should I choose garchomp or zeraora?
Strengths
Even at early levels, Garchomp boasts extremely high DPS from its auto attacks. This allows it to anti-stack and shred farm and objectives very effectively, and the lifesteal allows it to stay alive during fights and outbrawl most melee characters. The dragon combo gives Garchomp a strong engage that can displace targets, allowing for follow-up from teammates. Livid Outrage can help chase down the backliners that usually kite Garchomp, and the unstoppable allows it to power through CC.
Weaknesses
Without the dragon moves or its ult, Garchomp is very susceptible to being kited or CCed. It also has no disengage, making its engages all-in and committal. Once you go in, you are not leaving the fight, so pick your engages carefully. While Garchomp has great rip, its secure is mediocre at best.
Volt Absorb bolsters Zeraora’s Attack the more damage it takes, with its max being far above that of even the highest natural Attack stats. Zeraora’s Auto Attacks have a good speed and damage, which allows it to scrap well in the early game when combined with the missing HP the Boosted Auto Attack restores and the paralysis it leaves behind. Volt Switch’s returning properties combined with Discharge’s solid damage and pull can create advanced plays. Spark provides all of great mobility, sticking power, gap closing, solid damage and even Unstoppable. Wild Charge not only possesses insane single-target damage, but gives Zeraora a bevvy of iframes while in use which allows it to outright dodge moves and can potentially swing fights in your favor as a result. Plasma Gale is a powerful Unite Move that can provide strong burst and stun in an AoE, on top of it being a sure-hit.
Despite being built around taking hits to deal more damage, Zeraora isn’t much bulkier than its Speedster compatriots. It is fragile. Slash only provides good damage and crowd control if the last hit lands. It’s very easy to just walk out of the move, gutting a third of Slash’s damage. Combined with Zeraora getting Discharge and Wild Charge at Level 7, it leaves Zeraora’s initial gank with a lot to be desired. Both of Zeraora’s moves have a long TTK, allowing opponents to heal their way through Zeraora’s damage. This is especially a problem on sets that utilize Spark and Wild Charge because of how insanely committal moves they are. Bizarrely, Wild Charge will snap to other opponents even if Zeraora used the move on another should an opponent walk close enough by. This can severely kill its damage output and agency.
The Ultimate Pokemon Unite Guide (Google Docs)