Doubles Zeraora

n10siT

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[OVERVIEW]

Zeraora's access to a wide range of support moves such as Fake Out and Snarl coupled with its blistering speed makes it a decent offensive support Pokemon in the Doubles metagame. While it faces fierce competition from other Electric-types like Tapu Koko, Zapdos, and Mega Manectric, which can all provide either more power or better utility than Zeraora, it is a fantastic check to all of these Pokemon, as it can heal itself by switching into Electric-type attacks and can weaken their attacks with Snarl. However, while Zeraora provides fantastic role compression, even non-Electric-types like Incineroar can generally perform the same supportive role while adding more offensive pressure and providing a better defensive typing. Furthermore, many of the Pokemon that dominate the Doubles metagame comfortably switch into and stay in front of Zeraora. For example, Zygarde can freely set up Dragon Dance, Soundproof Kommo-o can use Clangorous Soulblaze while ignoring Snarl, and Incineroar and Landorus-T safely pivot in on Zeraora and weaken it with Intimidate.

[SET]
name: Fast Utility Pivot
move 1: Fake Out
move 2: Plasma Fists
move 3: Snarl
move 4: Volt Switch
item: Assault Vest
ability: Volt Absorb
nature: Jolly
evs: 128 HP / 116 Atk / 72 SpD / 192 Spe

[SET COMMENTS]
Moves
========

Fake Out provides a partner with a chance to set up or take out an opposing threat, potentially providing a heavy momentum swing in your direction. Plasma Fists is Zeraora's main way of dealing damage; though it also neutralizes most Normal-type moves, this interaction rarely happens in DOU play. Snarl supports Zeraora's partners by weakening opposing special attacks, which is especially effective because Zeraora outspeeds most notable special attackers, including Tapu Koko and Mega Gengar. Volt Switch allows Zeraora's partners to get on the field in a more favorable position and allows Zeraora to come back in at a later turn and apply more pressure with Fake Out and Snarl.

Set Details
========

Assault Vest is used to bolster Zeraora's special bulk, as it benefits most from using four attacking moves anyway. 192 Speed EVs with a Jolly nature ensure Zeraora will always outspeed Mega Manectric. The EVs invested into bulk allow Zeraora to take either a Stomping Tantrum from Mega Metagross or a rain-boosted Hydro Vortex from Kingdra. The remaining EVs are placed into Attack to boost the damage output of Plasma Fists.

Usage Tips
========

Zeraora functions well as a lead, as it can usually pivot out if you find yourself in a bad position, and its faster Fake Out means you can generally control opposing Trick Room or other setup leads. However, do not misinterpret this as Zeraora being a dedicated lead — such a thing does not exist in Doubles, and Zeraora can also perform successfully when it is kept in the back and used to set up a partner Pokemon mid- or late-game. Pivoting with Zeraora often is crucial, as it is highly beneficial to get it on the field at the same time as a setup Pokemon like Zygarde, allowing it to provide a free turn with Fake Out or weaken opposing Pokemon with Snarl to get Zygarde ready to set up Dragon Dance. Generally you are not saving Zeraora for late-game unless you have weakened the other team significantly. While Zeraora is fast, its attacks won't hit particularly hard, so it is very difficult to use as a cleaner.

Team Options
========

Pokemon that would generally lose momentum trying to set up pair well with Zeraora. Zygarde comes to mind, as both Fake Out and Snarl can put it in more favorable positions to set up Dragon Dance. Suicune fits on this point as well, as the free turn from Fake Out to set up Tailwind can be very beneficial. Landorus-T, another Ground-type, pairs extremely well with Zeraora, as it provides Intimidate and both Pokemon cover each other's checks fairly well. On the same token, you will need to be able to deal with opposing Ground-types like Zygarde and Landorus-T, as they completely wall Zeraora and don't care much about Snarl. Good options for dealing with those Pokemon include Tapu Fini and Kyurem-B. Zeraora cannot do anything to deal with Grass-types like Tapu Bulu and Amoonguss, so Pokemon like Incineroar or Kyurem-B are fantastic partners for it. Zeraora is a good option to place on teams that might be threatened by fast special attackers like Tapu Koko and Mega Gengar so Pokemon like Kommo-o and Zygarde feel more safe to set up or Pokemon like Mega Metagross are safe trying to survive attacks like Mega Gengar's Shadow Ball and pick up the KO in return. Since Zeraora is not really used as an offensive Pokemon, it is necessary to keep in mind during building that you may not want too many passive Pokemon on your team; while Tapu Fini and Ferrothorn are solid partners for Zeraora, you do not want your team to be stuck with not enough offensive firepower. However, this can be mitigated by opting for more offensive sets on them, like Calm Mind Tapu Fini and Curse Ferrothorn. Zeraora teams can also really benefit from having a Shadow Tag Pokemon like Mega Gengar, which can keep foes on the field that have been weakened by Snarl while Zeraora pivots out to get in a Pokemon to potentially set up more safely in front of them.

[STRATEGY COMMENTS]
Other Options
=============
Fire Punch is an option to give Zeraora a way to deal some serious damage to foes like Ferrothorn and Mega Scizor, and Close Combat allows it to hit Incineroar and Tyranitar harder. With both of these moves, it is possible to consider a fully physically offensive set of Fake Out / Plasma Fists / Fire Punch / Close Combat with Life Orb or even Electrium Z, but the ubiquity of Intimidate and Zeraora's inability to deal with prominent Pokemon like Zygarde and Kommo-o leave this set generally worse than a pivot. Zeraora can use a fully offensive special set with Hidden Power Ice over Plasma Fists and the Attack EVs moved into Special Attack; this gives Zeraora a way to damage opposing Zygarde and Landorus-T. A set with Taunt over Volt Switch or Plasma Fists and a pinch Berry over Assault Vest is also usable, as Taunt gives Zeraora the ability to stop opposing Pokemon from setting up or employing speed control, while a pinch Berry gives Zeraora some longevity through recovery. However, the added bulk from Assault Vest and the pivoting of Volt Switch are generally preferred, as that is how Zeraora provides the most momentum for a team.

Checks and Counters
===================

**Ground-types**: Zygarde and Landorus-T wall any Zeraora not carrying Hidden Power Ice, as they are immune to Electric-type attacks and do not mind Snarl.

**Grass-types**: Zeraora can't do much to any Grass-type like Tapu Bulu or Amoonguss, as they easily take a Plasma Fists, and Amoonguss can still use Rage Powder and Spore despite Snarl lowering its Special Attack.

**Faster Pokemon**: Deoxys-A is about the only Pokemon that naturally outspeeds Zeraora in the Doubles metagame, but common Choice Scarf users like Genesect or Tapu Lele also deal with Zeraora handily, as Zeraora relies heavily on being the fastest Pokemon on the field to affect momentum.

**Opposing Speed Control**: While Zeraora will often be the fastest Pokemon on a neutral board state, opposing Tailwind or Trick Room will take away its role completely, as it will no longer be the quick pivot it is supposed to be.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [Arcticblast, 27554]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [talkingtree, 232101]]
 
Last edited:

talkingtree

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  • [Overview] Zeraora's place in the meta isn't fantastic, but it's good enough that you should at least have one positive point in here. It's the fastest available Pokemon that isn't as frail as wet toilet paper, it has some limited flexibility between sets, and it's a solid switchin to those Electric-types that give it so much competition.
  • [Set/Moves] Move Plasma Fists to the second slot, I generally prefer the main method of damage to be towards the top. Volt Switch can be at the bottom, it's one of the most important moves but pivoting moves being last is a good convention to keep.
  • [Team Options] Something to take out Grass-types, most notably Bulu/Amoon/Ferro
  • [Other Options] Protect deserves a spot somewhere in here
  • [Other Options] Taunt sets don't need a Focus Sash, I'd generally use Iapapa Berry instead. Zeraora's bulk isn't *great*, but it's not sash-worthy.
  • [Other Options] Offensive sets like LO and Electrium Z are theoretically okay, LO should go with CC because -1 LO CC 2HKOes Incineroar
  • [Checks and Counters] Add a Grass-types tag, they all hardwall Zeraora
  • [Checks and Counters] Maybe add an **Opposing Faster Pokemon** tag or w/e the convention is (I should look it up but I'm pressed for time rn), with Deo-A and scarfers like Genesect/Lele mentioned due to Zeraora's considerable drop in utility if it can't outspeed its foes
I think that's everything for QC 1/2, go ahead and start writing it up and if I find out I forgot something I'll let you know
 

Arcticblast

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overall:
- Zeraora's actually pretty slippery and tends to stick around longer than you'd expect as a result; as much as it is indeed not a lategame powerhouse, I think you downplay its ability to live

usage tips:
- use some phrasing in the first sentence that doesn't push Zeraora so hard as a lead - it isn't technically wrong, but it suggests the idea of a dedicated lead, when such a thing hasn't really existed since DPP

team options:
- Lando-T + lightning furry is a pretty neat duo, since Zeraora takes several of the supportive roles that Incineroar normally holds over Landorus, letting the latter's stronger offensive abilities shine. also Snarl + Intimidate is neat

OO:
- mention a special oriented set with HP Ice over Plasma Fists and the same EVs
- Sash Taunt is also worth some merit, mostly because Taunt is ridic - shutting down Amoonguss and potentially stopping a DD from Zygarde can be real big
- - neither of these should drop Fake Out, Volt Switch, or Snarl; unless I was running some batshit insane offensive set I would not consider Protect at all

I think that's all I have
1 and a high five / 2
 

talkingtree

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Do the above^, but add what Arctic mentioned for the Overview into Usage Tips as well, since I think that's an important point to mention alongside it not being a fantastic cleaner.

Also, you mention in the Overview that Zeraora is a pretty good check to the Electric-types it faces competition with, but then in usage tips you should also clarify that it can pivot in on a predicted Electric move to heal itself.

When you talk about Tapu Fini and Ferrothorn potentially making the team too passive, point out that means you could modify their sets to avoid this problem (e.g., CM Fini)

I'm not sure that I'd use Sash on a Pokemon that's reasonably bulky and not geared towards doing a ton with just one turn, but running Taunt over Plasma Fists is a solid alternative that I hadn't considered when I suggested the Taunt + Iapapa set. Arctic also makes a good point about not trying to fit Protect onto Zeraora, it really can't afford the moveslot 99.5% of the time and we don't need to write about the other .5%

Try to avoid writing about "this set" in Checks and Counters; this way, if another set comes up later as a single-set addition, we won't have to edit this section. All your points already apply for the Pokemon in general.

Stamping his check with those additions for QC 2/2
 

Lumari

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GP 1/2
[OVERVIEW]

Zeraora's has access to a wide range of support moves such as Fake Out and Snarl (RC) and this coupled with its blistering speed make makes it a decent offensive support pokemon in the Doubles metagame. There is While it faces fierce competition in the metagame between from other Electric-types (RC) as the likes of like Tapu Koko, Zapdos, and Mega Manectric, (AC) which can all potentially provide either more offensive power or better utlitity utility than Zeraora, (comma) However, Zeraora it (make sure I didn't mess up meaning here etc) is a fantastic check to all of these Pokemon, as it can heal itself by switching into Electric-type attacks and can weaken the strength their attacks of all of the aforementioned Pokemon with Snarl. However, while Zeraora provides fantastic role compression, even non-Electric-types (AH) like Incinerorar Incineroar can generally perform the same supportive role while adding more offensive pressure while possessing and providing a better defensive typing. Furthermore, many of the Pokemon that dominate the Doubles metagame comfortably switch in to into and stay in front of Zeraora. For example, Zygarde can freely set up Dragon Dance, Soundproof Kommo-o can use Clangorous Soulblaze while ignoring Snarl, and Incineroar and Landorus-therian Landorus-T comfortably switch into Zeroara and weaken it with Intimidate Zeraora, with the latter Landorus-T and Zygarde also being immune to all Electric-type attacks.

[SET]
name: Fast Support Pivot
move 1: Fake Out
move 2: Plasma Fists
move 3: Snarl
move 4: Volt Switch
item: Assault Vest
ability: Volt Absorb
nature: Jolly
evs: 128 HP / 116 Atk / 72 SpD / 192 Spe

[SET COMMENTS]
Moves
========

Fake Out finds a lot of usefulness in Doubles, as it provides a partner with a chance to set up or take out an opposing threat, (comma) while preventing that threat from moving on that turn. This can provide potentially providing (removing dex info) a heavy momentum swing in your direction. Plasma Fists is Zeraora's main way of dealing damage, and it is used more solely for the damage output rather than it's for its unique Ion Deluge-like (AH) affect effect, (i'd far rather just make this "its ability to neuter Normal-type moves" bc cleaner + not sure how well known Ion Deluge is as a move, but I fear that's not entirely accurate in doubles) as Normal-type moves are far and few between in Doubles DOU play. Snarl supports Zeraora's partners by making weakening opposing special attacks weaker, this which is an especially important move effective because Zeraora outspeeds most of the notable special attackers, including Tapu Koko and Mega Gengar. Volt Switch allows Zeraora to pivot off of the field, allowing Zeraora's partners to get on the field in a more favorable position and allowing allows Zeraora to come back in at a later turn and apply more pressure with Fake Out and Snarl.

Set Details
========

Assault Vest is used to bolster Zeraora's special bulk while opening up all four moveslots for Zeraora to affect the board position in as many ways as possible, (not sure what this means, can't imagine what other move it'd run to take AV's place) as this lets it better function as a pivot. 192 Speed EVs with a Jolly nature ensures Zerora ensure Zeraora will always outspeed Mega Manectric. The EVs invested into bulk allow Zeraora to live take either a Mega Metagross Stomping Tantrum from Mega Metagross or a rain-boosted Hydro Vortex from Kingdra in Rain. The remaining EVs are placed into Attack to boost the damage output of Plasma Fists.

Usage Tips
========

Zeraora functions well as a lead, as it can usually pivot out if you find yourself in a bad position, and its faster Fake Out means you can generally control opposing Trick Room or other set up setup leads. However, do not misinterpret this as Zeraora being a dedicated lead—such a thing does not exist in Doubles, and Zeraora can perform successfully when it is held kept in the back and used to set up a partner Pokemon in the mid- (AH) or late-game. (AH) Pivoting with Zeraora often is crucial, as it is often highly beneficial to try and get getting it and in at the same time as a set up setup Pokemon like Zygarde in at the same time, so you can potentially have weaken opposing Pokemon weakened with Snarl and to get Zygarde ready to click set up Dragon Dance. Generally you are not saving Zeraora for the late-game (AH) unless you have weakened the other team significantly. While Zeraora is fast, its attacks are not hitting particularly hard, so it is very difficult to use as a cleaner.

Team Options
========

Pokemon that would generally lose momentum trying to set up pair well with Zeraora. Zygarde comes to mind, as both Fake Out and Snarl can put it in more favorable positions to set up Dragon Dance. Suicune fits on this point as well, as using the free turn to from Fake Out and to set up Tailwind can be very beneficial. Landorus-T, another Ground-type, pairs extremely well with Zeraora, (AC) as it provides Intimidate and is supported offensively with Fake Out and Snarl, as well as each and both Pokemon covering cover each others other's checks fairly well. On the same token, you will need to be able to deal with opposing Ground-types like Zygarde and Landorus-T, as they completely wall Zeraora and don't care about Snarl. Good options for dealing with those Pokemon are Tapu Fini and Kyurem-B. Zeraora cannot do anything to deal with Grass-types like Tapu Bulu or and Amoonguss, so Pokemon like Incineroar or Kyurem-B are fantastic partners for it. Zeraora is a good option to place on teams that might be threatened by fast special attackers like Tapu Koko and Mega Gengar (RC) so Pokemon like Kommo-o and Zygarde feel more safe to set up (RC) or so that Pokemon like Mega Metagross may get to are safe trying to survive attacks like Mega Gengar's Shadow Ball and pick up the KO where it otherwise would not be able to in return. Since Zeraora is not really used as an offensive Pokemon, therefore it is necessary to keep in mind during building that you may not want too many passive Pokemon on your team; (SC) while Tapu Fini and Ferrothorn are solid partners for Zeraora, you do not want your team to be stuck with not enough offensive firepower. However, this can be mitigated for by opting for more offensive sets on these typically passive Pokemon them, like using Calm Mind on Tapu Fini or and Curse on Ferrothorn. Zeraora teams can alsoreally also really benefit from having a Shadow Tag Pokemon like Mega Gengar, (comma) Mega Gengar which can keep foes on the field that have been weakened by Snarl (RC) while Zeraora can pivot out to get in a Pokemon to potentially set up safer more safely in front of the weakened foes them.

[STRATEGY COMMENTS]
Other Options
=============
Fire Punch is an option to give Zeraora a way to deal some serious damage to things foes like Ferrothorn and Mega Scizor, (comma) and Close Combat allows you it to hit Incineroar and Tyranitar harder. With both of these moves, it is possible to consider a fully physically offensive and physical set of Fake Out / Plasma Fists / Fire Punch / Close (spacing) Combat with Life Orb or even Electrium Z, but the omnipresence of Intimidate and the Zeraora's inability to deal with prominent Pokemon like Zygarde and Kommo-o leave this set as generally worse than a special pivot. Hidden Power Ice gives Zeraora a way to damage opposing Zygarde and Landorus-Therian, but it is a weak attack despite the even with their 4x weakness those Pokemon have to Ice-type attacks (RC) and would be taking away one of Zeraora's very valuable moveslots. On the other end of the offensive spectrum, Zeraora can use a fully offensive special set with HP Hidden Power Ice over Plasma Fists (RC) and moving the Attack EVs moved into Special Attack. A set consisting of with Taunt over Volt Switch or Plasma Fists and a pinch Berry over Assault Vest is also plausible, as Taunt gives Zeraora the ability to stop opposing Pokemon from setting up or using some employing speed control, while a pinch Berry gives Zeraora it some longevity through recovery. However, the added bulk from Assault Vest and the pivoting of Volt Switch are generally preferred, (AC) as that is how Zeraora can provide the most momentum for a team.

Checks and Counters
===================

**Ground-types**: Zygarde and Landorus-T wall any Zeraora not carrying HP Hidden Power Ice, as they are immune to Electric-type attacks and do not mind Snarl.

**Grass-types**: Zeraora can do little to any Grass-type like Tapu Bulu or Amoonguss, as they easily take a Plasma Fists, (AC) and Amoonguss can still use Rage Powder and Spore despite Snarl lowering its Special Attack.

**Faster Pokemon**: Deoxys-Attack is just about the only Pokemon that naturally outspeeds Zeraora in the Doubles metagame, but common Choice Scarf users like Genesect or Tapu Lele also deal with Zeraora handily, (AC) as Zeraora relies heavily on being the fastest Pokemon on the field to affect momentum.

**Opposing Speed Control**: While Zeraora will often be the fastest thing Pokemon on a neutral board state, an opponents opposing Tailwind or Trick Room will take away zeraora's its role completely, as it will no longer be the quick pivot it is supposed to be.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [Arcticblast, 27554]]
- Grammar checked by: [[name, ID], [name, ID]]
 

talkingtree

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add remove comments

[OVERVIEW]

Zeraora's access to a wide range of support moves such as Fake Out and Snarl coupled with its blistering speed makes it a decent offensive support Pokemon in the Doubles metagame. While it faces fierce competition from other Electric-types like Tapu Koko, Zapdos, and Mega Manectric, which can all provide either more power or better utility than Zeraora, it is a fantastic check to all of these Pokemon, as it can heal itself by switching into Electric-type attacks and can weaken their attacks with Snarl. However, while Zeraora provides fantastic role compression, even non-Electric-types like Incineroar can generally perform the same supportive role while adding more offensive pressure and providing a better defensive typing. Furthermore, many of the Pokemon that dominate the Doubles metagame comfortably switch into and stay in front of Zeraora. For example, Zygarde can freely set up Dragon Dance, Soundproof Kommo-o can use Clangorous Soulblaze while ignoring Snarl, and Incineroar and Landorus-T comfortably switch into safely pivot in on Zeraora and weaken it with Intimidate. with Landorus-T and Zygarde also being immune to all Electric-type attacks.

[SET]
name: Fast Support Utility Pivot
move 1: Fake Out
move 2: Plasma Fists
move 3: Snarl
move 4: Volt Switch
item: Assault Vest
ability: Volt Absorb
nature: Jolly
evs: 128 HP / 116 Atk / 72 SpD / 192 Spe

[SET COMMENTS]
Moves
========

Fake Out provides a partner with a chance to set up or take out an opposing threat, potentially providing a heavy momentum swing in your direction. Plasma Fists is Zeraora's main way of dealing damage; (comma -> semicolon) though it also and it is used solely for the damage output rather than for its ability to neutralizes most Normal-type moves, as Normal-type moves with no priority are few and far between this interaction rarely happens in DOU play. Snarl supports Zeraora's partners by weakening opposing special attacks, which is especially effective because Zeraora outspeeds most of the notable special attackers, including Tapu Koko and Mega Gengar. Volt Switch allows Zeraora's partners to get on the field in a more favorable position and allows Zeraora to come back in at a later turn and apply more pressure with Fake Out and Snarl.

Set Details
========

Assault Vest is used to bolster Zeraora's Special special bulk, as it will want to run benefits most from using four attacking moves anyway. 192 Speed EVs with a Jolly nature ensure Zeraora will always outspeed Mega Manectric. The EVs invested into bulk allow Zeraora to take either a Stomping Tantrum from Mega Metagross or a rain-boosted Hydro Vortex from Kingdra. The remaining EVs are placed into Attack to boost the damage output of Plasma Fists.

Usage Tips
========

Zeraora functions well as a lead, as it can usually pivot out if you find yourself in a bad position, and its faster Fake Out means you can generally control opposing Trick Room or other setup leads. However, do not misinterpret this as Zeraora being a dedicated lead — such a thing does not exist in Doubles, and Zeraora can also perform successfully when it is kept in the back and used to set up a partner Pokemon mid- or late-game. Pivoting with Zeraora often is crucial, as it is often highly beneficial to try getting it in get it on the field at the same time as a setup Pokemon like Zygarde, so you can allowing it to provide a free turn with Fake Out or weaken opposing Pokemon with Snarl to get Zygarde ready to set up Dragon Dance. Generally you are not saving Zeraora for late-game unless you have weakened the other team significantly. While Zeraora is fast, its attacks are not hitting won't hit particularly hard, so it is very difficult to use as a cleaner.

Team Options
========

Pokemon that would generally lose momentum trying to set up pair well with Zeraora. Zygarde comes to mind, as both Fake Out and Snarl can put it in more favorable positions to set up Dragon Dance. Suicune fits on this point as well, as the free turn from Fake Out to set up Tailwind can be very beneficial. Landorus-T, another Ground-type, pairs extremely well with Zeraora, as it provides Intimidate and is supported offensively with Fake Out and Snarl, and (this is true for every Pokemon in Doubles, so I don't think it adds much to your point) both Pokemon cover each other's checks fairly well. On the same token, you will need to be able to deal with opposing Ground-types like Zygarde and Landorus-T, as they completely wall Zeraora and don't care much (Earth Power Lando might) about Snarl. Good options for dealing with those Pokemon are include Tapu Fini and Kyurem-B. Zeraora cannot do anything to deal with Grass-types like Tapu Bulu and Amoonguss, so Pokemon like Incineroar or Kyurem-B are fantastic partners for it. Zeraora is a good option to place on teams that might be threatened by fast special attackers like Tapu Koko and Mega Gengar so Pokemon like Kommo-o and Zygarde feel more safe to set up or Pokemon like Mega Metagross are safe trying to survive attacks like Mega Gengar's Shadow Ball and pick up the KO in return. Since Zeraora is not really used as an offensive Pokemon, it is necessary to keep in mind during building that you may not want too many passive Pokemon on your team; while Tapu Fini and Ferrothorn are solid partners for Zeraora, you do not want your team to be stuck with not enough offensive firepower. However, this can be mitigated by opting for more offensive sets on them, like Calm Mind Tapu Fini and Curse Ferrothorn. Zeraora teams can also really benefit from having a Shadow Tag Pokemon like Mega Gengar, which can keep foes on the field that have been weakened by Snarl while Zeraora can pivots out to get in a Pokemon to potentially set up more safely in front of them.

[STRATEGY COMMENTS]
Other Options
=============
Fire Punch is an option to give Zeraora a way to deal some serious damage to foes like Ferrothorn and Mega Scizor, and Close Combat allows it to hit Incineroar and Tyranitar harder. With both of these moves, it is possible to consider a fully physically offensive set et of Fake Out / Plasma Fists / Fire Punch / Close Combat with Life Orb or even Electrium Z, but the omnipresence ubiquity of Intimidate and Zeraora's inability to deal with prominent Pokemon like Zygarde and Kommo-o leave this set generally worse than a special pivot. Hidden Power Ice gives Zeraora a way to damage opposing Zygarde and Landorus-T, but it is a weak attack even with their 4x weakness to Ice-type attacks and would be taking away one of Zeraora's very valuable moveslots. On the other end of the offensive spectrum, Zeraora can use a fully offensive special set with Hidden Power Ice over Plasma Fists and the Attack EVs moved into Special Attack; this gives Zeraora a way to damage opposing Zygarde and Landorus-T. A set with Taunt over Volt Switch or Plasma Fists and a pinch Berry over Assault Vest is also plausible usable, as Taunt gives Zeraora the ability to stop opposing Pokemon from setting up or employing speed control, while a pinch Berry gives Zeraora some longevity through recovery. However, the added bulk from Assault Vest and the pivoting of Volt Switch are generally preferred, as that is how Zeraora can provides the most momentum for a team.

Checks and Counters
===================

**Ground-types**: Zygarde and Landorus-T wall any Zeraora not carrying Hidden Power Ice, as they are immune to Electric-type attacks and do not mind Snarl.

**Grass-types**: Zeraora can do little can't do much to any Grass-type like Tapu Bulu or Amoonguss, as they easily take a Plasma Fists, and Amoonguss can still use Rage Powder and Spore despite Snarl lowering its Special Attack.

**Faster Pokemon**: Deoxys-A is about the only Pokemon that naturally outspeeds Zeraora in the Doubles metagame, but common Choice Scarf users like Genesect or Tapu Lele also deal with Zeraora handily, (AC) as Zeraora relies heavily on being the fastest Pokemon on the field to affect momentum.

**Opposing Speed Control**: While Zeraora will often be the fastest Pokemon on a neutral board state, opposing Tailwind or Trick Room will take away its role completely, as it will no longer be the quick pivot it is supposed to be.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [Arcticblast, 27554]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [name, ID]]

 

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