Hello, I'm Zora489 otherwise known as YugiohBoi333#9660 and I'm posting my Zoroark team that I made. Currently climbing ladder and it seemed super good as it seems to be able to counter almost anything if you outplay the opponent and don't miss your 90% moves.
The first Pokemon is the infamous Chain Chomp.
Garchomp @ Life Orb
Ability: Rough Skin
Tera Type: Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stealth Rock
Sporting a life orb in the item slot, this pokemon is generally your lead as it forces a lot of switches where it can set up rocks, and does immense damage to stall teams as it can 2hko dondozo, OHKO clodsire, and doesn't allow a skeledirge switch in (Unless they're committing to teraing it to fairy). It's main role on this team is to deal with stall pokemon, set up rocks, and outright beat great tusk, gholdengo, corviknight, and kingambit all while hitting almost everything in the meta-game hard. It also can bait in pokemon that would normally outspeed it like dragapult so Zoroark can OHKO. Don't be afraid to just keep swinging with garchomp as once it blows up a few things and sets up rocks you don't need it anymore.
The second Pokemon is the star of the show, Zoroark-Hisui.
Zoroark-Hisui @ Choice Scarf
Ability: Illusion
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Flamethrower
- Psychic
- Grass Knot
This pokemon is BUILT for revenge kills. I generally see things like sash, specs, or life orb on this pokemon but with testing, for me scarf is the best option that plays into Illusion and it's raw power. This pokemon outspeeds everything that isn't speed boosted or scarfed itself while OHKOing dragapult, Iron Valiant, great tusk, it has a 70% to OHKO non-bulky gholdengo, it does 71.4-81.4% to dondozo with grass knot, OHKOs boots kingambit with tera fire and a little bit of chip, and generally covers a ton of pokemon even while its illusion is down or known. This set isn't a "Oh haha you chose the wrong option against zoroark now I nasty plot and sweep your team". It's a revenge killing set that can score you a few early game KOs if your opponent decides to lead a garchomp counter into your zoroark disguised as garchomp. Some things worth mentioning : Psychic doesn't outright OHKO great tusk without a bit of chip, so grass knotting it may take a bit of setup/conditioning. You generally never want to lose your zoroark unless you have a very likely path to victory and there are only a few pokemon left.
The 3rd pokemon is calm mind hatterene.
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
This pokemon generally exists to set up against slower pokemon that can't do much damage to it, along with having nice bulk with a dragon immunity to use. It's on the team to have some sort of anti-volcarona/anti-stall/anti-h-stack. As you can setup pretty easily if your opponent lets you get it in and take over the game. Hatterene also fully blocks hazards and toxic threats from toxapex, and or clodsire. Be careful switching it in on a rotom wash, because yes you might get the wisp bounce but you could also get tricked and lose. DON'T SACK THIS MON. Hatterene's bulk is pretty much essential to not getting swept and not getting statused.
The 4th mon is choice specs iron valiant.
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Shadow Ball
- Trick
Pretty much a decently fast anti-dragon pokemon that can clean up pretty nicely along with breaking stall pokemon with trick. It does great damage to everything, and don't be afraid to tera it to get extra damage or remove damaged a corviknight from play. Iron val also synergizes with zoroark, as you can punish switches to a fairy resists with one of its stab moves. Overall pretty simple to understand. Me oogah boogah strong fairy BOOM.
The 5th pokemon is Ice Spinner dragonite.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Ice Spinner
D-nite is here to beat opposing dragonites, apply constant pressure of threat that dragonite can come in and get to +2 and sweep you, and allow you to have some speed control. I chose ice spinner over fire punch because of the amount of tera flying gholdengo trash cheese I see on ladder, and because it destroys random ground types and dragon types that seem to be running rampant in OU. Generally, you want to save tera for dragonite, but make sure to remove blockers like dondozo with hatterene/zoroark/garchomp before doing so.
The last pokemon on the team is booster energy iron treads.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Rapid Spin
This pokemon removes the team's weakness to lead iron valiant with iron head, brings a spinner pokemon onto the team so you don't have to be a swaglord and beat people with 0 hazard removal. And removes items all while being a fast sacrificable hard hitter. This is the simplest pokemon on the team as you will probably sacrifice it often to get a bit of momentum or chip on say dragonite before finishing it off.
Welp, we're at the end. Tell me how I can improve the team and if it's ass or not. I don't really play very much but I like team building and doing calcs.
Here's the pokepaste if you wanna play it : https://pokepast.es/6a575d595754dfbf
(P.S. please give me a team title idk what to call this :sob:
The first Pokemon is the infamous Chain Chomp.
Garchomp @ Life Orb
Ability: Rough Skin
Tera Type: Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stealth Rock
Sporting a life orb in the item slot, this pokemon is generally your lead as it forces a lot of switches where it can set up rocks, and does immense damage to stall teams as it can 2hko dondozo, OHKO clodsire, and doesn't allow a skeledirge switch in (Unless they're committing to teraing it to fairy). It's main role on this team is to deal with stall pokemon, set up rocks, and outright beat great tusk, gholdengo, corviknight, and kingambit all while hitting almost everything in the meta-game hard. It also can bait in pokemon that would normally outspeed it like dragapult so Zoroark can OHKO. Don't be afraid to just keep swinging with garchomp as once it blows up a few things and sets up rocks you don't need it anymore.
The second Pokemon is the star of the show, Zoroark-Hisui.
Zoroark-Hisui @ Choice Scarf
Ability: Illusion
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Flamethrower
- Psychic
- Grass Knot
This pokemon is BUILT for revenge kills. I generally see things like sash, specs, or life orb on this pokemon but with testing, for me scarf is the best option that plays into Illusion and it's raw power. This pokemon outspeeds everything that isn't speed boosted or scarfed itself while OHKOing dragapult, Iron Valiant, great tusk, it has a 70% to OHKO non-bulky gholdengo, it does 71.4-81.4% to dondozo with grass knot, OHKOs boots kingambit with tera fire and a little bit of chip, and generally covers a ton of pokemon even while its illusion is down or known. This set isn't a "Oh haha you chose the wrong option against zoroark now I nasty plot and sweep your team". It's a revenge killing set that can score you a few early game KOs if your opponent decides to lead a garchomp counter into your zoroark disguised as garchomp. Some things worth mentioning : Psychic doesn't outright OHKO great tusk without a bit of chip, so grass knotting it may take a bit of setup/conditioning. You generally never want to lose your zoroark unless you have a very likely path to victory and there are only a few pokemon left.
The 3rd pokemon is calm mind hatterene.
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
This pokemon generally exists to set up against slower pokemon that can't do much damage to it, along with having nice bulk with a dragon immunity to use. It's on the team to have some sort of anti-volcarona/anti-stall/anti-h-stack. As you can setup pretty easily if your opponent lets you get it in and take over the game. Hatterene also fully blocks hazards and toxic threats from toxapex, and or clodsire. Be careful switching it in on a rotom wash, because yes you might get the wisp bounce but you could also get tricked and lose. DON'T SACK THIS MON. Hatterene's bulk is pretty much essential to not getting swept and not getting statused.
The 4th mon is choice specs iron valiant.
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Shadow Ball
- Trick
Pretty much a decently fast anti-dragon pokemon that can clean up pretty nicely along with breaking stall pokemon with trick. It does great damage to everything, and don't be afraid to tera it to get extra damage or remove damaged a corviknight from play. Iron val also synergizes with zoroark, as you can punish switches to a fairy resists with one of its stab moves. Overall pretty simple to understand. Me oogah boogah strong fairy BOOM.
The 5th pokemon is Ice Spinner dragonite.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Ice Spinner
D-nite is here to beat opposing dragonites, apply constant pressure of threat that dragonite can come in and get to +2 and sweep you, and allow you to have some speed control. I chose ice spinner over fire punch because of the amount of tera flying gholdengo trash cheese I see on ladder, and because it destroys random ground types and dragon types that seem to be running rampant in OU. Generally, you want to save tera for dragonite, but make sure to remove blockers like dondozo with hatterene/zoroark/garchomp before doing so.
The last pokemon on the team is booster energy iron treads.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Rapid Spin
This pokemon removes the team's weakness to lead iron valiant with iron head, brings a spinner pokemon onto the team so you don't have to be a swaglord and beat people with 0 hazard removal. And removes items all while being a fast sacrificable hard hitter. This is the simplest pokemon on the team as you will probably sacrifice it often to get a bit of momentum or chip on say dragonite before finishing it off.
Welp, we're at the end. Tell me how I can improve the team and if it's ass or not. I don't really play very much but I like team building and doing calcs.
Here's the pokepaste if you wanna play it : https://pokepast.es/6a575d595754dfbf
(P.S. please give me a team title idk what to call this :sob: