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Zoroark

In-battle formes

HP:60
Attack:105
Defense:60
Sp. Atk:120
Sp. Def:60
Speed:105
Min (-ve nature, 0 IVs)99
Default125
Max Neutral157
Max Positive172
Max Neutral (+1)235
Max Positive (+1)258
Max Neutral (+2)314
Max Positive (+2)344
VGC11
Special Attacker172
Counter172

Evolutions

Strategies

  • en
Formats:
Written by JRank

Overview

Zoroark's ability, Illusion, is both a blessing and a curse. Illusion allows Zoroark to appear as the last Pokemon in the party, giving it the element of surprise and possibly allowing Zoroark to net a KO. However, Team Preview alerts the opponent to Zoroark's presence, meaning that much of Zoroark's surprise factor is gone. Because of this, many players are discouraged from using Zoroark. However, Zoroark still has the potential to be a devastating factor in any VGC match, and should not be overlooked when considering a possible teammate.

Special Attacker

Move 1
  • Dark Pulse
    20% chance to make the target flinch.
    TypeDark
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Night Daze
    40% chance to lower the target's accuracy by 1.
    TypeDark
    CategorySpecial
    Power85 BP
    Accuracy95%
Move 2
  • Flamethrower
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1

This set is able to heavily damage almost all Trick Room users, and even some of its sweepers. Dark Pulse hits most common Trick Room users for super effective damage. Night Daze has more power than Dark Pulse, but lower accuracy. Night Daze also has the downside of immediately giving away Zoroark's disguise, making Dark Pulse the better choice in most situations. Flamethrower deals heavy damage to Amoonguss and Whimsicott. Hidden Power Ice OHKOes Landorus lacking Yache Berry and 2HKOes Hydreigon, who resists the rest of Zoroark's moves. Protect is always useful in VGC, allowing your partner to set up Tailwind or to stall out an opponent's Trick Room. Sucker Punch is useful for attacking while Trick Room is up and picking off weakened Pokemon, but Protect is generally the superior option for longevity.

If you are running Sucker Punch, Naive is the best nature so as not to drop Zoroark's Attack. However, if running Protect, Timid is optimal to avoid dropping Zoroark's already low defenses. Focus Sash lets Zoroark live an extra turn, because with its frail defenses, it won't last long. Still, one cannot deny the value of Life Orb's significant power boost. Zoroark is a fast and frail attacker, so it needs all the Speed and power it can get. Dark Gem gives Zoroark a one-time, very strong Dark Pulse, possibly allowing it to OHKO some of the less bulky Trick Room setters such as Chandelure, Reuniclus, and Jellicent.

Musharna partners well with Zoroark to give it a Helping Hand boost, and, given the right Illusion, can make the opponent think you are running a Trick Room team. Tailwind greatly supports Zoroark, making Tornadus and Whimsicott good allies. Tornadus has the added benefit of taking out Fighting-types that threaten Zoroark with Acrobatics.

This set is best when Zoroark disguises itself as Chandelure or Jellicent, so you won't be getting hit with Fake Out or Fighting-type moves. Masquerading as Conkeldurr is viable to make opposing Reuniclus try and hit you with Psychic. One must remember that thanks to Team Preview, Zoroark will not always be a surprise. However, this can be used to one's advantage. Having Zoroark at the front of the party and a Pokemon such as Chandelure in the back may discourage the opponent from using a Pokemon that could beat Chandelure. Instead, they may bring their Fighting-type, allowing you to lead with Chandelure and take out the threat to Zoroark.

Counter

Move 1
  • Counter
    If hit by physical attack, returns double damage.
    TypeFighting
    CategoryPhysical
    Accuracy100%
    Priority-5
Move 2
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1
Move 3
  • Low Sweep
    100% chance to lower the target's Speed by 1.
    TypeFighting
    CategoryPhysical
    Power60 BP
    Accuracy100%
  • Flamethrower
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

While its effectiveness has been reduced by Team Preview, this set is still viable. When Zoroark is hit by a physical attack, it survives using the Focus Sash and doles out twice the damage with Counter! If you think you're getting hit with a special attack, then Sucker Punch can take out the threat. Low Sweep can lower the foe's Speed, while also allowing Zoroark to support its team. Flamethrower can be used if you have problems with Amoonguss. Protect helps stall and allow time for threats to be taken out.

Focus Sash is needed so Zoroark can survive strong physical attacks, and Hasty lowers Defense to maximize the damage from Counter. Furthermore, the 0 Defense IV also increases the amount of damage Zoroark takes, and thus, the amount of damage Counter deals. The EV spread maximizes Attack and Speed, with the rest dumped into HP. This set works best when disguised as Terrakion or Scrafty, or any Pokemon weak to Fighting or Bug, as most Fighting-type moves tend to come from the physical side. Disguising it as Amoonguss is an alternative to attract Acrobatics, as well as Heat Waves from Pokemon such as Chandelure.

Other Options

Grass Knot hits Water-types such as Samurott and Seismitoad hard, but Hidden Power Ice has better overall coverage. Extrasensory could be used for Fighting-types, but Hidden Power Ice hits more Pokemon and Extrasensory won't OHKO most Fighting-types anyway. Night Slash could be used on the Counter set if you don't like Sucker Punch, but the priority from the latter is usually too good to pass up. Taunt is always useful in VGC, but it's often better utilized by a Pokemon with Prankster, such as Tornadus or Thundurus. Furthermore, the Pokemon you would be using Taunt against are Trick Room users, which are weak to Dark, so you are usually better off just attacking. Aerial Ace is also an option on the Counter set, dealing with Fighting-types to an extent. Focus Blast can hit Dark-types such as Hydreigon hard, but the 70% accuracy is very unattractive. A Choice Scarf set could be utilized to come in late-game and clean up the remaining Pokemon, but with Zoroark's paper defenses, this doesn't always work.

Checks and Counters

Ironically, the main check to Zoroark is not a Pokemon itself. Team Preview allows Zoroark's opponent to plan for it, possibly leading to Zoroark being OHKOed. Otherwise, Fighting-types can hit it very hard, and outside of Extrasensory, Aerial Ace, or Counter, Zoroark can't damage Fighting-types. Bug-types such as Escavalier also give Zoroark trouble.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
40
If the user has no item, it steals the target's.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
80
Accuracy
100%
PP
30
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
20
Accuracy
100%
PP
20
Removes the target's held item.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
60
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
85
Accuracy
95%
PP
10
40% chance to lower the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
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