Competitive Information for Zeraora [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Zeraora zeraora
Base Stats for Zeraora

Electric

Abilities:
Volt AbsorbVolt Absorb: This Pokemon heals 1/4 of its max HP when hit by Electric moves; Electric immunity.


Evolutions / Family:
Zeraora

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 ZeraoraVisit Serebii's Pokedex for location, breeding, and other game details about ZeraoraVisit Bulbapedia for more information about Zeraora

Movesets for Singles


What is a good competitive moveset for Zeraora? These builds have been optimized for Pokemon competing in Sword/Shield 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 Sword/Shield generation metagame.


Common team mates for Zeraora in Pokemon Sword/Shield:

CorviknightKommo-oKeldeoDracovishKyuremTerrakionJirachiIncineroarGyaradosPrimarinaShuckleCelebi


Zeraora is an astounding Electric-typed Pokemon. Zeraora is a pretty common Pokemon to see in Generation 8. Zeraora's only type-related weakness is Ground.


Species: Zeraora
Item: Life Orb
Ability: Volt Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Plasma Fists / Wild Charge
- Outrage
- Close Combat / Superpower
- Play Rough

Physical Sweeper Zeraora (Volt Absorb)

Zeraora is a legendary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Zeraora's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Zeraora heals 1/4 of its max hp when hit by electric moves; electric immunity.

Plasma Fists is a physical STAB-boosted 100-base power Electric-type move (normal moves become electric type this turn).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Zeraora afterwards).
Close Combat is a physical 120-base power Fighting-type move (lowers your Zeraora's defense and special defense by 1 stage).
Superpower is a physical 120-base power Fighting-type move (lowers your Zeraora's attack and defense by 1 stage).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).




Species: Zeraora
Item: Life Orb
Ability: Volt Absorb
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Hyper Beam / Round
- Snarl
- Grass Knot

Special Sweeper Zeraora (Volt Absorb)

Zeraora is a legendary Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Zeraora's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Zeraora heals 1/4 of its max hp when hit by electric moves; 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).
Hyper Beam is a special 150-base power Normal-type move (Zeraora cannot move next turn).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snarl is a special 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
Grass Knot is a special 0-base power Grass-type move (more power the heavier the target).



Movesets for Doubles


What is a good doubles moveset for Zeraora? These builds have been optimized for Sword/Shield 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 Sword/Shield generation metagame.


Common team mates for Zeraora in Pokemon Sword/Shield:

CorviknightKommo-oKeldeoDracovishKyuremTerrakionJirachiIncineroarGyaradosPrimarinaShuckleCelebi


Species: Zeraora
Item: Life Orb
Ability: Volt Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Plasma Fists / Wild Charge
- Superpower / Close Combat
- Outrage
- Brutal Swing

Doubles Physical Sweeper Zeraora (Volt Absorb)

Zeraora is a legendary Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Zeraora's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Zeraora heals 1/4 of its max hp when hit by electric moves; electric immunity.

Plasma Fists is a physical STAB-boosted 100-base power Electric-type move (normal moves become electric type this turn).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Superpower is a physical 120-base power Fighting-type move (lowers your Zeraora's attack and defense by 1 stage).
Close Combat is a physical 120-base power Fighting-type move (lowers your Zeraora's defense and special defense by 1 stage).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Zeraora afterwards).
Brutal Swing is a physical 60-base power Dark-type move (no additional effect. hits adjacent pokemon).




Species: Zeraora
Item: Life Orb
Ability: Volt Absorb
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Electroweb
- Snarl
- Hyper Beam / Round
- Grass Knot

Doubles Special Sweeper Zeraora (Volt Absorb)

Zeraora is a legendary Special Sweeper. It was designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Zeraora's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Volt Absorb, Zeraora heals 1/4 of its max hp when hit by electric moves; electric immunity.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Electroweb is a special STAB-boosted 55-base power Electric-type move (100% chance to lower the foes speed by 1 stage).
Snarl is a special 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
Hyper Beam is a special 150-base power Normal-type move (Zeraora cannot move next turn).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Grass Knot is a special 0-base power Grass-type move (more power the heavier the target).



Movepool


Wondering what moves can Zeraora 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
Aura Sphere
80
--
20
This move does not check accuracy.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Round
60
100%
15
Power doubles if others used Round this turn.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
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.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Blaze Kick
85
90%
10
High critical hit ratio. 10% chance to burn.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Giga Impact
150
90%
5
User cannot move next turn.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Pay Day
40
100%
20
Scatters coins.
Plasma Fists
100
100%
15
Normal moves become Electric type this turn.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Quick Attack
40
100%
30
Usually goes first.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Reversal
--
100%
15
More power the less HP the user has left.
Scratch
40
100%
35
No additional effect.
Slash
70
100%
20
High critical hit ratio.
Spark
65
100%
20
30% chance to paralyze the target.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Agility
--
--
30
Raises the user's Speed by 2.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Hone Claws
--
--
15
Raises the user's Attack and accuracy by 1.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
90%
20
Paralyzes the target.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Zeraora can perform in Sword/Shield. 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 SS Move and Ability Combos for Zeraora

Create a build


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



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