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Zeraora

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Zeraora in Pokémon Sword & Shield

National Pokédex #807 • Thunderclap Pokémon

Zeraora in the National Pokédex

Pokédex entries

Sword

It runs as fast as lightning strikes, shredding its opponents with its high-voltage claws.

Shield

Electricity sparks from the pads on its limbs. Wherever Zeraora runs, lightning flashes and thunder echoes.

Pokémon details

Type

Electric

Category

Thunderclap Pokémon

Abilities

Height

1.5 m (4'11")

Weight

44.5 kg (98.1 lbs)

National Pokédex

#0807

Pokédex

Nat. #807

Zeraora in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

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 are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Zeraora, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
3 Spe
Catch rate
3
Base Exp.
300

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
Cannot breed

Evolution requirements shown in a compact table or chain view.
Zeraora

Zeraora

Nat. #807

No evolutions

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartScratch

Hard, pointed, sharp claws rake the target to inflict damage.

Normal4010035
StartQuick Attack

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Normal4010030
StartSpark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
StartFake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Normal4010010
StartSnarl

The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.

Dark559515
StartPower-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Fighting4010020
8Fury Swipes

The target is raked with sharp claws or scythes quickly two to five times in a row.

Normal188015
16Quick Guard

The user protects itself and its allies from priority moves.

Fighting--15
24Slash

The target is attacked with a slash of claws or blades. Critical hits land more easily.

Normal7010020
32Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
40Charge

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Electric--20
48Thunder Punch

The target is punched with an electrified fist. This may also leave the target with paralysis.

Electric7510015
56Hone Claws

The user sharpens its claws to boost its Attack stat and accuracy.

Dark--15
64Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
72Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
80Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
88Plasma Fists

The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.

Electric10010015
96Close Combat

The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats.

Fighting1201005

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520
TM01Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755
TM02Pay Day

Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.

Normal4010020
TM03Fire Punch

The target is punched with a fiery fist. This may also leave the target with a burn.

Fire7510015
TM05Thunder Punch

The target is punched with an electrified fist. This may also leave the target with paralysis.

Electric7510015
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM26Scary Face

The user frightens the target with a scary face to harshly lower its Speed stat.

Normal-10010
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM42Revenge

This attack move’s power is doubled if the user has been hurt by the opponent in the same turn.

Fighting6010010
TM43Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM52Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
TM58Assurance

If the target has already taken some damage in the same turn, this attack’s power is doubled.

Dark6010010
TM59Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
TM63Drain Punch

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fighting7510010
TM75Low Sweep

The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.

Fighting6510020
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM78Acrobatics

The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.

Flying5510015
TM80Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM82Electroweb

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.

Electric559515
TM85Snarl

The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.

Dark559515
TM90Electric Terrain

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Electric--10
TM94False Swipe

A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

Normal4010040
TM97Brutal Swing

The user swings its body around violently to inflict damage on everything in its vicinity.

Dark6010020
TR07Low Kick

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

Fighting-10020
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR21Reversal

An all-out attack that becomes more powerful the less HP the user has.

Fighting-10015
TR24Outrage

The user rampages and attacks for two to three turns. The user then becomes confused.

Dragon12010010
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR37Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TR39Superpower

The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Fighting1201005
TR41Blaze Kick

The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn.

Fire859010
TR48Bulk Up

The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.

Fighting--20
TR49Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TR53Close Combat

The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats.

Fighting1201005
TR56Aura Sphere

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Fighting80-20
TR64Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Fighting120705
TR77Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TR80Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
TR85Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TR86Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
TR95Throat Chop

The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.

Dark8010015

Moves this Pokémon can learn from move tutors in this game.
Class
Coaching

The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.

Fighting--10
Rising Voltage

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Electric7010020

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying60-20
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dual Chop

The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dragon409015
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010015
Endeavor

This attack move cuts down the target’s HP to equal the user’s HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-1005
Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting15010020
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark6510020
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010

Ability options available to this Pokémon in this game.

Volt Absorb

Ability Slot 1

Restores HP if hit by an Electric-type move instead of taking damage.

Absorbs Electric-type moves and restores one-quarter maximum HP.

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