My Zeraora Build Zeraora - Mason
Just my Zeraora build if people ask.
Build Path
SlashFirst Pick
Dash. Damage. Displacement.
Spark
Dash. Damage. Multiple Uses. (+)HP Vamp (while airborne).
Discharge
AOE damage. Shield. Then: Displacement. Stun. (+)Slow.
Plasma GaleUNITE
AOE damage. Displacement. Increased attack range.
Razor Claw
After using a move, the Pokémon's next basic attack deals more damage. If held by a melee Pokémon, the basic attack also slows opposing Pokémon.
Stat Boosts
Shield (Upon Unite)
Guide
If you're laning, I recommend picking Slash first, so that if you don't reach level 3 by the time you get to the first Corphish/Audino, you still have a reliable way to final hit it and/or stun enemies. Since you don't evolve, and you have really solid moves and stats at lower levels, you should generally feed every final hit you can to your lane partner at first.
If you're jungling, either move is fine to pick first, since you should always finish the Lilipup before 9:45 (unless lag happens), and still have time to prepare a boosted attack before jungle spawns. Agility has more mobility than Slash, and boosts your attack speed for two sets of autos, so it's really good as overall DPS and mobility for clearing faster. As I said, either move is fine first.
Spark does tons of burst damage while being mobile, healing you because you're using boosted attacks between the flying kicks, and healing even more after the upgrade at level 12. The other move you pick doesn't really matter, even after the Discharge nerfs, I still need to see how current Wild Charge functions after the weird rework changes it got.
Razor Claw has great synergy with Spark, given that it can proc multiple times in the same Spark depending on your timing, and because you're usually going to be throwing out autos in a fight after Wild Charge if enemies are still alive.
Weakness Policy is a very slept-on item, especially on a character like Zeraora who has a passive that does the exact same thing. The boosts are additive, so Zeraora's potentially +200 attack from Volt Absorb can be increased by another 12% for a free 24 attack, on top of what Weakness Policy already provides for the character.
Despite being the only character in the game with a level 10 Unite Move, the move itself still swings team fights in your favor on its own, can be used frequently due to its low Unite cooldown, and you really need the shields when you're going to be using as many autos as possible in melee range in the blue circle it creates. You also want to be able to soak up as much damage as possible for both Volt Absorb and your Weakness Policy.
Spark getting interrupted is really annoying, and I like having the means to deal with hard counters like Wigglytuff, so Full Heal is an excellent choice to keep your damage output and mobility uninterrupted.
Works Well With
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