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Community POTW #086

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon and with next week being the movie release week. With last week being a veiled tie-in, this week is more overt

807.png


It's the new Mythical Pokémon, Zeraora

https://www.serebii.net/pokedex-sm/807.shtml
 

shoz999

Back when Tigers used to smoke.
The Shredder (Singles, Doubles)
Zeraora
Item: Choice Band
252 Atk/252 Spd
Jolly Nature
Ability: Volt Absorb
Outrage
Plasma Fist
Close Combat
Knock Off/Iron Tail

Simple idea. Use Zeraora's speed that surpasses many extremely fast Pokemon like Tapu Koko or Greninja and increase his offensive power to OHKO levels. He can one-shot many Pokemon although common threats like Garchomp and Tapu Koko will take 2 hits to defeat. Also the class set "The Shredder" is a reference to his pokedex entry, where this Pokemon can tear it's target limb by limb.

Flying Sparks (Singles, Doubles)
Zeraora
Item: Focus Sash, Life Orb or Assault Vest
252 Sp Atk/156 Spd/96 Sp. Def or 252 Sp Atk/252 Spd
Ability: Volt Absorb
Calm Mind/Fake Out
Discharge/Thunder Bolt
Volt Switch/Focus Blast (156 Spd/96 Sp. Def/Assault Vest) or Thunder Wave/Protect (252 Spd/Focus Sash)
Grass Knot

Special Attack Set. Calm Mind makes good use of his decent Special Attack and above average Special Defenses with a 156 Sp. Def investment. To boost his Sp. Def even further with Calm Mind. 156 Sp. def investment + Assault Vest with Volt Switch, Fake Out or Focus Blast over Calm Mind will also certainly give Zeraora more Sp. Def bulk and maintain a 201 speed and full offensive Sp. Attack power. Life Orb gives Zeraora a significant boost right at the start of the match to his Sp. Atk. Another alternative is simply 252 Sp. Atk and 252 Spd with Thunder Wave and Protect as options, with Focus Sash to make up for his frail defenses as Assault Vest does not allow Thunder Wave, Calm Mind, and Protect to work. The reason why it's called Flying Sparks is based on it's Pokedex entry, where even those who dodge his vicious attacks, his flying sparks will electrocute anyone around him.

Plasma Fists! (Singles, Doubles)
Zeraora
Item: Focus Sash
252 Atk/252 Spd
Ability: Volt Absorb
Plasma Fist
Giga Impact/Knock Off
Quick Attack
Close Combat

This is a bit of gimmicky set but this is the most competitive viable set I could think of for Plasma Fist's secondary effect. He is essentially a suicidal lead designed to take as much opponents down with him as possible. This is the least viable set but it keeps much of the momentum going with Plasma's Fist secondary ability.

I'm going to be Hokage one day! (Singles, Doubles)
Zeraora
Item: Assault Vest or King's Rock
252 Atk/156 Spd/96 Sp. Def or 252 Atk/252 Spd
Ability: Volt Absorb
Plasma Fist
Fake Out
Close Combat/Outrage
Fling/Knock Off/Substitute/Quick Attack

This is a very annoying set, and probably the most competitively-viable I think personally, because Zeraora has both Fake Out and the speed to pull off Fling, Knock Off, Substitute at an opportune moment, you name it. There's a lot of tricks this Naruto Pokemon can pull off that would be incredibly annoying, and effective, against many OU-class Pokemon. Although substitute is more opportune, Fling and Knock Off would be more effective all around and Quick Attack after Plasma Fist would do more damage against other Pokemon, with low HP, that have priority moves as well and many OU class Pokemon have priority moves. Unfortunately the only problem this set is a lack of type coverage in some areas that the Shredder set does better.

Other than that. The huge problem I've noticed Zeraora is that he seriously lacks some vital type coverage noticeably Fairy-types, in some areas. Also his physical sets lack proper counters against Ground-types which his special attack set doesn't. On the other hand, thanks to his high speed and good moveset, he can be extremely annoying in doubles since Incineroar. Also his Plasma Fist gimmick does give him somewhat a competitive edge through quick attack but some of you may see that as a waste of moveslot considering his already high speed.
 
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TheIceCream

User of Ultra Beasts
Zeraora is a pretty cool Pokemon. It has good attacking stats, VERY good Speed and a decent Movepool that allows it to hit certain foes. However, it does have its shortcomings which I'll get to in a minute.

Positives:
+ 143 Base Speed is FAST. There are only a handful of Pokemon that can outspeed that and Zeraora usually deals with them well anyway.
+ 112 Attack is certainly something good as well.
+ 88/75/80 Defenses aren't too shabby.
+ Having Plasma Fists and Close Combat gives it some good coverage.
+ Another underrated point about Zeraora is that after it uses Plasma Fists, it's essentially immune to Normal-Type moves because of Volt Absorb. Neat!

Negatives:
- OK, I take back what I said about the Defenses. They're decent but Zeraora lacks recovery so it will fall to some Ground Moves quickly or after using Close Combat
- 112 Attack is certainly good, but it isn't breaking any records.
- I wish it was part Fighting. It would make logical sense and it would've gained STAB from Close Combat.
- It gets Fire Punch but not Ice Punch. It misses out on possibly the most useful Elemental Punch.
- I STILL CAN'T GET THIS THING!

Abilities:
Volt Absorb:
Zeraora's only option and it's pretty cool. Being immune to one type is always handy. However, when Zeraora uses Plasma Fists, it turns all Normal-Type Moves into Electric-Type Moves meaning that this works for Normal Moves too.

Counters: Garchomp, Lando T, Zygarde 50% - A bulky Ground-Type can easily deal with Zeraora. This is probably the best way to counter it.
 

shoz999

Back when Tigers used to smoke.
I never knew Plasma Fists gives him Normal-Type immunity as well... even more of a reason to use a Calm Mind+Assault Vest set for defensive purposes.
 

TheIceCream

User of Ultra Beasts
I never knew Plasma Fists gives him Normal-Type immunity as well... even more of a reason to use a Calm Mind+Assault Vest set for defensive purposes.

Plasma Fists only gives Zeraora a Normal-Type immunity because of Volt Absorb, since it turns all Normal Moves into Electric Moves. However, A: Why would you run Calm Mind if you're running Plasma Fists - A physical moves and B: How can you use Calm Mind and Assault Vest? The Assault Vest prevents you from running Calm Mind!
 

shoz999

Back when Tigers used to smoke.
Plasma Fists only gives Zeraora a Normal-Type immunity because of Volt Absorb, since it turns all Normal Moves into Electric Moves. However, A: Why would you run Calm Mind if you're running Plasma Fists - A physical moves and B: How can you use Calm Mind and Assault Vest? The Assault Vest prevents you from running Calm Mind!
Woops. My bad. Gotta change that.
 

Local Maple

Active Member
An Adamant Zeraora missing 2 Speed points from max will be outsped by a Jolly Scarf Lanturn at level 100 (may need adjusting for level 50). This Ally can learn both Discharge (for Zeraora’s Volt Absorb) and Soak (to hit opposing Ground types with Plasma Fists), and has access to Volt Absorb as well. If you want Soak but don’t want to use Scarf, Golduck, Seaking, Lumineom, Floatzel, and Luvdisc can bring a Swift Swim Soak; Rain will also make Thunder always hit the opponents.
Allies who know Boomburst (Flygon is immune to Electric as a Ground Type) and Perish Song (M-Gengar also traps) are also viable if Zeraora outspeeds them, since those will also activate Volt Absorb when turned Electric Type.

... Questions. How does Plasma Fists/Electrify interact with the -ate Abilities (Pixilate, Liquid Voice, etc.) and Normalize?
 
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Mestorn

Wandering Battler
Zeraora is an interesting pokémon. A electric type that doesn't produce its own electricity? I guess that justifies Volt Absorb but why Game Freak?

Pros
+FAST. Base 143 is nothing to scoff at, with few things able to outspeed it natively and all (except Mega Sceptile) of them are frail enough that taking the wrong hit from Zeraora on the switch in may just outright KO them. Being immune to Paralysis is just gravy.
+Good Physical STAB -Physical Electric sweepers are rare, due to having a poor physical STAB option in Wild Charge (Volt Tackle, Bolt Strike and Fusion bolt are all line exclusives). Zeraora's recoiless base 100 power Plasma Fists is a breath of fresh air and it has the physical movepool to back it up.
+Viable Offenses -while Base 112 ATK is good and Base 102 SATK is far from impressive, it is still enough to pack a sting and make mixed sets viable making Zeraora less predictable.
+Volt Switch -Pivot moves are nice.

Cons
-Soft -80/75/75 defenses while not squishy per say, are not going to win any bulk awards anytime soon. Close Combat exuberates that, and being weak to Earthquake makes that softness more apparent.
-Missing moves -while its movepool is varied, there are some key blindspots. Missing Ice Punch hurts a lot, forcing Zeraora to run multiple moves and mixed sets to cover those that resist its STAB. Lacking Swords Dance and Nasty Plot prevents Zeraora from snowballing as quickly as it would like, especially with those mediocre offenses.
-Looking at Ion Deluge (which has +1 Priority), which does not affect the -ate abilities, it is likely the same is true of Plasma Fist. Normalize is affected by Ion Deluge, but Delcatty would die to Plasma Fists before healing Zeraora.
-Normal type attacks are rare in the metagame, so outside of STAB/Boomburst users, Plasma Fists' gimmick doesn't see a lot of use.

Note about HP Ice: HP Ice is pitiful in base power and coming off of Zeraora's SATK, and won't be scoring any OHKOs without 4x weakness (which is mercifully common enough).

Boop
Zeraora
Ability: Volt Absorb
Item: Life Orb
-Plasma Fists
-Volt Switch
-Grass Knot/Hidden Power Ice/Close Combat/Fire Punch/Knock Off
-Grass Knot/Hidden Power Ice/Close Combat/Fire Punch/Knock Off
Nature: Lonely (+ATK, -DEF) or Mild (+ATK, -SDEF)
EVs: 252 ATK / 64 SATK / 192 SPE

Revenge Killer Zeraora. Zeraora's high speed, inability to be paralyzed and varied move set makes it ideal as a revenge killer. Have Zeraora come in on a weakened opponent, off it with the appropriate move, then Volt Switch when the next pokémon comes out, weakening them for your next pokémon to take it out. Plasma Fists is a fantastic STAB move and works off of Zeraora's higher base ATK. Last moves are up for preference.
  • Grass Knot hits many Ground types very hard due to their high weights and poor SDEF.
  • Hidden Power Ice hits almost everything that resists/immune to Electric but often has poorer base power than Grass Knot
  • Close Combat is a powerful move that hits a large variety of threats
  • Fire Punch hits opposing Grass types and certain Steel types harder than any of its other moves (Ferrothorn)
  • Knock Off provides extra coverage and Item control.
Other Options
-Work Up/Bulk Up/Calm Mind -Zeraora has multiple options to buff its attack stats one stage, and can be worth consideration, but its lacking base STATs means getting that desired +2 for a sweep can be difficult.
-Outrage is great for Dragons but makes you total fairy bait and predictable for a few turns
-Taunt -on something as Fast as Zeraora, this ensures any walls that come in can be gimped and prevents setup sweepers from gaining a turn if Zeraora has to run.

Counters
Mega Venusaur full stop. Resists/takes neutral damage from all of Zeraora's moves (barring Bounce and Acrobatics) and can heal/KO Zeraora quickly in turn.
 

Local Maple

Active Member
Is that a RWBY Reference?!? Nora!
To be true to the show:
Plasma Fists, for her Semblance.
Volt Switch for when she traded places with Blake against the Deathstalker. And her tag battles alongside Ren.
Close Combat for going toe to toe with Hazel. She beat him back but lost stamina doing so.
Knock Off for her hammer’s disarming force.
 

TheIceCream

User of Ultra Beasts
An Adamant Zeraora missing 2 Speed points from max will be outsped by a Jolly Scarf Lanturn at level 100 (may need adjusting for level 50). This Ally can learn both Discharge (for Zeraora’s Volt Absorb) and Soak (to hit opposing Ground types with Plasma Fists), and has access to Volt Absorb as well. If you want Soak but don’t want to use Scarf, Golduck, Seaking, Lumineom, Floatzel, and Luvdisc can bring a Swift Swim Soak; Rain will also make Thunder always hit the opponents.
Allies who know Boomburst (Flygon is immune to Electric as a Ground Type) and Perish Song (M-Gengar also traps) are also viable if Zeraora outspeeds them, since those will also activate Volt Absorb when turned Electric Type.

... Questions. How does Plasma Fists/Electrify interact with the -ate Abilities (Pixilate, Liquid Voice, etc.) and Normalize?

Plasma Fists has the same mechanics as Ion Deluge. So, the -ate abilities (and Liquid Voice) aren't affected whereas every move under Normalize turns into an electric move (and thus, won't affect Zeraora)

Also, I'm just adding that Lanturn's Speed is 67. Even with a Choice Scarf and Jolly (Why not Timid?), it won't outspeed. Also, why run Soak and Scarf? Another point, don't run Special Zeraora. Stick with Physical since you have Plasma Fists. Actually, don't use Soak at all. Your water ally can deal with Ground-Types themselves.
 

Local Maple

Active Member
Can’t quote on a phone.
1. I meant Timid. But since I was worried about +Speed, I chose that on Showdown’s calculator.
2. Are you claiming that a Timid Lanturn at level 100 can’t achieve a speed of 256, which when multiplied by 1.5 for the Scarf makes 384; and an Adamant Zeraora’s maximum speed of 385 is a lie?
3. If the opponent resists Zeraora, maybe due to being Banded into Plasma Fists, then running Soak will make Plasma Fists into STAB Band SE.
4. You have a point about allies dealing with Ground opponents. I was just making a Scarf suggestion that can either heal Zeraora or improve its damage output.
 

generic villager #5

Your ad here!
Zeraora reminds me a lot of Infernape, actually; a surprisingly fast, offensively built Pokemon with solid Attack and Special Attack. But also predominantly physical due to its movepool. Unfortunately for Zeraora, it only gets one STAB, but it's still potentially just as versatile. And...just as affected by four-moveslot syndrome.

Since most of the best ideas have already been posted, how about a revenge killer set loosely inspired by Infernape?

Greased Lightning
Ability
: Volt Absorb
Item: Choice Scarf
EVs and Nature: 32 Atk / 252 SpA / 224 Spe, Mild (+SpA, -Def)
- Volt Switch
- Grass Knot
- Close Combat / Focus Blast
- Dual Chop / Fire Punch / Plasma Fists

This set is built to outspeed just about anything lacking +2 to Speed, including Choice Scarf Greninja. The EV spread and nature are designed to maximize damage from Zeraora's special attacks, especially Volt Switch. The remaining EVs not placed into Special Attack should go into Attack, to offer Zeraora some extra damage with the physical attacks it needs for coverage. A Mild nature is chosen here to bolster Special Attack, while also allowing Zeraora to go one-on-one with Scarf Latios if it runs Dual Chop. Volt Switch is an obvious move choice here, allowing Zeraora to revenge kill and/or pivot. Grass Knot gets solid coverage alongside Volt Switch, and guarantees a OHKO against Mega Swampert, which even in rain Zeraora outspeeds. Close Combat or Focus Blast will give Zeraora solid coverage and deal a lot of damage to most threats that resists Volt Switch or Grass Knot; Close Combat is more consistent, while Focus Blast suits the stat spread better but is inaccurate. The last slot is purely for coverage, since Zeraora will not be likely to OHKO with any of them. Dual Chop hits Dragon-types hard and guarantees a 2HKO on Choice Scarf Latios. Fire Punch has good coverage and hits Tangrowth, Scizor, and Ferrothorn hard, although it OHKOs none of them even after Stealth Rocks. Finally, Plasma Fists provides stronger neutral hits on Pokemon with low Defense, such as Hoopa-Unbound, especially if you choose Focus Blast over Close Combat.
 
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Kommo-o

POTW Writer and Discord mod
It seems that there is some misconception regarding Plasma Fists' effects, so I'll just post in here to clarify it:

Plasma Fists inflicts damage. In the remainder of the current turn, all Normal-type moves will become Electric-type, including status moves.

In other words, Plasma Fists transforms Normal type moves into Electric type moves only during the turn the attack is used. If Zeraora moves first and the opponent uses a Normal move on the very same turn, it will indeed transform into an Electric type attack at the end. However, if the opponent moves first using a Normal type attack, then it will not be affected by Plasma Fists' side effect. Nope, it doesn't lasts for more turns and it doesn't transforms Zeraora's Normal type attacks.


Another thing worth to mention is that a +Speed Zeraora only requires 192 Speed EVs to outpace Mega Lopunny which is the closest thing to its Speed tier. Sadly, it is still slower than Mega Alakazam and Mega Aerodactyl which are the two Pokemon above Zeraora's speed tier, so there is no reason to fully invest on his Speed.
 
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