Zapdos
ElectricFlying
Base stats
HP90
Atk90
Def85
SpA125
SpD90
Spe100
BST580
Abilities
- Primary
- Pressure
- Secondary
- —
- Hidden
- Static
Doubles analysis
What this movepool and ability set qualify for under the Doubles on National Dex role checks used by league synergy and the roster builder.
Base 100 Speed: naturally fast attacker, no speed control needed.
Speed control
- Tailwind
- Thunder Wave
Tempo / support
- Helping Hand
Pivoting
- Pivot (U-turn/Volt Switch/Flip Turn)
- U-turn, Volt Switch
Screens
- Screens
- Reflect, Light Screen
Weather and terrain
- Electric Terrain abuser
- Rising Voltage
Moves — National Dex
88 of 88 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Acrobatics | Flying | Physical | 55 | 100 | 15 | Power doubles if the user has no held item. | |
| Aerial Ace | Flying | Physical | 60 | — | 20 | This move does not check accuracy. | |
| Agility | Psychic | Status | — | — | 30 | Raises the user's Speed by 2. | |
| Air Cutter | Flying | Special | 60 | 95 | 25 | High critical hit ratio. Hits adjacent foes. | |
| Ancient Power | Rock | Special | 60 | 100 | 5 | 10% chance to raise all stats by 1 (not acc/eva). | |
| Baton Pass | Normal | Status | — | — | 40 | User switches, passing stat changes and more. | |
| Bide | Normal | Physical | — | — | 10 | Waits 2 turns; deals double the damage taken. | |
| Brave Bird | Flying | Physical | 120 | 100 | 15 | Has 33% recoil. | |
| Charge | Electric | Status | — | — | 20 | +1 SpD, user's next Electric move 2x power. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Confide | Normal | Status | — | — | 20 | Lowers the target's Sp. Atk by 1. | |
| Curse | Ghost | Status | — | — | 10 | Curses if Ghost, else -1 Spe, +1 Atk, +1 Def. | |
| Defog | Flying | Status | — | — | 15 | -1 evasion; ends user and target hazards/terrain. | |
| Detect | Fighting | Status | — | — | 5 | Prevents moves from affecting the user this turn. | |
| Discharge | Electric | Special | 80 | 100 | 15 | 30% chance to paralyze adjacent Pokemon. | |
| Double Team | Normal | Status | — | — | 15 | Raises the user's evasiveness by 1. | |
| Double-Edge | Normal | Physical | 120 | 100 | 15 | Has 33% recoil. | |
| Drill Peck | Flying | Physical | 80 | 100 | 20 | No additional effect. | |
| Dual Wingbeat | Flying | Physical | 40 | 90 | 10 | Hits 2 times in one turn. | |
| Eerie Impulse | Electric | Status | — | 100 | 15 | Lowers the target's Sp. Atk by 2. | |
| Electric Terrain | Electric | Status | — | — | 10 | 5 turns. Grounded: +Electric power, can't sleep. | |
| Electro Ball | Electric | Special | — | 100 | 10 | More power the faster the user is than the target. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Extrasensory | Psychic | Special | 80 | 100 | 20 | 10% chance to make the target flinch. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. |