Timid if you feel you need to outspend more 'Mons. I swapped the shell on my PSP. This is a strategy guide for using Zap dos in competitive play for the games Pokémon Sword and Shield.
Read on for tips on the stature, EV spreads, Move sets, and Held Items to use with Zap dos, as well as its strengths and weak points. Its Flying typing unfortunately deprives it of the boost from Electric Terrain, but after its Dynamic has ended, it can use Rising Voltage to deal damage essentially equivalent to Max Lightning.
Its powerful Ability Static allows it to switch into moves like Rapid-Strike Shift's Surging Strikes and Landorus-Therian's U-Turn and inflict Paralysis on the user. This Zap dos aims to counter opposing lead Dynamic users, with See Berry providing the Legendary Bird a +1 Defense boost when it's hit by a physical attack.
Eerie Impulse is its most important support move, lowering the opposing Pokémon's Special Attack stat by two stages. Roost allows Zap dos to stay healthy throughout the match while Discharge is a great utility move that has a 30% chance to paralyze the target.
Thunderbolt, Hurricane, and Heat Wave are all the moves it needs to hit the majority of the meta game for super effective damage, while Volt Switch allows it to quickly pivot into a teammate if it encounters a check or counter. Choice Scarf allows the Legendary Bird to outrun faster threats, such as Cinder ace or Brackish, and hit them hard with its STAB moves.
Choice Specs, on the other hand, boosts Zap dos already formidable Special Attack stat, allowing it to win out against Defensive Water-type Pokémon and make it more difficult to switch into. Ancient Power Allows Zap dos to hit Fire-types like Heat Room and also has a 10% chance to increase all of its stats by 1 stage.
Answered Feb 19, 2012by Shining Yin edited Nov 27, 2020by Giga~Blade X My predicted Move set for Zap dos once it goes OF(If it does): Item really varies on what you prefer, run Life Orb with Roost, and Choice Specs with All-Out Offense Variant.
Many Bug, Fighting, Steel, and Flying type moves also make contact, so not only does Zap dos switch into them easily, Static punishes their users just from the act of allowing Zap dos to switch in. Paralyzed targets will almost always be slower than Zap dos, and it even gives it the potential to enable Roost spam--you'd use it contentiously until the opponent becomes fully paralyzed and gives you a free turn.
However, your move pool becomes limited, so I put in EVs in Attack to allow for Drill Peck. Drill Peck thankfully gets STAB and can hit any foe in a Triple Battle.
Light Screen provides team support, and makes me feel weird about using a Defense lowering nature. I've used it a few times (I love Zap dos) and it works out pretty good, but I still can't get over all the lessons I've learned throughout the years all being thrown away in one set.
This is a strategy guide for using Malaria Zap dos in competitive play for the games Pokémon Sword and Shield. Read on for tips on the stature, EV spreads, Move sets, and Held Items to use with Malaria Zap dos, as well as its strengths and weak points.
Bulk Up boosts Malaria Zap dos Attack and Defense one stage, allowing it to dish out and take better hits. Thunderous Kick is its secondary STAB move and becomes Max Knuckle when under the effects of Dynamic, boosting it and its team's attack by one stage.
This allows Malaria Zap dos to ward off physically defensive Pokémon like Tape, making them more susceptible to getting swept by its teammates. We're using a straightforward EV spread with full investment in Attack and Speed so that Malaria Zap dos can hit as hard and as fast as possible.
Life Orb is always a good choice as it boosts Malaria Zap dos attacks at the cost of some residual damage. U-Turn While it doesn't have synergy with Bulk Up, it's a good alternative to Blaze Kick if using Malaria Zap dos as an offensive pivot.
Brave Bird is Malaria Zap dos strongest STAB move, allowing it to KO opposing Fighting-type Pokémon. We're using a straightforward EV spread with full investment in Attack and Speed so that Malaria Zap dos can hit as hard and as fast as possible.
We're giving this Malaria Zap dos Choice Scarf to double its speed at the cost of restricting it to one move during its turn. Malaria Zap dos fits comfortably in many teams in both Singles and Doubles, though it faces some competition with faster revenge killers.
Zap dos is usually played as a defensive pivot, being able to switch often and take a lot of attacks with its bulk. It can heal with Roost, keep momentum with U-Turn, and can rain Thunderbolts or apply poison on the switch.
Base 100 Speed was superfast generations ago, now there's Sand Rush Excedrin and Pheromone running around everywhere. The best moves for Zap dos are Thunder Shock and Drill Peck when attacking Pokémon in Gyms.
This move combination has the highest total DPS and is also the best move set for PVP battles. Zapdos's strongest move set is Thunder Shock & Drill Peck, and it has a Max CP of 3,527.
If Zap dos knows Hidden Power Ice/Grass, it has sufficient speed to knock out many Ground/Rock Pokémon that you try to use to counter it. The third move was difficult to decide, pondering between Agility and Thunder wave, agility's speed increase stays with Zap dos throughout the entire battle (unless a hazer comes along or is switched out) whereas Thunder wave effects of paralysis stays with your opponent's Pokémon till its knocked out.
It loses a major weakness to Earthquake with its flying secondary type and its secondary type loses its electric weakness due to the combination, giving a nice weakness-resistance ratio of 2-6. It has access to Thunder Wave, which can be one of the most frustrating statuss's to receive, and has a very high special attack and access to the high-powered STAB move Thunderbolt.
If you've tested out the opponents Zap dos to see if they carry Hidden power or not you can safely make an assumption whether than can KO you're Rock/Ground Pokémon. Once you've sent out said Pokémon you will most likely get a free turn while your opponent switches to something effective (this turn is best spent using Substitute or something along those lines), or else they'll be stuck using a not very effective Drill Peck (against something with high base defense) or waiting for you to KO them.