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Zekrom

In-battle formes

HP:100
Attack:150
Defense:120
Sp. Atk:120
Sp. Def:100
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
National Dex AG
Dragon Dance306

Strategies

Dragon Dance

Move 1
Move 2
Move 3
  • Bolt Strike
    20% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power130 BP
    Accuracy85%
Move 4
  • Outrage
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeDragon
    CategoryPhysical
    Power120 BP
    Accuracy100%

Zekrom is a major threat to balance and stall teams in Anything Goes, as it's able to take advantage of common defensive Pokemon and lacks consistent defensive counterplay outside of Arceus-Ground and Lunala. Substitute allows Zekrom to safely set up on Pokemon that cannot break it in a single hit, including Ferrothorn, Ho-Oh, and Stealth Rock Necrozma-DM. It also prevents Choice Scarf users like Ditto and Mega Rayquaza from revenge killing it, eases prediction if the opponent tries to pivot around Zekrom's STAB moves, and stalls out foes' Dynamax turns. Outrage is needed for its high damage output, allowing Zekrom to OHKO base forme Zygarde at +1, although it has the detrimental side effect of locking Zekrom into the move if it doesn't Dynamax. Dragon Claw gives Zekrom a safer Dragon-type STAB move to use, but it's extremely weak and doesn't OHKO base forme Zygarde at +1 even when boosted by Life Orb; it also makes Ditto more dangerous, since it can Dynamax to break its Choice lock after it revenge kills Zekrom. A Jolly nature allows Zekrom to outspeed Zacian-C at +1 and Modest Xerneas and Yveltal unboosted. Leftovers increases the number of times Zekrom is able to use Substitute, helping it to break through foes like Ferrothorn more easily. Haban Berry is an option that lets Zekrom survive a boosted Outrage from Ditto while Dynamaxed, as well as Draco Meteor from Choice Scarf Mega Rayquaza and Dynamax Cannon from Eternatus, in order to KO these threats back; however, Leftovers is hard to give up, and a Ditto that's locked into Outrage is already easy to exploit with partners like Xerneas. Life Orb is another option that gives a nice boost to Zekrom's damage output, but it can severely hurt its longevity in tandem with Substitute. Teravolt notably allows Zekrom to bypass abilities like Multiscale, Sturdy, Unaware, and Wonder Guard, although it doesn't ignore Lunala's Shadow Shield.

Zekrom has great Dynamaxing potential. Under Dynamax, Bolt Strike turns into Max Lightning, powering up Zekrom's Electric-type moves even further by setting Electric Terrain; Zekrom can potentially break past defensive Lunala with two boosted Max Lightnings if it manages to play around Will-O-Wisp correctly. Max Wyrmwind allows Zekrom to break through Ground-types without being forced to lock into a move; it 2HKOes Arceus-Ground and defensive Primal Groudon at +1. It also helpfully lowers Primal Groudon's Attack stat, rendering said foe unable to deal much damage to Zekrom when also accounting for the extra bulk from Dynamax. However, it's important to note that Dynamaxing will cause Zekrom to lose its Substitute, leaving it susceptible to revenge killing from the likes of Ditto. Also, Zekrom cannot Dynamax or change moves while it's locked into Outrage, so in the meantime, it can be taken advantage of by foes like Geomancy Xerneas.

Zekrom fits best on bulky offense teams that can make up for the momentum loss it creates when it uses Outrage. Defensive Necrozma-DM is a strongly recommended partner, as it's able to handle Xerneas and Zacian-C if they try to take advantage of Zekrom while it's locked into the move. Ditto can also revenge kill these threats, but it needs prior chip damage on Xerneas to KO it, especially if Xerneas can still Dynamax. Ho-Oh is a fantastic teammate that shuts down Zekrom's most reliable checks in support Arceus-Ground and Lunala, while Zekrom can pressure teams with Zygarde-C for Ho-Oh. Similarly, Arceus-Ground checks Primal Groudon for Zekrom, while Zekrom can pressure teams with Ho-Oh for Arceus-Ground. Xerneas and Zacian-C are helpful partners to revenge kill opposing Ditto; if Ditto has locked into Outrage, it won't be able to Dynamax to break its Choice lock. Zacian-C can also weaken shared checks like Primal Groudon, Arceus-Ground, and Lunala for Zekrom. Yveltal is a strong offensive partner that can switch into Ground-type attacks and clean late-game once Zekrom has weakened the opposition.

Credits

Moves

 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
130
Accuracy
85%
PP
5
20% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
10
More power the faster the user is than the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
5
Power doubles if used after Fusion Flare this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack and Sp. Atk by 1.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
20
2x power if target is grounded in Electric Terrain.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
25
Accuracy
90%
PP
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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