Competitive Information for Zebstrika [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Zebstrika zebstrika
Base Stats for Zebstrika

Electric

Abilities:
Lightning RodLightning Rod: This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
,
Motor DriveMotor Drive: This Pokemon's Speed is raised 1 stage if hit by an Electric move; Electric immunity.
,
Sap SipperSap Sipper: This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.


Evolutions / Family:
Blitzle
Zebstrika

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ZebstrikaVisit Serebii's Pokedex for location, breeding, and other game details about ZebstrikaVisit Bulbapedia for more information about ZebstrikaVisit Pikalytics for competitive usage stats on Zebstrika

Movesets for Singles


What is a good competitive moveset for Zebstrika? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Zebstrika in Pokemon Sun/Moon:

Latias-MegaMagearnaKabutopsDewgongDiggersbyGastrodonStarmieMagnezoneDragoniteHoopaCresseliaToxicroak


Zebstrika is a remarkable Electric-typed Pokemon. Zebstrika are common Pokemon to see in the SM metagame. Zebstrika's only type-related weakness is Ground.


Species: Zebstrika
Item: Electrium Z / Choice Band
Ability: Sap Sipper
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Wild Charge
- Flame Charge
- Quick Attack / Double-Edge
- Low Kick

Physical Sweeper Zebstrika (Analytic)

Zebstrika is an outstanding Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Choice Band will increase the damage of Zebstrika's physical moves by 1.5x at the cost of locking you into the first move you pick. With Sap Sipper, Zebstrika's attack is raised 1 stage if hit by a grass move; grass immunity.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Flame Charge is a physical 50-base power Fire-type move (100% chance to raise your Zebstrika's speed by 1 stage).
Quick Attack is a physical priority-increased 40-base power Normal-type move (usually goes first).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Low Kick is a physical 0-base power Fighting-type move (more power the heavier the target).




Species: Zebstrika
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Wild Charge / Spark
- Double-Edge / Return
- Flame Charge
- Pursuit

Physical Sweeper Zebstrika (Lightning Rod)

Zebstrika is a spectacular Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Zebstrika from being one-shotted and allowing it to atleast use a crucial move when brought out (usually Flame Charge to boost Zebstrika for the following turns). Life Orb boosts the power of Zebstrika's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Zebstrika draws electric moves to itself to raise sp. atk by 1; electric immunity.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Spark is a physical STAB-boosted 65-base power Electric-type move (30% chance to paralyze the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Flame Charge is a physical 50-base power Fire-type move (100% chance to raise your Zebstrika's speed by 1 stage).
Pursuit is a physical 40-base power Dark-type move (power doubles if a foe is switching out).




Species: Zebstrika
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Overheat
- Signal Beam
- Hyper Beam

Special Sweeper Zebstrika (Lightning Rod)

Zebstrika is a remarkable Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Zebstrika from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Zebstrika's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Zebstrika draws electric moves to itself to raise sp. atk by 1; electric immunity.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Overheat is a special 130-base power Fire-type move (lowers your Zebstrika's special attack by 2 stages).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Zebstrika cannot move next turn).




Species: Zebstrika
Item: Air Balloon
Ability: Sap Sipper
Nature: Adamant (+Atk, -SpA)
EVs: 225 Hp / 199 Atk / 86 Spe
Moveset:
- Magnet Rise
- Bounce
- Facade
- Double Kick

Zebstrika Physical Tank (Zebra Stripes)

Zebstrika is a remarkable Physical Tank. It's purpose is to take a considerable amount of physical hits while dealing some decent damage. With Sap Sipper, Zebstrika's attack is raised 1 stage if hit by a grass move; grass immunity. Facade's damage doubles when the user has a status affliction.

Magnet Rise is a status move (for 5 turns, your Zebstrika has immunity to ground).
Bounce is a physical 85-base power Flying-type move (bounces turn 1. hits turn 2. 30% paralyze).
Facade is a physical 70-base power Normal-type move (power doubles if Zebstrika is burn/poison/paralyzed).
Double Kick is a physical 30-base power Fighting-type move (hits 2 times in one turn).



Movesets for Doubles


What is a good doubles moveset for Zebstrika? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Zebstrika in Pokemon Sun/Moon:

Latias-MegaMagearnaKabutopsDewgongDiggersbyGastrodonStarmieMagnezoneDragoniteHoopaCresseliaToxicroak


Species: Zebstrika
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Wild Charge / Spark
- Double-Edge / Return
- Flame Charge
- Pursuit

Doubles Physical Sweeper Zebstrika (Lightning Rod)

Zebstrika is a sensational Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Zebstrika from being one-shotted and allowing it to atleast use a crucial move when brought out (usually Flame Charge to boost Zebstrika for the following turns). Life Orb boosts the power of Zebstrika's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Zebstrika draws electric moves to itself to raise sp. atk by 1; electric immunity.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Spark is a physical STAB-boosted 65-base power Electric-type move (30% chance to paralyze the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Flame Charge is a physical 50-base power Fire-type move (100% chance to raise your Zebstrika's speed by 1 stage).
Pursuit is a physical 40-base power Dark-type move (power doubles if a foe is switching out).




Species: Zebstrika
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Overheat
- Signal Beam
- Hyper Beam

Doubles Special Sweeper Zebstrika (Lightning Rod)

Zebstrika is a marvelous Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Zebstrika from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Zebstrika's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Zebstrika draws electric moves to itself to raise sp. atk by 1; electric immunity.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Overheat is a special 130-base power Fire-type move (lowers your Zebstrika's special attack by 2 stages).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Zebstrika cannot move next turn).



Movepool


Wondering what moves can Zebstrika 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
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Hyper Beam
150
90%
5
User cannot move next turn.
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Flame Charge
50
100%
20
100% chance to raise the user's Speed by 1.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Low Kick
--
100%
20
More power the heavier the target.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Quick Attack
40
100%
30
Usually goes first.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Spark
65
100%
20
30% chance to paralyze the target.
Stomp
65
100%
20
30% chance to flinch the target.
Take Down
90
85%
20
Has 1/4 recoil.
Thrash
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Wild Charge
90
100%
15
Has 1/4 recoil.
Agility
--
--
30
Raises the user's Speed by 2.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Ion Deluge
--
--
25
Normal moves become Electric type this turn.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Zebstrika can perform in Sun/Moon. 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 SM Move and Ability Combos for Zebstrika

Create a build


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



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