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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.

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22 Answers

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Zeraora @ Magnet
Ability : Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Hidden Power (Ice)
- Play Rough

Zeraora benefits from the magnet as it powers up any electric type moves it may have while hidden power (Ice) and grass knot will cover his ground type weakness. I would recommend Hidden power over grass knot because it counters ground types more consistently and the only ground type to pose a threat is Groudon (Primal) because he gains the fire type removing his weakness to both grass knot AND hidden power but Bulk up for their other moves will support the KO especially if you have a set up sweeper like clefable to baton pass into zeraora with and you are almost guaranteed to have at least one SE move against it

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Gen 7 OU Mixed Wall Breaker


Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 200 Atk / 116 SpA / 192 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Hidden Power [Ice]
- Grass Knot

- Plasma Fists is Zeraora’s signature move that threatens Water Types like Toxapex and Tapu Fini as well as Fast Flying Types like Tornadus and Mega-Pinsir.
- Close Combat Close Combat can serve as an answer to Chansey grabbing the 2HKO and gets OHKOs on offensive threats like M-Lopunny, Kartana, and Hydreigon whilst 2HKOing Ferrothorn switch-ins expecting Plasma Fists.
- Hidden Power [Ice] 116 SpA HP ice guarantees OHKO on all Lando-T and Gliscor variants after Stealth Rock and is what allows Zeraora to revenge kill weakened Grass Types.
- Grass Knot Grass Knot OHKOs Mega-Swampert on the switch as well as KOing Quagsire, Gastrodon, and Seismitoad, three major stops to Zeraora.

192 spe minimizes EVs whilst maintaining speed tier whilst 200 atk minimizes EVs while retaining dmg roll calcs. Zeraora should serve as one of the team’s Premier Wallbreakers. Zeraora can make use of its high speed and life orb to threaten both offensive and defensive answers alike, allowing it to threaten or Punch Holes into its teammate’s Defensive Answers and Revenge Kill their Offensive Threats. Use Zeraora in the early game to punch holes and make an attempt to clean if it survives until the late-game though it has to be wary of Life Orb drain that effectively puts it on a turn timer which makes adequate prediction and precision necessary for it to be used effectively.

Here is an example of me using the set in Gen 7 OU with a Sticky Web Team.

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