ZardWile Tail Room
Regulation M-B · Doubles · Sparkles · 13 July 2026
This team took me 5-2-0 in the first tournament I used it in, ending at 9th place. I'm absolutely going to be playing it again! It is a super adaptable team, and almost any combination of Pokemon here works. This does mean the team takes practice to use properly, but I haven't found a genuinely bad matchup yet so the practice seems to be worth it so far. ZardY kinda does that. You just pick the mega depending on the situation. Sylveon is definitely the glue of the team, as it works in literally any strategy you might choose here, and it takes good care of tougher mons to beat with the megas such as Garchomp. Our own Garchomp is also very important as the only fast physical attacker and proper answer to other Zards, and it also works in any comp. Farig and Cott are the two non-megas that work the least together, for obvious reasons, but both of them are super useful in their respective ways, being fast and slow support respectively.
Damage taken
How each attacking type damages your team. Numbers show the damage multiplier each member would take.
| Type | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| normal | 1× | 0.5× | 1× | 1× | 1× | 1× | 0 | 1 | +1 |
| fire | 0.5× | 2× | 1× | 0.5× | 2× | 1× | 2 | 2 | 0 |
| water | 2× | 1× | 1× | 1× | 0.5× | 1× | 1 | 1 | 0 |
| electric | 2× | 1× | 1× | 0 | 0.5× | 1× | 1 | 2 | +1 |
| grass | 0.25× | 0.5× | 1× | 1× | 0.5× | 1× | 0 | 3 | +3 |
| ice | 1× | 0.5× | 1× | 4× | 2× | 1× | 2 | 1 | -1 |
| fighting | 0.5× | 1× | 0.5× | 1× | 0.5× | 1× | 0 | 3 | +3 |
| poison | 1× | 0 | 2× | 0.5× | 4× | 1× | 2 | 2 | 0 |
| ground | 0 | 2× | 1× | 1× | 0.5× | 1× | 1 | 2 | +1 |
| flying | 1× | 0.5× | 1× | 1× | 2× | 1× | 1 | 1 | 0 |
| psychic | 1× | 0.5× | 1× | 1× | 1× | 0.5× | 0 | 2 | +2 |
| bug | 0.25× | 0.25× | 0.5× | 1× | 1× | 2× | 1 | 3 | +2 |
| rock | 4× | 0.5× | 1× | 0.5× | 1× | 1× | 1 | 2 | +1 |
| ghost | 1× | 1× | 1× | 1× | 1× | 0 | 0 | 1 | +1 |
| dragon | 1× | 0 | 0 | 2× | 0 | 1× | 1 | 3 | +2 |
| dark | 1× | 0.5× | 0.5× | 1× | 0.5× | 2× | 1 | 3 | +2 |
| steel | 0.5× | 1× | 2× | 1× | 2× | 1× | 2 | 1 | -1 |
| fairy | 0.5× | 0.5× | 1× | 2× | 1× | 1× | 1 | 2 | +1 |
Damage dealt
How many team members can hit each type super-effectively with a damaging move. Faded cells show types no member threatens.
Speed tiers
Where each member sits in the speed order. Switch the tab to see how speed control swings it.