-types will suck but Outrage's only real target seems to be Tangrowth - defensive Landorus-T aren't that prevalent as it used to be and scarf sets have struggle switching into this thing multiple times, and the next problematic Grass-type to Zygarde - Tapu Bulu - is immune to Outrage anyway. Toxic'ing them is probably the best Zygarde can do so I suppose using Superpower over Outrage isn't that big loss. As this change happened, some bullet points have changed as well:
  • Superpower targets Ferrothorn and Chansey, both of which can avoid 2HKO from Thousand Arrows from full HP.
  • Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T, Tangrowth, or other neutral foes that are bulky enough to handle Thousand Arrows. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable, leaving it taken advantage by Steel- and Fairy-types.
Adding a thing to Set #4's Usage Tips
  • While Glare may conflict with Toxic Spikes support, it is effective with punishing many foes. Foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, or Choice Scarf Latios despise getting paralyzed. Glare is also effective with harshly punishing an offensive foes that switche into Zygarde and attempt to revenge kill it. Using Glare often early game and paralyzing a number of foes can also improve Zygarde's setup conditions.
Specs in OO
* Choice Specs is an interesting option for Zygarde to lure physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKO Assault Vest Tangrowth. However, this set's inability to effectively use Thousand Arrows makes the use hard to justify.
Checks and Counters' order has been changed accordingly.
 
[Overview]
Zygarde's signature move Thousand Arrows differentiates itself from other offensive Ground-types like Landorus-T and Garchomp
Gliscor > Garchomp, please.
Due to the Thousand Arrows's ability to hit almost the entire relevant tier for at least neutral damage
Bit nitpicky but lots of teams have a Thousand Arrows resist so this is a bit of an exaggeration.

[Choice Band - Moves]
As Tapu Bulu is quite resistant to Toxic damage,
Not really true, Tapu Bulu is quite prone to Toxic damage actually. Just mention it alongside Clefable.
<Add Glare here>
Add Glare there.

[Choice Band - Team Options]
Ash-Greninja can weakens Tapu Bulu and Tangrowth with Ice Beam or set Spikes to pressure other grounded foes like Mega Scizor and Ferrothorn.
I mean, Spikes is really really nice for CB Zygarde. But Ash-Greninja can't do much to help wear down these Grass-types as Tangrowth has Regenerator and Tapu Bulu has Grassy Terrain, Leftovers, and Horn Leech. Just mention Ash-Greninja for its merits of Spikes and pivoting.
Both Tornadus-T and Zapdos are solid Defog users that can safely bring in Zygarde with their pivoting move as well.
Umm, what pivoting move does Zapdos have? I hope you're not talking Volt Switch because Zapdos really shouldn't run that.

[Dragon Dance - Set Details]
An alternative EV spread of 240 Atk / 88 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice and outspeed Mega Lopunny after a Dragon Dance.
Make EVs: 192 Atk / 136 SpD / 180 Spe the Weakness Policy main spread. Loses a bit on Attack but avoids a 2HKO from Impish Hidden Power Ice from Landorus-T.

[Dragon Dance - Usage Tips]
Take advantage of foes like Landorus-T with Hidden Power Ice or Clefable to activate Weakness Policy
Make another sentence to tell the reader to keep their Weakness Policy Zygarde healthy, otherwise it might not be able to tank the hits needed to activate the policy.

[Dragon Dance - Team Options]
Spikes users like Greninja can set Spikes to facilitate Zygarde's breakthrough.
Ferrothorn here too!

[Substitute Utility - Set Details]
Garchomp's Outrage
Unmon tbh! But yeah just leave the mention of the two deities, especially since you're talking about SpD EVs.

[Other Options]
Choice Specs is an interesting option for Zygarde to lure physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKO Assault Vest Tangrowth. However, this set's inability to effectively use Thousand Arrows makes the use hard to justify.
Lures Clefable too! And Landorus-T takes notable damage from Core Enforcer. Also, mention it's pretty weak though.

[Checks and Counters - Grass-types]
**Grass-types**: Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail. Tangrowth also resists Thousand Arrows, and with its formidable physical bulk and Regenerator, proves to be one of the most persistent defensive roadblock for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are smacking it with Choice Band-boosted Outrage or luring it and KOing it with suboptimal Dragonium Z set.
I'd put Tangrowth before Tapu Bulu as it is a more consistent check thanks to its access to Regenerator and Dragonium Z falling out of favor.

[Checks and Counters - Revenge Killers]
Priority moves like Extreme Speed
Zygarde is the only Extreme Speed user in OU. so remove this bit (Extreme Speed from one Zygarde does legit nothing to another one).

[Checks and Counters - Status]
**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively keep in check.
Mention it can circumvent this via Substitute.

[Other Notes]
Implement Jordy's stuff. Some/All of it doesn't seem to have been implemented.

Good work this!

3/3
 
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I was reading through this analysis, and honestly, I don't agree with this.

and it is still resilient to Toxic thanks to Heal Bell.
This is actually not true. Having to go for Heal Bell with Clefable, especially Unaware Clefable, as it can't instantly heal itself(has to run WishTect), is a huge momentum loss that can easily be exploited. I'd actually mention how it's annoyed by Toxic, if anything.
 

deetah

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[OVERVIEW]

While Zygarde does Zygarde may not look like the most threatening Pokemon at a first glance, however, (AC) a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing a decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates itself from other offensive Ground-types like such as Landorus-T and Gliscor. Due to the Thousand Arrows's ability to hit a large portion of the tier for at least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low opportunity risk. Zygarde is also capable of threatening most teams. Against offense offensive teams, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like such as Heatran, and while access to Extreme Speed provides further utility against it, and defensive teams have very limited counterplay against Zygarde when accounting on its versatility. However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like such as Clefable, Landorus-T, and Mega Scizor, (AC) or Grass-types like such as Tangrowth or Tapu Bulu. Despite these noteworthy shortcomings, Zygarde is one of the most versatile and potent threat threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stat backing up attempts to set up.

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

[SET COMMENTS]

Moves
========

Thousand Arrows is the most spammable move can be utilized most frequently, and combined with offensive investment and Choice Band, it is capable of threatening essentially any offensive foes and netting a sizeable amount of damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and a revenge killer. Many teams appreciate revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOes on foes that naturally check Zygarde and do not mind Toxic, namely Clefable. Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake features 2HKO on Clefable for most of the time and outright OHKOs Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy with pressuring other Pokemon like such as Mega Scizor harder as well. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable, leaving it taken advantage by Steel- and Fairy-types. Superpower targets Ferrothorn and Chansey, both of which can avoid 2HKO from Thousand Arrows from full HP. While both Toxic and Glare may seem to be a bizarre move choices to fit into onto a Choice Band wallbreaker, it hinders foes with their respective status ailments, but they are not very ideal to be locked into.

Set Details
========

The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting allowing it to outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their marginal bulk to check Zygarde.

Usage Tips
========

Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Switching into Choice Band-boosted Thousand Arrows is notoriously difficult to switch into, (AC) especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like such as Clefable, Mega Scizor, and Landorus-T are there, it is usually better to use Thousand Arrows rather than attempting to make predictions, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde be facing different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like such as Tangrowth or Hippowdon that heavily prevail against Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as Zygarde picking off dangerous foes like such as Ash-Greninja or Volcarona prevents them from netting excessive damage on its team. Consistent switch-ins like such as Tapu Bulu or defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum and therefore must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like such as Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like such as Volcarona.

Team Options
========

Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOes, and they are generally useful for wearing down checks like such as Landorus-T and Tapu Bulu. There are a number of users of Stealth Rock and Spikes Stealth Rock and Spikes users that can provide other valuable utilities for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable, as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor provides a valuable defensive presence for Zygarde by checking both Fairy- and Grass-types and switching into predicted Ice-type moves. Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde. Mega Scizor's tendency to draw in Heatran, Volcarona, and Magnezone provides Zygarde with a good place to freely spam Thousand Arrows. Ash-Greninja and Tapu Koko are also worthy of mention due to their ability to pivot, as they draw in special walls that Zygade can easily threaten and as well as deal with physically defensive walls that handle Zygarde well. Ash-Greninja can also set Spikes to pressure other grounded foes like such as Mega Scizor and Ferrothorn and can pivot with U-turn. Both Tornadus-T and Zapdos are solid Defog users that can provide Zygarde with their valuable defensive or offensive presence. Zygarde can take advantage of Toxic Spikes support extremely well due to its ability to immensely pressure or threaten most Toxic-immune Pokemon or Defog users. Toxapex is generally a reliable option, as its bulk allows it to pivot into Fairy- and Ice-type attacks and it appreciates Zygarde pivoting into Electric-type moves and threatening Heatran. Both Celesteela and Mega Venusaur both are great defensive partners for a number of reasons. Both of them can use Leech Seed to provide Zygarde with a small amount of recovery, which is always useful, and they appreciate Zygarde offensively checking Fire-types. They also check many Fairy- and Grass-types together and take Ice-type moves somewhat well and thus are able to pressure Zygarde's defensive checks while providing it with a shelter against a good portion of super effective attacks. Clefable, Chansey, and Jirachi can extend Zygarde's longevity with their Wish support, and the former two can also run Heal Bell to prevent Zygarde from being left crippled by status ailments. Chansey and Jirachi are both good checks to many Fairy-types, and Clefable can run Stealth Rock to further support Zygarde's breakthrough. As Clefable consistently walls Zygarde lacking Iron Tail, the likes of Heatran, (RC) and Tapu Koko are good partners to this set due to their ability to pressure Clefable with typing or access to Taunt.


[SET]
name: Double Dance
move 1: Dragon Dance
move 2: Coil
move 3: Thousand Arrows
move 4: Substitute / Extreme Speed
item: Iapapa Berry
ability: Aura Break
nature: Adamant
evs: 228 Atk / 68 SpD / 212 Spe

[SET COMMENTS]

Moves
========

This set aims to boost Zygarde with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. Availability of both setup moves also makes allows Zygarde to be an adaptive setup sweeper that can take advantage of slow and weak foes with Coil while having an option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil makes causes Substitute to be harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Extreme Speed can pick off on weakened foes and revenge killers and is handy especially if Zygarde has opted to use Coil over Dragon Dance.

Set Details
========

212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde is able to OHKOs OHKO it first or sets set Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack, and with an Adamant nature, it maximizes Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below, and it can be safely activated with appropriate use of Substitute.

Usage Tips
========

It is the best for Zygarde to remain in pristine condition so that it can maximize its chance of cleaning up weakened teams. Ensure that checks like such as Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down in order for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note on how much damage Zygarde takes while setting up. Substitute it not merely for avoiding status moves but it is also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can sustain a sizeable amount of damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. There should also be intelligent decisions about appropriately using Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Boost of Defense from Coil also comes in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind Substitute, but it can be used early on in order to let allow Zygarde to immediately threaten offensive teams. Occasionally, Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOes, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late game.

Team Options
========

Double Dance Zygarde is best fit into onto offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Sustaining damage on opposing teams require requires solid users of entry hazards and many teammates that can offensively pressure defensive foes, and offensive teams are capable of providing such support for Zygarde. Offensive suicide leads like such as Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens screen support is exceptional to this set. Tapu Koko can effectively set dual screens thanks to its superb Speed, prevent status moves with Taunt, and can safely bring in Zygarde with U-turn. Dual screens make an already bulky Zygarde significantly harder to stop, as Zygarde can fully take advantage of dual screens by easing setup against defensive foes with a more durable Substitute or even set up against its offensive checks like such as Tapu Lele. Other late-game cleaners like such as Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has sustained on dealt to an opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter can take advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.


[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Thousand Arrows
move 3: Extreme Speed
move 4: Substitute / Iron Tail
item: Groundium Z / Weakness Policy
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Moves
========

Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while gaining enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens a majority of the tier for at least neutral damage. Removal of Ground immunity is helpful for Zygarde using Groundium Z as well. Extreme Speed lets allows Zygarde to pick off on weakened foes, land a blow faster than other priority attacks like such as Ice Shard or Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes causes Zygarde to be less vulnerable to revenge killing. It is the most ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like such as Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes causes Iron Tail to be a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.

Set Details
========

Max Attack investment and an Adamant nature maximized maximizes Zygarde's damage output, while max Speed investment lets allows Zygarde to outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde in order to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde, by sharply raising its offensive stats upon getting hit by said move.

Usage Tips
========

This variant of Zygarde is a great late game sweeper, but it can also be used as a early- or mid-game breaker, as access to Tectonic Rage or Weakness Policy lets allows Zygarde to cause massive damage on defensive cores with sheer power under appropriate circumstances. Appropriately use Zygarde depending on the rest of its teammates. If Zygarde's team has dedicated late game cleaners like such as Hawlucha, it is generally better for Zygarde to make a breakthrough to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like such as Landorus-T with Hidden Power Ice or Clefable to activate Weakness Policy and take advantage if this to gain a significant boost in damage output. Team support is always helpful, despite this set being less reliant on its teammates than the Double Dance set. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to defensively be kept in check. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizeable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, however, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.

Team Options
========

Dedicated wallbreakers like such as Swords Dance Kartana or Mega Medicham pressure most defensive cores and can effectively deal with this set's checks, (AC) like for example Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like such as Tapu Lele create an excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can wear down foes with said entry hazard, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like such as Kartana or late-game cleaners like such as Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to onto the field and their capability to do heavy damage to physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like such as Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.


[SET]
name: Substitute Utility
move 1: Thousand Arrows
move 2: Substitute
move 3: Protect / Coil
move 4: Dragon Dance / Glare
item: Leftovers
ability: Aura Break
nature: Jolly
evs: 236 HP / 160 SpD / 112 Spe

[SET COMMENTS]

Moves
========

Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets helps Zygarde to take advantage of the switch it forces and block status moves. Protect provides Zygarde with an extra turn of recovery, and with Toxic Spikes support, further aiding Zygarde's ability to stall out its checks like such as Tapu Bulu with residual damage. Coil is a viable alternative option that improves Zygarde's offensive presence and its durability, making it progressively progressively harder to be handled by defensive Pokemon as Zygarde gains boosts. As Zygarde with Coil is quite vulnerable to faster foes when it isn't behind Substitute, Glare is mandatory if Coil has been opted for. Dragon Dance is still a justifiable setup option to let help Zygarde deal with faster foes. Boosted Zygarde can more reliably stall out its poisoned offensive checks with a combination of Substitute and Protect. Glare punishes Zygarde's checks by paralyzing them, and the utility of Speed control proves to be very useful to many teams. Chance of full paralysis can even allow Zygarde to attempt to buy a free turn while it waits for a paralyzed foe to fail to move at a clutch by repeatedly using Substitute. Toxic can be used to punish Landorus-T, Tapu Bulu, and Tangrowth by putting them on a timer, and it serves as a viable way to punish Zygarde's switch-ins if Zygarde's team lacks Toxic Spikes support.

Set Details
========

112 Speed EVs and a Jolly nature allows Zygarde to outspeed Timid Heatran, preventing it from statusing nailing Zygarde with status before Substitute is set against it. Speed investment also lets causes Zygarde to outspeed Mega Lopunny and anything slower after a Dragon Dance, making causing boosted Zygarde to be even harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible. To describe the bulk, this Zygarde can survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast, (AC) for example.

Usage Tips
========

Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets helps Zygarde effectively stall out poisoned foes while Zygarde minimizes its loss of HP. It is the most ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets set is stalling out outstalling a foe with Toxic Spikes up, it is also important to sufficiently pressure hazard removers. While Defog users like such as Zapdos or Poison-types like such as Toxapex cannot handle Zygarde, foes like such as Mega Scizor or Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect is notable for not only giving Zygarde a free turn to gain extra recovery from Leftovers, but it is also useful with scouting a Choice-locked Pokemon or reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective with punishing many foes. Foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, or Choice Scarf Latios despise getting paralyzed. Glare is also effective with harshly punishing an any offensive foes that switche switch into Zygarde and attempt to revenge kill it. Using Glare often early game and paralyzing a number of foes can also improve Zygarde's setup conditions. Magic Guard Clefable completely shuts down this set lacking Dragon Dance or Coil. Ensure that it is heavily damaged beforehand so that Zygarde can bypass it.

Team Options
========

Toxic Spikes users like such as Toxapex and Greninja provides provide Zygarde with an environment where it can pose a problem to nearly very foes every foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage and Zygarde's attacks, and if worse, Zygarde's Substitute as well. Grass-types like such as Tangrowth or Tapu Bulu, and physically defensive foes like such as Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like such as Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled stalls them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both being Pokemon that can take a hit from Zygarde and remove Toxic Spikes with Defog.


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

Zygarde can potentially utilize a bulky set with Dragon Dance, Thousand Arrows, Rest, and Sleep Talk to set up against bulkier teams. Dragonium Z lets helps Zygarde do a heavy damage to Landorus-T, Tangrowth, and other physically bulky foes and has better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure physically defensive foes and as well as Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable as well as Assault Vest Tangrowth. However, this set's general lack of power and an inability to effectively use Thousand Arrows makes this item hard to justify.


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

Clefable: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has a Weakness Policy or Iron Tail.

Grass-types: Tangrowth resists Thousand Arrows, and with its formidable physical bulk and Regenerator, it proves to be one of the most persistent defensive roadblock roadblocks for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.

Other Fairy-types: Though they all Fairy-types take sizeable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a the chance.

Landorus-T: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and with Intimidate, and most sets dedicate to carry Hidden Power Ice to threaten Zygarde. Landorus-T's immunity to Ground-type attacks means that Zygarde cannot inflict a burst damage on it with Tectonic Rage as well. However, Landorus-T is overwhelmed by Zygarde if activated its Weakness Policy has been activated, set up on Double Dance Zygarde behind dual screens. and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.

Bug-types: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde thanks to its high bulk and resistance to Thousand Arrows and can even set up on some variants. Rarely seen Buzzwole is even more of a durable defensive check to Zygarde.

Physically Bulky Foes: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids 2HKO from Choice Band Zygarde. It should be noted that both of them are crippled by Toxic, however.

Revenge Killers: Zygarde often sustains a noticeable amount of damage while setting up, and this leaves it vulnerable to Choice Scarf users like such as Greninja, Latios, Keldeo, and others. Foes like such as Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. Ash-Greninja's Water Shuriken can also pick off on weakened Zygarde, and Ice Shard from Weavile or Mamoswine fulfills the job even easier as long as they are healthy enough to take boosted Extreme Speed.

Status: Toxic poison makes causes Zygarde to be unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively keep in check. However, many Zygarde variants can circumvent this with Substitute.
 
Last edited:

Lumari

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GP 1/2
[OVERVIEW]

While Zygarde does not look like the most threatening Pokemon at a first glance, a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates itself it from other offensive Ground-types like Landorus-T and Gliscor. Due to the Thousand Arrows's move's ability to hit a large portion of the tier for least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low opportunity risk. Zygarde is also capable of threatening most teams. Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran, and access to Extreme Speed provides further utility against it, and defensive teams have very limited counterplay against Zygarde when accounting on for its versatility. However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like Clefable, Landorus-T, and Mega Scizor or Grass-types like Tangrowth or and Tapu Bulu. Despite these noteworthy shortcomings, Zygarde one of the most versatile and potent threat threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stat backing up attempts to set up.

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

[SET COMMENTS]

Moves
========

Thousand Arrows is the this set's most spammable move, and combined with offensive investment and Choice Band, it is capable of threatening essentially any offensive foes and netting a sizeable damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and a revenge killer. Many teams appreciate revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOes 2HKOs on foes that naturally check Zygarde and do not mind Toxic, namely Clefable. (this implies it's just Clef so change to such as / mainly if that's not actually the case) Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake features 2HKO on 2HKOes Clefable for most of the time and outright OHKOs OHKOes Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy with for pressuring other Pokemon like Mega Scizor harder as well. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable, leaving it taken advantage of by Steel- and Fairy-types. Superpower is an option that targets Ferrothorn and Chansey, both of which can avoid the 2HKO from Thousand Arrows from full HP. While Toxic and Glare may seem to be a bizarre moves to fit into Choice Band wallbreaker, it hinders foes with their respective status ailments, but they are not very ideal to be locked into.

Set Details
========

The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting it outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their marginal bulk to check Zygarde.

Usage Tips
========

Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Switching into Choice Band-boosted Thousand Arrows is notoriously difficult to switch into especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like Clefable, Mega Scizor, and Landorus-T are there, it is usually better to use Thousand Arrows rather than attempting to make predictions, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde be facing different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like Tangrowth orand Hippowdon that heavily prevail against can comfortably take Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as Zygarde picking off dangerous foes like Ash-Greninja or Volcarona prevents them from netting excessive damage on its Zygarde's team. Consistent switch-ins like Tapu Bulu or and defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum and therefore the move must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona.

Team Options
========

Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOes KOs, and they are it is generally useful for wearing down checks like Landorus-T and Tapu Bulu. There are a number of users of Stealth Rock and Spikes that can provide other valuable utilities utility for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable, as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor provides a valuable defensive presence for Zygarde by checking both Fairy- and Grass-types and switching into predicted Ice-type moves. Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde. Mega Scizor's tendency to draw in Heatran, Volcarona, and Magnezone provides Zygarde with a good place to freely spam Thousand Arrows. Ash-Greninja and Tapu Koko are also worthy of mention due to their ability to pivot, as they draw in special walls that Zygade Zygarde can easily threaten and in return deal with physically defensive walls that handle Zygarde well. Ash-Greninja can also set Spikes to pressure other grounded foes like Mega Scizor and Ferrothorn and can pivot with U-turn. Both Tornadus-T and Zapdos are solid Defog users that can provide Zygarde with their valuable defensive or offensive presence. Zygarde can take advantage of Toxic Spikes support extremely well due to its ability to immensely pressure or threaten most Toxic-immune Pokemon or Defog users. Toxapex is generally a reliable option, as its bulk allows it to pivot into Fairy- and Ice-type attacks, (AC) and it appreciates Zygarde pivoting into Electric-type moves and threatening Heatran. Celesteela and Mega Venusaur both are great defensive partners for a number of reasons. Both of them can use Leech Seed to provide Zygarde with a small amount of recovery, which is always useful, and they appreciate Zygarde offensively checking Fire-types. They also check many Fairy- and Grass-types together and take Ice-type moves somewhat well and thus are able to pressure Zygarde's defensive checks while providing it with a shelter against a good portion of super effective attacks. Clefable, Chansey, and Jirachi can extend Zygarde's longevity with their Wish support, and the former two can also run Heal Bell to prevent Zygarde from being left crippled by status ailments. Chansey and Jirachi are both good checks to many Fairy-types, and Clefable can run Stealth Rock to further support Zygarde's breakthrough. As Clefable consistently walls Zygarde lacking Iron Tail, the likes of Heatran, and Tapu Koko are good partners to this set due to their ability to pressure Clefable with typing or access to Taunt.


[SET]
name: Double Dance
move 1: Dragon Dance
move 2: Coil
move 3: Thousand Arrows
move 4: Substitute / Extreme Speed
item: Iapapa Berry
ability: Aura Break
nature: Adamant
evs: 228 Atk / 68 SpD / 212 Spe

[SET COMMENTS]

Moves
========

This set aims to boost Zygarde with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. The availability of both setup moves also makes Zygarde an adaptive adaptable setup sweeper that can take advantage of slow and weak foes with Coil while also having an the option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil makes make Zygarde's Substitute harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Alternatively, Extreme Speed can pick off on weakened foes and revenge killers and is handy especially if Zygarde has opted for setting up with Coil over Dragon Dance.

Set Details
========

212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde OHKOs OHKOes it first or sets up a Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack (RC) and with an Adamant nature (RC) it maximizes to maximize Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below, and it can be safely activated with appropriate use of Substitute.

Usage Tips
========

It is the best for Zygarde to remain in pristine condition so that it can maximize its chance of cleaning up weakened teams. Ensure that checks like Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note on how much damage Zygarde takes while setting up. Substitute it is not merely only for avoiding status moves but it is also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can sustain inflict sizeable damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. There should also be intelligent decisions about appropriately using Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Boost of Defense from Coil's Defense boosts also comes come in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind a Substitute, but it can be used early to let Zygarde immediately threaten offensive teams. Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOes KOs, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late game.

Team Options
========

Double Dance Zygarde is best fit into onto offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Sustaining Securing damage on opposing teams require requires solid users of entry hazards and many teammates that can offensively pressure defensive foes, and offensive teams are capable of providing such support for Zygarde. Offensive suicide leads like Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens support is exceptional to this set. Tapu Koko can effectively set dual screens thanks to its superb Speed, can prevent status moves with Taunt, and can safely bring in Zygarde with U-turn. Dual screens make already bulky Zygarde significantly harder to stop, as Zygarde fully take advantage of dual screens by easing setup against defensive foes with more durable Substitute or even set up against its offensive checks like Tapu Lele. Other late-game cleaners like Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has sustained inflicted on the opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter can take advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.


[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Thousand Arrows
move 3: Extreme Speed
move 4: Substitute / Iron Tail
item: Groundium Z / Weakness Policy
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Moves
========

Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while gaining enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens the majority of the tier for at least neutral damage. The removal of opposing Pokemon's Ground immunity is helpful for Zygarde using Groundium Z sets as well. Extreme Speed lets Zygarde pick off on weakened foes, land a blow faster than other priority attacks like Ice Shard or and Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes Zygarde less vulnerable to revenge killing. It is the most ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes Iron Tail a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.

Set Details
========

Maximum Attack investment and an Adamant nature maximized Zygarde's damage output, while maximum Speed investment lets Zygarde outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid the 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde, by sharply raising its offensive stats upon getting hit by said move.

Usage Tips
========

This variant of Zygarde is a great late-game (AH) sweeper, but it can also be used as a early- or mid-game breaker, as access to Tectonic Rage or Weakness Policy lets Zygarde cause massive damage on defensive cores with sheer power under appropriate circumstances. Appropriately use Zygarde depending on the rest of its teammates. If Zygarde's team has dedicated late-game (AH) cleaners like Hawlucha, it is generally better for Zygarde to make a breakthrough to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like Clefable and Hidden Power Ice Landorus-T with Hidden Power Ice or Clefable to activate Weakness Policy and take advantage if this to gain a significant boost in damage output. Team support is always helpful, despite this set being less reliant on its teammates than Double Dance set. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to defensively be kept in check. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizeable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, however, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.

Team Options
========

Dedicated wallbreakers like Swords Dance Kartana or and Mega Medicham pressure most defensive cores and can effectively deal with this set's checks like Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like Tapu Lele create an have excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can help wear down foes with said entry hazard, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like Kartana or and late-game cleaners like Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to the field and capability to do heavy damage to physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.


[SET]
name: Substitute Utility
move 1: Thousand Arrows
move 2: Substitute
move 3: Protect / Coil
move 4: Dragon Dance / Glare
item: Leftovers
ability: Aura Break
nature: Jolly
evs: 236 HP / 160 SpD / 112 Spe

[SET COMMENTS]

Moves
========

Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets Zygarde take advantage of the switch it forces and block status moves. Protect provides Zygarde with an extra turn of recovery, and with Toxic Spikes support, it further aiding aids Zygarde's ability to stall out its checks like Tapu Bulu with residual damage. Coil is a viable alternative option that improves Zygarde's offensive presence and its durability, making it progressively progressively harder to be handled handle by defensive Pokemon as Zygarde gains boosts. As Zygarde with Coil is quite vulnerable to faster foes when it isn't behind Substitute, Glare is mandatory if Coil has been opted for. Dragon Dance is still a justifiable setup option to let Zygarde deal with faster foes. Boosted Zygarde can more reliably stall out its poisoned offensive check with a combination of Substitute and Protect. Glare punishes Zygarde's checks by paralyzing them, and the utility of speed control proves to be very useful to many teams. The chance of full paralysis can even allow Zygarde to attempt buy a free turn while it waits for a paralyzed foe to fail to move at a clutch by repeatedly using Substitute. Toxic can be used to punish Landorus-T, Tapu Bulu, and Tangrowth by putting them on a timer, and it serves as a viable way to punish Zygarde's switch-ins if Zygarde's team lacks Toxic Spikes support.

Set Details
========

112 Speed EVs and Jolly nature allows Zygarde to outspeed Timid Heatran, preventing it from statusing Zygarde before Substitute is set against it. Speed investment also lets Zygarde outspeed Mega Lopunny and anything slower after a Dragon Dance, making boosted Zygarde harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible. To describe illustrate the bulk, this Zygarde can survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast.

Usage Tips
========

Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets Zygarde effectively stall out poisoned foes while Zygarde minimizes its loss of HP. It is the most ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets is stalling out a foe with Toxic Spikes up, it is also important to sufficiently pressure hazard removers. While Defog users like Zapdos or Poison-types like Toxapex cannot handle Zygarde, foes like Mega Scizor or and Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect not only is notable for not only giving Zygarde a free turn to gain extra recovery from Leftovers, but it is also useful with scouting a Choice-locked Pokemon or reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective with punishing many foes. Foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, or and Choice Scarf Latios, (AC) despise getting paralyzed. Glare is also effective with harshly punishing an offensive foes that switche into Zygarde and attempt to revenge kill it. Using Glare often early-game (AH) and paralyzing a number of foes can also improve Zygarde's setup conditions. Since Magic Guard Clefable completely shuts down this set lacking if it lacks Dragon Dance or Coil, (comma) ensure that it is heavily damaged beforehand so that Zygarde can bypass it.

Team Options
========

Toxic Spikes users like Toxapex and Greninja provides provide Zygarde with an environment where it can pose a problem to nearly very foes any foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage and Zygarde's attacks, and if worse, Zygarde's Substitute as well. Grass-types like Tangrowth or and Tapu Bulu (RC) and physically defensive foes like Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers (such as?) can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both Pokemon that can take a hit from Zygarde and remove Toxic Spikes with Defog.


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

Dragonium Z lets Zygarde do a heavy damage to Landorus-T, Tangrowth, and other physically bulky foes and has better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure and take out physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable and Assault Vest Tangrowth. However, this set's general lack of power and an inability to effectively use Thousand Arrows makes this item hard to justify.


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

**Clefable**: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid the 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has a Weakness Policy or Iron Tail.

**Grass-types**: Tangrowth resists Thousand Arrows, and with its formidable physical bulk and Regenerator, it proves to be one of the most persistent defensive roadblock for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.

**Other Fairy-types**: Though they all take sizeable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a chance.

**Landorus-T**: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and with Intimidate, and most sets dedicate to carry Hidden Power Ice specifically to threaten Zygarde. Landorus-T's immunity to Ground means that Zygarde cannot inflict a burst damage on it with Tectonic Rage as well. However, Landorus-T is overwhelmed by Zygarde can overwhelm Landorus-T if activated its Weakness Policy is activated, set up on Double Dance Zygarde behind dual screens, (AC) and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.

**Bug-types**: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde thanks to its high bulk and resistance to Thousand Arrows and can even set up on some variants. The rarely seen Buzzwole is even more of a durable defensive check to Zygarde.

**Physically Bulky Foes**: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids 2HKO from Choice Band Zygarde. It should be noted that both of them are crippled by Toxic, however.

**Revenge Killers**: Zygarde often sustains a noticeable damage while setting up, and this leaves it vulnerable to Choice Scarf users like Greninja, Latios, Keldeo, and others. Foes like Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. Ash-Greninja's Water Shuriken can also pick off on weakened Zygarde, and Ice Shard from Weavile or Mamoswine fulfills the job easier as long as they are healthy enough to take boosted Extreme Speed.

**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively keep in check. However, many Zygarde variants can circumvent this with Substitute.
 
Last edited:

frostration

i probably have a headache
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[OVERVIEW]

While Zygarde does not look like the most threatening Pokemon at a first glance, a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing a decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates it from other offensive Ground-types like Landorus-T and Gliscor. Due to the move's ability to hit a large portion of the tier for at least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low risk. Zygarde is also capable of threatening most teams. Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran, and access to Extreme Speed provides further utility against it, and d. Defensive teams have very limited counterplay against Zygarde when accounting for its versatility. [Split the previous sentence in two to bring attention to Zygarde's ability to threaten both offensive and defensive teams.] However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like Clefable, Landorus-T, and Mega Scizor or Grass-types like Tangrowth and Tapu Bulu. Despite these noteworthy shortcomings, Zygarde is one of the most versatile and potent threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stats backing up attempts to set up.



[SET]

name: Choice Band

move 1: Thousand Arrows

move 2: Extreme Speed

move 3: Iron Tail / Earthquake

move 4: Outrage / Superpower

item: Choice Band

ability: Aura Break

nature: Adamant

evs: 4 HP / 252 Atk / 252 Spe



[SET COMMENTS]



Moves

========



Thousand Arrows is this set's most spammable move, and combined with offensive investment and Choice Band, it is capable of threatening essentially any offensive foes and netting sizeable damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and a revenge killer. Many teams appreciate the revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOs on foes that naturally check Zygarde and do not mind Toxic, such as Clefable. Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake 2HKOes Clefable most of the time and outright OHKOes Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy for pressuring other Pokemon like Mega Scizor harder. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable, leaving it and allows Steel- and Fairy-types to taken advantage of by Steel- and Fairy-types it. [Reorganized the previous sentence for concision] Superpower is an option that targets Ferrothorn and Chansey, both of which can avoid the 2HKO from Thousand Arrows from with full HP. While Toxic and Glare may seem to be bizarre moves to fit into a Choice Band wallbreaker set, it they hinders foes with their respective status ailments, but they are despite not being very ideal to be locked into.



Set Details

========



The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting it outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their bulk to check Zygarde.



Usage Tips

========



Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Choice Band-boosted Thousand Arrows is notoriously difficult to switch into, especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like Clefable, Mega Scizor, and Landorus-T are there, it is usually better to use Thousand Arrows rather than attempting to make predictions, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde be facing face different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like Tangrowth and Hippowdon that can comfortably take Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as picking off dangerous foes like Ash-Greninja or Volcarona prevents them from netting excessive damage on Zygarde's team. Consistent switch-ins like Tapu Bulu or and defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum and therefore the move must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona.



Team Options

========



Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOs, and it is generally useful for wearing down checks like Landorus-T and Tapu Bulu. There are a number of users of Stealth Rock and Spikes that can provide other valuable utility for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable, as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor provides a valuable defensive presence for Zygarde by checking both Fairy- and Grass-types and switching into predicted Ice-type moves. Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde. Mega Scizor's tendency to draw in Heatran, Volcarona, and Magnezone provides Zygarde with a good place to freely spam Thousand Arrows. Ash-Greninja and Tapu Koko are also worthy of mention due to their ability to pivot, as they draw in special walls that Zygarde can easily threaten and in return deal with physically defensive walls that handle Zygarde well. Ash-Greninja can also set Spikes to pressure other grounded foes like Mega Scizor and Ferrothorn and can pivot with U-turn. Both Tornadus-T and Zapdos are solid Defog users that can provide Zygarde with their valuable defensive or offensive presence. Zygarde can take advantage of Toxic Spikes support extremely well due to its ability to immensely pressure or threaten most Toxic-immune Pokemon or Defog users. Toxapex is generally a reliable option, as its bulk allows it to pivot into Fairy- and Ice-type attacks, and it appreciates Zygarde pivoting into Electric-type moves and threatening Heatran. Celesteela and Mega Venusaur both are great defensive partners for a number of reasons. Both of them can use Leech Seed to provide Zygarde with a small amount of recovery, which is always useful, and they appreciate Zygarde offensively checking Fire-types. They also check many Fairy- and Grass-types together and take Ice-type moves somewhat well and thus are able to, pressureing Zygarde's defensive checks while providing it with a shelter against a good portion of super effective attacks. Clefable, Chansey, and Jirachi can extend Zygarde's longevity with their Wish support, and the former two can also run Heal Bell to prevent Zygarde from being left crippled by status ailments. Chansey and Jirachi are both good checks to many Fairy-types, and Clefable can run Stealth Rock to further support Zygarde's breakthrough. As Clefable consistently walls Zygarde lacking Iron Tail, the likes of Heatran, and Tapu Koko are good partners to this set due to their ability to pressure Clefable with typing or access to Taunt.





[SET]

name: Double Dance

move 1: Dragon Dance

move 2: Coil

move 3: Thousand Arrows

move 4: Substitute / Extreme Speed

item: Iapapa Berry

ability: Aura Break

nature: Adamant

evs: 228 Atk / 68 SpD / 212 Spe



[SET COMMENTS]



Moves

========



This set aims to boost with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. The availability of both setup moves also makes Zygarde an adaptable setup sweeper that can take advantage of slow and weak foes with Coil while also having the option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil make Zygarde's Substitute harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Alternatively, Extreme Speed can pick off weakened foes and revenge killers and is handy especially if Zygarde has opted for setting up with Coil over Dragon Dance.



Set Details

========



212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde OHKOes it first or sets up a Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack with an Adamant nature to maximize Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below, and it can be safely activated with appropriate use of Substitute.



Usage Tips

========



It is the best for Zygarde to remain in pristine condition so that it can to maximize its chance of cleaning up weakened teams. Ensure that checks like Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note on of how much damage Zygarde takes while setting up. Substitute is not only for avoiding status moves but also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can sustain inflict sizeable damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. There should also be intelligent decisions about appropriately using Appropriate deliberations should be made prior to using [replaced "intelligent decisions" with "deliberations" and reordered for concision] Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Coil's Defense boosts also come in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind a Substitute, but it can be used early to let Zygarde immediately threaten offensive teams. Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOs, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late-game.



Team Options

========



Double Dance Zygarde is best fit onto fits best on offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Securing damage on opposing teams requires solid users of entry hazards and many teammates that can offensively pressure threaten [You use the term "pressure" a lot throughout the analysis, so I changed it to threaten here to vary the diction a little bit] defensive foes, and which offensive teams are capable of providing such support for Zygarde provide. Offensive suicide leads like Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens support is exceptional to this set. Tapu Koko can effectively set dual screens thanks to its superb Speed, can prevent status moves with Taunt, and can safely bring in Zygarde with U-turn. Dual screens make already bulky Zygarde significantly harder to stop, as Zygarde fully take advantage of dual screens by [You say this already in the previous clause] easing setup against defensive foes with a more durable Substitute or even allowing setup against its offensive checks like Tapu Lele. Other late-game cleaners like Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has inflicted on the opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter can takes advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.





[SET]

name: Dragon Dance

move 1: Dragon Dance

move 2: Thousand Arrows

move 3: Extreme Speed

move 4: Substitute / Iron Tail

item: Groundium Z / Weakness Policy

ability: Aura Break

nature: Adamant

evs: 4 HP / 252 Atk / 252 Spe



[SET COMMENTS]



Moves

========



Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while gaining giving it enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens the majority of the tier for at least neutral damage. The removal of an opposing Pokemon's Ground immunity is helpful for Groundium Z sets as well. Extreme Speed lets Zygarde pick off on weakened foes, land a blow faster than other priority attacks like Ice Shard and Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes Zygarde less vulnerable to revenge killing. It is ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes Iron Tail a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.



Set Details

========



Maximum Attack investment and an Adamant nature maximize Zygarde's damage output, while maximum Speed investment lets Zygarde outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid the 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde, by sharply raising its offensive stats upon getting hit by said move.



Usage Tips

========



This variant of Zygarde is a great late-game sweeper, but it can also be used as a early- or mid-game breaker, as access to Tectonic Rage or Weakness Policy lets Zygarde cause massive damage on defensive cores with sheer power under appropriate circumstances. [You say this when you note that Zygarde can cause massive damage] Appropriately use Base usage of Zygarde depending on the rest of its teammates. If Zygarde's team has dedicated late-game cleaners like Hawlucha, it is generally better for Zygarde to make a breakthrough to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like Clefable and Hidden Power Ice Landorus-T to activate Weakness Policy and take advantage if this to gain a significant boost in damage output. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to check defensively be kept in check. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizeable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, however, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.



Team Options

========



Dedicated wallbreakers like Swords Dance Kartana and Mega Medicham pressure most defensive cores and can effectively deal with this set's checks like Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like Tapu Lele have excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can help wear down foes, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like Kartana and late-game cleaners like Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to the field and capability to do impose heavy damage to on physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.





[SET]

name: Substitute Utility

move 1: Thousand Arrows

move 2: Substitute

move 3: Protect / Coil

move 4: Dragon Dance / Glare

item: Leftovers

ability: Aura Break

nature: Jolly

evs: 236 HP / 160 SpD / 112 Spe



[SET COMMENTS]



Moves

========



Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets Zygarde take advantage of the switch it forces and blocks status moves. Protect provides Zygarde with an extra turn of recovery, and with Toxic Spikes support, it further aids Zygarde's ability to stall out its checks like Tapu Bulu with residual damage. Coil is a viable alternative option that improves Zygarde's offensive presence and its durability, making it progressively [You repeated this word twice] progressively harder to handle byfor defensive Pokemon as to handle Zygarde as it gains boosts. As Since [Changed to vary diction from end of last sentence] Zygarde with Coil is quite vulnerable to faster foes when it isn't behind Substitute, Glare is mandatory if Coil has been opted for. Dragon Dance is still a justifiable setup option to let Zygarde deal with faster foes. Boosted Zygarde can more reliably stall out its poisoned offensive check with a combination of Substitute and Protect. Glare punishes Zygarde's checks by paralyzing them, and the utility of speed control proves to be very useful to many teams. The chance of full paralysis can even allow Zygarde to attempt buy a free turn by repeatedly using Substitute while it waits for a paralyzed foe to fail to move at a clutch by repeatedly using Substitute. [Reorganized the previous to clarify how Zygarde buys a free turn] Toxic can be used to punish Landorus-T, Tapu Bulu, and Tangrowth by putting them on a timer, and it serves as a viable way to punish Zygarde's switch-ins if Zygarde's team lacks Toxic Spikes support.



Set Details

========



112 Speed EVs and Jolly nature allows Zygarde to outspeed Timid Heatran, preventing it from statusing Zygarde before Substitute is set against it. Speed investment also lets Zygarde outspeed Mega Lopunny and anything slower after a Dragon Dance, making boosted Zygarde harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible. To illustrate the bulk, this Zygarde can survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast.



Usage Tips

========



Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets Zygarde effectively stall out poisoned foes while Zygarde minimizesing its loss of HP. It is ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets is stalling out a foe with Toxic Spikes up, it is also important to sufficiently pressure hazard removers. While Defog users like Zapdos or Poison-types like Toxapex cannot handle Zygarde, foes like Mega Scizor and Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect is not only is notable for giving Zygarde a free turn to gain extra recovery from Leftovers, but it is also useful with for scouting a Choice-locked Pokemon or reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective with punishing many foes. Foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, and Choice Scarf Latios, despise getting paralyzed. [Combined the last two sentences for concision] Glare is also effective with harshly punishing anes offensive foes that switche into Zygarde and attempt to revenge kill it. Using Glare often early-game and paralyzing a number of foes can also improve Zygarde's setup conditions. Since Magic Guard Clefable completely shuts down this set if it lacks Dragon Dance or Coil, ensure that it is heavily damaged beforehand so that Zygarde can bypass it.



Team Options

========



Toxic Spikes users like Toxapex and Greninja provide Zygarde with an environment where it can pose a problem to nearly any foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage and, Zygarde's attacks, and if, even worse, Zygarde's its Substitute as well. Grass-types like Tangrowth and Tapu Bulu and physically defensive foes like Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers like Kartana can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both Pokemon that of which can take a hit from Zygarde and remove Toxic Spikes with Defog.





[STRATEGY COMMENTS]

Other Options

=============



Dragonium Z lets Zygarde do a heavy heavily damage to Landorus-T, Tangrowth, and other physically bulky foes and has better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but a lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure and take out physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable and Assault Vest Tangrowth. However, this set's general lack of power and an inability to effectively use Thousand Arrows makes this item hard to justify.





Checks and Counters

===================



**Clefable**: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid the 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has a Weakness Policy or Iron Tail.



**Grass-types**: Tangrowth resists Thousand Arrows, and with its formidable physical bulk and Regenerator, it proves to be make it one of the most persistent defensive roadblocks for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are by smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.



**Other Fairy-types**: Though they all take sizeable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a chance.



**Landorus-T**: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and Intimidate, and most sets carry Hidden Power Ice specifically to threaten Zygarde. Landorus-T's immunity to Ground means that Zygarde cannot inflict burst damage on it with Tectonic Rage as well. However, Zygarde can overwhelm Landorus-T if its Weakness Policy is activated, set up on Double Dance Zygarde behind dual screens, and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.



**Bug-types**: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde thanks to with[Varying sentence structure from previous sentence] its high bulk and resistance to Thousand Arrows and can even set up on some variants. The rarely seen Buzzwole is even more of a durable defensive check to Zygarde.



**Physically Bulky Foes**: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids 2HKO from Choice Band Zygarde. It should be noted that both of them areToxic crippled by Toxics both of them [edited for passive voice], however.



**Revenge Killers**: Zygarde often sustains noticeable damage while setting up, and this leaves leaving it vulnerable to Choice Scarf users like Greninja, Latios, Keldeo, and others. Foes like Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. Ash-Greninja's A Water Shuriken from Ash-Greninja can also pick off ona weakened Zygarde [Changed the sentence structure before to match the next clause], and an Ice Shard from Weavile or Mamoswine fulfills the job easier as long as they are healthy enough to take a boosted Extreme Speed.



**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively keep in check. However, many Zygarde variants can circumvent this with Substitute.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
[12:30 PM]GMars:
any chance we could get a second gp on zygarde
[12:30 PM]GMars:
i would push it through but there's an amcheck and I've never checked over one of those before

GPer for a year btw ^

frostration: Add Remove [Comment]
Fireflame: Remove Add Comments Ignore amcheck (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

While Zygarde does not look like the most threatening Pokemon at a first glance, a number of its invaluable traits combine to make it one of the most prominent offensive threats in the tier. On top of possessing a decent defensive typing of Dragon / Ground and great natural bulk, Zygarde's signature move Thousand Arrows differentiates it from other offensive Ground-types like Landorus-T and Gliscor. Due to the move's ability to hit a large portion of the tier for at least neutral damage, Zygarde has more freedom to choose its moves and thus is able to employ various sets to better deal with different checks and counters with low risk. Zygarde is also capable of threatening most teams. Against offense, setting up with Zygarde isn't terribly difficult due to its bulk and ability to force switches against common threats like Heatran, and access to Extreme Speed provides further utility against it, and d. Defensive teams have very limited counterplay against Zygarde when accounting for its versatility. [Split the previous sentence in two to bring attention to Zygarde's ability to threaten both offensive and defensive teams.] (sure) However, it is important to note that Zygarde's damage output isn't very noteworthy unless it is equipped with a Choice Band or is boosted. The metagame also has developed to the point where Zygarde's effectiveness is hindered to a degree due to many teams employing physically defensive checks like Clefable, Landorus-T, and Mega Scizor or Grass-types like Tangrowth and Tapu Bulu. Despite these noteworthy shortcomings, Zygarde is one of the most versatile and potent threats the tier has to offer with a large number of viable sets it can run thanks to its movepool and base stats backing up attempts to set up.

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

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

Thousand Arrows is this set's most spammable move, and combined with offensive investment and Choice Band, (I prefer this comma stays tbh) it is capable of threatening essentially any offensive foes and netting sizeable damage on bulky foes that do not resist it. With Extreme Speed, Zygarde compresses roles as a wallbreaker and a revenge killer. Many teams appreciate the revenge killing utility from Zygarde's Extreme Speed, and with Choice Band, (same here) it is powerful enough to take out Volcarona after Stealth Rock damage. Iron Tail scores clean 2HKOs on foes that naturally check Zygarde and do not mind Toxic, such as Clefable. Iron Tail serves as a good coverage move to punish Tapu Bulu as well. Earthquake may seem redundant with Thousand Arrows, but Choice Band-boosted Earthquake 2HKOes Clefable most of the time and outright OHKOes Tapu Lele, which Thousand Arrows will need Stealth Rock damage to achieve. Earthquake is also handy for pressuring other Pokemon like Mega Scizor harder. Outrage is a stronger STAB move that has better damage output against the likes of Landorus-T and Tangrowth. While Outrage's damage output is sizable, getting locked into it leaves Zygarde predictable, leaving it and allows Steel- and Fairy-types to taken advantage of by Steel- and Fairy-types it. [Reorganized the previous sentence for concision] Superpower is an option that targets Ferrothorn and Chansey, both of which can avoid the 2HKO from Thousand Arrows from with (even if it is redundant, "from" is the more correct preposition here) full HP. While Toxic and Glare may seem to be bizarre moves to fit into a Choice Band wallbreaker set, it they hinders foes with their respective status ailments, but they are despite not being (these changes are good) very ideal to be locked into.

Set Details
========

The given EV spread with an Adamant nature maximizes Zygarde's damage output while letting it outspeed Heatran and neutral-natured base 90 Speed Pokemon. Choice Band provides Zygarde with immediate power, letting it pressure a good portion of its checks that rely on their bulk to check Zygarde.

Usage Tips
========

Choice Band Zygarde is capable of hindering defensive cores simply by spamming Thousand Arrows. Choice Band-boosted Thousand Arrows is notoriously difficult to switch into, especially for offensive teams, so take advantage of teams that lack a feasible answer to it. Even when checks like Clefable, Mega Scizor, and Landorus-T are there present, it is usually better to use Thousand Arrows rather than attempting to make predictions, as the move frequently forces recovery options and wears down common switch-ins. Should Zygarde be facing face different archetypes, there are better moves to use than Thousand Arrows. Outrage should be used if an opponent has Pokemon like Tangrowth and Hippowdon that can comfortably take Thousand Arrows to prevent them from switching into Zygarde with impunity. Extreme Speed is an obvious move of choice against weakened threats, as picking off dangerous foes like Ash-Greninja or and Volcarona prevents them from netting excessive damage on Zygarde's team. Consistent switch-ins like Tapu Bulu or and (it should say "and") defensive Landorus-T holding Leftovers are far less effective checks once afflicted by Toxic, but note that getting locked into Toxic yields a lot of momentum,(AC) so and therefore the move must be used with caution. While it is usually better for Zygarde to remain healthy for it to dish out as much damage as possible, it is still capable of offensively checking Fire-types like Heatran and Volcarona in an emergency. Zygarde's bulk should not be underestimated, as it is bulky enough to survive most neutral hits from full HP and thus is able to blanket check a number of threats like Volcarona.

Team Options
========

Entry hazard support aids Zygarde's wallbreaking, as Zygarde still is quite reliant on prior damage to score some KOs, and it is generally useful for wearing down checks like Landorus-T and Tapu Bulu. There are a number of users of Stealth Rock and Spikes users that can provide other valuable utility for Zygarde. Both Heatran and Ferrothorn can set Stealth Rock and blanket check a majority of Fairy- and Grass-types, and the latter's Spikes support is especially valuable, (keep comma. Always have a comma before "as" if it means "because") as this limits Mega Scizor, Tapu Bulu, and Tangrowth's effectiveness against Zygarde. Defensive Landorus-T is also a noteworthy partner for being one of the best Stealth Rock users in the tier and creating switch advantage with U-turn. Mega Scizor provides a valuable defensive presence for Zygarde by checking both Fairy- and Grass-types and switching into predicted Ice-type moves. Swords Dance sets in particular have good offensive synergy with Choice Band Zygarde. Mega Scizor's tendency to draw in Heatran, Volcarona, and Magnezone provides Zygarde with a good place the ability to freely spam Thousand Arrows. Ash-Greninja and Tapu Koko are also worthy of mention due to their ability to pivot, as they draw in special walls that Zygarde can easily threaten and in return deal with physically defensive walls that handle Zygarde well. Ash-Greninja can also set Spikes to pressure other grounded foes like Mega Scizor and Ferrothorn and can pivot with U-turn. Both Tornadus-T and Zapdos are solid Defog users that can provide Zygarde with their valuable defensive or offensive presence. Zygarde can take advantage of Toxic Spikes support extremely well due to its ability to immensely pressure or threaten most Toxic-immune Pokemon or and Defog users. Toxapex is generally a reliable option, as its bulk allows it to pivot into Fairy- and Ice-type attacks, and it appreciates Zygarde pivoting into Electric-type moves and threatening Heatran. Celesteela and Mega Venusaur both are great defensive partners for a number of reasons. Both of them can use Leech Seed to provide Zygarde with a small amount of recovery, which is always useful, and they appreciate Zygarde offensively checking Fire-types. They also check many Fairy- and Grass-types together and take Ice-type moves somewhat well and thus are able to, pressureing Zygarde's defensive checks while providing it with a shelter against a good portion of super effective attacks. Clefable, Chansey, and Jirachi can extend Zygarde's longevity with their Wish support, and the former two can also run Heal Bell to prevent Zygarde from being left crippled by status ailments. Chansey and Jirachi are both good checks to many Fairy-types, and Clefable can run Stealth Rock to further support Zygarde's breakthrough wallbreaking. As Clefable consistently walls Zygarde lacking Iron Tail, the likes of Heatran,(RC) and Tapu Koko are good partners to this set due to their ability to pressure Clefable with typing or access to Taunt.

[SET]
name: Double Dance
move 1: Dragon Dance
move 2: Coil
move 3: Thousand Arrows
move 4: Substitute / Extreme Speed
item: Iapapa Berry
ability: Aura Break
nature: Adamant
evs: 228 Atk / 68 SpD / 212 Spe

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

This set aims to boost with both Dragon Dance and Coil, expanding Zygarde's general setup opportunities. The availability of both setup moves also makes Zygarde an adaptable setup sweeper that can take advantage of slow and weak foes with Coil while also having the option to threaten faster teams with Dragon Dance boosts. Thousand Arrows alone allows Zygarde to compress coverage against most of the tier and is mandatory on any Zygarde set. Substitute protects Zygarde from status moves, weak attacks, and revenge killers. Defense boosts from Coil make Zygarde's Substitute harder to break, and this further improves Zygarde's ability to take advantage of passive foes. Alternatively, Extreme Speed can pick off weakened foes and revenge killers and is handy especially if Zygarde has opted for setting up with Coil over Dragon Dance.

Set Details
========

212 Speed EVs allow Zygarde to outspeed Heatran, preventing it from statusing Zygarde before Zygarde OHKOes it first or sets up a Substitute. 68 Special Defense EVs ensure that Zygarde survives Choice Specs Tapu Lele's Moonblast behind Light Screen after using Substitute once. The rest of the EVs are invested into Attack with an Adamant nature to maximize Zygarde's damage output. Iapapa Berry restores half of Zygarde's HP when its HP is at 25% or below,(RC) and it (if this "it" is removed then the comma has to go too) can be safely activated with appropriate use of Substitute.

Usage Tips
========

It is the best for Zygarde to remain in pristine condition so that it can to maximize its chance of cleaning up weakened teams. Ensure that checks like Landorus-T, Tapu Bulu, and Clefable have been sufficiently worn down for Zygarde to defeat them. When the time is appropriate, Zygarde can easily start setting up thanks to its ability to force many switches. Take note on of how much damage Zygarde takes while setting up. Substitute is not only for avoiding status moves but also for allowing Zygarde to reliably activate Iapapa Berry and let it survive an attack it otherwise cannot, so plan well when setting up against a foe that can sustain inflict sizeable damage on Zygarde with each attack. While dedicated team support like dual screens can facilitate setup, Substitute should still be used to ensure that Zygarde avoids status ailments. There should also be intelligent decisions about appropriately using Appropriate deliberations decisions should be made prior to using [replaced "intelligent decisions" with "deliberations" and reordered for concision] (I don't see a reason for replacing "decisions" since it works just as well) Dragon Dance or Coil. Coil is generally better when setting up against slower foes that Zygarde cannot fully take advantage of with Substitute. Coil's Defense boosts also come in handy when attempting to one-up a foe that may 2HKO or OHKO Zygarde. Dragon Dance is usually better used after Coil or when Zygarde is behind a Substitute, but it can be used early to let Zygarde immediately threaten offensive teams. Dragon Dance boosts sometimes may not be necessary at all against foes that can be taken out with Extreme Speed. As Double Dance Zygarde requires multiple boosts to score important KOs, it is largely dependent on its teammates to damage defensive cores beforehand. Entry hazards, general offensive pressure, or even dedicated lures to draw in and weaken or eliminate Zygarde's checks are prerequisites for Zygarde to successfully sweep late-game. (add hyphen. It's a bit hard to see)

Team Options
========

Double Dance Zygarde is best fit onto fits best on offensive teams due to it requiring significant prior damage on opposing defensive cores to successfully sweep. Securing damage on opposing teams requires solid users of entry hazards and many teammates that can offensively pressure threaten [You use the term "pressure" a lot throughout the analysis, so I changed it to threaten here to vary the diction a little bit] defensive foes, and which offensive teams are capable of providing such support for Zygarde provide. Offensive suicide leads like Greninja and Landorus-T are effective users of entry hazards and are appropriate fits for offensive teams. Dual screens support is exceptional to this set,(AC) as it makes Zygarde significantly harder to stop by easing setup against defensive foes with a more durable Substitute and even allowing setup against offensive checks like Tapu Lele. Tapu Koko can effectively set dual screens thanks to its superb Speed, can prevent status moves with Taunt, and can safely bring in Zygarde with U-turn. Dual screens make already bulky Zygarde significantly harder to stop, as Zygarde fully take advantage of dual screens by [You say this already in the previous clause] easing setup against defensive foes with a more durable Substitute or even allowing setup against its offensive checks like Tapu Lele. (moved the whole sentence for better flow) Other late-game cleaners like Hawlucha and Shift Gear Magearna can take advantage of the damage that Zygarde has inflicted on the opposing team. Both of them appreciate Zygarde dealing with their defensive checks; the former enjoys Zygarde threatening Toxapex and Zapdos, while the latter can takes advantage of Zygarde's ability to generally pressure Fire-types and special walls. Kyurem-B can immensely threaten Grass-types, while Manaphy can heavily weaken them with Tail Glow-boosted attacks.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Thousand Arrows
move 3: Extreme Speed
move 4: Substitute / Iron Tail
item: Groundium Z / Weakness Policy
ability: Aura Break
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

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

Dragon Dance simultaneously boosts Zygarde's Attack and Speed, letting it outspeed a majority of the unboosted tier while gaining giving it enough power to pose a threat to defensive cores. STAB Thousand Arrows threatens the majority of the tier for at least neutral damage. The removal of an opposing Pokemon's Ground immunity is helpful for Groundium Z sets as well. Extreme Speed lets Zygarde pick off on weakened foes, land a blow faster than other priority attacks like Ice Shard and Water Shuriken, and deal with Choice Scarf users. Substitute facilitates Zygarde's setup against passive foes that have trouble properly breaking Substitute and makes Zygarde less vulnerable to revenge killing. It is ideal for Substitute to be used with Groundium Z. Iron Tail hits problematic Fairy-types like Clefable and Tapu Bulu. The former's tendency to use Moonblast to check Zygarde makes Iron Tail a great way to punish it in tandem with Weakness Policy, but its somewhat unreliable accuracy can prove to be detrimental.

Set Details
========

Maximum Attack investment and an Adamant nature maximize Zygarde's damage output, while maximum Speed investment lets Zygarde outspeed as many foes as possible, most notably Heatran. An alternative EV spread of 192 Atk / 136 SpD / 180 Spe can be used for Weakness Policy variants of Zygarde to survive Choice Specs Tapu Koko's Hidden Power Ice, avoid the 2HKO from Impish Landorus-T's Hidden Power Ice, and outspeed Mega Lopunny after a Dragon Dance. Groundium Z allows Zygarde to use Tectonic Rage, which is significantly more powerful than Thousand Arrows and is capable of heavily damaging or KOing Clefable, Mega Scizor, and Ferrothorn when boosted. Weakness Policy takes advantage of many teams' tendency to use Landorus-T's Hidden Power Ice and Clefable's Moonblast to check Zygarde,(RC) by sharply raising its offensive stats upon getting hit by said moves.

Usage Tips
========

This variant of Zygarde is a great late-game sweeper, but it can also be used as a early- or mid-game wallbreaker, (keep comma) as access to Tectonic Rage or Weakness Policy lets Zygarde cause massive damage on to defensive cores with sheer power under appropriate circumstances. [You say this when you note that Zygarde can cause massive damage] Appropriately use Base usage of Zygarde depending (the original wording was completely fine and should stay) on the rest of its teammates. If Zygarde's team has dedicated late-game cleaners like Hawlucha, it is generally better for Zygarde to make a breakthrough wallbreak to facilitate the late-game sweep for other Pokemon. Evaluate which foes have to be weakened for Zygarde to sweep. Identify foes that can be bypassed with boosted Tectonic Rage. The likes of Clefable or Mega Scizor can be KOed when they assume that Zygarde does not have an immediate way to threaten them. Take advantage of foes like Clefable and Hidden Power Ice Landorus-T to activate Weakness Policy and take advantage if this to gain a significant boost in damage output. Teams may have more than one foe that can check Zygarde, and entry hazards can help Zygarde preserve its Z-Move to bypass its weakened checks, which may otherwise force Zygarde to use Tectonic Rage and thus leave it easier to check defensively be kept in check. Zygarde can take neutral hits fairly well even when running offensive investment, so feel free to set up in a pinch to leave sizeable breaches on defensive cores. Be wary of status moves when Zygarde isn't behind a Substitute, however, as they significantly diminish Zygarde's longevity and effectiveness as an offensive threat.

Team Options
========

Dedicated wallbreakers like Swords Dance Kartana and Mega Medicham pressure most defensive cores and can effectively deal with this set's checks like Landorus-T, Tangrowth, and Tapu Bulu depending on their movesets. Special wallbreakers like Tapu Lele have excellent offensive synergy with Zygarde. Mega Mawile has various coverage moves to lure and punish most of Zygarde's checks. Landorus-T and Heatran are two common Stealth Rock users that can help wear down foes, and not many Pokemon that check Zygarde can properly handle either of them. Anti-offense Pokemon benefit from Zygarde's ability to heavily damage physically defensive foes. Notable examples of these include Choice Scarf users like Kartana and late-game cleaners like Hawlucha and Shift Gear Magearna. Tapu Koko and Magearna are notable for their ability to safely bring in Zygarde to the field and capability to do impose ("do" is fine, but I guess this change is up to the writer) heavy damage to on (if you choose "do" than keep "to") physically defensive foes. The general pressure that Tapu Koko applies to many balanced teams is appreciated, and Magearna's defensive presence against Fairy-types is something that Zygarde favors as well. Spikes users like Greninja and Ferrothorn can set Spikes to facilitate Zygarde's breakthrough.

[SET]
name: Substitute Utility
move 1: Thousand Arrows
move 2: Substitute
move 3: Protect / Coil
move 4: Dragon Dance / Glare
item: Leftovers
ability: Aura Break
nature: Jolly
evs: 236 HP / 160 SpD / 112 Spe

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

Thousand Arrows hits most of the tier for at least neutral damage. Substitute lets Zygarde take advantage of the switches it forces and blocks status moves. Protect provides Zygarde with an extra turn of recovery,(RC) and,(AC) with (keep "with") Toxic Spikes support, it (keep this comma. Note to amchecker: you did alter the meaning of this sentence with your changes. Try to avoid that as best as possible) further aids Zygarde's ability to stall out its checks like Tapu Bulu with residual damage. Coil is a viable alternative option that improves Zygarde's offensive presence and its durability, making it progressively [You repeated this word twice] progressively harder to handle byfor defensive Pokemon as to handle Zygarde as it gains boosts. As Since [Changed to vary diction from end of last sentence] Zygarde with Coil is quite vulnerable to faster foes when it isn't behind Substitute, Glare is mandatory if Coil has been opted for. Dragon Dance is still a justifiable setup option to let Zygarde deal with faster foes. Boosted Zygarde can more reliably stall out its poisoned offensive check with a the combination of Substitute and Protect. Glare punishes Zygarde's checks by paralyzing them, and the utility of speed control proves to be very useful to many teams. The chance of full paralysis can even allow Zygarde to attempt buy a free turn by repeatedly using Substitute while it waits for a paralyzed foe to fail to move at a clutch by repeatedly using Substitute. [Reorganized the previous to clarify how Zygarde buys a free turn] Toxic can be used to punish Landorus-T, Tapu Bulu, and Tangrowth by putting them on a timer, and it serves as a viable way to punish Zygarde's switch-ins if Zygarde's its team lacks Toxic Spikes support.

Set Details
========

112 Speed EVs and a Jolly nature allows allow Zygarde to outspeed Timid Heatran, preventing it from statusing Zygarde before Substitute is set against it. The given Speed investment also lets Zygarde outspeed Mega Lopunny and anything slower after a Dragon Dance, making boosted Zygarde harder to revenge kill. 236 HP EVs is the ideal investment for Zygarde to take full advantage of Leftovers recovery. 160 Special Defense EVs combine with HP investment to make Zygarde as specially bulky as possible,(AC) allowing it to.(period) To illustrate the bulk, this Zygarde can survive Choice Specs Tapu Koko's Hidden Power Ice and Tapu Lele's Moonblast.

Usage Tips
========

Zygarde can utilize Toxic Spikes support from its teammates to better deal with its conventional checks by easily setting up against them or KOing them after they take sufficient damage. Repeatedly using Substitute and Protect lets Zygarde effectively stall out poisoned foes while Zygarde minimizesing its loss of HP. It is ideal to repeat this process until a foe is no longer healthy enough to defensively check Zygarde. While one of the specialties of this sets is stalling out a foe with Toxic Spikes up, it is also important to sufficiently pressure entry hazard removers. While Defog users like Zapdos or and Poison-types like Toxapex cannot handle Zygarde, foes like Mega Scizor and Defog Landorus-T can take a hit and remove Toxic Spikes from the field, largely reducing this set's effectiveness. Ensure that any foe that can remove Toxic Spikes is effectively pressured. Protect is not only is notable for giving Zygarde a free turn to gain extra recovery from Leftovers,(RC) but it is also useful with for scouting a Choice-locked Pokemon or and reducing a Z-Move's damage. While Glare may conflict with Toxic Spikes support, it is effective with at punishing many foes.(period) Foes that are immune to Toxic Spikes or are airborne, such as Kartana, Landorus-T, and Choice Scarf Latios, despise getting paralyzed. [Combined the last two sentences for concision] Glare is also effective with harshly punishing anes offensive foes that switche into Zygarde and attempt to revenge kill it. Using Glare often early-game and paralyzing a number of foes can also improve Zygarde's setup conditions. Since Magic Guard Clefable completely shuts down this set if it lacks Dragon Dance or Coil, ensure that it is heavily damaged beforehand so that Zygarde can bypass it.

Team Options
========

Toxic Spikes users like Toxapex and Greninja provide Zygarde with an environment where it can pose a problem to nearly any foe. Most foes that are capable of defensively checking Zygarde have to deal with poison damage and, Zygarde's attacks, and if, even worse, Zygarde's its Substitute as well. Grass-types like Tangrowth and Tapu Bulu and physically defensive foes like Hippowdon are heavily pressured after getting poisoned by Toxic Spikes. Other physical attackers like Kartana can benefit from the weakening of Tangrowth and miscellaneous physical walls that are vulnerable to Toxic Spikes. Offensive partners like Tapu Koko, Landorus-T, and Ash-Greninja can easily break through their weakened checks after Zygarde stalled them. Other entry hazards can still fit well with this set to pressure Mega Scizor and further limit Grass-type foes' ability to check Zygarde. Many teams can have Landorus-T, Ferrothorn, or Ash-Greninja fulfill this job. Magnezone is a notable partner for its ability to trap and remove Kartana and Mega Scizor, both Pokemon that of which can take a hit from Zygarde and remove Toxic Spikes with Defog.

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

Dragonium Z with Outrage lets Zygarde do a heavy use Devastating Drake,(AC) heavily damaging damage to Landorus-T, Tangrowth, and other physically bulky foes and has having (The Z-Crystal does not do damage) better damage output than boosted Tectonic Rage. Despite these perks, its inability to deal with Clefable makes this a somewhat disappointing option. Assault Vest amplifies Zygarde's bulk, letting it better check the likes of Ash-Greninja and Volcarona, but a lack of boosting options makes this set struggle against bulkier teams. Choice Specs is an interesting option for Zygarde to lure and take out physically defensive foes and Tapu Bulu. Choice Specs-boosted Sludge Wave has a chance to OHKO Assault Vest Tapu Bulu and 2HKOes Clefable and Assault Vest Tangrowth. However, this set's general lack of power and an inability to effectively use Thousand Arrows makes this item Choice Specs hard to justify.

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

**Clefable**: Clefable stands as one of the strongest checks to Zygarde due to a number of its unique traits. It has enough natural bulk to narrowly avoid the 2HKO from Choice Band-boosted Thousand Arrows with Leftovers, Soft-Boiled to keep itself healthy, and Moonblast to offensively check Zygarde by 2HKOing back. To make this worse, Magic Guard variants are unaffected by damage from status, meaning Choice Band Zygarde carrying Toxic or other variants reliant on Toxic Spikes have no feasible way to net sufficient prior damage to it. Unaware variants ignore Zygarde's boosts and therefore can check setup variants of Zygarde well. However, Clefable struggles to deal with Choice Band Zygarde if it has been slightly damaged, and its effectiveness as a check can vary if Zygarde has a Weakness Policy or Iron Tail.

**Grass-types**: Tangrowth resists Thousand Arrows, and with its formidable physical bulk and Regenerator, it proves to be make it one of the most persistent defensive roadblocks for any Zygarde variant. The only ways Zygarde can ever pose a significant threat to Tangrowth are by smacking it with Choice Band-boosted Outrage or luring it and KOing it with a suboptimal Dragonium Z set. Tapu Bulu's resistance to Thousand Arrows and immunity to Dragon-type moves make it one of the most reliable checks to Zygarde. Its longevity isn't immediately hindered by Toxic thanks to Grassy Terrain, but it fails to properly handle Zygarde with Iron Tail.

**Other Fairy-types**: Though they all take sizeable damage from Thousand Arrows, Tapu Lele and Tapu Fini can offensively check Zygarde with Moonblast. Mega Diancie can revenge kill unboosted Zygarde if given a chance.

**Landorus-T**: Landorus-T is one of the more common defensive checks to Zygarde. It takes little damage from Thousand Arrows with heavy investment on bulk and Intimidate, and most sets carry Hidden Power Ice specifically to threaten Zygarde. Landorus-T's immunity to Ground means that Zygarde cannot inflict burst damage on it with Tectonic Rage as well. However, Zygarde can overwhelm Landorus-T if its Weakness Policy is activated, Landorus-T is set up on by Double Dance Zygarde behind dual screens, and Landorus-T is no longer a consistent switch-in to Zygarde once inflicted by Toxic from Choice Band variants.

**Bug-types**: Mega Scizor consistently checks Choice Band Zygarde thanks to it avoiding the 2HKO from Thousand Arrows and can prevail against setup variants if using Curse. Mega Heracross offensively checks Zygarde thanks to with[Varying sentence structure from previous sentence] its high bulk and a resistance to Thousand Arrows and can even set up on some variants. The rarely seen Buzzwole is even more of a durable defensive check to Zygarde.

**Physically Bulky Foes**: Many teams are aware of Zygarde's ability to compress coverage well with Thousand Arrows and therefore use physically defensive foes to keep it in check. Mega Slowbro's enormous physical bulk makes it hard for even boosted Zygarde to bypass it, and Hippowdon is also a persistent switch-in that avoids the 2HKO from Choice Band Zygarde. It should be noted that both of them areToxic crippled by Toxics both of them [edited for passive voice], however.

**Revenge Killers**: Zygarde often sustains noticeable damage while setting up, and this leaves leaving it vulnerable to Choice Scarf users like Greninja, Latios, Keldeo, and others. Foes like Kyurem-B and Latios can survive a boosted Thousand Arrows and OHKO back with appropriate moves. Ash-Greninja's A Water Shuriken from Ash-Greninja can also pick off ona weakened Zygarde [Changed the sentence structure before to match the next clause], and an Ice Shard from Weavile or Mamoswine fulfills the job easier as long as they are healthy enough to take a boosted Extreme Speed.

**Status**: Toxic poison makes Zygarde unable to utilize its bulk to consistently dish out damage, set up, or offensively check foes. Burn neuters Zygarde's already average damage output to the point where it becomes very easy to defensively keep in check. However, many Zygarde variants can circumvent this with Substitute.
GP 2/2


Hi frostration! I can tell you have the hang of standard English conventions, since there wasn't that much for me to change, though this analysis was at 1/2 before your check. Some things I noticed were your formatting issues. A lot of additions and removals are weirdly written out, and I see that you use the GP app, so I suggest clicking in better spots when making changes to make your edits more readable. The analysis also had a tons of extra line breaks that I had to fix. Another thing I noticed is that there were too many subjective changes for my liking, but other than that this amcheck was really good.
 
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