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Zeraora

In-battle formes

HP:88
Attack:112
Defense:75
Sp. Atk:102
Sp. Def:80
Speed:143
Min (-ve nature, 0 IVs)261
Default322
Max Neutral385
Max Positive423
Max Neutral (+1)577
Max Positive (+1)634
Max Neutral (+2)770
Max Positive (+2)846
1v1
Choice Band423
Assault Vest351
Life Orb410
Weakness Policy359
Special Life Orb385

Strategies

Written by Itchy

Choice Band

Move 1
  • Plasma Fists
    Normal moves become Electric type this turn.
    TypeElectric
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Play Rough
    10% chance to lower the target's Attack by 1.
    TypeFairy
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 4
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Outrage
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeDragon
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Blaze Kick
    High critical hit ratio. 10% chance to burn.
    TypeFire
    CategoryPhysical
    Power85 BP
    Accuracy90%

Set Description

Plasma Fists OHKOes most Urshifu-R, Celesteela, Tapu Fini, and non-Custap Berry Primarina, and as an added bonus it makes Normal-type moves Electric-type, which lets Zeraora absorb them with Volt Absorb. This is useful versus non-Choice Scarf Porygon-Z. Knock Off defeats Dragapult and Spectrier and has good odds to win against Naganadel. Play Rough OHKOes Urshifu-S and non-Choice Scarf Haxorus. Close Combat OHKOes Galarian Darmanitan, non-Chople Berry Tyranitar, and some Heatran. Outrage beats many Dragon-types, such as Dracovish, Dracozolt, and occasionally Goodra. It also guarantees beating Naganadel, but Knock Off is usually adequate there, as Modest Naganadel's Draco Meteor only occasionally OHKOes Zeraora. Blaze Kick OHKOes Ferrothorn and Kartana.

EVs

The Speed investment and the Jolly nature are for opposing Zeraora and Dragapult; the Special Defense is for surviving Choice Specs-boosted Hyper Beam from Regieleki.

Usage Tips

Choice Band Zeraora is quite straightforward; use the move that does the most damage.

Assault Vest

Move 1
  • Plasma Fists
    Normal moves become Electric type this turn.
    TypeElectric
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Outrage
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeDragon
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Iron Tail
    30% chance to lower the target's Defense by 1.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy75%
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategoryPhysical
    Power75 BP
    Accuracy100%

Set Description

Zeraora can hold an Assault Vest to take on various special attackers, such as Sylveon and Porygon-Z, which other sets typically struggle with. Knock Off allows Zeraora to defeat all Haxorus with Outrage and Heatran with Close Combat. Iron Tail helps out versus Sylveon and Aromatisse; it 2HKOes bulky Sylveon, and Iron Tail + Plasma Fists 2HKOes Aromatisse. Fire Punch OHKOes Kartana and 2HKOes Ferrothorn.

EVs

The HP investment allows Zeraora to survive Porygon-Z's Hyper Beam; the Defense investment is for Choice Scarf Haxorus's Earthquake. The Speed is for outspeeding base 110 Speed Pokemon, such as Archeops and Latios.

Usage Tips

In most matchups, use the move that does the most damage.

Against Haxorus and Heatran, use Knock Off and then a super effective move. This removes any counterplay option they may have, including a Choice Scarf or a Custap Berry.

Life Orb

Move 1
Move 2
  • Plasma Fists
    Normal moves become Electric type this turn.
    TypeElectric
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%

Set Description

Close Combat is for various Fighting-weak Pokemon, such as Choice Band Galarian Darmanitan and non-Chople Berry Tyranitar. Taunt + Bulk Up allows Zeraora to break through walls like Chansey, Registeel, and Galarian Corsola.

EVs

The EV spread allows Zeraora to survive Choice Specs Regieleki's Hyper Beam and non-Life Orb or Choice Band Urshifu-R's Surging Strikes into Aqua Jet.

Usage Tips

Life Orb Zeraora aims to deal as much damage as possible while occasionally removing opposing counterplay with Taunt and Bulk Up.

Against passive Pokemon such as Chansey, Registeel, and Galarian Corsola, Zeraora should use Taunt turn 1 for the best chance to win. Zeraora wins against Chansey with the following sequence: Taunt to block Charm or Toxic, then two Bulk Ups, and then Close Combat. To shut down stall Registeel, use Taunt, and then use Bulk Up three times to OHKO it with Close Combat. If Registeel reveals Earthquake, it is Assault Vest Registeel, so a +2 Close Combat will OHKO if Zeraora survives long enough..

Versus Regieleki, use Bulk Up and then Close Combat so that Choice Specs-boosted Hyper Beam doesn't KO Zeraora after Life Orb recoil.

Other Options

Weakness Policy Zeraora is a somewhat common Metagross lure, since all other sets are quite unreliable against it. With an EV spread of 8 HP / 176 Atk / 176 Def / 148 Spe, an Adamant nature, and Bulk Up + Knock Off, it defeats all Metagross variants bar Jolly Choice Scarf.

Air Balloon Zeraora with Fake Out and Outrage defeats some Ground-types and some strong Pokemon with Ground-type coverage, such as Landorus, Nidoking, Galarian Darmanitan, and Haxorus.

Quick Attack or Protect on Life Orb Zeraora allows it to check Custap Berry users like Primarina better.

A special Zeraora set can lure in a few answers to Zeraora, but it is usually not advisable. If a team requires it, use Fake Out + Thunderbolt for Avalugg, Grass Knot for Swampert and Rhyperior, and Thunder for Crustle.

Weakness Policy

Move 1
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Plasma Fists
    Normal moves become Electric type this turn.
    TypeElectric
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Outrage
    Lasts 2-3 turns. Confuses the user afterwards.
    TypeDragon
    CategoryPhysical
    Power120 BP
    Accuracy100%

Special Life Orb

Move 1
  • Fake Out
    Hits first. First turn out only. 100% flinch chance.
    TypeNormal
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority3
Move 2
  • Thunderbolt
    10% chance to paralyze the target.
    TypeElectric
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
Move 4
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%
  • Grass Knot
    More power the heavier the target.
    TypeGrass
    CategorySpecial
    Accuracy100%

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
85
Accuracy
90%
PP
10
High critical hit ratio. 10% chance to burn.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
20
+1 SpD, user's Electric move next turn 2x power.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
30% chance to paralyze adjacent Pokemon.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Electric power, can't sleep.
 
Power
Accuracy
100%
PP
10
More power the faster the user is than the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
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
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
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
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
40
Accuracy
100%
PP
20
Scatters coins.
 
Power
100
Accuracy
100%
PP
15
Normal moves become Electric type this turn.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
70
Accuracy
100%
PP
20
2x power if target is grounded in Electric Terrain.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
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
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
65
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
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
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
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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