Competitive Information for Zangoose [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Zangoose zangoose
Base Stats for Zangoose

Normal

Abilities:
ImmunityImmunity: This Pokemon cannot be poisoned. Gaining this Ability while poisoned cures it.
,
Toxic BoostToxic Boost: While this Pokemon is poisoned, its physical attacks have 1.5x power.


Evolutions / Family:
Zangoose

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
  
2x
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ZangooseVisit Serebii's Pokedex for location, breeding, and other game details about ZangooseVisit Bulbapedia for more information about Zangoose

Movesets for Singles


What is a good competitive moveset for Zangoose? These builds have been optimized for Pokemon competing in X/Y Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the X/Y generation metagame.


Zangoose is an extraordinary Normal-typed Pokemon. It's a frequent sight to see Zangoose out in the 6th generation battlefield. Zangoose's only type-related weakness is Fighting.


Species: Zangoose
Item: Life Orb / White Herb
Ability: Immunity
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Close Combat
- Knock Off
- X-Scissor

Physical Sweeper Zangoose (Immunity)

Zangoose is pretty popular Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Focus Sash helps protect Zangoose from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Zangoose's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Immunity, Zangoose cannot be poisoned. gaining this ability while poisoned cures it.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Close Combat is a physical 120-base power Fighting-type move (lowers your Zangoose's defense and special defense by 1 stage).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
X-Scissor is a physical 80-base power Bug-type move that deals a substantial amount of damage.




Species: Zangoose
Item: Toxic Orb
Ability: Toxic Boost
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Night Slash / Quick Attack
- Close Combat
- Facade
- Swords Dance

Zangoose Physical Sweeper (Shinigami Facade)

Zangoose is a spectacular Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Toxic Orb will poison Zangoose at the end of the turn which will activate Zangoose's Toxic Boost ability. With Toxic Boost, while Zangoose is poisoned its physical attacks have 1.5x power. Facade is the best STAB move for Zangoose nowadays since it pairs perfectly with Toxic Boost. When Zangoose gets inflicted with a status condition (in this case badly poisoned due to the Toxic Orb), Facade's base power gets doubled and reaches a nasty 210 points (after STAB calculation).Facade's damage doubles when the user has a status affliction. Combine that with Toxic Boost to seriously give Zangoose a sweet boost.

Night Slash is a physical 70-base power Dark-type move (high critical hit ratio).
Quick Attack is a physical STAB-boosted priority-increased 40-base power Normal-type move (usually goes first).
Close Combat is a physical 120-base power Fighting-type move (lowers your Zangoose's defense and special defense by 1 stage).
Facade is a physical STAB-boosted 70-base power Normal-type move (power doubles if Zangoose is burn/poison/paralyzed).
Swords Dance is a status move (raises your Zangoose's attack by 2 stages).




Species: Zangoose
Item: Flame Orb
Ability: Toxic Boost
Nature: Brave (+Atk, -Spe)
EVs: 130 Hp / 180 Atk / 198 Def
Moveset:
- Shadow Claw
- Brick Break
- Swords Dance
- Thunder Punch

Zangoose Physical Wall (Gots Swagga)

Zangoose is a decent Physical Wall. It is designed to take a great amount of physical hits while dealing some decent damage. Flame Orb will burn Zangoose at the end of the turn. With Toxic Boost, while Zangoose is poisoned its physical attacks have 1.5x power.

Shadow Claw is a physical 70-base power Ghost-type move (high critical hit ratio).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).
Swords Dance is a status move (raises your Zangoose's attack by 2 stages).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).




Species: Zangoose
Item: Salac Berry
Ability: Immunity
Nature: Hasty (+Spe, -Def)
EVs: 24 Hp / 252 Atk / 232 Spe
Moveset:
- Shadow Ball
- Flail
- Substitute
- Swords Dance

Zangoose Physical Sweeper (Shinigami Flail)

Zangoose is a fabulous Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. With Immunity, Zangoose cannot be poisoned. gaining this ability while poisoned cures it. This Zangoose has been specially designed to end up with exactly 1HP after 4 substitutes. The whole idea is basicly to hide behind the substitute while powering yourself up using Swords Dance, receiving a nice Speed boost from the Salac Berry after your HP hits that critical point, then unleash HELL upon your opponent using Flail.

Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Flail is a physical STAB-boosted 0-base power Normal-type move (more power the less hp your Zangoose has left).
Substitute is a status move (Zangoose takes 1/4 its max hp to put in a substitute).
Swords Dance is a status move (raises your Zangoose's attack by 2 stages).




Species: Zangoose
Item: Life Orb
Ability: Toxic Boost
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 76 SpD / 180 Spe
Moveset:
- Night Slash
- Facade
- Return
- Rock Slide

Zangoose Special Wall (Toxboost)

Zangoose is a phenomenal Special Wall. It's meant to take a great amount of hits from special attacks while dealing some decent damage. Life Orb boosts the power of Zangoose's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Toxic Boost, while Zangoose is poisoned its physical attacks have 1.5x power. Facade's damage doubles when the user has a status affliction. Combine that with Toxic Boost to seriously give Zangoose a sweet boost.

Night Slash is a physical 70-base power Dark-type move (high critical hit ratio).
Facade is a physical STAB-boosted 70-base power Normal-type move (power doubles if Zangoose is burn/poison/paralyzed).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).



Movesets for Doubles


What is a good doubles moveset for Zangoose? These builds have been optimized for X/Y Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the X/Y generation metagame.


Species: Zangoose
Item: Life Orb / White Herb
Ability: Immunity
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Rock Slide
- Close Combat
- Knock Off

Doubles Physical Sweeper Zangoose (Immunity)

Zangoose is an astounding Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Focus Sash helps protect Zangoose from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Zangoose's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Immunity, Zangoose cannot be poisoned. gaining this ability while poisoned cures it.

Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Return is a physical STAB-boosted 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Close Combat is a physical 120-base power Fighting-type move (lowers your Zangoose's defense and special defense by 1 stage).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).



Movepool


Wondering what moves can Zangoose learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Final Gambit
--
100%
5
Does damage equal to the user's HP. User faints.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Razor Wind
80
100%
10
Charges, then hits foe(s) turn 2. High crit ratio.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Water Pulse
60
100%
20
20% chance to confuse the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Crush Claw
75
95%
10
50% chance to lower the target's Defense by 1.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double Hit
35
90%
10
Hits 2 times in one turn.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire Punch
75
100%
15
10% chance to burn the target.
Flail
--
100%
15
More power the less HP the user has left.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Last Resort
140
100%
5
Fails unless each known move has been used.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Metal Claw
50
95%
35
10% chance to raise the user's Attack by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Night Slash
70
100%
15
High critical hit ratio.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Quick Attack
40
100%
30
Usually goes first.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Scratch
40
100%
35
No additional effect.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Claw
70
100%
15
High critical hit ratio.
Slash
70
100%
20
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
X-Scissor
80
100%
15
No additional effect.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Hone Claws
--
--
15
Raises the user's Attack and accuracy by 1.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Zangoose can perform in X/Y. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive XY Move and Ability Combos for Zangoose

Create a build


Have an idea in mind for Zangoose that you'd like to test? Customize the IVs, EVs and their X/Y moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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