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6 votes
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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 include full 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 learnset for reference.

Sprite

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24 Answers

7 votes

Zeraora @ Air Balloon
Ability: Volt Absorb
EVs: 252 Atk / 4 HP / 252 Spe
Adamant Nature
- Plasma Fists (High damage + STAB + chance to activate Volt Absorb if they use a Normal type move)
- Close Combat (High damage Fighting type move)
- Knock Off (Dark type move that gets rid of opponents items)
- Acrobatics (Flying type move that doubles in power when the Air Balloon is gone)

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Why is this the top answer? It's cool but way too situational to use Acrobatics. Plus there are better coverage options available.
Yeah, if to use flying move, i should use atleast Bounce. It has 30% paralyze and probably gives you a turn free of damage. I think Sky Uppercut doesn't ever exists in Gen 8, so it would be pretty better. I think the paralyze can help you if you need speed control. I know there are better ways to get paralyze, but, its pretty better (for me) use Bounce.
Aerial Ace exists and he learns, but i rather Bounce by that privileges.
How is Acrobatic situational? air ballon gives you no weakness, meaning you're likely to live the first hit. unless you're up against something that could 1-shot you no matter what, you're going to get the acrobatics boost and it's great coverage. Bounce is worse, it only has a low chance to paralyse, and its a 2 turn move. the enemy can switch to a rock or steel type and tank the hit, or an electric type to prevent paralysis. aerial ace is.. fine, but if you want more damage, use acrobatics.
I don't know about you all, but I think Acrobatics is fine. Think about it, it gets the immunity to ground types, then it can turn back on them with double power if they can even land a hit. It is virtually 110 base power for most of the battle.
3 votes

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature (+Spe, -SpD)
- 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.

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I think Zeraora is one of like 3 Pokemon that can make use of Work up as a TM in a good enough way. Still think it should've replaced Confide with Work Up instead of Hone Claws though...
I love it. That's an upvote for you.
2 votes

Gen 7 OU

Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 252 Spe / 4 SpA
Naive 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

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2 votes

Gen 8, since there's no Hidden Power:

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / 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 Rillaboom usually defeats 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!

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1 vote

Zeraora @ Choice Scarf
Ability: Volt Absorb
EVs: 252 Spe / 252 Atk / 4 HP
Naughty 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.

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Are you sure a scarf set really needs a +speed nature? Even with a neutral nature, the only pokemon that outspeed you unboosted are other scarfers with both 126 base speed or more, and a speed positive nature. All the pokemon fast enough that can use a choice scarf (Jolteon, Aerodactyl, Mewtwo, Crobat, Tapu Koko, Ash-Greninja, Accelgor, Electrode, Pheromosa, Ninjask, Deoxys) are either ubers, don't do well as a scarfed set, or are electric types themselves that Zeraora really doesn't need to worry about anyway. Tapu Koko and Ash-Greninja are the only real threats to it, but Koko resists all of Zeraora's best attacks anyway, and with Greninja having to both actually get a ko and be +speed scarf, which isn't common.
Thanks for the feedback.
1 vote

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 6 Def / 252 SpD
Careful Nature
- 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.

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Bulky Zeraora huh? Never thought of that
When I get my event Zeraora, I'm going to try to make it like this one.
No don't, thus is an interesting one, but you know won't work. Use an attacking one, normal one.
But this is an attacking Zeraora, it's bulky and it attacks.
Does anyone tried use Magnet to boost Plasma Fists?
Life Orb, Choice Band, etc. are better boosting items than Magnet.
1 vote

National Dex UU

Zeraora @ Firium Z / Fightinium Z
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / 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:

+1 252+ Atk Zeraora All-Out Pummeling (190 BP) vs. 100 HP / 0 Def Melmetal: 450-530 (103.2 - 121.5%) -- guaranteed OHKO
Possible damage amounts: (450, 454, 460, 466, 470, 476, 482, 486, 492, 498, 502, 508, 514, 518, 524, 530)

+2 Jolly Blaze Kick Firium Z:

+2 252 Atk Zeraora Inferno Overdrive (160 BP) vs. 100 HP / 0 Def Melmetal: 460-542 (105.5 - 124.3%) -- guaranteed OHKO
Possible damage amounts: (460, 466, 470, 476, 482, 486, 492, 498, 504, 508, 514, 520, 524, 530, 536, 542)

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0 votes

Physical sweeper Zeraora moveset:

Zeraora @ Life Orb / Choice Band / Electrium Z
Ability: Volt Absorb
EVs: 252 Atk / 252 Spe / 4 Def
Jolly 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.

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Actually, the power of Acrobatics is only doubled to 110 if the user of the move is not holding an item.
Here's some things wrong with your moveset:

1. Better to put those last 4 Evs into Hp.
2. Zeraora can't learn Ice Punch.
3. Knock Off doesnt take Items, it makes the foe lose it's held item.
4. Acrobatics' power is doubled to 110 when the user is not holding an item, not your opponent.
0 votes

Zeraora @ Air Balloon
Ability: Volt Absorb
EVs: 252 Spe / 252 Atk / 4 HP
Jolly Nature
- 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.

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Plasma Fists doesn't work in the way that you are thinking.  It doesn't turn YOUR Normal-Type moves into Electric type moves, it turns your OPPONENT's Normal Type moves into Electric-type moves.  And it only lasts until the end of the turn, meaning that just because you used Plasma Fists once doesn't mean that all normal type moves moving forward will be electric-type.
I think this isnt that great a moveset
0 votes

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 252 Spe / 4 HP
Jolly 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.

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0 votes

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature (+Spe, -SpD)
- 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't that useful, 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, Lando-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 Lando is staying in is always a gamble). The last move is very variable, 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, [email protected], 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 Plasma Fists vs. 248 HP / 0 Def Magearna: 172-203 (47.3 - 55.9%) -- 75% chance to 2HKO

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

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0 votes

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

Zeraora @Focus Sash
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Adamant 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!

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0 votes

Zeraora @ Magnet / Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Knock Off

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Magnet is terrible.
0 votes

Zeraora @ Choice Specs/Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 252 Spe / 4 SpD
Timid/Modest Nature

  • Volt Switch
  • Aura Sphere
  • Grass Knot
  • Thunderbolt

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 252 Spe / 4 Def
Jolly/Adamant Nature

  • Plasma Fists
  • Close Combat
  • Blaze Kick
  • Play Rough/Knock Off
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Movesets must be posted separately so they can be upvoted separately.
Please edit one of these sets out of this answer and repost it.
0 votes

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 252 HP / 4 Spe
Adamant 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.

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I don't reccomend Helping Hand, even for double battles. I think Plasma Fists and Volt Switch are fine, but this moveset needs more coverage, especially since there will potentially four different types on the opposing side, and you want the coverage to at least be able to take out one of them. Try Hidden Power Ice or (in SwSh) Blaze Kick or Close Combat or something.
0 votes

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 HP / 252 Spe
Adamant / 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.I

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!

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0 votes

Zeraora
Ability: Volt Absorb
EVs: 100 HP / 76 Def / 128 SpA / 80 SpD / 124 Spe
Adamant Nature
- Close Combat
- Plasma Fists
- Outrage
- Acrobatics

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Special attack EVs? It doesn’t have any special attacks. Iron tail?! That sucks. Superpower over close combat? The frick? Lax nature? Why?
Also, where are the Speed EVs and where's the item...
0 votes

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

Zeraora @ Heavy-Duty Boots / Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly 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.

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0 votes

Probably not the traditional set but oh well

National Dex


Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 16 Atk / 236 SpA / 252 Spe
Hasty / 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.

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0 votes

National Dex UU

Zeraora @ Electrium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 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.

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