Roaring Moon + Hisuian Zoroark (Offensive)
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These 2 edgy boys form an excellent offensive core since Moon will try and sweep en either get stopped in his track by Pokemon out-offensing him (aka Breloom Mach Punch) or by a wall that ignores his boosts and destroys his sweeping potential (aka Dondozo), but they are both troubled to find the Dragon was actually a furry packing a big Grass Knot.
Basically, anything that either walls or messes up Moon can be destroyed by Zoroark, while special walls found in OU (such as Clodsire, Ting-Lu or even Blissey) can be worn down or OHKO´d by Roaring Moon.
Certain versions of Roaring Moon may not want to engage against Corvnikhight due to the lack of Crunch (yes, some EQ + Acro moons exist) so Zoroark is also able to use Flamethrower to remove it, and the same goes for Roaring Moons without Acrobaticswho are waled by Great Tusk.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake/Taunt/Substitute
- Acrobatics
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Roaring Moon @ Choice Band
Ability: Protosynthesis
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Dragon Claw/Iron head
- Earthquake
- U-turn
Both sets will work extremely well since they usually get walled by the same things (and band can even run U-Turn to run over Ting-Lu).
My recommended set for Zoroark is specs since the opponent can just switch out if Zoroark misses out on the KO or they see Nasty Plot.
Zoroark-Hisui @ Choice Specs
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Shadow Ball
- Grass Knot
- Flamethrower
- Trick
I advice you to,if you want, use U-Turn with Zoroark, which can be as useful as Trick.
Grass Knot, Flamethrower and Shadow Ball (STAB) must stay.
+
These 2 edgy boys form an excellent offensive core since Moon will try and sweep en either get stopped in his track by Pokemon out-offensing him (aka Breloom Mach Punch) or by a wall that ignores his boosts and destroys his sweeping potential (aka Dondozo), but they are both troubled to find the Dragon was actually a furry packing a big Grass Knot.
Basically, anything that either walls or messes up Moon can be destroyed by Zoroark, while special walls found in OU (such as Clodsire, Ting-Lu or even Blissey) can be worn down or OHKO´d by Roaring Moon.
Certain versions of Roaring Moon may not want to engage against Corvnikhight due to the lack of Crunch (yes, some EQ + Acro moons exist) so Zoroark is also able to use Flamethrower to remove it, and the same goes for Roaring Moons without Acrobaticswho are waled by Great Tusk.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake/Taunt/Substitute
- Acrobatics
-----------------------------------------------------
Roaring Moon @ Choice Band
Ability: Protosynthesis
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Dragon Claw/Iron head
- Earthquake
- U-turn
Both sets will work extremely well since they usually get walled by the same things (and band can even run U-Turn to run over Ting-Lu).
My recommended set for Zoroark is specs since the opponent can just switch out if Zoroark misses out on the KO or they see Nasty Plot.
Zoroark-Hisui @ Choice Specs
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Shadow Ball
- Grass Knot
- Flamethrower
- Trick
I advice you to,if you want, use U-Turn with Zoroark, which can be as useful as Trick.
Grass Knot, Flamethrower and Shadow Ball (STAB) must stay.