What is a good moveset for Zeraora?

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If you have a good competitive moveset for Zeraora,post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to includefull set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated.Access the full list of guidelines here.

Zeraora Pokédex and learnsetfor reference.

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Zeraora @ Air BalloonAbility: Volt AbsorbEVs: 4 HP / 252 Atk / 252 SpeAdamant Nature-Plasma Fists-Close Combat-Knock Off-Acrobatics

Plasma Fists is a strong STAB + has a chance to activate Volt Absorb if they use a Normal-type move. Close Combat is a high damage Fighting-type move. Knock Off gets rid of opponents' items, and Acrobatics is a Flying-type move that doubles in power when the Air Balloon is gone.

Zeraora @ Life OrbAbility: Volt AbsorbEVs: 252 Atk / 4 SpA / 252 SpeNaive Nature- Plasma Fists- Close Combat / Fire Punch- Hidden Power [Ice]- Work Up

Plasma Fists is STAB, Close Combat hits Steel- or Rock-types like Tyranitar, while Fire Punch can be chosen for things like Ferrothorn and Scizor. HP Ice is so you’re not completely walled by bulky Ground-types, and Work Up is great because it boosts both offensive stats.

Zeraora @ Life OrbAbility: Volt AbsorbEVs: 252 Atk / 4 SpD / 252 SpeJolly / Adamant Nature- Plasma Fists- Blaze Kick- Close Combat- Play Rough

This covers the majority of OU pretty well. Most wouldn’t run Blaze Kick and would prefer Grass Knot to beat Hippowdon, but you can always bluff Grass Knot til it’s too late and run Blaze Kick to help against the following threats:

Scizor- OHKO.Ferrothorn- won’t OHKO but if it’s taken even the slightest amount of damage, most die, and you’ll beat it next turn anyway chances are. (75-88 percent HP)Amoonguss- quite safely 2HKOes/forces switch.Rillaboom- unfortunately, STAB from a Grassy Surge Rillaboomusuallydefeats Zeraora after Life Orb damage. If they switch in and get hit first, you might still be able to defeat Swords Dance or Choice Band sets.Magearna- 2HKO, but wouldn’t recommend taking one on head on because a Fleur Cannon will most likely OHKO it. Beatable if target is injured.

Personally, I prefer this to Grass Knot as you have the potential to cover more bases, but to each their own. Give it a try, it can come in more handy than you think!

Gen 7 OU

Zeraora @ Choice BandAbility: Volt AbsorbEVs: 252 Atk / 4 SpA / 252 SpeNaive Nature- Plasma Fists- Close Combat- Knock Off- Fire Punch / Hidden Power [Ice]

Plasma Fists is really strong STAB and with Choice Band, it does a lot to most OU Pokemon. (damage calculations at the end) Close Combat is just semi-coverage. Knock Off is for scouting. Fire Punch is for Grass types, but Hidden Power [Ice] can be for Landorus-T and Gliscor as revenge-killing.

252 Atk Choice Band Zeraora Plasma Fists vs. 244 HP / 252+ Def Eviolite Chansey: 292-345 (41.5 - 49.1%) – guaranteed 3HKO

252 Atk Choice Band Zeraora Plasma Fists vs. 248 HP / 252+ Def Skarmory: 252-296 (75.6 - 88.8%) – guaranteed 2HKO

4 Sp. Atk Zeraora Hidden Power Ice vs. 252 HP / 0 Sp. Def Landorus-Therian: 212-252 (55.4 - 65.9%) – guaranteed 2HKO after Leftovers recovery

Zeraora @ Choice ScarfAbility: Volt AbsorbEVs: 4 HP / 252 Atk / 252 SpeNaughty Nature- Hidden Power [Ice]- Knock Off- Plasma Fists- Close Combat

Zeraora has a fantastic Speed stat, and with a Choice Scarf, it can be one of the best revenge killers. Hidden Power [Ice] hits threats like Landorus-T or Gliscor for super-effective damage. Knock Off can be very helpful for stallers or for just knocking off their item. Plasma Fists is STAB and Close Combat is nice.

Zeraora @ Life OrbAbility: Volt AbsorbEVs: 252 Atk / 4 SpA / 252 SpeNaive Nature- Plasma Fists- Close Combat / Fire Punch- Hidden Power [Ice]- Volt Switch / Fire Punch / Knock Off / Grass Knot

Plasma Fists is of course STAB, giving Zeraora a niche as one of the few viable physically-attacking electric types in the whole game. It has a 100 accuracy and base power with no drawbacks, and while its secondary effect of turning Normal moves into Electric isn’tthatuseful, it’s not like free bonuses to an already great attack is a bad thing. Close Combat is a powerful move that provides always useful Fighting-type coverage. Hidden Power Ice, while not being an especially powerful move, can still get the job done on weakened Pokemon such as Garchomp, Landorus-T, or Gliscor, 2HKOing them all, and possibly getting a kill or forcing them out if they set up rocks assuming you’ll switch (although with how common scarfed Landorus is staying in is always a gamble).

The last move isveryvariable, as there aren’t really any amazing choices that pop out as must haves. Fire Punch does more damage to Ferrothorn, Mega Scizor, and Kartana (max HP Kartana can actually still live Fire Punch some of the time), and can even replace Close Combat if you wish to keep one of the other moves, but generally isn’t powerful enough to warrant taking. Volt Switch, my personal pick, is a decently powerful move that gives Zeraora another way to hit Pokemon specially, as well as making use of its insane speed to keep up momentum and switch to a Pokemon more suited to the situation. Grass Knot can be used to do much more damage to Hippowdown while OHKOing Mega Swampert and Seismitoad, but also usually doesn’t threaten enough Pokemon to be worth taking.

Knock Off hits Mew, Lati@s, and in particular Jirachi harder than anything else Zeraora can use, in addition to removing items, which is always helpful. Here are some calcs, for your viewing pleasure.

252 Atk Life Orb Zeraora Fire Punch vs. 248 HP / 124 Def Scizor-Mega: 265-312 (77.2 - 90.9%) – guaranteed 2HKO

0 SpA Life Orb Zeraora Grass Knot (120 BP) vs. 252 HP / 176 SpD Hippowdon: 242-286 (57.6 - 68%) – guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Zeraora Plasma Fists vs. 0 HP / 0 Def Tapu Koko in Electric Terrain: 164-194 (58.3 - 69%) – guaranteed 2HKO

Zeraora @LeftoversAbility: Volt AbsorbEVs: 252 HP / 6 Def / 252 SpDCareful Nature- Plasma Fists- Drain Punch- Bulk Up- Throat Chop

Plasma Fists(STAB, signature move, great BP. Destroys Water- and Flying-types)Drain Punch(recovers HP, doesn’t lower stats, decent BP. Destroys Dark-, Steel-, Ice-, Rock-, and Normal-types)Bulk Up(helps raise that low defense)Throat Chop(destroys Psychic- and Ghost-types)

Use Bulk Up one to two times and you’re good to go.

National Dex UUZeraora @ Firium Z / Fightinium ZAbility: Volt AbsorbEVs: 252 Atk / 4 SpD / 252 SpeJolly / Adamant Nature- Bulk Up- Plasma Fists- Blaze Kick / Close Combat- Play Rough

Bulk Up boosts your attack and defense. Plasma Fists is STAB. Blaze Kick is for coverage against grass types like Amoonguss, and can with the help of Firium Z, can deal with Melmetal, but you have to get a +2 attack boost for Inferno Overdrive to OHKO Melmetal. Close Combat can be used instead for coverage, and if you use Adamant Nature, a +1 All Out Pummeling from Zeraora can OHKO Melmetal. Play Rough allows you to hit Mega Altaria super effectively.

Calcs against Melmetal:

Adamant Close Combat Fightinium Z:

+2 Jolly Blaze Kick Firium Z:

Physical sweeper Zeraora moveset:

Zeraora @ Life Orb / Choice Band / Electrium ZAbility: Volt AbsorbEVs: 252 Atk / 252 Spe / 4 DefJolly Nature- Hone Claws- Knock Off / Fire Punch- Fake Out- Plasma Fists / Close Combat

Fake Out is to cause flinching, Hone Claws is to set up, Knock Off to remove items, and Plasma Fists because it’s an OP move and it’s STAB. Acrobatics is a powerful move if the opponent doesn’t have an item. Close Combat is an OP Fighting-type move to use against Arceus. Ice Punch is for Landorus and Mega Rayquaza and other Dragon/Flying types.

Zeraora @ Air BalloonAbility: Volt AbsorbEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- Plasma Fists- Close Combat- Fire Punch- Quick Attack

Plasma Fists: STAB, helps ability and Quick Attack.Close Combat: Coverage. Stat drop doesn’t matter because it’s frail anyway.Fire Punch: Extra coverage.Quick Attack: STAB after Plasma Fists, priority.

Zeraora @ Life OrbAbility: Volt AbsorbEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- Plasma Fists- Fire Punch- Outrage- Drain Punch

I wouldn’t use Fake Out for Zeraora because it already has an awesome possession of a 143 Speed base stat. So, I would prefer Outrage—even at the expense of confusion. 252 Speed EVs are surely enough to outspeed anything that comes in its way (well, with the obvious exceptions of the above 143 base speed Pokemon). Fire Punch is for extra support.

I got a Zeraora from a link trade, and this is the moveset I use:

Zeraora @Focus SashAbility: Volt AbsorbEVs: 252 Atk / 4 Def / 252 SpeAdamant Nature- Fake Out- Hone Claws- Plasma Fists- Close Combat

Fake Out is used to inflict some chip damage on your opponent, but is mainly for breaking through Sturdy and Focus Sash. Hone Claws is for boosting attack, and if your opponent is using some accuracy lowering move. Plasma Fists is amazing STAB, having insane PP, no drawback, and helps Volt Absorb. The final slot is for Close Combat, hitting Ferrothorn. (Watch out for Iron Barbs, though.)

The EVs are for Zeraora to be insanely fast and hit as hard as possible. A Focus Sash is so Zeraora can set up Hone Claws more reliably. Volt Absorb is the only Ability Zeraora can have. Finally, an Adamant Nature is to allow Zeraora to hit as hard as possible.

Counters:

Priority: Priority users can get Zeraora to 1 HP, and pick off Zeraora with a priority move.

Multi-Hitting Moves- Can break through Focus Sash.

Palossand: Immune to all of Zeraora’s moves.

Alolan Marowak: Immune to Close Combat and Fake Out, does not take much from Plasma Fists, and has Super Effective Multi-Hitting Bonemerang.

Have fun with this new Pokemon!

Zeraora @ LeftoversAbility: Volt AbsorbEVs: 252 HP / 252 Atk / 4 SpeAdamant Nature- Plasma Fists- Electric Terrain- Close Combat / Blaze Kick- Volt Switch

Use this moveset for double battles. Plasma Fists makes Normal type moves Electric type. Electric Terrain boosts those moves. The third move is coverage. Volt Switch is to pivot. This is extremely powerful if used with a Regieleki that knows Explosion. It will basically KO any Pokémon, plus it heals Zeraora.

Zeraora @ Life OrbAbility: Volt AbsorbEVs: 4 HP / 252 Atk / 252 SpeAdamant / Jolly Nature- Plasma Fists- Drain Punch- Work Up / Blaze Kick- Close Combat / Outrage

Plasma Fists is a good STAB move to make use of that attack and Life Orb.

Drain Punch is one of the most important moves on the set. It allows Zeraora to recover HP it lost from the Life Orb, while still making use of that Attack stat. Considering Zeraora’s speed, it is the most reliable way to recover HP while attacking your opponent.

Work Up is to boost the Attack stat if you have a free turn. With just a single Work Up, along with the stats, Life Orb, and Adamant Nature, it will virtually OHKO almost any non-tank. However, due to Zeraora’s low defenses, on top of the other recommended nature, Jolly, one may prefer Blaze Kick instead. Blaze Kick is for coverage, mainly taking care of all of those pesky Grass-types that like to resist Plasma Fists. It also serves as a more basic source of damage while still being strong.

As for Close Combat and Outrage, they are just for high-power coverage. Outrage can work against Dragon-types that resist Electric. As for Close Combat, I cannot actually find a very good way to use it with the set that is already here, but anyone who is reading this is probably smarter than me about Pokemon, so if you can work it into this moveset, then I offer my congrats!

I would add Hidden Power [Ice] but I can’t as of Pokemon Sword and Shield. If you want to on USUM, you should probably replace Work Up / Blaze Kick or Close Combat / Outrage.

Let me know what you think of this moveset below!

This is a standard set for Zeraora with some changes from me:I

Zeraora @ Heavy-Duty Boots / Life OrbAbility: Volt AbsorbEVs: 252 Atk / 4 SpD / 252 SpeJolly Nature- Plasma Fists- Close Combat / Blaze Kick- Knock Off- Volt Switch / Bulk Up

Plasma Fists is Zeraora’s main STAB move. Close Combat is vastly superior Fighting coverage to Drain Punch but Blaze Kick is also nice. Knock Off to remove items since you likely are using Zeraora to battle real people (since it´s a mythical and event only), and finally either Volt Switch for momentum or Bulk Up to set up.

Probably not the traditional set but oh well

National Dex

Zeraora @ Heavy-Duty BootsAbility: Volt AbsorbEVs: 16 Atk / 236 SpA / 252 SpeHasty / Naive Nature- Volt Switch- Close Combat- Hidden Power [Ice]- Knock Off / Toxic

Heavy-Duty Boots is used to not be worn down by hazards, thus allowing Zeraora to keep Toxapex and Ferrothorn in check more reliably. Volt Switch is STAB and lets Zeraora act as a great pivot, especially with Heavy-Duty Boots. Close Combat does quite a lot to Blissey, Chansey, Ferrothorn, Heatran, and Tyranitar. Hidden Power Ice hits Ground types like Landorus-T, Garchomp and Gliscor hard. After they are removed, you can pretty much pivot around freely unless the enemy has a Lightning Rod or Volt Absorb.

Knock Off allows Zeraora to support its team better by removing items. And yes, that also means no more Eviolite Chansey or Heavy-Duty Boots Blissey. Toxic can instead be used to hit some of Zeraora’s more resilient checks like specially defensive Tangrowth. Basically, you can’t safely switch into it with the looming threat of being used as Volt Switch bait or being crippled by bad poison or the loss of an item.

Support from Spikes and Stealth Rock is greatly appreciated, since Zeraora cant usually get easy KOs on enemies. Zeraora’s good matchup against most Defoggers (i.e. Corviknight) and its access to Knock Off to remove Heavy-Duty Boots or Leftovers is something a entry hazard team highly appreciates. Volt Switch can wear down checks, even if it might not do that much damage to them, since you’re going to be forcing hazard damage onto the opponent as they switch to say, Chansey or a Blissey which had its Boots Knocked Off.

National Dex UUZeraora @ Electrium ZAbility: Volt AbsorbEVs: 252 SpA / 4 SpD / 252 SpeTimid NatureIVs: 0 Atk- Calm Mind- Thunderbolt- Grass Knot- Hidden Power [Ice]

A Calm Mind set. Calm Mind boosts your special attack and special defense. Thunderbolt is STAB and can be used for Gigavolt Havoc. Grass Knot is for dealing super effective damage against Swampert and Rotom-Wash. HP Ice is coverage against dragon, grass and ground types. HP Ice also forms a version of the BoltBeam combo.

Gen 8 Doubles OUZeraora @ Sitrus BerryAbility: Volt AbsorbEVs: 252 HP / 4 Atk / 252 SpeJolly Nature- Fake Out- Coaching- Electroweb- Knock Off / Plasma Fists

Yep, a support-orientated Zeraora. Fake Out flinches an opponent, allowing Zeraora’s ally to set up or attack more safely. Also, Zeraora is the fastest Fake Out user in the game, meaning it can get the jump on other Fake Out users such as Rillaboom. Coaching gives Zeraora’s ally a Bulk Up boost (+1 attack, +1 defence), allowing them to take more hits on the physical side and dish out more damage with physical attacks.

Coaching bypasses Protect so Zeraora doesn’t have to worry about its ally fainting as they recieve the stat boosts. Electroweb is for speed control, lowering both foes' speed by one stage (assuming it connects on both). Knock Off removes the target’s item while Plasma Fists is a reliable STAB move. The Sitrus Berry gives Zeraora instant recovery, which can potentially allow Zeraora to survive a double team from the opponents if the first hit knocks Zeraora below half health. Also, due to the faster pace of doubles matches compared to singles, the Sitrus Berry’s instant recovery is normally better than Leftovers' passive recovery.

Zeraora @ Shuca Berry / Expert BeltAbility: Volt AbsorbEVs: 4 HP / 252 SpA / 252 SpeTimid Nature- Aura Sphere / Focus Blast- Electro Ball- Volt Switch- Hidden Power [Ice]

A Special Based Zeraora, Aura Sphere For Reliability While Focus Blast for Power, Both does heavy damage to Normal, Steel, Rock and Dark types. Electro ball does massive damage since your fast, combined with max Spd Evs and Timid Nature. Volt switch is for pivoting out while HP Ice is coverage against Flying, Ground, Dragon and Grass types.

Gen 8 OU

Zeraora @ Heavy-Duty BootsAbility: Volt AbsorbEVs: 252 Atk / 4 Def / 252 SpeJolly Nature- Plasma Fists- Close Combat- Knock Off- Toxic / Volt Switch

The fastest unboosted Pokemon in OU, Zeraora can be a great asset as a pivot and speed control. Heavy-Duty Boots is vital for Zeraora to perform it’s job as a pivot, letting it come when needed regardless of any hazards.

Plasma Fists is great STAB, and Close Combat is great for chunking the common Steel types in the tier. Knock Off is a very spammable move that has great utility and can remove power boosting or defensive items to render opposing Pokemon weak enough for Zeraora’s teammates to finish them off. Volt Switch is a good option to take advantage of Zeraora’s great speed and ability to force switches on the likes of Dragapult and Water types. Toxic is another great option that let’s Zeraora to poison the Ground type it baits in, limiting the amount of time Zeraora can be checked.

Toxic Zeraora pairs well with Hex Dragapult, since Dragapult can handle poisoned opponents for Zeraora and Zeraora can offensively check other Dragapults in return. Zeraora can also provide valuable speed to teams that need it, and pairs well with hard hitting Pokemon that might have a hard time getting in due to it’s pivoting prowess.