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Pokemon Theoretical Set: Zeraora

Tags: #Dragonborn1721 
  • December 30, 2017

    Huh, this is something a little different than what I normally do because it's focused on something that I can't test/isn't out yet, but it's part of my favourite Monotype Typing, which is Electric. 

    First, Electric is just arguably the single best type of Monotype around. They have a single weakness in Ground Types but have three different ways around it (Levitate, Air Balloon and Magnet Rise) without even going into the ultimateness that is Zapdos as a Flying/Electric type. They work in Rain, aren't really hurt that badly by Sun though they do struggle in Sandstorm (nothing is bad in Hail...which is the worst weather condition). They can work against or with Trick Room, they can work as a Speed-Focused team, they've got decent enough set-up, bulk and removal and so on. Where they do struggle a little is getting Physical Sweepers, with very few of them being good when compared to Special Sweepers. Tapu Koko, Electivre and Luxray are probably their best bets, but the first has almost no coverage, the others are too slow without boosts (that are really hard for them to get) and well...let's put it this way, three of the highest attacking Electric Types are in PU with Tapu Koko, Arceus-Electric and Zekrom being the only OU+ physical attackers until Zapdos...yep, Zapdos with his base 90 is arguably in the top 10 and he doesn't have the speed to really work out...Agility is good though, guess you could run Drill Peck, Agility, Wild Charge and Roost...

    Anyway, Zeraora is the newest Electirc Type to Gen 7, one that I think is going to be a lot like Marshadow and be run as an Event Pokemon (or already has)  and he's instantly going to be sent up to Uber. I mean, lets start off by looking at Zeraora's insane (ish) stats.

    88 HP

    112 Attack

    75 Defense

    108 Special Attack

    80 Special Defense

    143 Speed

    To put this into perspective. It's the second fastest Electric Type, and within the top 20 fastest Pokemon in general. It's got decent enough bulk with a relatively good 88 HP but more importantly is that base 112 Attack. Now let's be honest, that's not amazing, it's good but it's only good because Zeraora has the speed to use it. It's only the 8th strongest physical attacker in the Electric Typing, but it's the fastest of them all, meaning it's going to get some pretty good use as a Physical Sweeper (IMO). It also does get access to both Bulk Up and Work Up meaning it has some decent ways to boost itself (with Bulk Up being a legitimate set). 

    Really what makes this interesting, is the fact that it gets a pretty great move, that honestly is either more of a passive move effect or an ability effect but nope. Zeraora gets this as a base 100 Power, 100 Accuracy PHYSICAL attack meaning it has an option other than the mildly shit Wild Charge. Plasma Fists is the name of the move, and what it does is turn all normal type moves used during that turn (so after Zeraora attacks) into Electric Type Attacks, and...well if they're used against Z here, he can absorb them with Volt Absorb. So lets see what you could do with Zeraora.

    Set 1 - Basic Physical Sweeper.

    Zeraora @ Life Orb
    Ability: Volt Absorb
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant or Jolly Nature
    - Plasma Fists
    - Fake Out
    - Drain Punch/Close Combat
    - Knock Off/Acrobatics/Fire Punch

    So the idea here is relatively simple. Life Orb to boost damage, high speed and attack focus to dish out as much damage as quickly as possible. Your aiming to one/two shot everything so really Close Combat is your best option there for a Fighting Attack (lets you hit Rock/Ice/Steel and Normal types) while Knock Off, Acrobatics and Fire Punch all have various uses. Fire Punch is just your classic Ferrothorn counter that every single team ever needs because Ferrothorn is the worst thing that ever happened to anything with it's shitty everything. *cough* I don't like Ferrothorn, moving on. It's simple, does what it needs to do and the only thing that would make it better is Ice Punch which...honestly I would've given it because I think if you give something two of the elemental punches it's just shitty not to give them the third. I know it's for 'balance' but really it would just make Zeraora better at countering things.

    Set 2 - Bulk Up/Defensive Threat

    Zeraora @ Leftovers
    Ability: Volt Absorb
    EVs: 252 Def / 4 SpD / 252 Spe
    Jolly Nature
    - Bulk Up
    - Plasma Fists
    - Drain Punch
    - Toxic

    So already this set is different, aiming at kind of working as a Wall/Sweeper in a manner that I find very appealing. I love Pokemon that are naturally one but can be the other (Serperior is naturally offensive but an Assault Vest turns it into a Special Wall) so this set is probably what I'll run unless it proves pointless (or Uber). Drain Punch and Toxic allow for this Pokemon to pretty effectively deal with everything that might threaten it. There are very few Steel Types that resist both Drain Punch and Plasma Fists so I'm fairly confident that it can counter most threats. Ferrothorn fucks with it because it fucks with everything, but other than that this set is solid, if not perfect. Leftovers adds another layer of healing and you can always hope that an opponent forgets about Plasma Fists? Yeah, it's not likely as long as you've got a 1200 or above but possible.

    Set 3 - Bulkier Attacker

    Zeraora @ Assault Vest
    Ability: Volt Absorb
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Close Combat
    - Plasma Fists
    - Fake Out/Fire Punch/Knock Off
    - Volt Switch

    So this is closer to the first set but a little less powerful, and more focused on being a Special Defender. Fake Out or Knock Off gives you some utility while Close Combat, Plasma Fists and Fire Punch are all more offensive attacks. I might end up swapping CC for DP because honestly, the healing from Drain Punch might be slightly more useful, but overall this is a pretty solid set. You've got decent bulk, decent offence, a damn good speed and one of the best Volt Switches in the game (do remember that all Volt Switches are going to be packing some decent enough damage even though we're Physical in nature). 

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    There might be a few other sets that work, and in Doubles I think Z here could even be a highly effective support Pokemon. Electroweb, Taunt, Subs, Toxic, Fake Out, Endevour, maybe even Quick Guard are all really effective moves there that I think might change up some strategies. Having a Pokemon this fast that can still run attacks, or is meant to (and thus the support sets are more surprising) is just a powerful combination. In doubles, I would highly recommend using Boomburst with him on the field (as long as you aren't running a Specs Boomburster) because as long as it gets Plasma Fists off he'll be able to change that to an Electric Attack and absorb it. I could feasibly see Heat Wave + Boomburst working really effectively on something like Noivern because it's going to outspeed just about everything other than Zeraora, then gets an insanely powerful (140 BP) special, electric attack and the coverage of Heat Wave (HP Water is actually viable there too). 

    That's all really. He'll be Uber on release (whenever that is), I'd bet my money on it because Plasma Fists is honestly just too good a move. Imagine a Banded, Plasma Fists firing Zeraora and tell me that you didn't quake in fear just a little bit. Or worse, the Bulk Up + Life Orb that manages a 2x boost at the minimum. It's just a threatening Physical Attacker in a type that doens't have many. And if they don't make it Uber...I'm running it in both my Monotype and OU teams as well as a Double Monotype that I'd make (and will challenge anyone with :P)