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Zorua

In-battle formes

HP:40
Attack:65
Defense:40
Sp. Atk:80
Sp. Def:40
Speed:65
Min (-ve nature, 0 IVs)9
Default13
Max Neutral16
Max Positive17
Max Neutral (+1)24
Max Positive (+1)25
Max Neutral (+2)32
Max Positive (+2)34
Little Cup
Mixed Attacker17
Choice Scarf17
Nasty Plot17

Evolutions

Strategies

  • en
Formats:
  • LC
Written by ShadowOfEnd

Overview

Zorua is one of the many unique new threats introduced in BW. With base 80 Special Attack, base 65 Speed, and subpar defenses, Zorua appears to be a canine similar to Houndour without the STAB Fire Blast and Flash Fire to worry about, making it seem underwhelming in comparison. However, looks can be very deceiving thanks to Zorua's signature ability, Illusion, which allows it to masquerade as a teammate in the user's party. Sadly, with Fighting-types such as Timburr and Mienfoo running around with strong Fighting-type priority moves, Zorua must also tread carefully to not make a fatal mistake. Despite its weaknesses, opponents must still be on their guard with this mischievous little fox now running around the ranks of Little Cup.

Mixed Attacker

Move 1
  • Dark Pulse
    20% chance to make the target flinch.
    TypeDark
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1
Move 3
Move 4
  • Extrasensory
    10% chance to make the target flinch.
    TypePsychic
    CategorySpecial
    Power80 BP
    Accuracy100%

With the element of surprise on its side, Zorua is easily capable of taking out an unsuspecting opponent or tricking them into switching out. Dark Pulse is Zorua's second strongest STAB move on the special side next to Night Daze, but the former should be used for its flinch rate and higher accuracy. Priority in the form of STAB Sucker Punch hits like a truck against anything that does not resist it. Hidden Power Fighting hits everything that Dark Pulse does not for at least neutral damage, bar Croagunk, who is OHKOed by Extrasensory.

The choice of Zorua's disguise should be something that shares at least one move with this set. Croagunk is generally one of the best choices because it lures Psychic-type attacks, resists Fighting and Bug, and has shared access to Dark Pulse. A 2 HP IV is the lowest possible to maximize Hidden Power Fighting's Base Power while getting Zorua to 19 HP for minimized Life Orb recoil. Night Daze has a higher Base Power than Dark Pulse, but is Zorua's signature move, so using it will automatically give away its disguise. Pursuit and U-turn can be useful on this set, but Zorua can't afford to give up a slot for them.

Fighting-types tend to be the most problematic for Zorua, especially those with access to Mach Punch, such as Timburr. Residual damage also really hurts Zorua mostly because it has a chance to expose its disguise. When your opponent sees a Croagunk becoming poisoned by Toxic Spikes, chances are that they will become suspicious of Zorua's Illusion. For this problem, Magic Bounce Natu makes a great partner, sporting a 4x resistance to Fighting and being capable of setting up dual screens to increase Zorua's chances of survival. Ghost-types such as Gastly can switch into Bug-type and Fighting-type attacks aimed at Zorua. Wynaut counters Choice Scarf users, which can revenge kill Zorua provided that they are aware of Zorua's Illusion. Entry hazards of your own are also greatly appreciated, so Ferroseed and Bronzor are great partners to lay them down for Zorua.

Choice Scarf

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
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Pursuit
    If a foe is switching out, hits it at 2x power.
    TypeDark
    CategoryPhysical
    Power40 BP
    Accuracy100%
  • Extrasensory
    10% chance to make the target flinch.
    TypePsychic
    CategorySpecial
    Power80 BP
    Accuracy100%

Zorua is also capable of utilizing a Choice Scarf to be an effective revenge killer. Dark Pulse is used in the first slot primarily for the flinch rate, but Night Daze is still another choice for the chance to lower accuracy. Hidden Power Fighting in conjunction with Zorua's STAB Dark-type move gives him near perfect neutral coverage against everything in Little Cup that isn't named Croagunk. U-turn is used for scouting and allows Zorua to make a quick escape if the opponent switches to a potential counter. The last slot is mainly filler, but Pursuit is generally recommended to cripple fleeing Psychic-types.

A Naive or Hasty nature is used here to avoid decreasing the power of U-turn and Pursuit. Since Zorua will be locked into one move anyway, fooling the opponent is not as important, but the element of surprise is still valuable on the switch in. However, to make it more effective of a revenge killer, its disguise should make the opponent oblivious to its role as a revenge killer. In this case, a slow and bulky teammate such as Yamask can work to trick the opponent into staying in or switching to a potential counter, thinking they can set up. Hidden Power Fire can also be used if you want to hit Ferroseed and Bronzor for super effective damage, but Zorua's role for this set is more inclined towards revenge killing weakened sweepers. Extrasensory can also fit in the last slot to deal more damage to Fighting-types with Illusion still intact, but being locked into a Psychic-type move makes room for Dark-types such as Vullaby to switch in.

Like the mixed set, this set appreciates a lack of entry hazards on your side of the field to preserve the element of surprise upon switching in. Choice Scarf Zorua also switches in and out more often, so to keep Zorua alive, it is best to have a teammate that can prevent entry hazards, such as Magic Bounce Natu. Rapid Spin users such as Staryu can also help remove entry hazards for Zorua. Again, Wynaut works well here to kill faster Choice Scarf users, but it must be cautious around opponents with strong STAB Dark moves such as Houndour and Sandile.

Nasty Plot

Move 1
Move 2
  • 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 3
Move 4
  • Extrasensory
    10% chance to make the target flinch.
    TypePsychic
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1

Zorua's high Special Attack stat makes it capable of utilizing Nasty Plot. Dark Pulse is the recommended option here as its STAB move, being capable of dealing heavy damage to, if not OHKOing, any Pokemon that does not resist it after a boost. Hidden Power Fighting hits Steel- and Dark-types that Dark Pulse cannot, while Extrasensory deals with Croagunk.

Night Daze can be used over Dark Pulse, but be aware that using its signature move will expose its Illusion. Sucker Punch is another option to consider in place of Extrasensory to hit specially defensive attackers on their weaker defense stat if you do not fear Croagunk. In this case, a Naive nature should be used to keep Sucker Punch from losing power.

There are many choices for Zorua's disguise, but for the best results on this set, it should appear as a teammate that discourages the opponent from hitting Zorua with priority or a super effective attack, such as a slow Ghost-type such as Yamask or Flying-type such as Swablu. This type of Zorua generally has a harder time setting up as even one extra turn given to the opponent can be a turn when Zorua's disguise is at risk. Like the previous sets, partners such as Natu can function to prevent entry hazards and Wynaut defeats Scarf users that threaten Zorua. Physical attackers such as Timburr and Mienfoo are also appreciated to deal with special tanks such as Munchlax and Mantyke. Dual screen support is also an option to give Zorua more room to set up. Be cautious when using this set, as many faster enemies can come in and cripple Zorua with even a neutral attack.

Other Options

Zorua has access to Swords Dance and Agility, but is hindered by a shallow physical movepool and low defenses. A set utilizing Work Up could be passable, but it would be inferior to the mixed set. Its movepool also includes Taunt, Torment, Memento, and Substitute, but Zorua is better off attacking.

Checks and Counters

Anything that can deal heavy damage with a priority move is a problem for Zorua, especially Timburr and Croagunk, which have a good chance of OHKOing Zorua with Mach Punch and Vacuum Wave, respectively. Mienfoo can tank Extrasensory and hit back even harder with Drain Punch while restoring health. Faster enemies, specifically Diglett and Choice Scarf Mienfoo, have an easy time revenge killing Zorua after its Illusion is exposed, or even before if the opponent is not fooled. Special tanks such as Munchlax and Mantyke that have offensive power can also take advantage of Zorua's mediocre defenses and rip through the fox with a powerful STAB move.

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
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
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
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
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
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
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
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
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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