Moves
Close Combat is essential in covering a few Pokemon capable of coming in on Plasma Fists, such as Hydreigon, Krookodile, Mamoswine, and Mega Steelix. Grass Knot hits the majority of Ground-types not already hit hard by Close Combat, such as Hippowdon, Swampert, and Seismitoad, for respectable damage. Knock Off hits Latias, which otherwise walls Zeraora, for a 2HKO on the switch while also removing the items of switch-ins like Gligar, Amoonguss, and Nidoqueen. Volt Switch is an option over Knock Off for its ability to pivot Zeraora out of play. It is important, however, to note that it will come at the cost of being able to punish Gligar and Amoonguss and hitting Latias hard. Hidden Power Ice is an option for hitting Ground-types like Gligar, Nidoqueen, and Nidoking harder than Zeraora's other attacks. However, Knock Off can still annoy these foes while allowing Zeraora to do much more meaningful damage to Psychic-types like Latias and Celebi. Work Up is an option for allowing Zeraora to increase its offensive presence to become a more threatening sweeper. However, it is often difficult to find room for due to sacrificing coverage.
Set Details
Life Orb provides Zeraora's attacks with a necessary boost in power, allowing it to achieve feats such as 2HKOing Mega Steelix with Close Combat after one layer of Spikes and 2HKOing Hippowdon with Grass Knot. Expert Belt lets Zeraora hit super effective targets almost as hard as Life Orb without cutting into its HP. However, it will be unable to damage targets hit by its moves neutrally, such as Infernape and Scizor, nearly as reliably. Shuca Berry is also an option for allowing Zeraora to tank one Ground-type hit from a foe like Mega Aerodactyl or Choice Scarf Krookodile and retaliate with powerful attacks. Volt Absorb is Zeraora's only available ability, though it can allow Zeraora to come in on predicted Electric-type attacks from Rotom-Mow, Mega Manectric, and Rotom-Heat to restore health. A Naive nature is preferred for preventing Zeraora from taking too heavy of damage from Bullet Punch as it tries revenge killing Scizor, though a Hasty nature is also an option if the rest of the team adequately accounts for Scizor.
Usage Tips
This set's main function is as a fast mixed wallbreaker capable of punching holes in opposing teams early- or mid-game. However, if Zeraora is still healthy at the end of the match and Plasma Fists switch-ins are weakened or removed, it can attempt cleaning up thanks to its high Speed. Due to its poor bulk and typing, Zeraora should almost never switch into foes directly, instead coming into play with support from a pivot or after a teammate has fainted. Prediction is vital in reliably securing various KOs for Zeraora. For instance, if a Ground-type like Hippowdon or Swampert is likely to switch in on an expected Plasma Fists, Zeraora should try nailing them with Grass Knot as they come in, sufficiently weakening them. Due to its Speed, Zeraora can be used to revenge kill weakened sweepers like Cobalion, Mega Houndoom, and Latias. However, it should be wary of revenge killing setup sweepers that often carry priority, such as Scizor, Bisharp, Infernape, and Lucario, as after a boost these threats will likely be able to wear Zeraora down immensely or pick it off if it's weakened enough. If Volt Switch is being used, Zeraora should use the attack on predicted switches into foes it can't reliably break through, like Mega Altaria and Amoonguss, in order to chip them while generating momentum. While Zeraora's typing can allow it to tank a hit or two from foes like Togekiss, Scizor, and Crobat, it should never be used primarily as a check to these Pokemon due to its poor longevity. This is further compounded by the Life Orb recoil it may sustain, making it often only an offensive answer. If Shuca Berry is being run, Zeraora should use it to either tank a hit from a faster foe like Mega Aerodactyl or Krookodile while retaliating with super effective hits or inflict damage on a slower Ground-type like Hippowdon or Mega Steelix while stomaching an Earthquake.
Team Options
Due to Zeraora's high Speed, good offenses, and lack of defensive qualities it can provide, it fits best on offensively inclined teams. Entry hazard setters like Nihilego, Cobalion, and Mamoswine can help Zeraora secure a few vital KOs with extra chip damage, such as the OHKO on Chandelure with Knock Off after Stealth Rock and, if Zeraora is running Shuca Berry, the guaranteed 2HKO on Krookodile with Grass Knot. Klefki can be particularly helpful, more reliably chipping Ground-types with Spikes damage while slowing Choice Scarf users down with Prankster Thunder Wave. Entry hazard removal from Pokemon like Hydreigon, Mega Blastoise, and Tsareena can also be useful to Zeraora in order to minimize its chances of taking unnecessary residual damage. Zeraora also appreciates support from pivots like Hydreigon, Scizor, and Moltres that can reliably bring it into play. If running Volt Switch, Zeraora can also form VoltTurn cores with the aforementioned examples. Sturdy Dragon-type checks like Primarina and Doublade can also be helpful to circumvent a few Pokemon Zeraora can at times struggle breaking past, like Mega Altaria and Latias. Secondary checks to Pokemon like Scizor and Togekiss, like Cobalion and Mega Aerodactyl, respectively, can help alleviate the longevity issues Zeraora may run into trying to check these threats on its own. Setup sweepers such as Celebi, Bisharp, and Infernape appreciate Zeraora's ability to punch holes in opposing teams for them to more easily sweep late-game. Pokemon that appreciate various Water- and Flying-types getting weakened, such as Scizor, Krookodile, and Terrakion, also enjoy the support Zeraora can provide. If it's running Volt Switch, Zeraora can greatly aid frailer teammates like Gengar and Crawdaunt by more easily bringing them into play. With Grass Knot, it can also support Pokemon that appreciate the weakening of Ground-types, such as Mega Beedrill and Mega Aerodactyl, by luring in and damaging the likes of Hippowdon and Swampert.