Zapdos

Zapdos

ElectricFlying

In HPL - Battle Connoisseur

16 pts16 ptsTaken by Forest Green GrookeyBack to the pool

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
AcrobaticsFlyingPhysical5510015Power doubles if the user has no held item.
Aerial AceFlyingPhysical60—20This move does not check accuracy.
AgilityPsychicStatus——30Raises the user's Speed by 2.
Air CutterFlyingSpecial609525High critical hit ratio. Hits adjacent foes.
Ancient PowerRockSpecial60100510% chance to raise all stats by 1 (not acc/eva).
Baton PassNormalStatus——40User switches, passing stat changes and more.
BideNormalPhysical——10Waits 2 turns; deals double the damage taken.
Brave BirdFlyingPhysical12010015Has 33% recoil.
ChargeElectricStatus——20+1 SpD, user's next Electric move 2x power.
Charge BeamElectricSpecial50901070% chance to raise the user's Sp. Atk by 1.
ConfideNormalStatus——20Lowers the target's Sp. Atk by 1.
CurseGhostStatus——10Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
DefogFlyingStatus——15-1 evasion; ends user and target hazards/terrain.
DetectFightingStatus——5Prevents moves from affecting the user this turn.
DischargeElectricSpecial801001530% chance to paralyze adjacent Pokemon.
Double TeamNormalStatus——15Raises the user's evasiveness by 1.
Double-EdgeNormalPhysical12010015Has 33% recoil.
Drill PeckFlyingPhysical8010020No additional effect.
Dual WingbeatFlyingPhysical409010Hits 2 times in one turn.
Eerie ImpulseElectricStatus—10015Lowers the target's Sp. Atk by 2.
Electric TerrainElectricStatus——105 turns. Grounded: +Electric power, can't sleep.
Electro BallElectricSpecial—10010More power the faster the user is than the target.
EndureNormalStatus——10User survives attacks this turn with at least 1 HP.
ExtrasensoryPsychicSpecial801002010% chance to make the target flinch.
FacadeNormalPhysical7010020Power doubles if user is burn/poison/paralyzed.