UU Zeraora

Hilomilo

High-low My-low
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[OVERVIEW]

Zeraora is a potent offensive threat in UU by virtue of its decent mixed offenses, outstanding Speed, and access to a powerful physical Electric-type move in Plasma Fists. Thanks to its aforementioned Speed, it can outrun and threaten some of the tier's fastest threats, including Mega Manectric, Latias, Gengar, and Starmie. Its vast coverage movepool allows it to hit several conventional Electric-type checks like Hydreigon and Hippowdon with moves like Close Combat and Grass Knot, making it a solid mixed wallbreaker. It can also attempt to sweep with Bulk Up thanks to its ability to power through several bulkier threats with either Gigavolt Havoc or Breakneck Blitz, as well as its Speed allowing it to limit the number of Pokemon capable of revenge killing it. Unfortunately, Zeraora's pitiful defenses and weak typing limit its opportunities to come into play on its own and prevent it from reliably checking Pokemon that other Electric-types can often handle well, such as Scizor and Togekiss. Its lack of immediate power causes it to rely on Life Orb for damage output on some sets, damaging its longevity in the process. This also makes Zeraora more prediction reliant in order to adequately punish its switch-ins. Zeraora struggles to fit all of its desired coverage moves on its setup sets, meaning that they will always fail to hit at least one key target hard. Because of these downsides, Zeraora faces competition from other Electric-types like Rotom-H and Mega Manectric, which can more reliably fulfill their roles due to being less hard pressed to fit coverage on their sets and having better defensive utility.

[SET]
name: Mixed Attacker
move 1: Plasma Fists
move 2: Close Combat
move 3: Grass Knot
move 4: Knock Off / Volt Switch
item: Life Orb / Expert Belt / Shuca Berry
ability: Volt Absorb
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

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

Close Combat is essential in covering a few Pokemon capable of coming in on Plasma Fists, such as Hydreigon, Krookodile, Mamoswine, and Mega Steelix. Grass Knot hits the majority of Ground-types not already hit hard by Close Combat, such as Hippowdon, Swampert, and Seismitoad, for respectable damage. Knock Off hits Latias, which otherwise walls Zeraora, for a 2HKO on the switch while also removing the items of switch-ins like Gligar, Amoonguss, and Nidoqueen. Volt Switch is an option over Knock Off for its ability to pivot Zeraora out of play. It is important, however, to note that it will come at the cost of being able to punish Gligar and Amoonguss and hitting Latias hard. Hidden Power Ice is an option for hitting Ground-types like Gligar, Nidoqueen, and Nidoking harder than Zeraora's other attacks. However, Knock Off can still annoy these foes while allowing Zeraora to do much more meaningful damage to Psychic-types like Latias and Celebi. Work Up is an option for allowing Zeraora to increase its offensive presence to become a more threatening sweeper. However, it is often difficult to find room for due to sacrificing coverage.

Set Details
========

Life Orb provides Zeraora's attacks with a necessary boost in power, allowing it to achieve feats such as 2HKOing Mega Steelix with Close Combat after one layer of Spikes and 2HKOing Hippowdon with Grass Knot. Expert Belt lets Zeraora hit super effective targets almost as hard as Life Orb without cutting into its HP. However, it will be unable to damage targets hit by its moves neutrally, such as Infernape and Scizor, nearly as reliably. Shuca Berry is also an option for allowing Zeraora to tank one Ground-type hit from a foe like Mega Aerodactyl or Choice Scarf Krookodile and retaliate with powerful attacks. Volt Absorb is Zeraora's only available ability, though it can allow Zeraora to come in on predicted Electric-type attacks from Rotom-C, Mega Manectric, and Rotom-H to restore health. A Naive nature is preferred for preventing Zeraora from taking too heavy of damage from Bullet Punch as it tries revenge killing Scizor, though a Hasty nature is also an option if the rest of the team adequately accounts for Scizor.

Usage Tips
========

This set's main function is as a fast mixed wallbreaker capable of punching holes in opposing teams early- or mid-game. However, if Zeraora is still healthy at the end of the match and Plasma Fists switch-ins are weakened or removed, it can attempt cleaning up thanks to its high Speed. Due to its poor bulk and typing, Zeraora should almost never switch into foes directly, instead coming into play with support from a pivot or after a teammate has fainted. Prediction is vital in reliably securing various KOs for Zeraora. For instance, if a Ground-type like Hippowdon or Swampert is likely to switch in on an expected Plasma Fists, Zeraora should try nailing them with Grass Knot as they come in, sufficiently weakening them. Due to its Speed, Zeraora can be used to revenge kill weakened sweepers like Cobalion, Mega Houndoom, and Latias. However, it should be wary of revenge killing setup sweepers that often carry priority, such as Scizor, Bisharp, Infernape, and Lucario, as after a boost these threats will likely be able to wear Zeraora down immensely or pick it off if it's weakened enough. If Volt Switch is being used, Zeraora should use the attack on predicted switches into foes it can't reliably break through, like Mega Altaria and Amoonguss, in order to chip them while generating momentum. While Zeraora's typing can allow it to tank a hit or two from foes like Togekiss, Scizor, and Crobat, it should never be used primarily as a check to these Pokemon due to its poor longevity. This is further compounded by the Life Orb recoil it may sustain, making it often only an offensive answer. If Shuca Berry is being run, Zeraora should use it to either tank a hit from a faster foe like Mega Aerodactyl or Krookodile while retaliating with super effective hits or inflict damage on a slower Ground-type like Hippowdon or Mega Steelix while stomaching an Earthquake.

Team Options
========

Due to Zeraora's high Speed, good offenses, and lack of defensive qualities it can provide, it fits best on offensively inclined teams. Entry hazard setters like Nihilego, Kommo-o, and Mamoswine can help Zeraora secure a few vital KOs with extra chip damage, such as the OHKO on Chandelure with Knock Off after Stealth Rock and, if Zeraora is running Shuca Berry, the guaranteed 2HKO on Krookodile with Grass Knot. Klefki can be particularly helpful, more reliably chipping Ground-types with Spikes damage while slowing Choice Scarf users down with Prankster Thunder Wave. Entry hazard removal from Pokemon like Hydreigon, Mega Blastoise, and Tsareena can also be useful to Zeraora in order to minimize its chances of taking unnecessary residual damage. Zeraora also appreciates support from pivots like Hydreigon, Scizor, and Moltres that can reliably bring it into play. If running Volt Switch, Zeraora can also form VoltTurn cores with the aforementioned examples. Sturdy Dragon-type checks like Primarina and Doublade can also be helpful to circumvent a few Pokemon Zeraora can at times struggle breaking past, like Mega Altaria, Kommo-o, and Latias. Secondary checks to Pokemon like Scizor and Togekiss, like Cobalion and Mega Aerodactyl, respectively, can help alleviate the longevity issues Zeraora may run into trying to check these threats on its own. Setup sweepers such as Celebi, Bisharp, and Infernape appreciate Zeraora's ability to punch holes in opposing teams for them to more easily sweep late-game. Pokemon that appreciate various Water- and Flying-types getting weakened, such as Scizor, Krookodile, and Terrakion, also enjoy the support Zeraora can provide. If it's running Volt Switch, Zeraora can greatly aid frailer teammates like Gengar and Crawdaunt by more easily bringing them into play. With Grass Knot, it can also support Pokemon that appreciate the weakening of Ground-types, such as Mega Beedrill and Mega Aerodactyl, by luring in and damaging the likes of Hippowdon and Swampert.

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Plasma Fists
move 3: Close Combat
move 4: Knock Off / Giga Impact
item: Electrium Z / Shuca Berry / Normalium Z
ability: Volt Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Bulk Up turns Zeraora into a formidable sweeper, boosting its Attack enough for it to OHKO Infernape with Plasma Fists and its Defense enough for it to survive Earthquake from Gligar. Close Combat is important for covering various foes that could otherwise easily stomach a boosted Plasma Fists, such as Hydreigon, Cobalion, and Stakataka, while also hitting some Ground-types like Mamoswine and Krookodile super effectively. Knock Off hits foes like Latias, Doublade, and Celebi super effectively while removing items from typical switch-ins such as Gligar and defensive Rotom-H. Giga Impact in tandem with Normalium Z delivers a powerful blow to several otherwise safe answers to Zeraora, such as Mega Altaria, Hippowdon, and Kommo-o, after a boost. It also hits a lot of Knock Off targets, such as Gligar and Celebi, for respectable damage. Grass Knot is an option on this set for reliably dealing super effective damage to most Ground-types, though it gives up valuable coverage and can be an undesirable option on a physically based set. Bounce is also an option alongside Flyinium Z to lure in and KO Grass-type checks like Chesnaught and Amoonguss. However, the move costs coverage and is quite situational, and the aforementioned targets are already hit decently hard by Breakneck Blitz.

Set Details
========

Electrium Z grants access to Gigavolt Havoc, which when boosted allows Zeraora to more easily muscle past several foes, including Mega Aggron, Mega Slowbro, and Diancie. Shuca Berry is also an option for more easily taking on various Ground-type foes, like Krookodile and Hippowdon, if another teammate is using a Z-Move. Normalium Z gives Zeraora the ability to utilize Breakneck Blitz to severely dent several conventional checks, like Amoonguss and Nidoking, after a boost. While Volt Absorb is the only ability available to Zeraora, it can be useful in switching into a predicted Electric-type attack from Mega Manectric or Rotom-H to restore health, although this strategy is often quite risky. If Zeraora happens to be running Grass Knot, a Naive nature is preferred so as not to decrease its Special Attack.

Usage Tips
========

This set's function is as a sweeper capable of cleaning up late-game once its checks have been removed or weakened. However, with Normalium Z, it can also double as a lure to several of Zeraora's otherwise solid checks, like Mega Altaria, Amoonguss, and several Ground-types. Due to its frailty, Zeraora should only come in after a teammate has fainted or with support from a pivoting teammate. It should be brought in on foes it can force out, such as Primarina and Starmie, in order to find opportunities to set up. Zeraora can also attempt setup against foes like Rotom-H and Latias after they have used moves like Overheat and Draco Meteor, respectively. While on paper it could switch in on opposing Electric-types or resisted attacks to set up, its susceptibility to coverage and chip damage often makes this an unreliable strategy. Electrium Z should be activated to deal heavy damage to bulky Pokemon that would otherwise tank a hit or two from Zeraora and possibly cripple it, like Mega Aggron and Mega Slowbro. If Normalium Z is being used, it should be activated after a boost to dent targets that would otherwise take minimal damage from even boosted hits, like Amoonguss, Celebi, Gligar, and Mega Altaria. Conserving Zeraora's HP in order to allow it to reliably sweep is important, meaning it should rarely be brought out before setting up unless it is needed to revenge kill an opposing Pokemon.

Team Options
========

This set fits well on offensive teams thanks to its ability to sweep late-game. Entry hazard support from teammates like Chesnaught, Mega Aggron, and Nidoking can be useful for allowing Zeraora to more easily sweep, notably allowing it to OHKO offensive Mega Altaria sets with +1 Breakneck Blitz after minimal chip damage. Pivots are also helpful to Zeraora for reliably bringing it into play, making the likes of U-turn Hydreigon and Infernape good options for teammates. Sturdy Ground-type answers like Tsareena and Celebi are important for removing or chipping them into range of a boosted Breakneck Blitz. Wallbreakers like Gengar, Kyurem, and Volcanion can all break past several of the physically bulky Pokemon Zeraora would have trouble dealing with on its own, like Gligar, Hippowdon, and Mega Steelix. Choice Scarf users like Krookodile and Nihilego could also be useful teammates to Zeraora due to the presence of a few faster Pokemon capable of pressuring it, such as Mega Aerodactyl and Mega Beedrill.

[STRATEGY COMMENTS]
Other Options
=============

Fire Punch hits Scizor 4x effectively, but it has few uses outside of this and thus ends up costing Zeraora more valuable coverage most of the time. Iron Tail is also an option for hitting Mega Altaria, Sylveon, and Florges hard, though this also ends up denying Zeraora access to more useful coverage moves. Drain Punch is an option on the Bulk Up set for restoring Zeraora's health, but Zeraora often requires the power Close Combat will provide. Zeraora can pull off a Calm Mind set due to its solid special movepool, though it often struggles breaking past as much of the metagame or its conventional checks with such a set compared to Bulk Up. Choice Band is an option for allowing Zeraora to function as an adequate physical wallbreaker. However, Zeraora's other sets are easier to put to consistent use, and it also dislikes locking itself into most of its attacks.

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

**Ground-types**: Several Ground-type Pokemon have various ways of punishing Zeraora. Nidoking and Krookodile can tank any hit and OHKO Zeraora with super effective STAB attacks, though their lack of recovery or bulk investment doesn't make them particularly consistent answers. Gligar, Hippowdon, Mega Steelix, and Nidoqueen are all fairly solid checks, even taking super effective or strong neutral hits due to their great defenses and punishing Zeraora with Ground-type attacks.

**Physically Bulky Pokemon**: Due to Zeraora's occasionally middling power, physically bulky Pokemon like Mega Aggron and Doublade are capable of tanking a hit and punishing it with powerful attacks or status in return. Mega Altaria, Amoonguss, and Chesnaught are all particularly troublesome, as only offensive variants of the former fear the KO from a boosted Breakneck Blitz while the latter two don't take significant damage from any common coverage move.

**Faster Pokemon**: Despite Zeraora's high Speed, it is still outrun by the likes of Mega Aerodactyl and Mega Beedrill, which can prey on its poor bulk to force it out. Choice Scarf users like Infernape, Krookodile, Hydreigon, and Latias can also do a good job offensively threatening Zeraora.

**Strong Priority**: Zeraora's poor typing and defenses leave it susceptible to several common forms of priority. While Bisharp's boosted Sucker Punch is the only priority move capable of OHKOing it from full, it can still take heavy damage from Crawdaunt's Aqua Jet, Infernape and Lucario's boosted Vacuum Wave, and even Scizor's Swords Dance-boosted Bullet Punch.

[CREDITS]
- Written by: [[Hilomilo, 313384]]
- Quality checked by: [[martha, 384270], [Nuked, 382658], [A Cake Wearing A Hat, 388157]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], [The Dutch Plumberjack 232216]]
 
Last edited:

Lithium114

Banned deucer.
I have a few suggestions and questions if you don't mind...

1. On the bulk set, why not Fightinium Z? It gives an additional +1 boost to Atk so Z Bulk Up gives +2 Atk and +1 Def.

2. Why 252 Spe? 192 is all that is needed to outspeed Mega Manectric, so why not pour the rest into SpA?

3. Is Fire Punch not viable?

Nuked:

1. We don't run Fightinium Z because the power increase isn't worth the Z-Move use, since, at +1, Gigavolt Havoc will be more powerful than any +2 move it can go for

2. If the analysis started running 192 speed, then builders would start slowly speed creeping up to 252 anyways to outspeed other Zeraoras

3. Not really, it only hits Scizor which isn't a great Zeraora check anyways
 
Last edited by a moderator:

autumn

only i will remain
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C&C Leader
[OVERVIEW]

* Zeraora is a potent offensive threat in UU by virtue of its decent mixed offenses, outstanding Speed, and access to a powerful physical Electric-type move in Plasma Fists. (talk about its speed more because that's one of the main reasons its good. what does high speed allow it to do / what does it actually otuspeed that other mons don't?)
* Its vast coverage movepool allows it to answer to several conventional Electric-type checks, like Hydreigon and Hippowdon, through the use of moves like Close Combat and Grass Knot, allowing Zeraora to function as a solid mixed wallbreaker.
* It can also attempt sweeping with Bulk Up thanks to its ability to power through several bulkier threats with either Gigavolt Havoc or Breakneck Blitz, as well as its Speed allowing it to limit the number of Pokemon capable of revenge killing it.
* Zeraora can also use its Speed to revenge kill various tier staples itself, taking out the likes of Terrakion, Starmie, and Latias with either coverage or STAB attacks.
* Unfortunately, Zeraora's pitiful defenses and weak typing limit its opportunities to come into play on its own and prevent it from reliably checking Pokemon that other Electric-types can often handle well, such as Scizor and Togekiss.
* It also lacks immediate power, causing it to rely on Life Orb (or z move) for damage output and damage its longevity in the process. (talk about how this hinders its ability to actually punish / beat electric checks because it only 2hkos them if it hits on the switch. as a result of that point it's also pretty prediction reliant which can be award as a breaker especially with lo recoil. low immediate power also means it competes with other more powerful breakers too)
* Zeraora also struggles to fit all of its desired coverage on one set, meaning that it will always fail to hit at least one key target hard.
* Lastly, Zeraora suffers competition from other Electric-types like Rotom-H and Mega Manectric, which can be more reliable in their roles due to being less hard pressed to fit coverage on sets and having better defensive utility.

[SET]
name: All-out Attacker
move 1: Plasma Fists
move 2: Close Combat
move 3: Grass Knot
move 4: Knock Off / Volt Switch
item: Life Orb / Shuca Berry
ability: Volt Absorb
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

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

* Close Combat is essential in covering a few Pokemon capable of coming in on Plasma Fists, such as Hydreigon, Krookodile, Mamoswine, and Mega Steelix.
* Grass Knot hits the majority of Ground-types not already hit hard by Close Combat, such as Hippowdon, Swampert, and Seismitoad, for respectable damage.
* Knock Off hits Latias, which otherwise walls Zeraora, for a 2HKO on the switch while also burdening switch-ins like Gligar, Amoonguss, and Nidoqueen with the removal of their items.
* Volt Switch is an option over Knock Off, exchanging coverage for Latias for the ability to pivot out of play and generate momentum. (talk more about why this isn't preferred because basically every other uu electric runs volt)
* Hidden Power Ice is an option for hitting Ground-types like Gligar, Nidoqueen, and Nidoking harder than Zeraora's other attacks. However, Knock Off can still annoy these foes while allowing Zeroara to do much more meaningful damage to Psychic-types like Latias and Celebi.
discussed with qc to put work up here as a moves mention. call the set something like "wallbreaker" or anything relevant just not aoa as a result.

Set Details
========

* Life Orb provides Zeraora's attacks with a necessary boost in power, allowing it to achieve feats such as 2HKOing Mega Steelix with Close Combat after one layer of Spike and 2HKOing Hippowdon with Grass Knot.
* Shuca Berry is also an option, however, for allowing it to tank one Ground-type hit from a foe like Mega Aerodactyl or Choice Scarf Krookodile and retaliate with powerful attacks.
* Volt Absorb is Zeraora's only available ability, though it can allow it to come in on predicted Electric-type attacks from Rotom-C, Mega Manectric, and Rotom-H to restore health.

Usage Tips
========

* This set's main function is as a fast mixed wallbreaker capable of punching holes in opposing teams in the early- or mid-game. However, if Zeraora is still healthy at the end of the match and Plasma Fists switch-ins are weakened or removed, it can attempt cleaning up thanks to its high Speed.
* Prediction is vital in reliably securing various KOes for Zeraora. For instance, if a Ground-type like Hippowdon or Mamoswine is likely to switch in on an expected Plasma Fists, Zeroara should try nailing them with either Grass Knot or Close Combat as they come in, sufficiently weakening them. (this is the best way to get the most out of zeraora's max 10 (but probably not because hazards) attacks with lo - throwing out weak resisted attacks does not make the most out of its breaking ability)
* Due to its Speed, Zeraora can be used as a revenge killer to weakened sweepers like Cobalion, Mega Houndoom, and Latias. However, it should be wary of revenge killing boosters that often carry priority, such as Scizor, Bisharp, Infernape, and Lucario, as after a boost these threats will likely be able to wear Zeraora down immensely or pick it off if it's weakened enough.
* If Volt Switch is being used, Zeraora should use the attack on predicted switches into foes it can't reliably break through, like Mega Altaria and Amoonguss, in order to chip them while generating momentum.
* Due to its poor bulk and typing, Zeraora should almost never switch into foes directly, instead coming into with support from a pivot or after a teammate has fainted. (this would be better to mention right after its role so second point so bringing it in is highlighted)
* While Zeraora's typing can allow it to tank a hit or two from foes like Togekiss, Scizor, and Crobat, it should never be used primarily as a check to putting itself even more at risk of compromising its already poor longevity. (add to this / make next point about being wary of its hp with lo recoil if it's needed to weaken or eliminate a threat. this can be moved with prediction point's additions if you want)
* If Shuca Berry is being run, Zeraora should use it to either tank a hit from a faster foe like Mega Aerodactyl or Krookodile while retaliating with super effective hits, or to inflict damage on a slower Ground-type like Hippowdon or Mega Steelix while stomaching an Earthquake.

Team Options
========

(make first point about what types of teams zera fits on)
* Entry hazard setters like Nihilego, Kommo-o, and Mamoswine can help Zeraora secure a few vital KOs with extra chip damage, such as the 2HKO on Hippowdon with Grass Knot after two rounds of Stealth Rock and the OHKO on Chandelure with Knock Off after Stealth Rock. Klefki can be particularly helpful, more reliably chipping Ground-types down with Spikes damage while slowing Choice Scarf users down with Prankster Thunder Wave.
* Zeraora also appreciates support from pivots like Mega Beedrill, Scizor, and Moltres that can reliably bring it into play. If running Volt Switch, Zeraora can also form VoltTurn cores with the aforementioned examples.
* Sturdy Dragon-type checks like Primarina and Doublade can also be helpful to circumvent a few Pokemon Zeroaora can at times struggle breaking past, like Mega Altaria, Kommo-o, and Latias.
* Secondary checks to Pokemon like Scizor and Togekiss, like Cobalion and Mega Aerodactyl respectively, can help alleviate the longevity issues Zeraora may run into trying to check these threats on its own.
* Sweepers such as Celebi, Bisharp, and Infernape appreciate Zeraora's ability to punch holes in opposing teams for them to more easily muscle past in the late-game. (specify setup sweeters because the last 2 examples can run other non setup sets and still do well against weakened teams and you talk about zera's ability to sweep weakened teams itself)
* Pokemon that appreciate various Water- and Flying-types getting weakened, such as Scizor, Krookodile, and Terrakion, also enjoy the support Zeraora can provide.
* If it's running Volt Switch, Zeraora can greatly aid frailer teammates like Gengar and Crawdaunt by more easily bringing them into play.
* With Grass Knot, it can also support Pokemon that appreciate the weakening of Ground-types, such as Mega Beedrill and Mega Aerodactyl, by luring in and damaging the likes of Hippowdon and Swampert.
mention hazard removal somewhere - it's not weak to rocks but entry hazard chip damage + lo recoil really hinders its longevity

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Plasma Fists
move 3: Close Combat
move 4: Knock Off / Giga Impact
item: Electrium Z / Shuca Berry / Normalium Z
ability: Volt Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

* Close Combat is important for covering various foes that could otherwise easily stomach a boosted Plasma Fists, such as Hydreigon, Cobalion, and Stakataka, while also hitting Ground-types like Mamoswine and Krookodile hard.
* Knock Off hits foes like Latias, Doublade, and Celebi super effectively while removing items from typical switch-ins such as Gligar and defensive Rotom-H.
* Giga Impact in tandem with Normalium Z delivers a powerful blow to several otherwise safe answers to Zeraora, such as Mega Altaria, Hippowdon, Kommo-o, and Gligar, after a boost. It also hits a lot of Knock Off targets for respectable damage. (such as? you can move gligar here an an example)
* Grass Knot is an option on this set for reliably dealing super effective damage to most Ground-types, though it gives up valuable coverage and can be an undesirable option on a physically based set.
* Bounce is also an option alongside Flyinium Z to lure in and KO Grass-type checks like Chesnaught and Amoonguss, though it gives up valuable coverage more often than not and can be quite situational. (and they also take a lot from giga after a boost)

Set Details
========

* Electrium Z grants access to Gigavolt Havoc, which when boosted allows Zeraora to more easily muscle past several foes, including Mega Aggron, Mega Slowbro, and Diancie.
* Shuca Berry is also an option for more easily taking on various Ground-type foes, like Krookodile and Hippowdon. (it's only really preferred if the team has another z user)
* Normalium Z give Zeroara the ability to utilize Breakneck Blitz to severely dent several conventional checks, like Amoonguss and Nidoking, after a boost.
* While Volt Absorb is the only ability available to Zeraora, it can be useful in switching into a predicted Electric-type attack from Mega Manectric or Rotom-H to restore health, although this strategy is often quite risky.
mention somehwere in this section you want naive > jolly if running grass knot

Usage Tips
========

* This set's function is as a sweeper capable of cleaning up in the late-game once its checks have been removed or weakened. However, with Normalium Z, it can also double as a lure to several of Zeraora's otherwise solid checks, like Mega Altaria, Amoonguss, and several Ground-types.
* Due to its frailty, Zeraora should only come in after a teammate has fainted or with support from a pivoting teammate. (you mention in se details how it can come in on an electric move to restore health so maybe go into more detail or at least mention it briefly here too. also talk about whether or not to bring it in on resisted attacks or on pokemon it can check/pressure because that's normally a good way to bring a pokemon in)
* It should be brought in on foes it can force out, such as Primarina and Starmie, in order to find opportunities to set up.
(talk about conserving its hp so it can set up and sweep late-game and be less liekly to lose to priroity or other faster stuff taht can threaten but not ohko it)
* Electrium Z should be activated to deal heavy damage to bulky Pokemon that would otherwise tank a hit or two from Zeraora and possibly cripple it, like Mega Aggron and Mega Slowbro.
* If Normalium Z is being used, it should be activated after a boost to dent targets that would otherwise take minimal damage from even boosted hits, like Amoonguss, Celebi, Gligar, and Mega Altaria.
* Zeraora can also attempt setup against foes like Rotom-H and Latias after using moves like Overheat and Draco Meteor, respectively.

Team Options
========

(mention what teams it fits on here)
* Entry hazard support from teammates like Chesnaught, Mega Aggron, and Nidoking can be useful for allowing Zeraora to more easily sweep, notably allowing it to OHKO offensive Mega Altaria sets with +1 Breakneck Blitz after minimal chip.
* Pivots are also helpful to Zeraora for reliably bringing it into play, making the likes of U-turn Hydreigon and Infernape good options for teammates.
* Sturdy Ground-type answers like Tsareena and Celebi are important for removing or chipping them into range of a boosted Breakneck Blitz.
* Wallbreakers like Gengar, Kyurem, and Volcanion can all break past several of the physically bulky Pokemon Zeraora would have trouble dealing with on its own. (what can they break?)
* Choice Scarf users like Krookodile and Nihilego could also be useful teammates to Zeraora due to the presence of a few faster Pokemon capable of pressuring it, such as Mega Aerodactyl and Mega Beedrill.

[STRATEGY COMMENTS]
Other Options
=============

* Fire Punch hits Scizor 4x effectively, but has few uses outside of this and thus ends up costing Zeraora more valuable coverage most of the time.
* Iron Tail is also an option for hitting Mega Altaria, Sylveon, and Florges hard, though this also ends up denying Zeroara access to more useful coverage moves.
* Zeraora can pull off a Calm Mind set due to its solid special movepool, though it often struggles breaking past as much of the metagame or its conventional checks with such a set compared to Bulk Up.
* Choice Band is an option for allowing Zeraora to function as an adequate physical wallbreaker, though its other sets are easier to put to consistent use, while it also dislikes locking itself into most of its attacks.

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

**Ground-types**: Several Ground-type Pokemon have various ways of punishing Zeraora. Nidoking and Krookodile can often tank even a super effective hit and OHKO Zeraora with super effective STAB attacks, though their lack of recovery or bulk investment doesn't make them particularly consistent answers. (nidoking is poison so isn't hit super effectively by grass knot. if you mean hp ice then i'd give the move names for both examples. hippo also has some spdef investment (standard in 252 hp / 176 spd) so i wouldn't say it has a lack of it either) Gligar, Hippowdon, Mega Steelix, and Nidoqueen are all fairly consistent answers, even taking super effective or strong neutral hits due to their great defenses and punishing Zeraora with Ground-type attacks.

**Physically Bulky Pokemon**: Due to Zeraora's occasionally middling power, physically bulky Pokemon like Mega Aggron, Mega Slowbro, and Doublade (mega slowbro takes 50 from plasma fists, remove this) are all often capable of tanking a hit and punishing it with powerful attacks or status in return. Mega Altaria, Amoonguss, and Chesnaught are all particularly troublesome, as only offensive variants of the former fear the KO from a boosted Breakneck Blitz while the latter two don't take significant damage from any common coverage move.

**Faster Pokemon**: Despite Zeraora's high Speed, it is still outrun by the likes of Mega Aerodactyl, Mega Scpetile, and Mega Beedrill, who can all prey on its poor bulk to force it out. Choice Scarf users like Infernape, Krookodile, Hydreigon, and Latias can also do a good job offensively threatening Zeraora.

**Strong Priority**: Zeraora's poor typing and defenses leave it susceptible to several common forms of priority. While Bisharp's boosted Sucker Punch is the only priority capable of OHKOing it from full, it can still take heavy damage from Crawdaunt's Aqua Jet, Infernape and Lucario's boosted Vacuum Wave, and even Scizor's Swords Dance-boosted Bullet Punch.

[CREDITS]
- Written by: [[, ]]
- Quality checked by: [[, ], [, ], [, ]]
QC 1/3
 
[OVERVIEW]

* Zeraora is a potent offensive threat in UU by virtue of its decent mixed offenses, outstanding Speed, and access to a powerful physical Electric-type move in Plasma Fists.
* Thanks to its aforementioned Speed, it can outrun and threaten a large amount of prevalent threats, including Mega Manectric, Latias, Gengar, and Starmie.
* Its vast coverage movepool allows it to answer to several conventional Electric-type checks, like Hydreigon and Hippowdon, through the use of moves like Close Combat and Grass Knot, allowing Zeraora to function as a solid mixed wallbreaker.
* It can also attempt sweeping with Bulk Up thanks to its ability to power through several bulkier threats with either Gigavolt Havoc or Breakneck Blitz, as well as its Speed allowing it to limit the number of Pokemon capable of revenge killing it.
* Unfortunately, Zeraora's pitiful defenses and weak typing limit its opportunities to come into play on its own and prevent it from reliably checking Pokemon that other Electric-types can often handle well, such as Scizor and Togekiss.
* It also lacks immediate power, causing it to rely on Life Orb for damage output on some sets, damaging its longevity in the process. This also makes Zeraora more prediction reliant in order to adequately punish its switch-ins.
* Zeraora also struggles to fit all of its desired coverage on one set, meaning that it will always fail to hit at least one key target hard. (This isn't really true unless you're referring to not being able to run HP Ice, in which case Gligar, Nidoking, and Nidoqueen don't take Knock particularly well. It can run all the coverage it wants on the Life Orb set to punish most of the tier so I'd specify that this is only an issue on Bulk Up.)
* Lastly, Zeraora suffers competition from other Electric-types like Rotom-H and Mega Manectric, which can be more reliable in their roles due to being less hard pressed to fit coverage on sets and having better defensive utility.

[SET]
name: Mixed Attacker
move 1: Plasma Fists
move 2: Close Combat
move 3: Grass Knot
move 4: Knock Off / Volt Switch
item: Life Orb / Shuca Berry
ability: Volt Absorb
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

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

* Close Combat is essential in covering a few Pokemon capable of coming in on Plasma Fists, such as Hydreigon, Krookodile, Mamoswine, and Mega Steelix.
* Grass Knot hits the majority of Ground-types not already hit hard by Close Combat, such as Hippowdon, Swampert, and Seismitoad, for respectable damage.
* Knock Off hits Latias, which otherwise walls Zeraora, for a 2HKO on the switch while also burdening switch-ins like Gligar, Amoonguss, and Nidoqueen with the removal of their items.
* Volt Switch is an option over Knock Off for its ability to pivot Zeraora out of play. It is important, however, to note that it will come at the cost of being able to punish Gligar and Amoonguss and hitting Latias hard.
* Hidden Power Ice is an option for hitting Ground-types like Gligar, Nidoqueen, and Nidoking harder than Zeraora's other attacks. However, Knock Off can still annoy these foes while allowing Zeroara to do much more meaningful damage to Psychic-types like Latias and Celebi.
* Work Up is an option for allowing Zeroara to increase its offensive presence to become a more threatening sweeper. However, it is often difficult to find room for due to often sacrificing coverage.

Set Details
========

* Life Orb provides Zeraora's attacks with a necessary boost in power, allowing it to achieve feats such as 2HKOing Mega Steelix with Close Combat after one layer of Spike and 2HKOing Hippowdon with Grass Knot.
* Shuca Berry is also an option, however, for allowing it to tank one Ground-type hit from a foe like Mega Aerodactyl or Choice Scarf Krookodile and retaliate with powerful attacks.
* Volt Absorb is Zeraora's only available ability, though it can allow it to come in on predicted Electric-type attacks from Rotom-C, Mega Manectric, and Rotom-H to restore health.

Usage Tips
========

* This set's main function is as a fast mixed wallbreaker capable of punching holes in opposing teams in the early- or mid-game. However, if Zeraora is still healthy at the end of the match and Plasma Fists switch-ins are weakened or removed, it can attempt cleaning up thanks to its high Speed.
* Due to its poor bulk and typing, Zeraora should almost never switch into foes directly, instead coming into play with support from a pivot or after a teammate has fainted.
* Prediction is vital in reliably securing various KOes for Zeraora. For instance, if a Ground-type like Hippowdon or Swampert is likely to switch in on an expected Plasma Fists, Zeroara should try nailing them with Grass Knot as they come in, sufficiently weakening them.
* Due to its Speed, Zeraora can be used as a revenge killer to weakened sweepers like Cobalion, Mega Houndoom, and Latias. However, it should be wary of revenge killing boosters that often carry priority, such as Scizor, Bisharp, Infernape, and Lucario, as after a boost these threats will likely be able to wear Zeraora down immensely or pick it off if it's weakened enough.
* If Volt Switch is being used, Zeraora should use the attack on predicted switches into foes it can't reliably break through, like Mega Altaria and Amoonguss, in order to chip them while generating momentum.
* While Zeraora's typing can allow it to tank a hit or two from foes like Togekiss, Scizor, and Crobat, it should never be used primarily as a check to these Pokemon due to putting itself even more at risk of compromising its already poor longevity. This is further compounded by the Life Orb recoil it may sustain, making it an often only offensive answer.
* If Shuca Berry is being run, Zeraora should use it to either tank a hit from a faster foe like Mega Aerodactyl or Krookodile while retaliating with super effective hits, or to inflict damage on a slower Ground-type like Hippowdon or Mega Steelix while stomaching an Earthquake.

Team Options
========

* Due to Zeraora's high Speed, good offenses, and lack of defensive qualities it can provide, it is most easily fitted on offensively inclined teams.
* Entry hazard setters like Nihilego, Kommo-o, and Mamoswine can help Zeraora secure a few vital KOs with extra chip damage, such as the 2HKO on Hippowdon with Grass Knot after two rounds of Stealth Rock and the OHKO on Chandelure with Knock Off after Stealth Rock. Klefki can be particularly helpful, more reliably chipping Ground-types with Spikes damage while slowing Choice Scarf users down with Prankster Thunder Wave. (Hippowdon is 2HKOed by Grass Knot regardless of entry hazards being up, so I'd remove this part)
* Entry hazard removal from Pokemon like Tsareena, Mega Blastoise, and Hydreigon can also be useful to Zeraora in order to minimize its chances of taking unnecessary residual damage. (mention Hydreigon first here)
* Zeraora also appreciates support from pivots like Mega Beedrill, Scizor, and Moltres that can reliably bring it into play. If running Volt Switch, Zeraora can also form VoltTurn cores with the aforementioned examples. (I don't really think Mega Beedrill pairs particularly well with Zeraora. It will be u-turning on Mega Aggron, Mega Aerodactyl, Hippowdon, and Mega Steelix, all of which Zeraora doesn't want to come in on. I'd replace this example wth Hydreigon because Hydreigon will often be U-turning on Togekiss, Primarina, and Blissey, which Zeraora will want to come in on more of the time.)
* Sturdy Dragon-type checks like Primarina and Doublade can also be helpful to circumvent a few Pokemon Zeroaora can at times struggle breaking past, like Mega Altaria, Kommo-o, and Latias.
* Secondary checks to Pokemon like Scizor and Togekiss, like Cobalion and Mega Aerodactyl respectively, can help alleviate the longevity issues Zeraora may run into trying to check these threats on its own.
* Setup sweepers such as Celebi, Bisharp, and Infernape appreciate Zeraora's ability to punch holes in opposing teams for them to more easily muscle past in the late-game.
* Pokemon that appreciate various Water- and Flying-types getting weakened, such as Scizor, Krookodile, and Terrakion, also enjoy the support Zeraora can provide.
* If it's running Volt Switch, Zeraora can greatly aid frailer teammates like Gengar and Crawdaunt by more easily bringing them into play.
* With Grass Knot, it can also support Pokemon that appreciate the weakening of Ground-types, such as Mega Beedrill and Mega Aerodactyl, by luring in and damaging the likes of Hippowdon and Swampert.

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Plasma Fists
move 3: Close Combat
move 4: Knock Off / Giga Impact
item: Electrium Z / Shuca Berry / Normalium Z
ability: Volt Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

* Close Combat is important for covering various foes that could otherwise easily stomach a boosted Plasma Fists, such as Hydreigon, Cobalion, and Stakataka, while also hitting some Ground-types, like Mamoswine and Krookodile, super effectively.
* Knock Off hits foes like Latias, Doublade, and Celebi super effectively while removing items from typical switch-ins such as Gligar and defensive Rotom-H.
* Giga Impact in tandem with Normalium Z delivers a powerful blow to several otherwise safe answers to Zeraora, such as Mega Altaria, Hippowdon, and Kommo-o, after a boost. It also hits a lot of Knock Off targets, such as Gligar and Celebi, for respectable damage.
* Grass Knot is an option on this set for reliably dealing super effective damage to most Ground-types, though it gives up valuable coverage and can be an undesirable option on a physically based set.
* Bounce is also an option alongside Flyinium Z to lure in and KO Grass-type checks like Chesnaught and Amoonguss. However, the move costs coverage and is quite situational, and the aforementioned targets are already hit decently hard by Breakneck Blitz.

Set Details
========

* Electrium Z grants access to Gigavolt Havoc, which when boosted allows Zeraora to more easily muscle past several foes, including Mega Aggron, Mega Slowbro, and Diancie.
* Shuca Berry is also an option for more easily taking on various Ground-type foes, like Krookodile and Hippowdon, if another teammate is using a Z-move.
* Normalium Z gives Zeroara the ability to utilize Breakneck Blitz to severely dent several conventional checks, like Amoonguss and Nidoking, after a boost.
* While Volt Absorb is the only ability available to Zeraora, it can be useful in switching into a predicted Electric-type attack from Mega Manectric or Rotom-H to restore health, although this strategy is often quite risky.
* If Zeraora happens to be running Grass Knot, a Naive nature is preferred so as not to decrease its Special Attack.

Usage Tips
========

* This set's function is as a sweeper capable of cleaning up in the late-game once its checks have been removed or weakened. However, with Normalium Z, it can also double as a lure to several of Zeraora's otherwise solid checks, like Mega Altaria, Amoonguss, and several Ground-types.
* Due to its frailty, Zeraora should only come in after a teammate has fainted or with support from a pivoting teammate.
* It should be brought in on foes it can force out, such as Primarina and Starmie, in order to find opportunities to set up.
* Zeraora can also attempt setup against foes like Rotom-H and Latias after using moves like Overheat and Draco Meteor, respectively.
* While on paper it could switch in on opposing Electric-types or resisted attacks to set up, its susceptibility to coverage and chip damage often makes this an unreliable strategy.
* Electrium Z should be activated to deal heavy damage to bulky Pokemon that would otherwise tank a hit or two from Zeraora and possibly cripple it, like Mega Aggron and Mega Slowbro.
* If Normalium Z is being used, it should be activated after a boost to dent targets that would otherwise take minimal damage from even boosted hits, like Amoonguss, Celebi, Gligar, and Mega Altaria.
* Conserving Zeraora's HP in order to allow it to reliably sweep is important, meaning it should rarely be brought out before setting up unless it is needed to revenge kill an opposing Pokemon.

Team Options
========

* This set fits well on offensive teams thanks to its ability to sweep in the late-game.
* Entry hazard support from teammates like Chesnaught, Mega Aggron, and Nidoking can be useful for allowing Zeraora to more easily sweep, notably allowing it to OHKO offensive Mega Altaria sets with +1 Breakneck Blitz after minimal chip.
* Pivots are also helpful to Zeraora for reliably bringing it into play, making the likes of U-turn Hydreigon and Infernape good options for teammates.
* Sturdy Ground-type answers like Tsareena and Celebi are important for removing or chipping them into range of a boosted Breakneck Blitz.
* Wallbreakers like Gengar, Kyurem, and Volcanion can all break past several of the physically bulky Pokemon Zeraora would have trouble dealing with on its own, like Gligar, Hippowdon, and Mega Steelix.
* Choice Scarf users like Krookodile and Nihilego could also be useful teammates to Zeraora due to the presence of a few faster Pokemon capable of pressuring it, such as Mega Aerodactyl and Mega Beedrill.

[STRATEGY COMMENTS]
Other Options
=============

* Fire Punch hits Scizor 4x effectively, but has few uses outside of this and thus ends up costing Zeraora more valuable coverage most of the time.
* Iron Tail is also an option for hitting Mega Altaria, Sylveon, and Florges hard, though this also ends up denying Zeroara access to more useful coverage moves.
* Zeraora can pull off a Calm Mind set due to its solid special movepool, though it often struggles breaking past as much of the metagame or its conventional checks with such a set compared to Bulk Up.
* Choice Band is an option for allowing Zeraora to function as an adequate physical wallbreaker, though its other sets are easier to put to consistent use, while it also dislikes locking itself into most of its attacks.

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

**Ground-types**: Several Ground-type Pokemon have various ways of punishing Zeraora. Nidoking and Krookodile can often tank any hit and OHKO Zeraora with super effective STAB attacks, though their lack of recovery or bulk investment doesn't make them particularly consistent answers. Gligar, Hippowdon, Mega Steelix, and Nidoqueen are all fairly solid checks, even taking super effective or strong neutral hits due to their great defenses and punishing Zeraora with Ground-type attacks.

**Physically Bulky Pokemon**: Due to Zeraora's occasionally middling power, physically bulky Pokemon like Mega Aggron and Doublade are often capable of tanking a hit and punishing it with powerful attacks or status in return. Mega Altaria, Amoonguss, and Chesnaught are all particularly troublesome, as only offensive variants of the former fear the KO from a boosted Breakneck Blitz while the latter two don't take significant damage from any common coverage move.

**Faster Pokemon**: Despite Zeraora's high Speed, it is still outrun by the likes of Mega Aerodactyl, Mega Scpetile, and Mega Beedrill, who can all prey on its poor bulk to force it out. Choice Scarf users like Infernape, Krookodile, Hydreigon, and Latias can also do a good job offensively threatening Zeraora.

**Strong Priority**: Zeraora's poor typing and defenses leave it susceptible to several common forms of priority. While Bisharp's boosted Sucker Punch is the only priority capable of OHKOing it from full, it can still take heavy damage from Crawdaunt's Aqua Jet, Infernape and Lucario's boosted Vacuum Wave, and even Scizor's Swords Dance-boosted Bullet Punch.

[CREDITS]
- Written by: [[Hilomilo, 313384]]
- Quality checked by: [[martha, 384270], [, ], [, ]]
- Grammar checked by:
QC 2/3
 

A Cake Wearing A Hat

moist and crusty
is a Community Leaderis a Community Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderatoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnus
Random Battle Lead
slash ebelt on mixed, second slash, and add to set details accordingly

mention hasty in set details of mixed in case scizor is well-handled by your team

add a sentence regarding bulk up to the bulk up set, stating some important KOs this allows it to achieve and some important hits it can tank. It's not filler.

[A Cake Wearing A Hat, 388157] QC 3/3
 

A Cake Wearing A Hat

moist and crusty
is a Community Leaderis a Community Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderatoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnus
Random Battle Lead
add remove comments
[OVERVIEW]

Zeraora is a potent offensive threat in UU by virtue of its decent mixed offenses, outstanding Speed, and access to a powerful physical Electric-type move in Plasma Fists. Thanks to its aforementioned Speed, it can outrun and threaten some of the tier's fastest threats, including Mega Manectric, Latias, Gengar, and Starmie. Its vast coverage movepool allows it to answer to hit several conventional Electric-type checks, (RC) like Hydreigon and Hippowdon, (RC) through the use of with moves like Close Combat and Grass Knot, allowing Zeraora to function as making it a solid mixed wallbreaker. It can also attempt sweeping to sweep with Bulk Up thanks to its ability to power through several bulkier threats with either Gigavolt Havoc or Breakneck Blitz, as well as its Speed allowing it to limit the number of Pokemon capable of revenge killing it. Unfortunately, Zeraora's pitiful defenses and weak typing limit its opportunities to come into play on its own and prevent it from reliably checking Pokemon that other Electric-types can often handle well, such as Scizor and Togekiss. It also lacks immediate power, causing Its lack of immediate power causes it to rely on Life Orb for damage output on some sets, damaging its longevity in the process. This also makes Zeraora more prediction reliant in order to adequately punish its switch-ins. Zeraora also struggles to fit all of its desired coverage moves on its setup sets, meaning that they will always fail to hit at least one key target hard. Lastly Because of these downsides, (prevents this from being just unexplained repetition) Zeraora suffers faces competition from other Electric-types like Rotom-H and Mega Manectric, which can more reliably fulfill their roles due to being less hard pressed to fit coverage on their sets and having better defensive utility.

[SET]
name: Mixed Attacker
move 1: Plasma Fists
move 2: Close Combat
move 3: Grass Knot
move 4: Knock Off / Volt Switch
item: Life Orb / Expert Belt / Shuca Berry
ability: Volt Absorb
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

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

Close Combat is essential in covering a few Pokemon capable of coming in on Plasma Fists, such as Hydreigon, Krookodile, Mamoswine, and Mega Steelix. Grass Knot hits the majority of Ground-types not already hit hard by Close Combat, such as Hippowdon, Swampert, and Seismitoad, for respectable damage. Knock Off hits Latias, which otherwise walls Zeraora, for a 2HKO on the switch while also burdening removing the items of switch-ins like Gligar, Amoonguss, and Nidoqueen with the removal of their items. (i wouldn't say removing foes' items is burdening them, for obvious reasons. It's an inconvenience, sure, but c'mon.) Volt Switch is an option over Knock Off for its ability to pivot Zeraora out of play. It is important, however, to note that it will come at the cost of being able to punish Gligar and Amoonguss and hitting Latias hard. Hidden Power Ice is an option for hitting Ground-types like Gligar, Nidoqueen, and Nidoking harder than Zeraora's other attacks. However, Knock Off can still annoy these foes while allowing Zeroara Zeraora to do much more meaningful damage to Psychic-types like Latias and Celebi. Work Up is an option for allowing Zeroara Zeraora to increase its offensive presence to become a more threatening sweeper. However, it is often difficult to find room for due to often sacrificing coverage.

Set Details
========

Life Orb provides Zeraora's attacks with a necessary boost in power, allowing it to achieve feats such as 2HKOing Mega Steelix with Close Combat after one layer of Spike Spikes and 2HKOing Hippowdon with Grass Knot. Expert Belt damages foes hit super effectively by Zeraora's attacks just (false) almost as hard as Life Orb without cutting into Zeraora's HP. However, it will be unable to damage targets hit by its moves neutrally, such as Infernape and Scizor, nearly as reliably. Shuca Berry is also an option for allowing Zeraora to tank one Ground-type hit from a foe like Mega Aerodactyl or Choice Scarf Krookodile and retaliate with powerful attacks. Volt Absorb is Zeraora's only available ability, though it can allow it Zeraora to come in on predicted Electric-type attacks from Rotom-C, Mega Manectric, and Rotom-H to restore health. A Naive nature is preferred for preventing Zeraora from taking too heavy of damage from Bullet Punch as it tries revenge killing Scizor, though a Hasty nature is also an option if the rest of the team adequately accounts for Scizor.

Usage Tips
========

This set's main function is as a fast mixed wallbreaker capable of punching holes in opposing teams in the early- or mid-game. However, if Zeraora is still healthy at the end of the match and Plasma Fists switch-ins are weakened or removed, it can attempt cleaning up thanks to its high Speed. Due to its poor bulk and typing, Zeraora should almost never switch into foes directly, instead coming into play with support from a pivot or after a teammate has fainted. Prediction is vital in reliably securing various KOes KOs (KOs=plural, KOes=verb) for Zeraora. For instance, if a Ground-type like Hippowdon or Swampert is likely to switch in on an expected Plasma Fists, Zeroara Zeraora should try nailing them with Grass Knot as they come in, sufficiently weakening them. Due to its Speed, Zeraora can be used as a revenge killer to revenge kill weakened sweepers like Cobalion, Mega Houndoom, and Latias. However, it should be wary of revenge killing boosters that often carry priority, such as Scizor, Bisharp, Infernape, and Lucario, as after a boost these threats will likely be able to wear Zeraora down immensely or pick it off if it's weakened enough. If Volt Switch is being used, Zeraora should use the attack on predicted switches into foes it can't reliably break through, like Mega Altaria and Amoonguss, in order to chip them while generating momentum. While Zeraora's typing can allow it to tank a hit or two from foes like Togekiss, Scizor, and Crobat, it should never be used primarily as a check to these Pokemon due to putting itself even more at risk of compromising its already poor longevity. This is further compounded by the Life Orb recoil it may sustain, making it an often only an offensive answer. If Shuca Berry is being run, Zeraora should use it to either tank a hit from a faster foe like Mega Aerodactyl or Krookodile while retaliating with super effective hits, or to inflict damage on a slower Ground-type like Hippowdon or Mega Steelix while stomaching an Earthquake.

Team Options
========

Due to Zeraora's high Speed, good offenses, and lack of defensive qualities it can provide, it is most easily fitted on fits best on (changing to active voice) offensively inclined teams. Entry hazard setters like Nihilego, Kommo-o, and Mamoswine can help Zeraora secure a few vital KOs with extra chip damage, such as the OHKO on Chandelure with Knock Off after Stealth Rock and, if Zeraora isn't running Life Orb, the guaranteed 2HKO on Hippowdon with Grass Knot after two rounds of Stealth Rock. (Hippo runs Leftovers generally and therefore it's not taking "two rounds of Stealth Rock" unless it gets its item removed by a teammate's or Zeraora's Knock Off and recovers to full health before switching in twice, which is an incredibly ludicrous situation and not at all something you need to specify as "vital". Replace with another example.) Klefki can be particularly helpful, more reliably chipping Ground-types with Spikes damage while slowing Choice Scarf users down with Prankster Thunder Wave. Entry hazard removal from Pokemon like Hydreigon, Mega Blastoise, and Tsareena can also be useful to Zeraora in order to minimize its chances of taking unnecessary residual damage. Zeraora also appreciates support from pivots like Hydreigon, Scizor, and Moltres that can reliably bring it into play. If running Volt Switch, Zeraora can also form VoltTurn cores with the aforementioned examples. Sturdy Dragon-type checks like Primarina and Doublade can also be helpful to circumvent a few Pokemon Zeroaora Zeraora can at times struggle breaking past, like Mega Altaria, Kommo-o, and Latias. Secondary checks to Pokemon like Scizor and Togekiss, like Cobalion and Mega Aerodactyl, (AC) respectively, can help alleviate the longevity issues Zeraora may run into trying to check these threats on its own. Setup sweepers such as Celebi, Bisharp, and Infernape appreciate Zeraora's ability to punch holes in opposing teams for them to more easily muscle past in the sweep late-game. Pokemon that appreciate various Water- and Flying-types getting weakened, such as Scizor, Krookodile, and Terrakion, also enjoy the support Zeraora can provide. If it's running Volt Switch, Zeraora can greatly aid frailer teammates like Gengar and Crawdaunt by more easily bringing them into play. With Grass Knot, it can also support Pokemon that appreciate the weakening of Ground-types, such as Mega Beedrill and Mega Aerodactyl, by luring in and damaging the likes of Hippowdon and Swampert.

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Plasma Fists
move 3: Close Combat
move 4: Knock Off / Giga Impact
item: Electrium Z / Shuca Berry / Normalium Z
ability: Volt Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Bulk Up turns Zeraora into a formidable win condition, boosting its Attack enough for it to OHKO Infernape with Plasma Fists and its Defense enough for it to survive Earthquake from Gligar. Close Combat is important for covering various foes that could otherwise easily stomach a boosted Plasma Fists, such as Hydreigon, Cobalion, and Stakataka, while also hitting some Ground-types, (RC) like Mamoswine and Krookodile, (RC) super effectively. Knock Off hits foes like Latias, Doublade, and Celebi super effectively while removing items from typical switch-ins such as Gligar and defensive Rotom-H. Giga Impact in tandem with Normalium Z delivers a powerful blow to several otherwise safe answers to Zeraora, such as Mega Altaria, Hippowdon, and Kommo-o, after a boost. It also hits a lot of Knock Off targets, such as Gligar and Celebi, for respectable damage. Grass Knot is an option on this set for reliably dealing super effective damage to most Ground-types, though it gives up valuable coverage and can be an undesirable option on a physically based set. Bounce is also an option alongside Flyinium Z to lure in and KO Grass-type checks like Chesnaught and Amoonguss. However, the move costs coverage and is quite situational, and the aforementioned targets are already hit decently hard by Breakneck Blitz.

Set Details
========

Electrium Z grants access to Gigavolt Havoc, which when boosted allows Zeraora to more easily muscle past several foes, including Mega Aggron, Mega Slowbro, and Diancie. Shuca Berry is also an option for more easily taking on various Ground-type foes, like Krookodile and Hippowdon, if another teammate is using a Z-move Z-Move. Normalium Z gives Zeroara Zeraora the ability to utilize Breakneck Blitz to severely dent several conventional checks, like Amoonguss and Nidoking, after a boost. While Volt Absorb is the only ability available to Zeraora, it can be useful in switching into a predicted Electric-type attack from Mega Manectric or Rotom-H to restore health, although this strategy is often quite risky. If Zeraora happens to be running Grass Knot, a Naive nature is preferred so as not to decrease its Special Attack.

Usage Tips
========

This set's function is as a sweeper capable of cleaning up in the late-game once its checks have been removed or weakened. However, with Normalium Z, it can also double as a lure to several of Zeraora's otherwise solid checks, like Mega Altaria, Amoonguss, and several Ground-types. Due to its frailty, Zeraora should only come in after a teammate has fainted or with support from a pivoting teammate. It should be brought in on foes it can force out, such as Primarina and Starmie, in order to find opportunities to set up. Zeraora can also attempt setup against foes like Rotom-H and Latias after using moves like Overheat and Draco Meteor, respectively. While on paper it could switch in on opposing Electric-types or resisted attacks to set up, its susceptibility to coverage and chip damage often makes this an unreliable strategy. Electrium Z should be activated to deal heavy damage to bulky Pokemon that would otherwise tank a hit or two from Zeraora and possibly cripple it, like Mega Aggron and Mega Slowbro. If Normalium Z is being used, it should be activated after a boost to dent targets that would otherwise take minimal damage from even boosted hits, like Amoonguss, Celebi, Gligar, and Mega Altaria. Conserving Zeraora's HP in order to allow it to reliably sweep is important, meaning it should rarely be brought out before setting up unless it is needed to revenge kill an opposing Pokemon.

Team Options
========

This set fits well on offensive teams thanks to its ability to sweep in the late-game. Entry hazard support from teammates like Chesnaught, Mega Aggron, and Nidoking can be useful for allowing Zeraora to more easily sweep, notably allowing it to OHKO offensive Mega Altaria sets with +1 Breakneck Blitz after minimal chip. Pivots are also helpful to Zeraora for reliably bringing it into play, making the likes of U-turn Hydreigon and Infernape good options for teammates. Sturdy Ground-type answers like Tsareena and Celebi are important for removing or chipping them into range of a boosted Breakneck Blitz. Wallbreakers like Gengar, Kyurem, and Volcanion can all break past several of the physically bulky Pokemon Zeraora would have trouble dealing with on its own, like Gligar, Hippowdon, and Mega Steelix. Choice Scarf users like Krookodile and Nihilego could also be useful teammates to Zeraora due to the presence of a few faster Pokemon capable of pressuring it, such as Mega Aerodactyl and Mega Beedrill.

[STRATEGY COMMENTS]
Other Options
=============

Fire Punch hits Scizor 4x effectively, but it has few uses outside of this and thus ends up costing Zeraora more valuable coverage most of the time. Iron Tail is also an option for hitting Mega Altaria, Sylveon, and Florges hard, though this also ends up denying Zeroara Zeraora access to more useful coverage moves. Drain Punch is an option on the Bulk Up set for restoring Zeraora's health, but it often requires the power Close Combat will provide. Zeraora can pull off a Calm Mind set due to its solid special movepool, though it often struggles breaking past as much of the metagame or its conventional checks with such a set compared to Bulk Up. Choice Band is an option for allowing Zeraora to function as an adequate physical wallbreaker. However, Zeraora's other sets are easier to put to consistent use, while it also dislikes locking itself into most of its attacks.

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

**Ground-types**: Several Ground-type Pokemon have various ways of punishing Zeraora. Nidoking and Krookodile can often tank any hit and OHKO Zeraora with super effective STAB attacks, though their lack of recovery or bulk investment doesn't make them particularly consistent answers. Gligar, Hippowdon, Mega Steelix, and Nidoqueen are all fairly solid checks, even taking super effective or strong neutral hits due to their great defenses and punishing Zeraora with Ground-type attacks.

**Physically Bulky Pokemon**: Due to Zeraora's occasionally middling power, physically bulky Pokemon like Mega Aggron and Doublade are often capable of tanking a hit and punishing it with powerful attacks or status in return. Mega Altaria, Amoonguss, and Chesnaught are all particularly troublesome, as only offensive variants of the former fear the KO from a boosted Breakneck Blitz while the latter two don't take significant damage from any common coverage move.

**Faster Pokemon**: Despite Zeraora's high Speed, it is still outrun by the likes of Mega Aerodactyl and Mega Beedrill, who can prey on its poor bulk to force it out. Choice Scarf users like Infernape, Krookodile, Hydreigon, and Latias can also do a good job offensively threatening Zeraora.

**Strong Priority**: Zeraora's poor typing and defenses leave it susceptible to several common forms of priority. While Bisharp's boosted Sucker Punch is the only priority move capable of OHKOing it from full, it can still take heavy damage from Crawdaunt's Aqua Jet, Infernape and Lucario's boosted Vacuum Wave, and even Scizor's Swords Dance-boosted Bullet Punch.

[CREDITS]
- Written by: [[Hilomilo, 313384]]
- Quality checked by: [[martha, 384270], [Nuked, 382658], [A Cake Wearing A Hat, 388157]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], []]

GP 1/2
 
Last edited:

Lumari

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GP 2/2
[OVERVIEW]

Zeraora is a potent offensive threat in UU by virtue of its decent mixed offenses, outstanding Speed, and access to a powerful physical Electric-type move in Plasma Fists. Thanks to its aforementioned Speed, it can outrun and threaten some of the tier's fastest threats, including Mega Manectric, Latias, Gengar, and Starmie. Its vast coverage movepool allows it to hit several conventional Electric-type checks like Hydreigon and Hippowdon with moves like Close Combat and Grass Knot, making it a solid mixed wallbreaker. It can also attempt to sweep with Bulk Up thanks to its ability to power through several bulkier threats with either Gigavolt Havoc or Breakneck Blitz, as well as its Speed allowing it to limit the number of Pokemon capable of revenge killing it. Unfortunately, Zeraora's pitiful defenses and weak typing limit its opportunities to come into play on its own and prevent it from reliably checking Pokemon that other Electric-types can often handle well, such as Scizor and Togekiss. Its lack of immediate power causes it to rely on Life Orb for damage output on some sets, damaging its longevity in the process. This also makes Zeraora more prediction reliant in order to adequately punish its switch-ins. Zeraora struggles to fit all of its desired coverage moves on its setup sets, meaning that they will always fail to hit at least one key target hard. Because of these downsides, Zeraora faces competition from other Electric-types like Rotom-H and Mega Manectric, which can more reliably fulfill their roles due to being less hard pressed to fit coverage on their sets and having better defensive utility.

[SET]
name: Mixed Attacker
move 1: Plasma Fists
move 2: Close Combat
move 3: Grass Knot
move 4: Knock Off / Volt Switch
item: Life Orb / Expert Belt / Shuca Berry
ability: Volt Absorb
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

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

Close Combat is essential in covering a few Pokemon capable of coming in on Plasma Fists, such as Hydreigon, Krookodile, Mamoswine, and Mega Steelix. Grass Knot hits the majority of Ground-types not already hit hard by Close Combat, such as Hippowdon, Swampert, and Seismitoad, for respectable damage. Knock Off hits Latias, which otherwise walls Zeraora, for a 2HKO on the switch while also removing the items of switch-ins like Gligar, Amoonguss, and Nidoqueen. Volt Switch is an option over Knock Off for its ability to pivot Zeraora out of play. It is important, however, to note that it will come at the cost of being able to punish Gligar and Amoonguss and hitting Latias hard. Hidden Power Ice is an option for hitting Ground-types like Gligar, Nidoqueen, and Nidoking harder than Zeraora's other attacks. However, Knock Off can still annoy these foes while allowing Zeraora to do much more meaningful damage to Psychic-types like Latias and Celebi. Work Up is an option for allowing Zeraora to increase its offensive presence to become a more threatening sweeper. However, it is often difficult to find room for due to sacrificing coverage.

Set Details
========

Life Orb provides Zeraora's attacks with a necessary boost in power, allowing it to achieve feats such as 2HKOing Mega Steelix with Close Combat after one layer of Spikes and 2HKOing Hippowdon with Grass Knot. Expert Belt damages lets Zeraora hit foes hit super effectively by Zeraora's attacks super effective targets almost as hard as Life Orb without cutting into Zeraora's its HP. However, it will be unable to damage targets hit by its moves neutrally, such as Infernape and Scizor, nearly as reliably. Shuca Berry is also an option for allowing Zeraora to tank one Ground-type hit from a foe like Mega Aerodactyl or Choice Scarf Krookodile and retaliate with powerful attacks. Volt Absorb is Zeraora's only available ability, though it can allow Zeraora to come in on predicted Electric-type attacks from Rotom-C, Mega Manectric, and Rotom-H to restore health. A Naive nature is preferred for preventing Zeraora from taking too heavy of damage from Bullet Punch as it tries revenge killing Scizor, though a Hasty nature is also an option if the rest of the team adequately accounts for Scizor.

Usage Tips
========

This set's main function is as a fast mixed wallbreaker capable of punching holes in opposing teams early- or mid-game. However, if Zeraora is still healthy at the end of the match and Plasma Fists switch-ins are weakened or removed, it can attempt cleaning up thanks to its high Speed. Due to its poor bulk and typing, Zeraora should almost never switch into foes directly, instead coming into play with support from a pivot or after a teammate has fainted. Prediction is vital in reliably securing various KOs for Zeraora. For instance, if a Ground-type like Hippowdon or Swampert is likely to switch in on an expected Plasma Fists, Zeraora should try nailing them with Grass Knot as they come in, sufficiently weakening them. Due to its Speed, Zeraora can be used to revenge kill weakened sweepers like Cobalion, Mega Houndoom, and Latias. However, it should be wary of revenge killing boosters setup sweepers that often carry priority, such as Scizor, Bisharp, Infernape, and Lucario, as after a boost these threats will likely be able to wear Zeraora down immensely or pick it off if it's weakened enough. If Volt Switch is being used, Zeraora should use the attack on predicted switches into foes it can't reliably break through, like Mega Altaria and Amoonguss, in order to chip them while generating momentum. While Zeraora's typing can allow it to tank a hit or two from foes like Togekiss, Scizor, and Crobat, it should never be used primarily as a check to these Pokemon due to its poor longevity. This is further compounded by the Life Orb recoil it may sustain, making it often only an offensive answer. If Shuca Berry is being run, Zeraora should use it to either tank a hit from a faster foe like Mega Aerodactyl or Krookodile while retaliating with super effective hits (RC) or inflict damage on a slower Ground-type like Hippowdon or Mega Steelix while stomaching an Earthquake.

Team Options
========

Due to Zeraora's high Speed, good offenses, and lack of defensive qualities it can provide, it fits best on offensively inclined teams. Entry hazard setters like Nihilego, Kommo-o, and Mamoswine can help Zeraora secure a few vital KOs with extra chip damage, such as the OHKO on Chandelure with Knock Off after Stealth Rock and, if Zeraora is running Shuca Berry, the guaranteed 2HKO on Krookodile with Grass Knot. Klefki can be particularly helpful, more reliably chipping Ground-types with Spikes damage while slowing Choice Scarf users down with Prankster Thunder Wave. Entry hazard removal from Pokemon like Hydreigon, Mega Blastoise, and Tsareena can also be useful to Zeraora in order to minimize its chances of taking unnecessary residual damage. Zeraora also appreciates support from pivots like Hydreigon, Scizor, and Moltres that can reliably bring it into play. If running Volt Switch, Zeraora can also form VoltTurn cores with the aforementioned examples. Sturdy Dragon-type checks like Primarina and Doublade can also be helpful to circumvent a few Pokemon Zeraora can at times struggle breaking past, like Mega Altaria, Kommo-o, and Latias. Secondary checks to Pokemon like Scizor and Togekiss, like Cobalion and Mega Aerodactyl, respectively, can help alleviate the longevity issues Zeraora may run into trying to check these threats on its own. Setup sweepers such as Celebi, Bisharp, and Infernape appreciate Zeraora's ability to punch holes in opposing teams for them to more easily sweep late-game. Pokemon that appreciate various Water- and Flying-types getting weakened, such as Scizor, Krookodile, and Terrakion, also enjoy the support Zeraora can provide. If it's running Volt Switch, Zeraora can greatly aid frailer teammates like Gengar and Crawdaunt by more easily bringing them into play. With Grass Knot, it can also support Pokemon that appreciate the weakening of Ground-types, such as Mega Beedrill and Mega Aerodactyl, by luring in and damaging the likes of Hippowdon and Swampert.

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Plasma Fists
move 3: Close Combat
move 4: Knock Off / Giga Impact
item: Electrium Z / Shuca Berry / Normalium Z
ability: Volt Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Bulk Up turns Zeraora into a formidable win condition sweeper, boosting its Attack enough for it to OHKO Infernape with Plasma Fists and its Defense enough for it to survive Earthquake from Gligar. Close Combat is important for covering various foes that could otherwise easily stomach a boosted Plasma Fists, such as Hydreigon, Cobalion, and Stakataka, while also hitting some Ground-types like Mamoswine and Krookodile super effectively. Knock Off hits foes like Latias, Doublade, and Celebi super effectively while removing items from typical switch-ins such as Gligar and defensive Rotom-H. Giga Impact in tandem with Normalium Z delivers a powerful blow to several otherwise safe answers to Zeraora, such as Mega Altaria, Hippowdon, and Kommo-o, after a boost. It also hits a lot of Knock Off targets, such as Gligar and Celebi, for respectable damage. Grass Knot is an option on this set for reliably dealing super effective damage to most Ground-types, though it gives up valuable coverage and can be an undesirable option on a physically based set. Bounce is also an option alongside Flyinium Z to lure in and KO Grass-type checks like Chesnaught and Amoonguss. However, the move costs coverage and is quite situational, and the aforementioned targets are already hit decently hard by Breakneck Blitz.

Set Details
========

Electrium Z grants access to Gigavolt Havoc, which when boosted allows Zeraora to more easily muscle past several foes, including Mega Aggron, Mega Slowbro, and Diancie. Shuca Berry is also an option for more easily taking on various Ground-type foes, like Krookodile and Hippowdon, if another teammate is using a Z-Move. Normalium Z gives Zeraora the ability to utilize Breakneck Blitz to severely dent several conventional checks, like Amoonguss and Nidoking, after a boost. While Volt Absorb is the only ability available to Zeraora, it can be useful in switching into a predicted Electric-type attack from Mega Manectric or Rotom-H to restore health, although this strategy is often quite risky. If Zeraora happens to be running Grass Knot, a Naive nature is preferred so as not to decrease its Special Attack.

Usage Tips
========

This set's function is as a sweeper capable of cleaning up late-game once its checks have been removed or weakened. However, with Normalium Z, it can also double as a lure to several of Zeraora's otherwise solid checks, like Mega Altaria, Amoonguss, and several Ground-types. Due to its frailty, Zeraora should only come in after a teammate has fainted or with support from a pivoting teammate. It should be brought in on foes it can force out, such as Primarina and Starmie, in order to find opportunities to set up. Zeraora can also attempt setup against foes like Rotom-H and Latias after using they have used moves like Overheat and Draco Meteor, respectively. (or do "Overheat and Draco Meteor users like Rotom-H and Latias after the Special Attack drop", which is way cleaner but that loses some nuance which idk if you wanted to include) While on paper it could switch in on opposing Electric-types or resisted attacks to set up, its susceptibility to coverage and chip damage often makes this an unreliable strategy. Electrium Z should be activated to deal heavy damage to bulky Pokemon that would otherwise tank a hit or two from Zeraora and possibly cripple it, like Mega Aggron and Mega Slowbro. If Normalium Z is being used, it should be activated after a boost to dent targets that would otherwise take minimal damage from even boosted hits, like Amoonguss, Celebi, Gligar, and Mega Altaria. Conserving Zeraora's HP in order to allow it to reliably sweep is important, meaning it should rarely be brought out before setting up unless it is needed to revenge kill an opposing Pokemon.

Team Options
========

This set fits well on offensive teams thanks to its ability to sweep late-game. Entry hazard support from teammates like Chesnaught, Mega Aggron, and Nidoking can be useful for allowing Zeraora to more easily sweep, notably allowing it to OHKO offensive Mega Altaria sets with +1 Breakneck Blitz after minimal chip damage. Pivots are also helpful to Zeraora for reliably bringing it into play, making the likes of U-turn Hydreigon and Infernape good options for teammates. Sturdy Ground-type answers like Tsareena and Celebi are important for removing or chipping them into range of a boosted Breakneck Blitz. Wallbreakers like Gengar, Kyurem, and Volcanion can all break past several of the physically bulky Pokemon Zeraora would have trouble dealing with on its own, like Gligar, Hippowdon, and Mega Steelix. Choice Scarf users like Krookodile and Nihilego could also be useful teammates to Zeraora due to the presence of a few faster Pokemon capable of pressuring it, such as Mega Aerodactyl and Mega Beedrill.

[STRATEGY COMMENTS]
Other Options
=============

Fire Punch hits Scizor 4x effectively, but it has few uses outside of this and thus ends up costing Zeraora more valuable coverage most of the time. Iron Tail is also an option for hitting Mega Altaria, Sylveon, and Florges hard, though this also ends up denying Zeraora access to more useful coverage moves. Drain Punch is an option on the Bulk Up set for restoring Zeraora's health, but it Zeraora often requires the power Close Combat will provide. Zeraora can pull off a Calm Mind set due to its solid special movepool, though it often struggles breaking past as much of the metagame or its conventional checks with such a set compared to Bulk Up. Choice Band is an option for allowing Zeraora to function as an adequate physical wallbreaker. However, Zeraora's other sets are easier to put to consistent use, while and it also dislikes locking itself into most of its attacks.

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

**Ground-types**: Several Ground-type Pokemon have various ways of punishing Zeraora. Nidoking and Krookodile can tank any hit and OHKO Zeraora with super effective STAB attacks, though their lack of recovery or bulk investment doesn't make them particularly consistent answers. Gligar, Hippowdon, Mega Steelix, and Nidoqueen are all fairly solid checks, even taking super effective or strong neutral hits due to their great defenses and punishing Zeraora with Ground-type attacks.

**Physically Bulky Pokemon**: Due to Zeraora's occasionally middling power, physically bulky Pokemon like Mega Aggron and Doublade are capable of tanking a hit and punishing it with powerful attacks or status in return. Mega Altaria, Amoonguss, and Chesnaught are all particularly troublesome, as only offensive variants of the former fear the KO from a boosted Breakneck Blitz while the latter two don't take significant damage from any common coverage move.

**Faster Pokemon**: Despite Zeraora's high Speed, it is still outrun by the likes of Mega Aerodactyl and Mega Beedrill, who which can prey on its poor bulk to force it out. Choice Scarf users like Infernape, Krookodile, Hydreigon, and Latias can also do a good job offensively threatening Zeraora.

**Strong Priority**: Zeraora's poor typing and defenses leave it susceptible to several common forms of priority. While Bisharp's boosted Sucker Punch is the only priority move capable of OHKOing it from full, it can still take heavy damage from Crawdaunt's Aqua Jet, Infernape and Lucario's boosted Vacuum Wave, and even Scizor's Swords Dance-boosted Bullet Punch.

[CREDITS]
- Written by: [[Hilomilo, 313384]]
- Quality checked by: [[martha, 384270], [Nuked, 382658], [A Cake Wearing A Hat, 388157]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], []
 

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