Pokémechanics
Sword & Shield

#807Zeraora

Zeraora as it appears in Sword & ShieldShiny Zeraora as it appears in Sword & Shield
Type
Species
Thunderclap Pokémon
Height
1.5 m
Weight
44.5 kg
Notes
MythicalNot in the wild

Zeraora

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.

Base stats

EVs: +3 Speed

HP88
Attack112
Defense75
Sp. Atk102
Sp. Def80
Speed143
Total600

Abilities

Volt Absorb
Absorbs Electric moves, healing for 1/4 max HP.

Locations

Not found in the wild in this generation. Obtain by evolution, breeding, an event, or transfer from an earlier game.

Damage taken

  • x1
  • x1
  • x0.5
  • x1
  • x2
  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x1
  • x1
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Fake Out
Physical
40
100
10
100
Can only be used as the first move after the user enters battle. Causes the target to flinch.
1Power-Up Punch
Physical
40
100
20
100
Raises the user’s Attack by one stage after inflicting damage.
1Quick Attack
Physical
40
100
30
--
Inflicts regular damage with no additional effect.
1Scratch
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
1Snarl
Special
55
95
15
100
Has a chance to lower the target’s Special Attack by one stage.
1Spark
Physical
65
100
20
30
Has a chance to paralyze the target.
8Fury Swipes
Physical
18
80
15
--
Hits 2-5 times in one turn.
16Quick Guard
Status
--
--
15
--
Prevents any priority moves from hitting friendly Pokémon this turn.
24Slash
Physical
70
100
20
--
Has an increased chance for a critical hit.
32Volt Switch
Special
70
100
20
--
User must switch out after attacking.
40Charge
Status
--
--
20
--
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
48Thunder Punch
Physical
75
100
15
10
Has a chance to paralyze the target.
56Hone Claws
Status
--
--
15
--
Raises the user’s Attack and accuracy by one stage.
64Discharge
Special
80
100
15
30
Has a chance to paralyze the target.
72Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
80Agility
Status
--
--
30
--
Raises the user’s Speed by two stages.
88Plasma Fists
Physical
100
100
15
--
After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn.
96Close Combat
Physical
120
100
5
100
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM00Mega Punch
Physical
80
85
20
--
Inflicts regular damage with no additional effect.
TM01Mega Kick
Physical
120
75
5
--
Inflicts regular damage with no additional effect.
TM02Pay Day
Physical
40
100
20
--
Scatters money on the ground worth five times the user’s level.
TM03Fire Punch
Physical
75
100
15
10
Has a chance to burn the target.
TM05Thunder Punch
Physical
75
100
15
10
Has a chance to paralyze the target.
TM08Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM09Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM14Thunder Wave
Status
--
90
20
--
Paralyzes the target.
TM21Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM24Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
TM25Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM26Scary Face
Status
--
100
10
--
Lowers the target’s Speed by two stages.
TM39Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM40Swift
Special
60
--
20
--
Never misses.
TM41Helping Hand
Status
--
--
20
--
Ally’s next move inflicts half more damage.
TM42Revenge
Physical
60
100
10
--
Inflicts double damage if the user takes damage before attacking this turn.
TM43Brick Break
Physical
75
100
15
--
Destroys Reflect and Light Screen.
TM52Bounce
Physical
85
85
5
30
User bounces high into the air, dodging all attacks, and hits next turn.
TM58Assurance
Physical
60
100
10
--
Power is doubled if the target has already received damage this turn.
TM59Fling
Physical
--
100
10
--
Throws held item at the target; power depends on the item.
TM63Drain Punch
Physical
75
100
10
--
Drains half the damage inflicted to heal the user.
TM75Low Sweep
Physical
65
100
20
100
Lowers the target’s Speed by one stage.
TM76Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM78Acrobatics
Physical
55
100
15
--
Has double power if the user has no held item.
TM80Volt Switch
Special
70
100
20
--
User must switch out after attacking.
TM82Electroweb
Special
55
95
15
100
Lowers the target’s Speed by one stage.
TM85Snarl
Special
55
95
15
100
Has a chance to lower the target’s Special Attack by one stage.
TM90Electric Terrain
Status
--
--
10
--
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
TM94False Swipe
Physical
40
100
40
--
Cannot lower the target’s HP below 1.
TM97Brutal Swing
Physical
60
100
20
--
Inflicts regular damage with no additional effect.
TR07Low Kick
Physical
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TR08Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TR09Thunder
Special
110
70
10
30
Has a chance to paralyze the target.
TR12Agility
Status
--
--
30
--
Raises the user’s Speed by two stages.
TR20Substitute
Status
--
--
10
--
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TR21Reversal
Physical
--
100
15
--
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
TR24Outrage
Physical
120
100
10
--
Hits every turn for 2-3 turns, then confuses the user.
TR26Endure
Status
--
--
10
--
Prevents the user’s HP from lowering below 1 this turn.
TR27Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR31Iron Tail
Physical
100
75
15
30
Has a chance to lower the target’s Defense by one stage.
TR37Taunt
Status
--
100
20
--
For the next few turns, the target can only use damaging moves.
TR39Superpower
Physical
120
100
5
100
Lowers the user’s Attack and Defense by one stage after inflicting damage.
TR41Blaze Kick
Physical
85
90
10
10
Has an increased chance for a critical hit and a chance to burn the target.
TR48Bulk Up
Status
--
--
20
--
Raises the user’s Attack and Defense by one stage.
TR49Calm Mind
Status
--
--
20
--
Raises the user’s Special Attack and Special Defense by one stage.
TR53Close Combat
Physical
120
100
5
100
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
TR56Aura Sphere
Special
80
--
20
--
Never misses.
TR64Focus Blast
Special
120
70
5
10
Has a chance to lower the target’s Special Defense by one stage.
TR77Grass Knot
Special
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TR80Electro Ball
Special
--
100
10
--
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TR85Work Up
Status
--
--
30
--
Raises the user’s Attack and Special Attack by one stage each.
TR86Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
TR90Play Rough
Physical
90
90
10
10
Has a chance to lower the target’s Attack by one stage.
TR95Throat Chop
Physical
80
100
15
100
Prevents the target from using sound-based moves for two turns.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Coaching
Status
--
--
10
100
Raises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
Rising Voltage
Special
70
100
20
100
If Electric Terrain is active and the user is grounded, this move has has its power doubled.

Other generations

Ultra Sun & Ultra Moon