Zeraora [QC 0/3]

Indigo Plateau

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UU Leader
[OVERVIEW]
  • Zeraora boasts a high base 143 Speed, making it the second fastest unboosted Pokemon in OU behind Mega Alakazam.
  • Zeraora also possesses a unique base 100 power Electric-type physical attack with perfect accuracy in Plasma Fists.
  • Its movepool is extremely versatile, with coverage moves like Fire Punch, Knock Off, Close Combat, and Hidden Power Ice at its disposal.
  • These qualities give Zeraora a niche in the current metagame as a fast, annoying attacker.
  • However, mediocre attacking stats make Zeraora hit weaker than desired and usually force it to run a boosting item.
  • Zeraora's pure Electric typing and subpar bulk often makes it hard to find safe opportunities to switch in.
  • Tapu Koko's superior ability in Electric Terrain and flexibility in item choices overshadows Zeraora and usually makes it a poor team choice.
[SET]
name: Choice Band
move 1: Plasma Fists
move 2: Knock Off
move 3: Close Combat
move 4: Fire Punch
item: Choice Band
ability: Volt Absorb
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Plasma Fists is Zeraora's strongest physical Electric-type STAB attack, boasting a respectable base 100 damage and perfect accuracy.
  • Knock Off is a good utility move to remove items from common switch-ins, such as Landorus-T and Tangrowth.
  • Close Combat allows Zeraora to OHKO Tyranitar as well as maximum HP Heatran after Stealth Rock damage.
  • Fire Punch is a great coverage move that allows Zeraora to beat common Steel-types in the tier, such as Mega Scizor and Ferrothorn.
Set Details
========
  • Maximum Attack investment coupled with a Choice Band lets Zeraora hit as hard as possible.
  • Maxmimum Speed investment alongside a Jolly nature allows Zeraora to be as fast as possible.
  • Volt Absorb is Zeraora's only ability and lets it switch into Electric-type attacks from the likes of Tapu Koko and Zapdos.
Usage Tips
========
  • Take advantage of Zeraora’s great Speed early-game to cripple as many Pokemon as possible with Knock Off.
  • Removing items such as Landorus-T’s Leftovers or Choice Scarf and Tapu Bulu’s Leftovers allows Zeraora to break through them easier late-game.
  • Knock Off also helps Zeraora’s teammates break through some of its switch-ins easier; for example, removing Tangrowth’s Assault Vest gives Ash-Greninja an opportunity to break through it easier.
  • Zeraora can potentially sweep late-game due to its respectable power and high base Speed, so try to weaken its counters as much as possible to achieve this.
  • Attempt to remove Ground-types as quickly as possible so Zeraora can freely use Plasma Fists.
Team Options
========
  • Pokemon that can pressure bulky Ground- and Grass-types make for good teammates, as these are usually the primary answers to Zeraora.
  • Zygarde draws Grass- and Ground-types in and can cripple them with Toxic or Glare, while Heatran and Tornadus-T can heavily pressure these Pokemon with their Z-Moves.
  • Ash-Greninja and Mega Lopunny appreciate Zeraora’s ability to remove items from Pokemon like Tangrowth and Clefable, making them easier to break through later on.
  • Similarly, Zeraora appreciates teammates removing opposing Pokemon's items. Tornadus-T and Kartana can use Knock Off to make Zeraora's job of breaking through its checks easier.
  • Zeraora appreciates being brought in safely via U-turn due to its mediocre bulk, so teammates like Mega Scizor, Tornadus-T, and Landorus-T are appreciated.
[STRATEGY COMMENTS]
Other Options
=============
  • A mixed set consisting of Plasma Fists, Hidden Power Ice, Fire Punch, and Knock Off with an Expert Belt or Life Orb could be used if being choice locked is not desired.
  • Volt Switch is an interesting option if the team has an U-turn user, such as Mega Scizor or Greninja, to form a VoltTurn core. (?)
  • Wait for other options from QC
Checks and Counters
===================

**Bulky Ground-types**: Defensive Landorus-T, Gliscor, and bulky Zygarde can all switch into most of Zeraora’s moves. However, they should all be wary of getting their items removed via Knock Off.

**Dragon-types**: Mega Latias and Mega Latios can switch into most moves Zeraora can use, but both should be cautious of switching into Knock Off.

**Grass-types**: Tangrowth, Tapu Bulu, and Mega Venusaur can usually wall Zeraora if it’s not locked into Fire Punch. Although Tangrowth and Tapu Bulu don’t appreciate Knock Off, Mega Venusaur can wall Zeraora with ease thanks to Thick Fat.

**Faster Pokemon**: Naturally faster Pokemon like Mega Alakazam and Choice Scarf users like Landorus-T and Kartana can all outspeed and threaten Zeraora with their powerful STAB attacks.
 
Last edited:

shrang

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Jw is CM + 3 attacks a legit set? Its SpA is not that much worse than its Atk, but you have much better coverage with less moves with just Bolt(Beam). Something like CM/Bolt(beam) with Close Combat to round it out to donk Ttar and stuff?
 
Remember that Plasma Fists also temporarily converts Normal-type attacks into Electric-type attacks for a turn, for all combatants, as a secondary effect. This, in conjunction with its ability, effectively gives it an immunity to Normal-type moves. However, I don't imagine Normal-type moves being all that common in OU, though I may be wrong. It works on moves affected by Normalize, but Pixilate, Refrigerate, Aerilate and Galvanize all override Plasma Fists' secondary effect.
 
Remember that Plasma Fists also temporarily converts Normal-type attacks into Electric-type attacks for a turn, for all combatants, as a secondary effect. This, in conjunction with its ability, effectively gives it an immunity to Normal-type moves. However, I don't imagine Normal-type moves being all that common in OU, though I may be wrong. It works on moves affected by Normalize, but Pixilate, Refrigerate, Aerilate and Galvanize all override Plasma Fists' secondary effect.
While this is true, it js really not worth mentioning in the analysis. Normal-type moves are rather scarce in OverUsed. Mega Lopunny is the main user of Return as a Normal-type STAB, but even if Mega Lopunny does stay in front of a Zeraora, which will very rarely happen, Mega Lopunny should always got for High Jump Kick anyway. There are some Normal-type moves used by Mega Medicham abd Zygarde, in Fake Out and Extreme Speed, but both are priority and thus go before Plasma Fists (not to mention Zygarde isn’t affected). There’s also Rapid Spin, but there are only two Pokémon notable to OverUsed that use the move in Excadrill and Avalugg. Considering the former is immune, the only scenario where Plasma Fist’s secondary effect would come into play is to block a Rapid Spin from Avalugg, but this is such a rare situation and Avalugg itself is so minor compared to the grand scheme of things, that there’s pretty much no reason to put this comment into Zeraora’s analysis, at all.
 

MANNAT

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Mention iapapa volt zera at least in oo even if it isn't considered main set worthy bc it's a decent pivot that can dismantle offensive teams and is a lot better than shit like work up and mixed life orb. you could probs condense the mixed and volt mentions since this set covers both the mixed set mention (hp ice + plasma) and the volt switch mention without proposing an actually bad set. another decent option could be work up z since u can actually break past a lot of ferrothorn balance/bulky offenses and clean up a lot of weakened teams. I frankly don't think there's anything else besides those 2 worth discussing in oo seeing as we're not doing the whole "this set is a thingy but dont use it bc bad" thing anymore.
 
I feel as though spark would be of greater worth than thunder punch. A loss in 10 power is unfortunate but the gain of 20% in a chance to paralyze is worth it in my mind.
 

Gary

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I feel as though spark would be of greater worth than thunder punch. A loss in 10 power is unfortunate but the gain of 20% in a chance to paralyze is worth it in my mind.
This set is meant to wallbreak, so BP is actually very important in this case. Now compared to something like defensive Zapdos where Discharge is better than Thunderbolt because the paralysis chance comes into play a lot more considering it's pretty easy to keep Zapdos healthy and spam it on oncoming switch-ins.

Also Plasma Fists is way stronger than Spark so the loss in power isn't marginal it's drastic.
 

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