Doubles Zygarde

miltankmilk

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[OVERVIEW]

Zygarde is the premier bulky setup sweeper in Doubles OU, as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill. Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all Pokemon and is only resisted by Grass-types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While Zygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables it to pick off weakened targets with ease. However, Zygarde doesn't hit that hard even at +1, and with Intimidate being incredibly common, it's difficult for Zygarde to boost to the point where its attacks can OHKO Pokemon without the help of a Z-Crystal.

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally for good spread damage. Extreme Speed allows Zygarde to pick off weakened and faster foes. Dragon Dance lets Zygarde boost its Speed and Attack, making it threaten to sweep the opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 Speed EVs allow Zygarde to outspeed neutral-natured Deoxys-A after a Dragon Dance. 252 Attack EVs and an Adamant nature maximize Zygarde's power, allowing its Tectonic Rage to OHKO Aegislash without any boosts and KO Azumarill after it uses Belly Drum. The remaining EVs are placed in HP to maximize bulk. Groundium Z allows Zygarde to avoid Wide Guard and OHKO Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening late-game after boosting with Dragon Dance or when its checks have been removed or weakened. Its good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a Pokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOed or with a slow Volt Switch or U-turn, as it's much easier to set up Dragon Dance from full HP or when the foe is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers such as fast Choice Scarf users have been KOed or brought into range of Extreme Speed, while it's better to attack with Thousand Arrows in situations where using Dragon Dance will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirection users like Amoonguss can give Zygarde an easier time setting up Dragon Dance and can shield it from attacks until it's strong enough to sweep a team. Tapu Fini specifically is a really good partner, as its Misty Terrain weakens Dragon-type moves and prevents status, and it can remove threatening Dragon-types, boost Zygarde's Attack with Swagger, and restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out Grass-types and even set up Tailwind. However, pairing these two can be costly, as they share weaknesses to common offensive types in Dragon, Ice, and Fairy. Fairy- and Psychic-types also appreciate Zygarde's ability to remove Steel-types and in return can KO the Dragon-types that threaten Zygarde. Steel-types such as Aegislash, Celesteela, and Heatran do well in checking opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu Lele can prevent Wide Guard and Trick Room, which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, which can be very helpful in enabling it to set up. This set can also be accompanied by either Leftovers or a Mago Berry. Mago Berry works well with Zygarde's good defenses, allowing it to gain back 50% of its HP in a pinch. Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, allowing it to set up more easily in the face of stronger special attackers.

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

**Ice-types**: Pokemon like Alolan Ninetales and Kyurem-B threaten out Zygarde with powerful Ice Beams, while non-Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice. Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-ins to Thousand Arrows, and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor. Mega Salamence is especially threatening, as it also has Intimidate before Mega Evolving.

**Speed Control**: Zygarde relies on setting up with Dragon Dance to do damage, so Trick Room and other forms of speed control that prevent Zygarde from moving first, like Tailwind and Trick Room, can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its physical attacks to sweep or break through a team, so being afflicted with Intimidate or burned by the likes of Landorus-T or Mega Gengar, respectively, can shut down Zygarde before it has a chance to really threaten the foe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These Pokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.
 
Last edited:

miltankmilk

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Ready for QC and willing to take suggestions on any additions to OO because I was drawing a blank after glare and sub.

Edit (response to Pocket): Thanks I was messing with the spread this morning and guess I forgot 4 EVs. I can add KOing Jirachi and smacked down Mence to the merits of Tectonic Rage and I'd be willing to add WP to OO. Thanks!
 
Last edited:

Pocket

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Just a nitpick, ur missing 4 EVs

Love Groundium Z - even with Zygarde's mediocre attack Tectonic Rage actually takes out bulky mons like Jirachi and Tyranitar without any Atk boosts :d At +1 it can even OHKO grounded min HP Mega Mence and max HP Kangaskhan.

I wonder if Weakness Policy is worth a mention on Zygarde. It can pretty much survive HP Ice and unboosted Ice moves (outside of Deoxys-A's Ice Beam), as well as most Fairy moves (outside of Tapu Lele's LO Moonblast). It can use its bulk to survive and rack up attack boosts to become truly formidable. Yache is also another good item if you want to help preserve Zygarde's health by comfortably tanking Ice-type moves.
 
  • [OVERVIEW] You need to add a bullet sort of summing up the Pokemon, because that's the primary purpose of the Overview. Something along the lines of "Zygarde is an exceptionally threatening set up sweeper in the DOU metagame because of its combination of good bulk, exceptional coverage, and access to Dragon Dance" would be sufficient.
  • [OVERVIEW] While Wide Guard is threatening, it is not common enough to merit a whole bullet point dedicated to it in the Overview.
  • [OVERVIEW] Going off the bullet point talking about not hitting that hard at +1, mention that the pervasive use of Intimidate very much worsens that issue.
  • [USAGE TIPS] "Zygarde is often most threatening at the end of games when pokemon have been weakened or Zygarde's checks have been removed" while it is true that Zygarde is effective in the late game, that bullet could describe pretty much any attacker in the DOU metagame. Remove that bullet and change it to something like "Zygarde works well in the late game once it's acquired a Dragon Dance boost, often allowing it to finish off weakened teams"
  • [USAGE TIPS] Add a bullet mentioning Zygarde likes to come in after an ally has been KOed, allowing it to set up a DD against opposing Pokemon that aren't super threatening.
  • [TEAM OPTIONS] "Flying-types such as Mega Salamence appreciate Zygarde's ability to remove Steel-types" can be generalized to all Pokemon that struggle versus Steel-types, so give examples of Flying-, Fairy-, and Psychic-type attackers that benefit from its use, and how they can aid Zygarde in return.
  • [TEAM OPTIONS] Steel-types are almost mandatory partners, because they have such great defensive synergy with Zygarde. Heatran, Aegislash, and Celesteela are some examples.
  • [OTHER OPTIONS] Add a mention of Figy Berry
  • [CHECKS AND COUNTERS] Salamence is an especially threatening Dragon-type because it also has Intimidate, be sure to mention that
  • [CHECKS AND COUNTERS] Under **Ice-types** mention Ice-type coverage moves such as Hidden Power [Ice], Icy Wind, and Ice Beam and give examples of their users
  • [CHECKS AND COUNTERS] **Trick Room** should be changed to **Icy Wind, Tailwind, and Trick Room** because Zygarde is weak to all forms of speed control. Give examples of users of each.
  • [CHECKS AND COUNTERS] On **Intimidate and Burns** give e x a m p l e s
  • [CHECKS AND COUNTERS] Add a **Wide Guard** tag and give some examples
Implement this and then tag me so I can go back over it.
 

miltankmilk

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  • [OVERVIEW] You need to add a bullet sort of summing up the Pokemon, because that's the primary purpose of the Overview. Something along the lines of "Zygarde is an exceptionally threatening set up sweeper in the DOU metagame because of its combination of good bulk, exceptional coverage, and access to Dragon Dance" would be sufficient.
  • [OVERVIEW] While Wide Guard is threatening, it is not common enough to merit a whole bullet point dedicated to it in the Overview.
  • [OVERVIEW] Going off the bullet point talking about not hitting that hard at +1, mention that the pervasive use of Intimidate very much worsens that issue.
  • [USAGE TIPS] "Zygarde is often most threatening at the end of games when pokemon have been weakened or Zygarde's checks have been removed" while it is true that Zygarde is effective in the late game, that bullet could describe pretty much any attacker in the DOU metagame. Remove that bullet and change it to something like "Zygarde works well in the late game once it's acquired a Dragon Dance boost, often allowing it to finish off weakened teams"
  • [USAGE TIPS] Add a bullet mentioning Zygarde likes to come in after an ally has been KOed, allowing it to set up a DD against opposing Pokemon that aren't super threatening.
  • [TEAM OPTIONS] "Flying-types such as Mega Salamence appreciate Zygarde's ability to remove Steel-types" can be generalized to all Pokemon that struggle versus Steel-types, so give examples of Flying-, Fairy-, and Psychic-type attackers that benefit from its use, and how they can aid Zygarde in return.
  • [TEAM OPTIONS] Steel-types are almost mandatory partners, because they have such great defensive synergy with Zygarde. Heatran, Aegislash, and Celesteela are some examples.
  • [OTHER OPTIONS] Add a mention of Figy Berry
  • [CHECKS AND COUNTERS] Salamence is an especially threatening Dragon-type because it also has Intimidate, be sure to mention that
  • [CHECKS AND COUNTERS] Under **Ice-types** mention Ice-type coverage moves such as Hidden Power [Ice], Icy Wind, and Ice Beam and give examples of their users
  • [CHECKS AND COUNTERS] **Trick Room** should be changed to **Icy Wind, Tailwind, and Trick Room** because Zygarde is weak to all forms of speed control. Give examples of users of each.
  • [CHECKS AND COUNTERS] On **Intimidate and Burns** give e x a m p l e s
  • [CHECKS AND COUNTERS] Add a **Wide Guard** tag and give some examples
Implement this and then tag me so I can go back over it.
I did these nadando
 
  • [OVERVIEW] In the first bullet I wouldn't list Zygarde's defensive typing as one of its main selling points, because its set of resistances is pretty limited. Instead focus on its bulk and stellar coverage, which distinguishes it from other set up sweepers.
  • [SET] The EV spread should be 176 HP / 124 Atk / 56 SpD / 152 Spe
    • +1 152 SpA Tapu Fini Moonblast vs. 176 HP / 56 SpD Zygarde: 338-398 (84.2 - 99.2%) -- guaranteed 2HKO
    • Mega Kangaskhan Seismic Toss vs. 176 HP Zygarde: 200-200 (49.8 - 49.8%) -- guaranteed 3HKO
    • Outspeeds base 130s at +1
    • Dump in Attack
  • [SET DETAILS] Make the appropriate edits here to reflect the change in EV spread.
  • [SET DETAILS] Groundium Z is used to pick up KOs on a variety of bulkier targets at +1, not just Steel-types or Ttar. List examples.
  • [TEAM OPTIONS] For redirectors mention Amoonguss too. Also note that Jirachi is an especially good partner because of their defensive synergy.
  • [TEAM OPTIONS] On the third bullet give examples of Psychic- and Fairy-type attackers.
  • [CHECKS AND COUNTERS] For **Trick Room, Tailwind and Icy Wind**, you need to talk about each method of speed control individually. Give examples of users of each.
  • [CHECKS AND COUNTERS] For **Wide Guard** remove the mention of Aegislash and replace it with Araquanid, because Araquanid is far more threatening since it can safely switch in and WG. Aegislash is a poor examlpe because it can't switch in and is KOed by Tectonic Rage.
1/2
 

miltankmilk

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I did these, talked to Tree about a couple smaller points which he said were OK, namely keeping aegis mention in WG users because its still the most common Wide Guard user so I felt removing it all together wasn't a great idea. I'll get this written up soon.
 

Pocket

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Under Team Options, Tapu Fini should definitely be mentioned. It halves Dragon-type moves, which Mega Mence occasionally carry. Protects Zygarde from status condition, which people often resort to deal against bulkier threats. Can also support Zygarde with Swagger or Heal Pulse.

If we're making the default spread to a bulkier one, mine as well slash Weakness Policy or move it up from OO to Set Details/AC

Devastating Drake is worth an OO mention. It pretty much shits on Salamence and Landorus-T that likes to show their intimidating faces.
  • 252+ Atk Zygarde Devastating Drake (190 BP) vs. 0 HP / 0 Def Landorus-Therian: 310-366 (97.1 - 114.7%) -- 81.3% chance to OHKO
 
Imo Milotic deserves a mention in team options; it deters intimidate users that suck Zygardes momentum.

Also For OO, Z Spite gives Zygarde a one time recovery to 100%.
 

miltankmilk

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I removed the kanga references and just made the attack max as hitting 401 HP isn't as important. This is still ready for qc 2 lol
 

talkingtree

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Doubles Captain
  • [Overview] Thousand Arrows is also resisted by Bug-types (Buzzwole and Araquanid are the only ones without a secondary typing that changes that though)
  • [Moves] Your ESpeed sentence is really strange right now, just take a look and rewrite it
  • [Set Details] Combine your bit about Adamant with the Max Attack sentence, right now this section is a tad clunky.
  • [Usage Tips] When do you want to set up with Zygarde? When is it best to just attack? When should the Z-Move be used? Zygarde's pretty straightforward but this section could use a tad more substance
  • [Team Options] The Mega Salamence sentence should just be about Mega Salamence - no other Pokemon use Flying-type attacks, so though there are other Flying-types they generally don't care as much about Zygarde's ability to take on Steels. Also, point out that carrying both Mence and Zygarde combines weaknesses so you have to be careful
  • [Team Options] Taunt users (Mega Gengar, Tapu Lele, Tapu Koko) prevent Wide Guard and Trick Room, two very frustrating moves for Zygarde
  • [Other Options] Sub (with mention of potential Leftovers) -> Glare -> Mago -> WeakPol -> Yache should be the order
  • [Checks and Counters] Dragon-types aren't exactly the main issue I think of when using Zygarde, so move them to the bottom of the x-Types. Also, Latios shouldn't be mentioned because it's bad and UR
  • [Checks and Counters] **Ice-types** needs a mention of Weavile and Mamoswine, since they have Ice Shard to get around potential DD boosts. Also, switch HP Ice and Icy Wind in your last sentence to reflect the order in which you mention Koko and Milo. Buzzwole could use a mention here as something that resists TArrows and takes little from ESpeed while carrying Ice Punch
  • [Checks and Counters] You don't need a **Faster Pokemon** tag, that's primarily for Pokemon dependent on moving first (think Deo-A or Weavile)
Do those^ for QC 2/2, then give this a glance over before sending to GP
 
This hasn't seen any activity in a bit so I'd like to mention a few things and get it moving.
  • [OVERVIEW] You should add a concluding sentence here. It's a little short as it is and it'd benefit from a sentence that kind of sums of Zygarde's current place in the metagame.
  • [TEAM OPTIONS] Remove the mention of Togekiss, it's bad and UR.
  • [OTHER OPTIONS] Add Misty Seed and Dragonium Z.
  • [CHECKS AND COUNTERS] Remove the mention of Latios, it's bad and UR.
  • [CHECKS AND COUNTERS] Just a nitpick really, but the tag should be **Icy Wind, Tailwind, and Trick Room**, following alphabetical order.
Don't forget to implement tree's suggestions too, then you can go ahead and send this off to GP.
 

lotiasite

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[OVERVIEW]

Zygarde is the premier bulky setup sweeper in DOU, (ac) as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill.(space)Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all pPokemon and is only resisted by Grass T-(ah)types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While itZygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables Zygardeit to pick off weakened targets with ease. However, Zygarde has its shortcomings, one is that it doesn't hit that hard even at +1, (ac) and with Intimidate being incredibly common it'(add)s difficult for Zygarde to boost to the point where its attacks can OHKO pPokemon without the help of a Z-crystal. Zygarde is a very threatening pokemon in the Doubles OU metagame but its lack of power can sometimes prevent it from breaking through teams in the early and middle stages of a game.Crystal. (concluding sentences aren't allowed/are fluff)

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally and is a strong spread attack. Extreme Speed allows Zygarde to pick off weakened or faster foes. Dragon Dance lets Zygarde boost its speed and aSpeed and Attack to make it a threat to sweep its opponentthe opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 sSpeed EVs allow Zygarde to outspeed Deoxys-A without a boosting nature after a Dragon Dance. The a252 Attack is 252 EVs to maximize Zygarde'(add)s power, allowing it to OHKO Aegislash with Tectonic Rage without any boosts and to KO Azumarill after it uses Belly Drums with Tectonic Rage. The remaining EVs are placed in HP to maximize bulk, (ac) and an Adamant nature maximizes Zygarde's offensive capabilities while still maintaining its bulk and sSpeed. Groundium Z allows Zygarde to avoid Wide Guard and OHKO steel Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening in the late-(ah)game after boosting with Dragon Dance or when its checks have been removed or weakened. GZygarde's good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a pPokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOd or after a slow volt switch or ued or with a slow Volt Switch or U-turn, as it'(add)s much easier to set up a Dragon Dance from full HP or when the fopponent is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers to Zygarde such as fast scarfChoice Scarf users have been KO'(remove)ed or brought into range of Extreme Speed, (ac) while it'(add)s better to attack with Thousand aArrows in situations in which using Dragon Dancinge will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirectors like Amoonguss can give Zygarde an easier time setting up a Dragon Dance and can shield it from attacks until it'(add)s strong enough to sweep a team. Tapu Fini specifically is a really good partner, (ac) as its Misty Terrain weakens dragonDragon-type moves and prevents status while Tapu Fini can also remove threatening dragon Dragon-types and boost Zygarde's stats with Swagger or restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out gGrass-types such orand even set(space)up a Tailwind. PHowever, pairing these two can be costly, (ac) as they share weaknesses to common offensive typinges in Dragon, Ice, and Fairy. Fairy-(ah) and Psychic-(ah)types also appreciate Zygardes ability to remove steel Steel-types and in return can KO the Dragon-types that threaten out Zygarde. Steel-types such as Aegislash, Celesteela or, (ac) and Heatran do well in checking the opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, (ac) which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu lLele can prevent Wide Guard and Trick Room, (ac) which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, (ac) which can be very helpful in enabling it to set up. This set can also be accompanied by either lLeftovers or a Mago Berry. Glare is an alternative to a coverage move such as Extreme Speed and lets you paralyze things. Mago Berry works well with Zygarde's good defensesMago Berry works well with Zygarde's good defenses, (ac) allowing it to gain back 50% of its HP in a pinch. (makes more sense here) Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk, [rc] may and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, (ac) allowing it to set up easier in the face of stronger special attackers.

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

**Ice-types(remove space)**: Pokemon like Alolan Ninetailes and Kyurem Black-(ah)B threaten out Zygarde with powerful Ice Beams, (ac) while non Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice while. (ap) Buzzwole's good Defense allows it to take even boosted Thousand Arrows or Extreme Speed and threaten Zygarde with an Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with an Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows hits and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-(ac)ins to Thousand Arrows and p, (ac) and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor, while. (ap) Mega Salamence is especially threatening, (ac) as it also has Intimidate before Mega Evolving.

**Icy Wind, Tailwind and Trick Room** **Speed Control**: Zygarde relies on setting up Dragon Dances to do damage, (ac) so Trick Room or another form of Sspeed control that prevents Zygarde from moving first can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its Pphysical attacks to sweep or break through a team and, (ac) so being Intimidated and/or burned by the likes of Landorus-tT or Mega Gengar can shut down Zygarde before it has a chance to really threaten the opponentfoe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, (ac) as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These usersPokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.
 
Last edited:

Fireflame

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[OVERVIEW]

Zygarde is the premier bulky setup sweeper in DOU Doubles OU, (ac) as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill.(space)Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all pPokemon and is only resisted by Grass T-(ah)types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While itZygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables Zygardeit to pick off weakened targets with ease. However, Zygarde has its shortcomings, one is that it doesn't hit that hard even at +1, (ac) and with Intimidate being incredibly common,(AC) it'(add)s difficult for Zygarde to boost to the point where its attacks can OHKO pPokemon without the help of a Z-crystal. Zygarde is a very threatening pokemon in the Doubles OU metagame but its lack of power can sometimes prevent it from breaking through teams in the early and middle stages of a game.Crystal. (concluding sentences aren't allowed/are fluff)

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally and is a strong spread attack. Extreme Speed allows Zygarde to pick off weakened or and faster foes. Dragon Dance lets Zygarde boost its speed and aSpeed and Attack,(AC) making it threaten to make it a threat (this sounded bad imo) to sweep its opponentthe opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 sSpeed EVs allow Zygarde to outspeed neutral-natured Deoxys-A without a boosting nature after a Dragon Dance. The a252 Attack is 252 EVs to and an Adamant nature maximize Zygarde'(add)s power, allowing it to OHKO Aegislash with Tectonic Rage without any boosts and to KO Azumarill after it uses Belly Drums with Tectonic Rage. The remaining EVs are placed in HP to maximize bulk, (ac) and an Adamant nature maximizes Zygarde's offensive capabilities while still maintaining its bulk and sSpeed. Groundium Z allows Zygarde to avoid Wide Guard and OHKO steel Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening in the late-(ah)game after boosting with Dragon Dance or when its checks have been removed or weakened. GZygarde's good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a pPokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOd or after a slow volt switch or ued or with a slow Volt Switch or U-turn, as it'(add)s much easier to set up a Dragon Dance from full HP or when the fopponent is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers to Zygarde such as fast scarfChoice Scarf users have been KO'(remove)ed or brought into range of Extreme Speed, (ac) while it'(add)s better to attack with Thousand aArrows in situations in which where using Dragon Dancinge will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirectors like Amoonguss can give Zygarde an easier time setting up a Dragon Dance and can shield it from attacks until it'(add)s strong enough to sweep a team. Tapu Fini specifically is a really good partner, (ac) as its Misty Terrain weakens dragonDragon-type moves and prevents status,(AC) and while Tapu Fini can also remove threatening dragon Dragon-types,(AC) and boost Zygarde's stats Attack with Swagger,(AC) and or restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out gGrass-types such orand even set(space)up a Tailwind. PHowever, pairing these two can be costly, (ac) as they share weaknesses to common offensive typinges in Dragon, Ice, and Fairy. Fairy-(ah) and Psychic-(ah)types also appreciate Zygarde'(add)s ability to remove steel Steel-types and in return can KO the Dragon-types that threaten out Zygarde. Steel-types such as Aegislash, Celesteela or, (ac) and Heatran do well in checking (keep the "do well in checking") the opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, (ac) which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu lLele can prevent Wide Guard and Trick Room, (ac) which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, (ac) which can be very helpful in enabling it to set up. This set can also be accompanied by either lLeftovers or a Mago Berry&mdash.(period) Glare is an alternative to a coverage move such as Extreme Speed and lets you paralyze things. Mago Berry works well with Zygarde's good defensesMago Berry works well with Zygarde's good defenses, (ac) allowing it to gain back 50% of its HP in a pinch.(period) (makes more sense here) (agreed) Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk, [rc] may and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, (ac) allowing it to set up easier in the face of stronger special attackers.

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

**Ice-types(remove space)**: Pokemon like Alolan Ninetailes and Kyurem Black-(ah)B threaten out Zygarde with powerful Ice Beams, (ac) while non-(AH)Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice while. (ap) Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with an Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with an Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows hits and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-(ac)ins (he meant -(ah) ) to Thousand Arrows and p, (ac) and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor,(RC) while. (ap) Mega Salamence is especially threatening, (ac) as it also has Intimidate before Mega Evolving.

**Icy Wind, Tailwind and Trick Room** **Speed Control**: Zygarde relies on setting up with Dragon Dances Dance to do damage, (ac) so Trick Room or another form and other forms of Sspeed control that prevents Zygarde from moving first,(AC) like Tailwind and Trick Room,(AC) (since these were removed in the subtitle, it would be good to add them here) can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its Pphysical attacks to sweep or break through a team and, (ac) so being Intimidated and/or afflicted with Intimidate or burned by the likes of Landorus-tT or Mega Gengar,(AC) respectively,(AC) can shut down Zygarde before it has a chance to really threaten the opponentfoe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, (ac) as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These usersPokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.


miltankmilk I have combined the above checks as if they were one. I recommend implementing this one; you'll have an easier time:
[OVERVIEW]

Zygarde is the premier bulky setup sweeper in DOU Doubles OU,(AC) as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill.(space)Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all Pokemon and is only resisted by Grass-(AH)types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While it Zygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables Zygarde it to pick off weakened targets with ease. However,(AC) Zygarde has its shortcomings, one is that it doesn't hit that hard even at +1,(AC) and with Intimidate being incredibly common,(AC) its it's difficult for Zygarde to boost to the point where its attacks can OHKO pPokemon without the help of a Z-Crystal. Zygarde is a very threatening pokemon in the Doubles OU metagame but its lack of power can sometimes prevent it from breaking through teams in the early and middle stages of a game. (concluding sentences aren't allowed/are fluff)

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally and is a strong spread attack. Extreme Speed allows Zygarde to pick off weakened or and faster foes. Dragon Dance lets Zygarde boost its Speed and Attack,(AC) making it threaten to make it a threat (this sounded bad imo) to sweep its opponent the opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 Speed EVs allow Zygarde to outspeed neutral-(AH)natured Deoxys-A without a boosting nature after a Dragon Dance. The 252 Attack is 252 EVs to and an Adamant nature maximize Zygardes Zygarde's power, allowing it to OHKO Aegislash with Tectonic Rage without any boosts and to KO Azumarill after it uses Belly Drums with Tectonic Rage. The remaining EVs are placed in HP to maximize bulk and an Adamant nature maximizes Zygarde's offensive capabilities while still maintaining its bulk and speed. Groundium Z allows Zygarde to avoid Wide Guard and OHKO Steel-(AH)types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening in the late-(AH)game after boosting with Dragon Dance or when its checks have been removed or weakened. Zygarde's good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a Pokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOd KOed or after with a slow Volt Switch or U-turn, as its it's much easier to set up a Dragon Dance from full HP or when the opponent foe is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers to Zygarde such as fast scarfers Choice Scarf users have been KO'd KOed or brought into range of Extreme Speed,(AC) while its it's better to attack with Thousand Arrows in situations in which where using Dragon Dancing Dance will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirectors like Amoonguss can give Zygarde an easier time setting up a Dragon Dance and can shield it from attacks until its it's strong enough to sweep a team. Tapu Fini specifically is a really good partner,(AC) as its Misty Terrain weakens dragon Dragon-type moves and prevents status,(AC) and while Tapu Fini can also remove threatening Dragon-(AH)types,(AC) and boost Zygarde's stats Attack with Swagger,(AC) and or restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out Grass-types such or and even setup a set up Tailwind. However,(AC) pairing these two can be costly,(AC) as they share weaknesses to common offensive typings types in Dragon, Ice, and Fairy. Fairy-(AH) and Psychic-(AH)types also appreciate Zygardes Zygarde's ability to remove Steel-(AH)types and in return can KO the Dragon-types that threaten out Zygarde. Steel-(AH)types such as Aegislash, Celesteela,(AC) and or Heatran do well in checking (keep the "do well in checking") opposing Fairy-types that can KO Zygarde while also doing well in Trick Room,(AC) which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu Lele can prevent Wide Guard and Trick Room,(AC) which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns,(AC) which can be very helpful in enabling it to set up. This set can also be accompanied by either Leftovers or a Mago Berry&mdashMago Berry works well with Zygarde's good defenses,(AC).(period) Glare is an alternative to a coverage move such as Extreme Speed and lets you paralyze things. Mago Berry works well with Zygarde's good defenses allowing it to gain back 50% of its HP in a pinch.(period) (makes more sense here) (agreed) Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk,(RC) may and can be used in conjunction with a bulkier spread with less Atk Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels,(AC) allowing it to set up easier in the face of stronger special attackers.

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

**Ice-types(remove space)**: Pokemon like Alolan Ninetails Ninetales and Kyurem-(AH)B Black threaten out Zygarde with powerful Ice Beams,(AC) while non-(AH)Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice.(period) while Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with an Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with an Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows hits and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-(AH)ins to Thousand Arrows,(AC) and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor,(RC) while.(period) Mega Salamence is especially threatening,(AC) as it also has Intimidate before Mega Evolving.

**Icy Wind, Tailwind and Trick Room **Speed Control**: Zygarde relies on setting up with Dragon Dances Dance to do damage,(AC) so Trick Room or another form and other forms of speed control that prevent Zygarde from moving first,(AC) like Tailwind and Trick Room,(AC) (since these were removed in the subtitle, it would be good to add them here) can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its physical attacks to sweep or break through a team,(AC) so and being Intimidated and/or afflicted with Intimidate or burned by the likes of Landorus-T or Mega Gengar,(AC) respectively,(AC) can shut down Zygarde before it has a chance to really threaten the opponent foe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde,(AC) as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These users Pokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.
GP 1/2
 
Last edited:

miltankmilk

**hypnotic recorder plays in background**
is a Smogon Social Media Contributoris a Tiering Contributor
Fireflame479: Remove Add Comments Delete Amcheck (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
@lotiasite: add remove comments
[OVERVIEW]

Zygarde is the premier bulky setup sweeper in DOU Doubles OU, (ac) as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill.(space)Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all pPokemon and is only resisted by Grass T-(ah)types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While itZygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables Zygardeit to pick off weakened targets with ease. However, Zygarde has its shortcomings, one is that it doesn't hit that hard even at +1, (ac) and with Intimidate being incredibly common,(AC) it'(add)s difficult for Zygarde to boost to the point where its attacks can OHKO pPokemon without the help of a Z-crystal. Zygarde is a very threatening pokemon in the Doubles OU metagame but its lack of power can sometimes prevent it from breaking through teams in the early and middle stages of a game.Crystal. (concluding sentences aren't allowed/are fluff)

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally and is a strong spread attack. Extreme Speed allows Zygarde to pick off weakened or and faster foes. Dragon Dance lets Zygarde boost its speed and aSpeed and Attack,(AC) making it threaten to make it a threat (this sounded bad imo) to sweep its opponentthe opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 sSpeed EVs allow Zygarde to outspeed neutral-natured Deoxys-A without a boosting nature after a Dragon Dance. The a252 Attack is 252 EVs to and an Adamant nature maximize Zygarde'(add)s power, allowing it to OHKO Aegislash with Tectonic Rage without any boosts and to KO Azumarill after it uses Belly Drums with Tectonic Rage. The remaining EVs are placed in HP to maximize bulk, (ac) and an Adamant nature maximizes Zygarde's offensive capabilities while still maintaining its bulk and sSpeed. Groundium Z allows Zygarde to avoid Wide Guard and OHKO steel Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening in the late-(ah)game after boosting with Dragon Dance or when its checks have been removed or weakened. GZygarde's good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a pPokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOd or after a slow volt switch or ued or with a slow Volt Switch or U-turn, as it'(add)s much easier to set up a Dragon Dance from full HP or when the fopponent is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers to Zygarde such as fast scarfChoice Scarf users have been KO'(remove)ed or brought into range of Extreme Speed, (ac) while it'(add)s better to attack with Thousand aArrows in situations in which where using Dragon Dancinge will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirectors like Amoonguss can give Zygarde an easier time setting up a Dragon Dance and can shield it from attacks until it'(add)s strong enough to sweep a team. Tapu Fini specifically is a really good partner, (ac) as its Misty Terrain weakens dragonDragon-type moves and prevents status,(AC) and while Tapu Fini can also remove threatening dragon Dragon-types,(AC) and boost Zygarde's stats Attack with Swagger,(AC) and or restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out gGrass-types such orand even set(space)up a Tailwind. PHowever, pairing these two can be costly, (ac) as they share weaknesses to common offensive typinges in Dragon, Ice, and Fairy. Fairy-(ah) and Psychic-(ah)types also appreciate Zygarde'(add)s ability to remove steel Steel-types and in return can KO the Dragon-types that threaten out Zygarde. Steel-types such as Aegislash, Celesteela or, (ac) and Heatran do well in checking (keep the "do well in checking") the opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, (ac) which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu lLele can prevent Wide Guard and Trick Room, (ac) which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, (ac) which can be very helpful in enabling it to set up. This set can also be accompanied by either lLeftovers or a Mago Berry&mdash.(period) Glare is an alternative to a coverage move such as Extreme Speed and lets you paralyze things. Mago Berry works well with Zygarde's good defensesMago Berry works well with Zygarde's good defenses, (ac) allowing it to gain back 50% of its HP in a pinch.(period) (makes more sense here) (agreed) Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk, [rc] may and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, (ac) allowing it to set up easier in the face of stronger special attackers.

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

**Ice-types(remove space)**: Pokemon like Alolan Ninetailes and Kyurem Black-(ah)B threaten out Zygarde with powerful Ice Beams, (ac) while non-(AH)Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice while. (ap) Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with an Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with an Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows hits and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-(ac)ins (he meant -(ah) ) to Thousand Arrows and p, (ac) and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor,(RC) while. (ap) Mega Salamence is especially threatening, (ac) as it also has Intimidate before Mega Evolving.

**Icy Wind, Tailwind and Trick Room** **Speed Control**: Zygarde relies on setting up with Dragon Dances Dance to do damage, (ac) so Trick Room or another form and other forms of Sspeed control that prevents Zygarde from moving first,(AC) like Tailwind and Trick Room,(AC) (since these were removed in the subtitle, it would be good to add them here) can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its Pphysical attacks to sweep or break through a team and, (ac) so being Intimidated and/or afflicted with Intimidate or burned by the likes of Landorus-tT or Mega Gengar,(AC) respectively,(AC) can shut down Zygarde before it has a chance to really threaten the opponentfoe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, (ac) as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These usersPokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.


miltankmilk I have combined the above checks as if they were one. I recommend implementing this one; you'll have an easier time:
[OVERVIEW]

Zygarde is the premier bulky setup sweeper in Doubles OU, as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill. Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all Pokemon and is only resisted by Grass-types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While Zygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables it to pick off weakened targets with ease. However, Zygarde doesn't hit that hard even at +1, and with Intimidate being incredibly common, it's difficult for Zygarde to boost to the point where its attacks can OHKO Pokemon without the help of a Z-Crystal.

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally and is a strong spread attack. Extreme Speed allows Zygarde to pick off weakened and faster foes. Dragon Dance lets Zygarde boost its Speed and Attack, making it threaten to sweep the opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 Speed EVs allow Zygarde to outspeed neutral-(AH)natured Deoxys-A after a Dragon Dance. 252 Attack EVs and an Adamant nature maximize Zygarde's power, allowing it to OHKO Aegislash with Tectonic Rage without any boosts and KO Azumarill after it uses Belly Drum with Tectonic Rage. The remaining EVs are placed in HP to maximize bulk. Groundium Z allows Zygarde to avoid Wide Guard and OHKO Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening late-game after boosting with Dragon Dance or when its checks have been removed or weakened. Zygarde's good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a Pokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOed or with a slow Volt Switch or U-turn, as it's much easier to set up Dragon Dance from full HP or when the foe is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers such as fast Choice Scarf users have been KOed or brought into range of Extreme Speed, while it's better to attack with Thousand Arrows in situations where using Dragon Dance will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirectors like Amoonguss can give Zygarde an easier time setting up Dragon Dance and can shield it from attacks until it's strong enough to sweep a team. Tapu Fini specifically is a really good partner, as its Misty Terrain weakens Dragon-type moves and prevents status, and Tapu Fini can also remove threatening Dragon -types, boost Zygarde's Attack with Swagger, and restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out Grass-types and even set up Tailwind. However, pairing these two can be costly, as they share weaknesses to common offensive types in Dragon, Ice, and Fairy. Fairy- and Psychic-types also appreciate Zygarde's ability to remove Steel-types and in return can KO the Dragon-types that threaten Zygarde. Steel-types such as Aegislash, Celesteela, and Heatran do well in checking opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu Lele can prevent Wide Guard and Trick Room, which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, which can be very helpful in enabling it to set up. This set can also be accompanied by either Leftovers or a Mago Berry. Mago Berry works well with Zygarde's good defenses, allowing it to gain back 50% of its HP in a pinch. Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, allowing it to set up easier in the face of stronger special attackers.

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

**Ice-types**: Pokemon like Alolan Ninetales and Kyurem-B threaten out Zygarde with powerful Ice Beams, while non-Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice. Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-ins to Thousand Arrows, and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor. Mega Salamence is especially threatening, as it also has Intimidate before Mega Evolving.

**Speed Control**: Zygarde relies on setting up with Dragon Dance to do damage, so Trick Room and other forms of speed control that prevent Zygarde from moving first, like Tailwind and Trick Room, can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its physical attacks to sweep or break through a team, so being afflicted with Intimidate or burned by the likes of Landorus-T or Mega Gengar, respectively, can shut down Zygarde before it has a chance to really threaten the foe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These Pokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.
GP 1/2
done, thanks!
 

The Dutch Plumberjack

ace of wands
is a member of the Site Staffis a Top Smogon Social Media Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator
C&C & TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Zygarde is the premier bulky setup sweeper in Doubles OU, as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill. Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all Pokemon and is only resisted by Grass-types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While Zygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables it to pick off weakened targets with ease. However, Zygarde doesn't hit that hard even at +1, and with Intimidate being incredibly common, it's difficult for Zygarde to boost to the point where its attacks can OHKO Pokemon without the help of a Z-Crystal.

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally and is a strong for good spread attack damage. Extreme Speed allows Zygarde to pick off weakened and faster foes. Dragon Dance lets Zygarde boost its Speed and Attack, making it threaten to sweep the opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 Speed EVs allow Zygarde to outspeed neutral-(AH)natured neutral-natured Deoxys-A after a Dragon Dance. 252 Attack EVs and an Adamant nature maximize Zygarde's power, allowing it its Tectonic Rage to OHKO Aegislash with Tectonic Rage without any boosts and KO Azumarill after it uses Belly Drum with Tectonic Rage. The remaining EVs are placed in HP to maximize bulk. Groundium Z allows Zygarde to avoid Wide Guard and OHKO Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening late-game after boosting with Dragon Dance or when its checks have been removed or weakened. Zygarde's Its good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a Pokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOed or with a slow Volt Switch or U-turn, as it's much easier to set up Dragon Dance from full HP or when the foe is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers such as fast Choice Scarf users have been KOed or brought into range of Extreme Speed, while it's better to attack with Thousand Arrows in situations where using Dragon Dance will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirectors Redirection users like Amoonguss can give Zygarde an easier time setting up Dragon Dance and can shield it from attacks until it's strong enough to sweep a team. Tapu Fini specifically is a really good partner, as its Misty Terrain weakens Dragon-type moves and prevents status, and Tapu Fini it can also remove threatening Dragon-types, boost Zygarde's Attack with Swagger, and restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out Grass-types and even set up Tailwind. However, pairing these two can be costly, as they share weaknesses to common offensive types in Dragon, Ice, and Fairy. Fairy- and Psychic-types also appreciate Zygarde's ability to remove Steel-types and in return can KO the Dragon-types that threaten Zygarde. Steel-types such as Aegislash, Celesteela, and Heatran do well in checking opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu Lele can prevent Wide Guard and Trick Room, which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, which can be very helpful in enabling it to set up. This set can also be accompanied by either Leftovers or a Mago Berry. Mago Berry works well with Zygarde's good defenses, allowing it to gain back 50% of its HP in a pinch. Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, allowing it to set up easier more easily in the face of stronger special attackers.

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

**Ice-types**: Pokemon like Alolan Ninetales and Kyurem-B threaten out Zygarde with powerful Ice Beams, while non-Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice. Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-ins to Thousand Arrows, and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor. Mega Salamence is especially threatening, as it also has Intimidate before Mega Evolving.

**Speed Control**: Zygarde relies on setting up with Dragon Dance to do damage, so Trick Room and other forms of speed control that prevent Zygarde from moving first, like Tailwind and Trick Room, can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its physical attacks to sweep or break through a team, so being afflicted with Intimidate or burned by the likes of Landorus-T or Mega Gengar, respectively, can shut down Zygarde before it has a chance to really threaten the foe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These Pokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.
 
Last edited:

miltankmilk

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GP 2/2
[OVERVIEW]

Zygarde is the premier bulky setup sweeper in Doubles OU, as its combination of bulk and access to both Dragon Dance and Thousand Arrows makes it incredibly difficult to both switch into and revenge kill. Its great bulk allows it to easily gain many setup opportunities even without much team support. Thousand Arrows gives Zygarde the ability to hit all Pokemon and is only resisted by Grass-types, which come few and far between, and Bug-types, of which only Buzzwole and Araquanid have secondary typings that do not negate this resistance. While Zygarde only needs Thousand Arrows for coverage, its access to Extreme Speed enables it to pick off weakened targets with ease. However, Zygarde doesn't hit that hard even at +1, and with Intimidate being incredibly common, it's difficult for Zygarde to boost to the point where its attacks can OHKO Pokemon without the help of a Z-Crystal.

[SET]
name: Dragon Dance
move 1: Thousand Arrows
move 2: Extreme Speed
move 3: Dragon Dance
move 4: Protect
item: Groundium Z
ability: Aura Break
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe

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

Thousand Arrows hits almost everything at least neutrally for good spread damage. Extreme Speed allows Zygarde to pick off weakened and faster foes. Dragon Dance lets Zygarde boost its Speed and Attack, making it threaten to sweep the opposing team. Protect lets Zygarde stall out field conditions or stall a turn to get better field positioning.

Set Details
========

164 Speed EVs allow Zygarde to outspeed neutral-natured Deoxys-A after a Dragon Dance. 252 Attack EVs and an Adamant nature maximize Zygarde's power, allowing its Tectonic Rage to OHKO Aegislash without any boosts and KO Azumarill after it uses Belly Drum. The remaining EVs are placed in HP to maximize bulk. Groundium Z allows Zygarde to avoid Wide Guard and OHKO Steel-types such as Aegislash and bulky Pokemon such as Tyranitar.

Usage Tips
========

Zygarde is often most threatening late-game after boosting with Dragon Dance or when its checks have been removed or weakened. Its good bulk allows it to switch into resisted and some neutral attacks comfortably. Setting up next to a redirector or a Pokemon that can threaten the foes eases the process. Zygarde often comes in best on a free switch, either after an ally is KOed or with a slow Volt Switch or U-turn, as it's much easier to set up Dragon Dance from full HP or when the foe is positioned poorly to handle Zygarde's setup. It is often best to use Dragon Dance when potential revenge killers such as fast Choice Scarf users have been KOed or brought into range of Extreme Speed, while it's better to attack with Thousand Arrows in situations where using Dragon Dance will not allow Zygarde to continue to punch holes in teams after the initial one or two turns.

Team Options
========

Redirection users like Amoonguss can give Zygarde an easier time setting up Dragon Dance and can shield it from attacks until it's strong enough to sweep a team. Tapu Fini specifically is a really good partner, as its Misty Terrain weakens Dragon-type moves and prevents status, and it can remove threatening Dragon-types, boost Zygarde's Attack with Swagger, and restore its HP with Heal Pulse. Mega Salamence appreciates Zygarde's ability to remove Steel-types and can take out Grass-types and even set up Tailwind. However, pairing these two can be costly, as they share weaknesses to common offensive types in Dragon, Ice, and Fairy. Fairy- and Psychic-types also appreciate Zygarde's ability to remove Steel-types and in return can KO the Dragon-types that threaten Zygarde. Steel-types such as Aegislash, Celesteela, and Heatran do well in checking opposing Fairy-types that can KO Zygarde while also doing well in Trick Room, which can stop a Zygarde sweep. Taunt users such as Mega Gengar and Tapu Lele can prevent Wide Guard and Trick Room, which can put a stop to a potential Zygarde sweep.

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

Substitute allows Zygarde to absorb status conditions such as burns, which can be very helpful in enabling it to set up. This set can also be accompanied by either Leftovers or a Mago Berry. Mago Berry works well with Zygarde's good defenses, allowing it to gain back 50% of its HP in a pinch. Glare is an alternative to a coverage move such as Extreme Speed and lets Zygarde paralyze foes. Weakness Policy takes advantage of Zygarde's great bulk and can be used in conjunction with a bulkier spread with less Attack investment. Misty Seed is a neat item choice when paired with Tapu Fini, boosting Zygarde's Special Defense to high levels, allowing it to set up more easily in the face of stronger special attackers.

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

**Ice-types**: Pokemon like Alolan Ninetales and Kyurem-B threaten out Zygarde with powerful Ice Beams, while non-Ice-types such as Milotic and Tapu Koko often carry Ice coverage such as Icy Wind and Hidden Power Ice. Buzzwole's good Defense allows it to take even a boosted Thousand Arrows or Extreme Speed and threaten Zygarde with Ice Punch. Priority users such as Mamoswine and Weavile can KO Zygarde with Ice Shard so long as they are at high enough HP to take an Extreme Speed.

**Fairy-types**: Pokemon such as Tapu Fini and Tapu Lele can survive Thousand Arrows and retaliate with powerful Moonblasts.

**Grass-types**: Grass-types are one of the only reliable switch-ins to Thousand Arrows, and Pokemon such as Tapu Bulu can take on even a boosted Zygarde.

**Dragon-types**: Faster Dragon-types such as Hydreigon force out Zygarde with a powerful Draco Meteor. Mega Salamence is especially threatening, as it also has Intimidate before Mega Evolving.

**Speed Control**: Zygarde relies on setting up with Dragon Dance to do damage, so Trick Room and other forms of speed control that prevent Zygarde from moving first, like Tailwind and Trick Room, can throw a wrench in its plans.

**Intimidate and Burns**: Zygarde relies on its physical attacks to sweep or break through a team, so being afflicted with Intimidate or burned by the likes of Landorus-T or Mega Gengar, respectively, can shut down Zygarde before it has a chance to really threaten the foe.

**Wide Guard**: Wide Guard users such as Araquanid and Celesteela can stop Zygarde, as they shield their team from Thousand Arrows and are not threatened by Extreme Speed. Aegislash is the able to shut down Thousand Arrows but has to watch out for a Tectonic Rage. These Pokemon, however, must repeatedly use Wide Guard and rely on their partner to remove Zygarde.
Done thanks!
 

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