Zeraora Move and Item Builds
Overview
Role | Speedster – Melee |
---|---|
Tier | S |
Difficulty | Expert |
Stats
Offense | Endurance | Mobility | Scoring | Support |
---|---|---|---|---|
3.5 | 1.5 | 4 | 3 | 0.5 |
Total | ||||
12.5 |
Evolution Route
Zeraora does not evolve.
Gameplay Summary
Mobile Melee Attacker
While Zeraora specializes in dealing damage up close, it has a variety of moves that help it get into range. You may need to use battle and held items to make up for Zeraora’s low endurance or have its shield activated through Discharge, especially during team fights.
Active in Center (Jungle)
Zeraora thrives in the center (jungle) of the map at the start of the game because of its swift melee-focused playstyle.
Slash, along with Zeraora’s impressive mobility, allows it to ambush unsuspecting Pokemon or initiate team fights at the top and bottom lanes. Once in the thick of battle, Zeraora’s third basic attack can paralyze foes, making Discharge a good follow-up to stack even more damage while gaining a shield for increased survivability.
Recommended Moves
Name | Effects |
---|---|
Spark (Lv.6)
Dash |
Has the user leap at an opposing Pokemon while electricity charged, dealing damage to them. If the user uses its basic attack before reaching it’s target Pokemon, the user will instead leap at the closest opposing Pokemon dealing damage to it. This move can be used three times before it goes on cooldown.
Cooldown: 8.5 seconds |
Discharge (Lv.8)
Melee |
Releases an electrical discharge, dealing damage to nearby opposing Pokemon and granting the user a shield when it hits. If this move hits opposing Pokemon that are paralyzed, it pulls them in towards the user once the move ends, dealing damage to them once again and leaving them unable to act.
Cooldown: 12 seconds |
Spark (Lv.6)
Spark is one of Zeraora’s most effective gap closers and positioning tools and will deal damage up to three times. Use this move to initiate team fights or finish off retreating Pokemon.
Discharge (Lv.8)
As mentioned above, Discharge will pull-in paralyzed foes if they are hit with the move to deal additional damage and preventing them from acting for a brief period. This capitalizes on Zeraora’s third basic attack which paralyzes enemies on hit. The shield Zeraora gains is also a very good bonus, giving it some added survivability throughout team fights.
Recommended Item Builds
Battle Items
Battle Item | Details |
---|---|
Fluffy Tail | Allows for easy wild Pokemon farming with allies. |
Eject Button |
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Held Items
Held Item | Details |
---|---|
Muscle Band | Raises attack power. Also makes it easier to farm wild Pokemon. |
Float Stone | Further increases Zeraora’s movement speed and attack power. |
Focus Band | Grants Zeraora increased defense and special defense for even more staying power during team fights. |
List of Moves
Basic Attack (Melee)
Zeraora’s third basic attack deals increased damage and can paralyze (slow) the target while restoring a portion of Zeraora’s HP.
Passive Skill
Name | Effects |
---|---|
Volt Absorb
Passive |
The Pokemon gains an electric charge whenever it receives damage, converting a portion of that damage into additional Attack. |
Lv. 1 – 3 Moves
Name | Effects |
---|---|
Agility
Dash |
Has the user perform a quick dash and increases the user’s basic attack speed for a short time afterward.
Cooldown: 6 seconds |
Slash
Melee |
Has the user pounce at an opposing Pokemon and attack with sharp claws. This move’s final attack throws opposing Pokemon.
Cooldown: 8.5 seconds |
Lv. 6 Moves
Name | Effects |
---|---|
Volt Switch
Dash |
Has the user perform a high-speed dash, dealing damage to any opposing Pokemon it hits and increasing the user’s basic attack speed for a short time. Using this move within a set period of time will allow the user to immediately dash back to where it originally used the move.
Cooldown: 8 seconds |
Spark
Dash |
Has the user leap at an opposing Pokemon while electricity charged, dealing damage to them. If the user uses its basic attack before reaching it’s target Pokemon, the user will instead leap at the closest opposing Pokemon dealing damage to it. This move can be used three times before it goes on cooldown.
Cooldown: 8.5 seconds |
Lv. 8 Moves
Name | Effects |
---|---|
Discharge
Melee |
Releases an electrical discharge, dealing damage to nearby opposing Pokemon and granting the user a shield when it hits. If this move hits opposing Pokemon that are paralyzed, it pulls them in towards the user once the move ends, dealing damage to them once again and leaving them unable to act.
Cooldown: 12 seconds |
Wild Charge
Melee |
Has the user charge in the designated direction. If this move hits an opposing Pokemon, the user unleashes a combo attack that also deals a set amount of damage to itself. If the user hits an opposing Pokemon with Volt Switch, Spark, or a boosted attack before using this move, the number of attacks in this combo is increased.
Cooldown: 12 seconds |
Unite Move
Name | Effects |
---|---|
Plasma Gale Sure Hit |
Unleashes a blast of lightning, dealing damage to opposing Pokemon in the area of effect and throwing them. This also creates a zone of plasma that increases the user’s basic attack range and dealt while the user is inside the zone |
Wouldn’t focus lens better than float stone