Project OU Next Best Thing: Cycle 87 - Not hosted anymore

Status
Not open for further replies.

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion
:ss/aegislash:

To break the tie between Metal Sound, Choice Scarf, and AutoBond, I do vote for the former. And this makes Red_Shaggy with their submission the winner of the Cycle 15. Congratulations! Your submission will be added to the Hall of Fame soon. Now, moving onto the next Cycle!

Cycle Sixteen - Zeraora
:ss/zeraora:

One of the absolute best offensive Pokémon in the tier, Zeraora is finally here. Zeraora's positive qualities include the highest unboosted Speed tier in the highest unboosted Speed tier in the game, decent mixed attacking stats, and an amazing STAB backed up by really solid coverage. Zeraora can run certain utility moves as well. There are generally two main sets of it: 4 Attacks and Bulk Up. However, Zeraora definitely has much unexplored potential for lots of cool sets, and as usual, the task of you all guys is to make use of Zeraora's rather wide movepool and showcase some real heat here!

Banned Sets
:expert belt:|:magnet:|:leftovers:

The deadline is Wednesday 29th of March. Good luck!​
 
Last edited:
Zeraora @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder / Thunderbolt
- Grass Knot
- Focus Blast / Aura Sphere
- Volt Switch

Specs Zeraora takes advantage of it's great speed tier to provide momentum for its team through strong volt switches, or beating traditional, physically defensive based counters. This thing packs a surprising punch that when utilised correctly will decimate an opponents team. This set does rely on prediction, as any electric type with a choice set has to. But if you correctly predict an opponent even once, you can tear a hole into their team, or get some serious momentum. I prefer Thunder > Thunderbolt because of para chance, alongside the extra power it provides.
 
Last edited:
Work Up Shuca Berry Zeraora

Zeraora @ Shuca Berry
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Grass Knot
- Play Rough/Close Combat
- Work Up


General idea


Here we have a mixed set in order to get past some traditional checks and counters of the regular sets (AoA and Bulk Up+3 attacks).
Most of Zeraora's special moves are Electric-type moves excet for Focus Blast and Grass Knot. The latter one is really good to wear down bulky Grounds and Waters (not weak to Plasma Fists) and I think it is worth using in order to avoid relying on Close Combat, which shortens our life.
Plasma Fists is the STAB, whereas Grass Knot is the reason you use...this set.
Work Up is the set-up move chosen to boost both the offensive sides of the spectrumat once, so you will attack with a +1 attack in the following turn. A single +1 is not enough to sweep threats from full hp, but it is enough to KO weakened threats considering that you have good offenses right from the start and you have an amazing Spe tier. This blazing Spe allows Zeraora to force many switches, thus giving you extra set-up opportunities.
The 4th slot forces you choose between Play Rough (if you are weak to Dragons) or Close Combat (if you want to deal better with Tyranitar and Steels not named Aegislash). Whatever move you choose, you have to give up some matchups.

EVs (spread) and item

The EVs spread is a basic physical offensive one because Work Up "fixes" the SpA drop with that +1. I don't like to use a hindering nature for the Def or the SpD because it nerfs the usefulness of Shuca Berry, an useful item that allows my Zeraora to set-up n front of Grounds not named CB-Mamoswine. Keep in mind that many monster that would stop you can use Earthquake and/or Earth Power.

Calcs:
+1 0- SpA Zeraora Grass Knot (120 BP) vs. 240 HP / 252 SpD Solid Rock Rhyperior: 402-474 (93.2 - 109.9%) -- 56.3% chance to OHKO after Leftovers recovery
+1 0- SpA Zeraora Grass Knot (120 BP) vs. 252 HP / 4 SpD Hippowdon: 308-364 (73.3 - 86.6%) -- guaranteed 2HKO after Leftovers recovery
+1 0- SpA Zeraora Grass Knot (60 BP) vs. 252 HP / 152+ SpD Gastrodon: 216-256 (50.7 - 60%) -- 86.3% chance to 2HKO after Leftovers recovery
+1 0- SpA Zeraora Grass Knot (80 BP) vs. 252 HP / 4 SpD Seismitoad: 400-472 (96.6 - 114%) -- 75% chance to OHKO after Leftovers recovery
+1 0- SpA Zeraora Grass Knot (120 BP) vs. 0 HP / 0 SpD Mamoswine: 358-422 (99.1 - 116.8%) -- 93.8% chance to OHKO (huge calc because you dont have to use Close Combat)

+1 252 Atk Zeraora Close Combat vs. 248 HP / 0 Def Rotom-Heat/Leaf: 167-197 (55.1 - 65%) -- guaranteed 2HKO
+1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Kyurem: 384-452 (98.2 - 115.6%) -- 87.5% chance to OHKO
+1 252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Terrakion: 384-452 (118.8 - 139.9%) -- guaranteed OHKO

+1 252 Atk Zeraora Play Rough vs. 0 HP / 0 Def Dragapult: 336-396 (105.9 - 124.9%) -- guaranteed OHKO
+1 252 Atk Zeraora Play Rough vs. 0 HP / 0 Def Dracozolt: 290-342 (90.3 - 106.5%) -- 37.5% chance to OHKO after Leftovers recovery
+1 252 Atk Zeraora Play Rough vs. 252 HP / 200+ Def Kommo-o: 340-404 (96 - 114.1%) -- 75% chance to OHKO after Leftovers recovery
+1 252 Atk Zeraora Play Rough vs. 0 HP / 4 Def Terrakion: 288-340 (89.1 - 105.2%) -- 31.3% chance to OHKO
+1 252 Atk Zeraora Play Rough vs. 4 HP / 0 Def Dracovish: 266-314 (82.6 - 97.5%) -- 68.8% chance to OHKO after Stealth Rock

+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 4 Def Sylveon: 312-367 (79.1 - 93.1%) -- 43.8% chance to OHKO after Stealth Rock and Leftovers recovery
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 148 Def Milotic: 452-534 (114.7 - 135.5%) -- guaranteed OHKO
+1 252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Chandelure: 241-285 (92.3 - 109.1%) -- 56.3% chance to OHKO
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 196+ Def Jellicent: 422-498 (104.4 - 123.2%) -- guaranteed OHKO
+1 252 Atk Zeraora Plasma Fists vs. 0 HP / 4 Def Cloyster: 264-312 (109.5 - 129.4%) -- guaranteed OHKO
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 0 Def Mandibuzz: 422-500 (99.5 - 117.9%) -- 93.8% chance to OHKO
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Toxapex: 236-278 (77.6 - 91.4%) -- guaranteed 2HKO after Black Sludge recovery (this means that Regenerator Toxapex can't reliably check you twice)
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 4 Def Corviknight: 422-498 (105.5 - 124.5%) -- guaranteed OHKO

Team(mates) support
The choice between Close Combat and Play Rough changes the teammates you need to cover the lack of coverage in your set.
One important thing is that you love a slow Volt-Turn support in order to preserve the health of Zeraora as much as possible.
Hazards are always appreciated to weaken the opposite threats.
 
Last edited:

Katy

Banned deucer.
calm mind

:ss/Zeraora:
Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Aura Sphere
- Grass Knot
- Calm Mind


calm mind zeraora is able to break unprepared teams and is able to take on gastrodon better since it - even with its 4x weakness - is able to take a grass knot and revenge zeraora with earth power / earthquake but calm mind makes it that you break through gastrodon and thunderbolt is a neutral move against aegislash whereas aura sphere is able to kill hydreigon. the only major weakness this set has is against dragapult, but in overall it can catch the opponent off guard.
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
:ss/zeraora:
Zeraora @ Shuca Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Plasma Fits
- Close Combat
- Grass Knot
- Knock Off

Served a "gotcha" use in the Duggy meta bc it just let Zera beat every variant of it haha. Nowadays Shuca Berry is a stopgap tech that lets u take a hit from Exca if ur healthy. Outside of this it lets u stay on the field if ur opp brings Hippo in vs Plasma Fists or whatever; technically also takes a hit from Scarf Terrak's EQ but that's not an achievement when CC has a KO chance after SR anyway. Frankly the set's p. mediocre and has less general utility than other items, but if u rlly need the stopgap for Exca early-game then IG u can run this. Don't run Hasty w/ this bc u can't beat Exca anymore!!!!
 
Pivot Zeraora
:sm/zeraora:

Zeraora @ Magnet
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Plasma Fists
- Close Combat
- Volt Switch
- Toxic / Grass Knot

The aim of this Zeraora set is to try to average out matchups on checks like Kommo-o, PDef Clefable and Hippowdon and attempt to find a more consistent way through these Pokemon. The combination of Volt Switch + Toxic is highly punishing to most targets if they lack the ability to pivot theirselves - and in the case of Clefable, Volt Switch will do enough damage to the point where Calm Mind is taken out by two consecutive Plasma Fists.
 
Unusual zeraORA!
Zeraora @ Muscle Band
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Bulk Up
- Drain Punch
- Play Rough
- Plasma Fists

Unusual zeraora, in the team balance the unusual zeraora looks good, coupled with the wish + teleport clefable, zeraora can live a long time and thereby visit Ferrothorn, toxapex and the rest quite successfully. The bulk up buff helps to build up def and attack, to increase the efficiency of damage and regeneration from drain punch, play rough will help to kill kommo-o, dragapult, hydreigon which are quite popular in meta, plasma fists are a cool reception against toxapex, corviknight and many others.
Use wisely unusual zeraORA!
 
Last edited:
Zeraora @ Air Balloon
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Bulk Up/Toxic
- Plasma Fists
- Drain Punch/Close Combat/Knock Off

Basically a counter counter set for the most bitch-like Pokemon atm (imo), Hippowdon. Hippowdon has been running EQ only way too much rn and getting away with it but this set gives you the chance to best that bastard. The idea is he can't kill you until air balloon is popped and hopefully you've gotten your bulk ups enough to be in a good spot for his EQ. Taunt prevents his whirlwind and slack off.

It can even be (sorta) decent against Seismitoad if you get turns like, come in and bulk up on switch to Seis. Bulk up again while Seis scald/knock off to kill balloon (you don't get burned). Bulk up 3rd time Seis uses EQ, drain punch to recover more than damage, CC to kill (I think? idk if +3 CC kills).

The other obvious one is that Sand Rush Exca would have to get your air balloon off or else you kill it and focus sash lead Exca you can taunt safely then go into something so it can't get rocks (you win against it if it doesn't have rapid spin but I would assume it does).

Toxic is another option over bulk up to just get the status on Hippo but it's iffy cuz he prob won't stay in if you have air balloon unless you're bulking up, but you might get something else on the switch which could be cool. Taunt/toxic honestly shuts down a lot of different stall teams, a good amount of set up teams. Use Knock Off instead of fighting coverage could also annoy a lot of teams and leaves you less weak to Dragapult.
 
Taunt + Toxic Pivot

:ss/Zeraora:

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Plasma Fists
-Taunt
-Toxic
-Knock Off

This set is made to click buttons without too much thought. Leftovers keeps Zera healthy and makes the opponent think it's Bulk Up, making mons like Seismitoad, Gastrodon, and Hippowdon good switchins - until they get hit with Toxic. Taunt pressures fat opponents, keeping them weak so a teammate can break more easily. Plasma Fists for a solid STAB. Knock Off is for good neutral coverage, pressuring Dragapult, and crippling defensive mons.

Zera should come in on a sack or predicted switch. It clicks Knock Off or Toxic depending on the opponent's team, Taunts on the next turn if applicable, then switches out to repeat the process later. Once electric resists/immunities are weakened or removed it can go back to button clicking, this time with Plasma Fists.
 

Amir

Banned deucer.
Sub Toxic Zeraora



Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Close Combat
- Toxic
- Plasma Fists

This set is basically a way to pressure bulky teams, helps lure in basically all the common switches to Zeraora such as Hippowdon, Gastro, Ferro, Quag, Toad, Kommo-o, Rotom-H, etc. then chip them with CC/Toxic. It's a relatively safe and effective way to make sure you can keep the common checks and counters low enough to the point where Zeraora can later knock them out or a partner you are using that would love these mons weakened such Excadrill or Conkeldurr.

Subbing vs pokemon such as Corviknight, Pex or frail pokemon then putting pokemon on a timer. It's a good trade and basically works vs a lot of teams in the current metagame. The only true counter to this set is Celebi, but nobody really uses that thing so its okay. Dragapult may not likely stay in fearing the potential Knock of Play Rough either.
 
Last edited:

Ruft

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Smogon Discord Contributor Alumnus
OU Leader
Choice Specs by ReadTheMango
because I think that the access to Volt Switch makes the differente on the viability of the set (although bulky Grounds generally stop you).

I was on the verge of voting the AoA Shuca Berry set (because it is similar to mine), but that Naive nature over Jolly should be more explained in my opinion: what are the KOs achieved with a neutral nature on the SpA? I don't know.

On a side note, I am surprise because nobody posted a Choice Band set....strange: it would be my second choice if it was possible to submit a 2nd creative set.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 2)

Top