About
Electricity sparks from the pads on its limbs. Wherever Zeraora runs, lightning flashes and thunder echoes.
- Abilities
-
Absorbs Electric moves, healing for 1/4 max HP.
- Height
- 1.5 m 4′11″
- Weight
- 44.5 kg 98.1 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 88 | 286–380 | |
| Attack | 112 | 206–355 | |
| Defense | 75 | 139–273 | |
| Sp. Atk | 102 | 188–333 | |
| Sp. Def | 80 | 148–284 | |
| Speed | 143 | 261–423 | |
| Total | 600 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- Ground
- Resists ½×
- ElectricFlyingSteel
Same-type attacks
- Super effective 2×
- WaterFlying
- Not very effective ½×
- ElectricGrassDragon
- No effect
- Ground
Evolution
Zeraora does not evolve.
Forms
Alternate forms have their own types, stats and abilities.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Can only be used as the first move after the user enters battle. Causes the target to flinch. | Normal | Physical | 40 | 100% | 10 |
| 1 | Raises the user’s Attack by one stage after inflicting damage. | Fighting | Physical | 40 | 100% | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 30 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| 1 | Spark STAB Has a chance to paralyze the target. | Electric | Physical | 65 | 100% | 20 |
| 8 | Hits 2-5 times in one turn. | Normal | Physical | 18 | 80% | 15 |
| 16 | Prevents any priority moves from hitting friendly Pokémon this turn. | Fighting | Status | — | — | 15 |
| 24 | Has an increased chance for a critical hit. | Normal | Physical | 70 | 100% | 20 |
| 32 | Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
| 40 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| 48 | Thunder Punch STAB Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| 56 | Raises the user’s Attack and accuracy by one stage. | Dark | Status | — | — | 15 |
| 64 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 72 | Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| 80 | Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| 88 | Plasma Fists STAB After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn. | Electric | Physical | 100 | 100% | 15 |
| 96 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Has double power if the user has no held item. | Flying | Physical | 55 | 100% | 15 |
| Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| Power is doubled if the target has already received damage this turn. | Dark | Physical | 60 | 100% | 10 |
| Never misses. | Fighting | Special | 80 | — | 20 |
| Has an increased chance for a critical hit and a chance to burn the target. | Fire | Physical | 85 | 90% | 10 |
| User bounces high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 85 | 85% | 5 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Dark | Physical | 60 | 100% | 20 |
| Raises the user’s Attack and Defense by one stage. | Fighting | Status | — | — | 20 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Lowers the user’s Defense and Special Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Drains half the damage inflicted to heal the user. | Fighting | Physical | 75 | 100% | 10 |
| For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
Electro Ball STAB Power is higher when the user has greater Speed than the target, up to a maximum of 150. | Electric | Special | — | 100% | 10 |
Electroweb STAB Lowers the target’s Speed by one stage. | Electric | Special | 55 | 95% | 15 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Fighting | Physical | — | 100% | 20 |
| Lowers the target’s Speed by one stage. | Fighting | Physical | 65 | 100% | 20 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 120 | 75% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 85% | 20 |
| Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| Scatters money on the ground worth five times the user’s level. | Normal | Physical | 40 | 100% | 20 |
| Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Inflicts double damage if the user takes damage before attacking this turn. | Fighting | Physical | 60 | 100% | 10 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Fighting | Physical | — | 100% | 15 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Lowers the target’s Speed by two stages. | Normal | Status | — | 100% | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Lowers the user’s Attack and Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Never misses. | Normal | Special | 60 | — | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Prevents the target from using sound-based moves for two turns. | Dark | Physical | 80 | 100% | 15 |
Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
Thunder Punch STAB Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
Thunderbolt STAB Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Raises the user’s Attack and Special Attack by one stage each. | Normal | Status | — | — | 30 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Raises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user. | Fighting | Status | — | — | 10 |
Rising Voltage STAB If Electric Terrain is active and the user is grounded, this move has has its power doubled. | Electric | Special | 70 | 100% | 20 |
Training and breeding
Training
- EV yield
- 3 Speed
- Catch rate
- 3
- Base friendship
- 0
- Base experience
- 270
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)