National Dex Ubers Defensive Zygarde-C [QC 2/2] [GP 1/1]

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Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
[SET]
name: Defensive
move 1: Thousand Arrows
move 2: Glare
move 3: Coil
move 4: Rest
item: Leftovers
ability: Power Construct
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
tera type: Water / Fairy / Poison

[SET COMMENTS]
  • Between the highest physical bulk in the metagame after triggering Power Construct and the need for only one attacking move to hit most of the tier for neutral damage, Zygarde is the best wall in the tier. It is capable of handling multiple top threats in the tier such as Primal Groudon, Mega Salamence, and Necrozma-DM.
  • Thousand Arrows is a potent Ground-type STAB move that hits airborne foes, leaving only Tera Grass users like defensive Ho-Oh as legitimate switch-ins that can still be played around by Zygarde.
  • Glare allows Zygarde to cripple any foe it can stay in against, rendering them easier to outspeed for itself and its allies, which include offensive Arceus formes and Primal Groudon.
  • Coil enables Zygarde to become a wincon and makes it hard to break past on the physical side. It becomes a bulky sweeper if the other team can't force it out, easily setting up on foes such as Necrozma-DM, Primal Groudon, and Arceus-Dark.
  • Rest provides Zygarde with longevity to not worry as much about being worn down and renders status effects such as Toxic poison from Arceus-Dark and Primal Groudon and burn from the likes of Ho-Oh's Sacred Fire and Arceus-Dark's Will-O-Wisp as ineffective methods to cripple it in the long run.
  • Terastallizing covers Zygarde's 4x weakness to Ice-type moves, rendering it much harder to KO by foes such as Arceus-Water and the uncommon Calyrex-I. Tera Water Zygarde excels at checking the previously mentioned Pokemon while gaining uncommon weaknesses, turning into a good answer to Pokemon like defensive Primal Kyogre, Zacian-C, and Dragon Dance Necrozma-DM. Tera Fairy renders it immune to phazing by Dragon Tail from opposing Zygarde while also becoming a sturdy wall against foes such as Marshadow, Yveltal, and Arceus-Dark. Tera Poison keeps Zygarde as a good check to foes such as Marshadow, Arceus-Fairy, and Eternatus, raises Zygarde's longevity by becoming immune to Toxic from support Arceus formes, and lets it absorb Eternatus's Toxic Spikes, supporting its team with entry hazard control.
  • Before Terastallizing, it's best for Zygarde's base typing to be considered in relation to the opposing team. For example, as Zygarde is among the most solid Primal Groudon answers, Terastallizing will worsen its matchup against it; therefore, it often Terastallizes mid- or late-game when Primal Groudon is no longer an issue.
  • Marshadow's Spectral Thief can steal Zygarde's setup boosts, so it's best to avoid trying to set up while Marshadow remains a threat on the other team.
  • As Zygarde wants to trigger Power Construct to considerably raise its stats, it's often a good idea to bring Zygarde in early-game to cripple and wear down foes and let Zygarde itself get worn down into range for its ability to trigger.
  • Zygarde's special bulk can be lacking even as Zygarde-C against foes like Primal Kyogre, Eternatus, and Yveltal if it cannot Terastallize, so it appreciates special walls to complement it such as Ho-Oh, Necrozma-DM, Primal Groudon, and Arceus-Fairy.
  • Taunt from foes such as support Arceus formes, Gothitelle, and Yveltal considerably shut Zygarde down; therefore, it likes wallbreakers to handle them that don't mind Taunt like Zacian-C and Primal Kyogre.
  • As Zygarde provides speed control by using Glare as much as possible, wallbreakers such as Primal Groudon, Primal Kyogre, and Marshadow benefit from the crippled Speed of foes that would otherwise outspeed them such as Zacian-C, Mega Mewtwo Y, and Eternatus. In return, these teammates threaten Ho-Oh, which can phaze Zygarde with Whirlwind and shrug off the damage with Regenerator. This makes Zygarde a solid option for bulky offense and more defensive team structures ranging from balance to stall.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/eledyr.415367/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
https://www.smogon.com/forums/members/deetah.297659/
 
Last edited:

Gangsta Spongebob

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Good work, QC 1/2 when implemented

Add Remove Comments

[SET]
name: Defensive
move 1: Thousand Arrows
move 2: Glare
move 3: Coil
move 4: Rest
item: Leftovers
ability: Power Construct
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
tera type: Water / Fairy / Poison

[SET COMMENTS]
  • Between the highest physical bulk in the metagame after triggerng triggering Power Contruct Construct, and the need of only one attacking move to virtually always hit at least for neutral damage to minimize passivity, Name drop Thousand Arrows here and be more specific as to why it has such great neutral coverage. You need to go on detail, because its nuances are critical to how Zygarde functions Zygarde is a potent physical wall that can handle multiple top threats in the tier such as Primal Groudon, Mega Salamence, (Add comma) and Necrozma-DM.
  • Glare allows Zygarde to cripple any foe it can stay on, rendering them easier to outspeed for its allies, which include offensive Arceus formes, (Remove comma) and Primal Groudon.
  • As an enabler of a win condition, Coil renders Zygarde as hard to break past on the physical side, becoming a bulky sweeper if the other team can't force it out, easily setting up on foes such as Necrozma-DM, Primal Groudon, and Arceus-Dark.
  • Rest provides Zygarde with longevity to not worry as much about being weared worn down, while also rendering status effects such as bad poisoning by Toxic from Arceus-Dark and Primal Groudon, and Sacred Fire from Ho-Oh, as as an ineffective to cripple it long term.
  • Terastallizing covers Zygarde's x4 weakness to the Ice-type, rendering it harder to KO by foes such as Arceus-Water, (Remove comma) and the uncommon Calyrex-I. Tera Water excels at checking the previously mentioned Pokemon while gaining uncommon weaknesses, Tera Fairy renders it immune to phazing by Dragon Tail from opposing Zygarde, (Remove comma) while also becoming a sturdy wall against foes such as Marshadow, Giratina-O, Yveltal, and Arceus-Dark, and Tera Poison keeps it as a good check to foes such as Marshadow, Arceus-Fairy, and Eternatus, raises Zygarde's longevity by becoming immune to Toxic from support Arceus formes, and lets it absorb Eternatus's Toxic Spikes, supporting its team on hazard control.
  • Before Terastallizing, it's best for Zygarde's base typing to be considered in relation to the opposing team, for example, as it's among the most solid Primal Groudon answers, Terastallizing will turn its matchup against it worse, therefore it often Terastallizes mid- to end-game in such scenario when Primal Groudon is no longer an issue.
  • Marshadow's Spectral Thief can backfire Zygarde's setup by Coil, so it's best to avoid trying to setup while Marshadow remains as a threat on the other team.
  • As Zygarde wants to trigger Power Contruct to considerably raise its stats, it's often a good idea to bring Zygarde in the early-game to cripple and wear down foes and let Zygarde itself get worn down into range for its ability to trigger.
  • Zygarde's special bulk can be lacking even as Zygarde-C to handle foes like Primal Kyogre, Eternatus, and Yveltal, so it appreciates special walls to complement it such as Ho-Oh, Necrozma-DM, Primal Groudon, and Arceus-Fairy.
  • As Zygarde provides speed control by using Glare as much as possible, wallbreakers such as Primal Groudon, Primal Kyogre, (Add comma) and Marshadow benefit from the crippled Speed tiers of foes that'd otherwise outspeed them such as Zacian-C, Mega Mewtwo Y, and Eternatus, while in return they can threaten Ho-Oh for Zygarde, which can phaze it with Whirlwind as it at first takes neutral damage from its Thousand Arrows by its Flying typing.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487//
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 

Eledyr

Le vilain petit Wooloo
is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Host
Translations Leader
Great. 2/2 (unless it's considered an AMQC I guess ?)

[SET]
name: Defensive
move 1: Thousand Arrows
move 2: Glare
move 3: Coil
move 4: Rest
item: Leftovers
ability: Power Construct
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
tera type: Water / Fairy / Poison

[SET COMMENTS]
  • Between the highest physical bulk in the metagame after triggering Power Construct, and the need of only one attacking move to virtually always hit at least for neutral damage (technically Thousand Arrows hits for resisted damages on Grass-type, it's more a GP thing here. This would need to be slightly reworded) to minimize passivity, as Thousand Arrows is a potent Ground-type STAB move that hits airbone opponents, in practice leaving only Tera Grass opponents like defensive Ho-Oh as legitimate switch-ins that can still be played around; Zygarde is the best wall in the tier, capable to a potent physical wall that can (this sentence didn't show how powerful Zygarde actually is) handle multiple top threats in the tier such as Primal Groudon, Mega Salamence, and Necrozma-DM.
  • Glare allows Zygarde to cripple any foe it can stay on, rendering them easier to outspeed for itself and (this small precision is actually very relevant, as outrunning Primal Groudon is crucial in order to win your duel vs. Swords Dance Groudon) its allies, which include offensive Arceus formes and Primal Groudon.
  • As an enabler of a win condition, Coil renders Zygarde as hard to break past on the physical side, becoming a bulky sweeper if the other team can't force it out, easily setting up on foes such as Necrozma-DM, Primal Groudon, and Arceus-Dark.
  • Rest provides Zygarde with longevity to not worry as much about being worn down, while also rendering status effects such as bad poisoning by Toxic from Arceus-Dark and Primal Groudon, and burn from the likes of Ho-Oh's Sacred Fire and Arceus-Dark's Will-O-Wisp Sacred Fire from Ho-Oh, as ineffective to cripple it long term.
  • Terastallizing covers Zygarde's x4 weakness to the Ice-type, rendering it much (a Tera Zygarde is among the hardest thing to KO in the tier generally speaking, so once again this is a subtle detail that is necessary) harder to KO by foes such as Arceus-Water and the uncommon Calyrex-I. Tera Water excels at checking the previously mentioned Pokemon while gaining uncommon weaknesses (Tera Water needs more example. I'd say, at LEAST, mention defensive Primal Kyogre and Dragon Dance NDM/UNec. Zac-C needs a mention too), Tera Fairy renders it immune to phazing by Dragon Tail from opposing Zygarde while also becoming a sturdy wall against foes such as Marshadow, Giratina-O, (Hex deals WAY too much damage plus you become vulnerable to Thunder Wave so you can't dodge any of its status) Yveltal, and Arceus-Dark, and Tera Poison keeps it as a good check to foes such as Marshadow, Arceus-Fairy, and Eternatus, raises Zygarde's longevity by becoming immune to Toxic from support Arceus formes, and lets it absorb Eternatus's Toxic Spikes, supporting its team on hazard control.
  • Before Terastallizing, it's best for Zygarde's base typing to be considered in relation to the opposing team, for example, as it's among the most solid Primal Groudon answers, Terastallizing will turn its matchup against it worse, therefore it often Terastallizes mid- to end-game when Primal Groudon is no longer an issue.
  • Marshadow's Spectral Thief can backfire Zygarde's setup by Coil, so it's best to avoid trying to setup while Marshadow remains as a threat on the other team.
  • As Zygarde wants to trigger Power Contruct to considerably raise its stats, it's often a good idea to bring Zygarde in the early-game to cripple and wear down foes and let Zygarde itself get worn down into range for its ability to trigger.
  • (Add one bulletpoint here on what kind of teams Zygarde fits in)
  • Zygarde's special bulk can be lacking even as Zygarde-C to handle foes like Primal Kyogre, Eternatus, and Yveltal if it cannot Terastallizes (all of them can be handled rather easily with the good Tera), so it appreciates special walls to complement it such as Ho-Oh, Necrozma-DM, Primal Groudon, and Arceus-Fairy.
  • Taunt from foes such as support Arceus formes, Gothitelle, (this is probably the biggest counter to this set, so I think it deserves at least one mention) and defensive Yveltal, considerably shut Zygarde down, therefore it likes wallbreakers to handle them that don't mind Taunt out of outspeeding them or not relying heavily on status moves like Zacian-C, and Primal Kyogre.
  • As Zygarde provides speed control by using Glare as much as possible, wallbreakers such as Primal Groudon, Primal Kyogre, and Marshadow benefit from the crippled Speed tiers of foes that'd otherwise outspeed them such as Zacian-C, Mega Mewtwo Y, and Eternatus, while in return they can threaten Ho-Oh for Zygarde, which can phaze it with Whirlwind and shrug off the damage with Regenerator.as it at first takes neutral damage from its Thousand Arrows by its Flying typing. (In my opinion, in the same time you were going too much in detail while forgetting the reason why Ho-Oh is so hard to KO for Zygarde)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/eledyr.415367/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Hello, this is a GP amcheck!
add (AC) = add comma
remove (RC) = remove comma
comment


Bobsican two points that I wanted to raise for you:
1) I didn't understand what you were trying to say in the 2nd to last bullet point. I would especially recommend rephrasing "don't mind Taunt out of outspeeding them"
2) I was unsure about your intent regarding "switch-ins that can still be played around" when you discuss Thousand Arrows and wanted to make sure it accurately conveyed what you wanted to say.

Let me know if you have any questions and I would be happy to help :)

[SET]
name: Defensive
move 1: Thousand Arrows
move 2: Glare
move 3: Coil
move 4: Rest
item: Leftovers
ability: Power Construct
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
tera type: Water / Fairy / Poison

[SET COMMENTS]
  • Between the highest physical bulk in the metagame after triggering Power Construct (RC) and the need of for only one attacking move to mostly hit at least hit most of the tier for neutral damage to minimize passivity, as Thousand Arrows is a potent Ground-type STAB move that hits airbone opponents, in practice leaving only Tera Grass opponents like defensive Ho-Oh as legitimate switch-ins that can still be played around; (I saw the QC note to add this in above, but this introduces an entirely separate idea compared to the rest of the sentence. Would recommend putting it in a separate bullet point below) Zygarde is the best wall in the tier. (period) It is capable of handling to handle multiple top threats in the tier such as Primal Groudon, Mega Salamence, and Necrozma-DM.
  • Thousand Arrows is a potent Ground-type STAB move that hits airborne foes, leaving only Tera Grass users like defensive Ho-Oh as legitimate switch-ins that can still be played around. (Separately, when you mention "still be played around", are you saying that Zygarde can still play around Tera Grass switch-ins, or that the Tera Grass switch-ins are the only foes that can play around Zygarde? It currently sounds like the former)
  • Glare allows Zygarde to cripple any foe it can stay on in against, rendering them easier to outspeed for itself and its allies, which include offensive Arceus formes and Primal Groudon.
  • As an enabler of a win condition, Coil renders Zygarde as Coil enables Zygarde to become a win condition and makes it hard to break past on the physical side. (period) It becomes becoming a bulky sweeper if the other team can't force it out, easily setting up on foes such as Necrozma-DM, Primal Groudon, and Arceus-Dark.
  • Rest provides Zygarde with longevity to not worry as much about being worn down (RC) while also rendering and renders status effects such as bad poisoning by Toxic from Arceus-Dark and Primal Groudon (RC) and burn from the likes of Ho-Oh's Sacred Fire and Arceus-Dark's Will-O-Wisp (RC) as ineffective methods to cripple it in the long term.
  • Terastallizing covers Zygarde's x4 4x weakness to the Ice-type moves, rendering it much harder to KO by foes such as Arceus-Water and the uncommon Calyrex-I. Tera Water excels at checking the previously mentioned Pokemon while gaining uncommon weaknesses, becoming turning Zygrade into a good answer to Pokemon like defensive Primal Kyogre, Zacian-C, and Dragon Dance Necrozma-DM. (period) Tera Fairy renders it immune to phazing by Dragon Tail from opposing Zygarde while also becoming a sturdy wall against foes such as Marshadow, Yveltal, and Arceus-Dark. (period) and Tera Poison keeps it Zygarde as a good check to foes such as Marshadow, Arceus-Fairy, and Eternatus, raises Zygarde's longevity by becoming immune to Toxic from support Arceus formes, and lets it absorb Eternatus's Toxic Spikes, supporting its team on with hazard control.
  • Before Terastallizing, it's best for Zygarde's base typing to be considered in relation to the opposing team. (period) for For example, as it's Zygarde is among the most solid Primal Groudon answers, Terastallizing will turn its matchup against it worse worsen its matchup against it; (semicolon) therefore, (AC) it often Terastallizes mid- to end-game when Primal Groudon is no longer an issue.
  • Marshadow's Spectral Thief can backfire steal Zygarde's setup boosts by Coil, so it's best to avoid trying to setup set up while Marshadow remains as a threat on the other team.
  • As Zygarde wants to trigger Power Construct Contruct to considerably raise its stats, it's often a good idea to bring Zygarde in the early-game to cripple and wear down foes, (AC) and let Zygarde itself get worn down into range for its ability to trigger.
  • Zygarde's special bulk can be lacking even as Zygarde-C to handle foes like Primal Kyogre, Eternatus, and Yveltal if it cannot Terastallize, so it appreciates special walls to complement it such as Ho-Oh, Necrozma-DM, Primal Groudon, and Arceus-Fairy.
  • Taunt from foes such as support Arceus formes, Gothitelle, and Yveltal considerably shut Zygarde down therefore it likes wallbreakers to handle them that don't mind Taunt out of outspeeding them or not relying heavily on status moves like Zacian-C, and Primal Kyogre. (I do not understand what you are trying to say here, particularly: "...don't mind Taunt out of outspeeding them...". Would recommend rephrasing)
  • As Zygarde provides speed control by using Glare as much as possible, wallbreakers such as Primal Groudon, Primal Kyogre, and Marshadow benefit from the crippled Speed tiers of foes that'd that would otherwise outspeed them such as Zacian-C, Mega Mewtwo Y, and Eternatus. (period) while in return they can In return, these teammates threaten Ho-Oh for Zygarde, which can phaze it Zygarde with Whirlwind and shrug off the damage with Regenerator. (period) rendering This makes Zygarde as a solid option for bulky offense and more defensive team structures ranging from balance to stall.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/eledyr.415367/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:

deetah

Delicate as silk
is a Site Content Manageris a Top Social Media Contributoris an Artistis a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributor
GP & SocMed Lead
Hi Bobsican, I'm going to request that you implement the above amcheck and address the comments included; once you've done so you can tag me and I will give it an official GP check.
 

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Hello, this is a GP amcheck!
add (AC) = add comma
remove (RC) = remove comma
comment


Bobsican two points that I wanted to raise for you:
1) I didn't understand what you were trying to say in the 2nd to last bullet point. I would especially recommend rephrasing "don't mind Taunt out of outspeeding them"
2) I was unsure about your intent regarding "switch-ins that can still be played around" when you discuss Thousand Arrows and wanted to make sure it accurately conveyed what you wanted to say.

Let me know if you have any questions and I would be happy to help :)
Yeah, I've decided to just remove the first bit as neither of the examples brought up rely on their Speed to mitigate Taunt, but rather the other point of just not relying too much on status moves, regarding the second point it was meant to be the latter, thanks for corroborating on that.

Anyways, I've applied the stuff, so... deetah your help would be very appreciated to conclude.
 

deetah

Delicate as silk
is a Site Content Manageris a Top Social Media Contributoris an Artistis a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributor
GP & SocMed Lead
Add Remove Comments (AC) = Add Comma (RC) = Remove Comma (SC) = Semicolon
Credit myself and sunny004 for GP.

GP 1/1

Mega-Garchomp_Stamp.gif


[SET]
name: Defensive
move 1: Thousand Arrows
move 2: Glare
move 3: Coil
move 4: Rest
item: Leftovers
ability: Power Construct
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
tera type: Water / Fairy / Poison

[SET COMMENTS]
  • Between the highest physical bulk in the metagame after triggering Power Construct and the need for only one attacking move to hit most of the tier for neutral damage to minimize passivity, Zygarde is the best wall in the tier. It is capable of handling multiple top threats in the tier such as Primal Groudon, Mega Salamence, and Necrozma-DM.
  • Thousand Arrows is a potent Ground-type STAB move that hits airborne foes, leaving only Tera Grass users like defensive Ho-Oh as legitimate switch-ins that can still be played around by Zygarde.
  • Glare allows Zygarde to cripple any foe it can stay in against, rendering them easier to outspeed for itself and its allies, which include offensive Arceus formes and Primal Groudon.
  • Coil enables Zygarde to become a win condition wincon and makes it hard to break past on the physical side. It becomes a bulky sweeper if the other team can't force it out, easily setting up on foes such as Necrozma-DM, Primal Groudon, and Arceus-Dark.
  • Rest provides Zygarde with longevity to not worry as much about being worn down and renders status effects such as bad poisoning by Toxic poison from Arceus-Dark and Primal Groudon and burn from the likes of Ho-Oh's Sacred Fire and Arceus-Dark's Will-O-Wisp as ineffective methods to cripple it in the long term run.
  • Terastallizing covers Zygarde's 4x weakness to Ice-type moves, rendering it much harder to KO by foes such as Arceus-Water and the uncommon Calyrex-I. Tera Water Zygarde excels at checking the previously mentioned Pokemon while gaining uncommon weaknesses, turning Zygrade into a good answer to Pokemon like defensive Primal Kyogre, Zacian-C, and Dragon Dance Necrozma-DM. Tera Fairy renders it immune to phazing by Dragon Tail from opposing Zygarde while also becoming a sturdy wall against foes such as Marshadow, Yveltal, and Arceus-Dark. Tera Poison keeps Zygarde as a good check to foes such as Marshadow, Arceus-Fairy, and Eternatus, raises Zygarde's longevity by becoming immune to Toxic from support Arceus formes, and lets it absorb Eternatus's Toxic Spikes, supporting its team with entry hazard control.
  • Before Terastallizing, it's best for Zygarde's base typing to be considered in relation to the opposing team. For example, as Zygarde is among the most solid Primal Groudon answers, Terastallizing will worsen its matchup against it; therefore, it often Terastallizes mid- to end-game or late-game when Primal Groudon is no longer an issue.
  • Marshadow's Spectral Thief can steal Zygarde's setup boosts, so it's best to avoid trying to set up while Marshadow remains a threat on the other team.
  • As Zygarde wants to trigger Power Construct to considerably raise its stats, it's often a good idea to bring Zygarde in the early-game to cripple and wear down foes, (RC) and let Zygarde itself get worn down into range for its ability to trigger.
  • Zygarde's special bulk can be lacking even as Zygarde-C to handle against foes like Primal Kyogre, Eternatus, and Yveltal if it cannot Terastallize, so it appreciates special walls to complement it such as Ho-Oh, Necrozma-DM, Primal Groudon, and Arceus-Fairy.
  • Taunt from foes such as support Arceus formes, Gothitelle, and Yveltal considerably shut Zygarde down; (SC) therefore, (AC) it likes wallbreakers to handle them that don't mind Taunt out of not relying heavily on status moves like Zacian-C, (RC) and Primal Kyogre.
  • As Zygarde provides speed control by using Glare as much as possible, wallbreakers such as Primal Groudon, Primal Kyogre, and Marshadow benefit from the crippled Speed of foes that would otherwise outspeed them such as Zacian-C, Mega Mewtwo Y, and Eternatus. In return, these teammates threaten Ho-Oh, which can phaze Zygarde with Whirlwind and shrug off the damage with Regenerator. This makes Zygarde a solid option for bulky offense and more defensive team structures ranging from balance to stall.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/eledyr.415367/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/

GP Team Done
 
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