Drawings of Tanks Easy Drawings of Zygarde 10 Easy
Referring to the funky Ingo bonding with player pokemon post, I always show him my Alpha Garchomp named Ginkgo which is very very different from those teenie tiny pokemon but i thought it was worth mentioning
The perfect squad doesnt exis-
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#718 - Zygarde (10% form)
Type: Dragon/Ground
Ability: Aura Break
Base stats:
HP - 54
Attack - 100
Defence - 71
Special Attack - 61
Special Defence - 85
Speed - 115
Zygarde was an odd inclusion into the pokedex by any standards. The fabled 'Z' to pokemon X and Y, it made sense as the third member of the trio, but much like Kyurem, it just couldn't compare to its two 'rivals'.
Even with its signature ability Aura Break, essentially reversing the effects of Fairy and Dark Aura respectively, it still couldn't beat either of them one on one due to them simply outclassing it.
Things got interesting over time, however. Alongside the signature move Thousand Arrows, which grounds and damages things typically immune to Ground moves, its alternate forms were released, and Zygarde turned from a snake into a dog, and then into a cyborg. From the frail and speedy 10% form to the massively bulky powerhouse of its 100% form, things got chaotic and quickly.
While its 10% form is far from the most threatening, it still carries great offensive typing and a rare attacking niche with Thousand Arrows, allowing it to take out threats that even behemoths like Garchomp can't. It isn't much, but this dog will have its day.
Dragon Dance
Zygarde-10% @ Life Orb/Lum Berry
Ability: Aura Break
EVs: 252 Atk/252 Spd/4 Def
Jolly nature
-Dragon Dance
-Thousand Arrows
-Scale Shot/Outrage
-Iron Tail/Extreme Speed
The main thing Zygarde-10% has over its bulkier rivals is the far superior Speed, tying with Starmie and outpacing pretty much every other Dragon-type.
Tied with Dragon Dance and a Jolly nature to make the most of its stats, it can get pretty speedy, mopping up unprepared teams with a bit of luck and support.
While Aura Break is an entirely useless ability without any Xerneas or Yveltal to suppress, it's the only ability Zygarde has that will prevent it from changing into its 100% form, and that's a different matter altogether.
The Life Orb is a standard hold item on the likes of Zygarde, because while its Speed is good, its Attack is only decent, and without a power boost it can really struggle against some opponents. The Lum Berry is a viable alternative to give it a one time protection against status, as well as Outrage's confusion, but for the most part it's not recommended over the Life Orb.
Dragon Dance in slot 1 is Zygarde's bread and butter, raising its Attack and already solid Speed to higher levels with each use. It pairs well with the Life Orb and Thousand Arrows in slot 2 to set up against and power through standard Ground-type checks like Bronzong or Skarmory, who would take heavy damage from it.
Scale Shot isn't the most reliable Dragon STAB out there, but unlike Outrage it won't lock Zygarde in after using it, nor will it confuse them afterwards. Its multi-strike abilities might help it break past Substitute or Focus Sash users, as well as boosting its Speed after each use, making it even harder to outrun. The Defence drop isn't ideal, and the variable power can come back to haunt it on occasion, but for the most part it��s a fun alternative for things that resist Ground, namely Bug- and Grass-types.
If Scale Shot doesn't appeal, Outrage is a fine alternative in slot 3, promising heavy damage at the risk of locking Zygarde into it for 2-3 turns and confusing it afterwards, making it an easy target for Fairy-types. The Lum Berry is listed to at least alleviate the confusion, however the locking mechanics can backfire.
Finally, Iron Tail is a coverage option to hit those incoming Fairy-types. Its accuracy is far from ideal, but it hits a lot harder than Thousand Arrows could in most cases. If you have access to it though, Extreme Speed is a reasonably powerful priority move that can pick off faster or weakened threats, even without a Dragon Dance boost. It won't threaten Fairies, but it's a worthwhile alternative if you don't like Iron Tail.
Dynamax
Zygarde-10% is very frail and offensively orientated, so suddenly having its HP doubled under Dynamax conditions can fix a lot of its issues, allowing it to actually tank a hit while also not having to rely on Outrage for reliable damage.
Max Wyrmwind lowers the target's Attack stat while Max Quake raises Zygarde's Special Defence, which essentially lets Zygarde bulk itself up on either side when used together.
Max Steelspike is also available to raise Zygarde's Defence, while Max Strike lowers the target's Speed, helping it to outrun more targets where needed. Max Knuckle is even available if you can find room for it, though there isn't much call for Superpower on the base set.
It won't be able to use Dragon Dance under Dynamax, so it'll have to get those boosts in beforehand, but that's easily done.
Other Options
Going for an immediate boost with the Choice Band or Scarf can be done, as Zygarde's offensive presence is solid, and Thousand Arrows is surprisingly difficult to block due to it hitting Levitate users and Flying-types. Using a Dragon move while Choicelocked will draw in Fairy-types however, and inevitably kill any momentum Zygarde might have gained.
Coil is Zygarde's other worthwhile boosting move, and can help its overall bulk, or cancel out Scale Shot's downsides. The extra Speed from Dragon Dance is generally preferred though, as Zygarde isn't especially bulky even when boosted.
It has access to a few other moves, including Land's Wrath, Thousand Waves, and Core Enforcer. Land's Wrath is basically a worse Earthquake, but Thousand Waves can trap a target if timed well, and Core Enforcer removes the target's ability while damaging them. The latter will be horribly weak coming from its hindered base 61 Special Attack, but the utility is fun at least.
Stone Edge, Crunch, Superpower and Zen Headbutt are some other attacking moves it at least gets access to. There's little reason to use any of them over the listed moves, but if you need their niche coverage they're available.
It's not really bulky enough to attempt defensive sets, not to mention it's better off leaving those to its 50% and 100% forms. Speaking of which...
Power Construct
Zygarde's other ability is Power Construct, which allows it to transform into its 100% form should its HP dip below 50%.
While there are some advantages to using Zygarde-10% as the base form for the transformation, namely the higher Speed (at start) and greater HP 'recovery' due to Zygarde gaining a massive 324 HP when transforming from 10%, there is a major downside in 10%'s frailty.
If it dies from most strong hits, it can be difficult getting it below 50% while keeping it alive to start the transformation. This is best achieved with Substitute, where Zygarde-10% can simply invest 12 HP EVs to make sure its HP is divisible by 4, and as long as nothing weird happens, it'll transform on the second Substitute.
As far as transforming goes though, Zygarde-50% is preferred as the base due to its natural bulk better aligning with 100%'s.
Checks and Counters
While Zygarde's coverage is fantastic thanks to Thousand Arrows, it still struggles to break past physical walls, particularly ones that resist Ground like Tangrowth. Whimsicott in particular is a big threat, as it takes little from Thousand Arrows and shrugs off Dragon moves completely. It won't like an Iron Tail, but can Encore Zygarde into repeating anything else thanks to Prankster, and simply Moonblast it to death after that.
Sableye and Volbeat can do the same as Whimsicott, but can't switch in as easily due to their lack of resistances.
The likes of Slowbro, Gliscor and Ferrothorn are reliable answers in any given situation, tanking its hits and retaliating appropriately.
Just about any Ice move will OHKO due to how frail it is, with Ice Shard users like Weavile and Mamoswine easily revenge killing one, though they may have to tank a boosted Extreme Speed.
Zygarde-10% is by far the weakest of the three, and easily handled by an average team, but shouldn't be underestimated.
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