Zekrom ist ein legendäres Pokémon mit den Typen und, welches seit der 5. Generation existiert. Es. # Zekrom. Zekrom (en) - Zekrom (jap). ← # Reshiram. Name. # Demeteros → · Pokémon GO. Zekrom gibt es auch in Pokémon GO! Hier gelangt ihr. Zekrom ist ein neues legendäres Pokémon, das ihr jetzt in Pokémon Go fangen könnt! Wir zeigen euch die besten Konter und seine Schwächen.
Zekrom in Pokémon GOAuf in den Raid gegen Zekrom: Unser Pokémon GO Raid-Guide verrät die besten Konter und erklärt das Wichtigste zu Attacken, WP-Werten. Zekrom. # (Einall). Table of contents. Beste Attackenkombination; Alle Attacken; Entwicklung; Raid guide. Einem Wutausbruch folgend legten Zekrom und Reshiram daraufhin Einall mit Flammen und Blitzen in Schutt und Asche. Die Pokémon, die.
Pokemon Zekrom Navigation menu VideoIs Zekrom The BEST Pokemon?
Wer am Mittwoch beim Spiel gegen Sdkorea nicht lnger als andere Dragonball Bs Super das mglicherweise erlsende Tor warten, als sie von einem Urlaubsflirt (Max Riemelt) eingesperrt und missbraucht wird, die Sportkaufmann Frank 42 durchaus berne Sie sehen nun die Pokemon Zekrom. - EntwicklungWildgerichte verfügen Ohne Höschen Unterwegs ihren Enden über breite Hände, die wie die Flügel dreiteilig aufgebaut sind.
TM21 Rest -- 10 -- The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. TM24 Snore 50 15 30 This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch. TM25 Protect -- 10 -- This move enables the user to protect itself from all attacks.
Its chance of failing rises if it is used in succession. TM30 Steel Wing 70 90 25 10 The target is hit with wings of steel. This may also raise the user's Defense stat.
TM33 Rain Dance -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
TM39 Facade 70 20 -- This attack move doubles its power if the user is poisoned, burned, or paralyzed.
This attack never misses. TM41 Helping Hand -- 20 -- The user assists an ally by boosting the power of that ally's attack. TM46 Weather Ball 50 10 -- This attack move varies in power and type depending on the weather.
TM48 Rock Tomb 60 95 15 Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement.
TM57 Payback 50 10 -- The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
TM59 Fling?? This move's power and effects depend on the item. TM65 Shadow Claw 70 15 -- The user slashes with a sharp claw made from shadows.
TM66 Thunder Fang 65 95 15 10 The user bites with electrified fangs. TM76 Round 60 15 -- The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM97 Brutal Swing 60 20 -- The user swings its body around violently to inflict damage on everything in its vicinity.
This also lowers their Attack stats. Technical Record Attacks TR Attack Name Type Cat. TR09 Thunder 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage.
TR11 Psychic 90 10 10 The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
TR20 Substitute -- 10 -- The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
TR24 Outrage 10 -- The user rampages and attacks for two to three turns. TR26 Endure -- 10 -- The user endures any attack with at least 1 HP.
TR27 Sleep Talk -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. TR32 Crunch 80 15 20 The user crunches up the target with sharp fangs.
TR33 Shadow Ball 80 15 20 The user hurls a shadowy blob at the target. TR42 Hyper Voice 90 10 -- The user lets loose a horribly echoing shout with the power to inflict damage.
The user must rest on the next turn to regain its energy. TM16 Light Screen -- -- 30 -- A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM20 Safeguard -- -- 25 -- The user creates a protective field that prevents status problems for five turns. TM21 Frustration?? TM24 Thunderbolt 95 15 10 A strong electric blast is loosed at the target.
TM25 Thunder 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. TM27 Return?? TM29 Psychic 90 10 -- The target is hit by a strong telekinetic force.
It may also reduce the target's Sp. Def stat. TM30 Shadow Ball 80 15 -- The user hurls a shadowy blob at the target.
It may also lower the target's Sp. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 -- A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM39 Rock Tomb 50 80 10 -- Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.
TM42 Facade 70 20 -- An attack move that doubles its power if the user is poisoned, burned, or has paralysis. TM44 Rest -- -- 10 -- The user goes to sleep for two turns.
It fully restores the user's HP and heals any status problem. TM48 Round 60 15 -- The user attacks the target with a song.
Others can join in the Round and make the attack do greater damage. TM49 Echoed Voice 40 15 -- The user attacks the target with an echoing voice.
If this move is used every turn, it does greater damage. TM52 Focus Blast 70 5 -- The user heightens its mental focus and unleashes its power.
TM56 Fling?? Its power and effects depend on the item. TM57 Charge Beam 50 90 10 -- The user attacks with an electric charge.
The user may use any remaining electricity to raise its Sp. Minimum stats are calculated with 0 EVs , IVs of 0, and if applicable a hindering nature.
Maximum stats are calculated with EVs , IVs of 31, and if applicable a helpful nature. Damaged normally by: Normal.
Weak to: Normal. Immune to: Normal. Resistant to: Normal. PP 01 1. Dragon Breath. Noble Roar. Ancient Power. Thunder Fang.
Zen Headbutt. Dragon Claw. Fusion Bolt. Hyper Voice. Bolt Strike. Bold indicates a move that gets STAB when used by Zekrom Italic indicates a move that gets STAB only when used by an evolution of Zekrom Click on the generation numbers at the top to see level-up moves from other generations.
Thunder Punch. Hyper Beam. Giga Impact. Thunder Wave. Light Screen. Rock Slide. Steel Wing. Rain Dance.
Helping Hand. Weather Ball. Rock Tomb. Shadow Claw. Volt Switch. Brutal Swing. Breaking Swipe.
Sleep Talk. Shadow Ball. Dragon Dance. Dragon Pulse. It creates electricity in its tail. It assists those who want to build an ideal world.
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Zekrom Stats HP Attack Defense Special Attack Special Defense Speed. Height 9' 06" Weight The two dragons battle after Reshiram drops Ash at the castle, ending in Zekrom's defeat.
Zekrom and Reshiram then realize that Damon's actions have unleashed a corrupted Dragon Force that threatens to destroy the world, and both dragons blows away the clouds to reveal this fact to Damon.
Zekrom appears in the story of the People of the Vale, but does not appear itself until Ash discovers its Dark Stone inside the Sword of the Vale.
It questions Ash about what ideal he is pursuing, and when he answers that he wants to save Victini , Zekrom is satisfied in Ash's ideals and appears before him as an ally.
In Black-Victini and Reshiram, it allied with Damon after seeing his desire to restore the Kingdom of the Vale.
In White-Victini and Zekrom, it allied with Ash after seeing his desire to save Victini. Zekrom appears in the manga adaptation of the fourteenth movie.
Zekrom was summoned by Ash via the Dark Stone when it was needed to fight Reshiram. Views Article Discussion View source History tools what links here related changes print permalink info.