Overview
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Not even a drop to RU is going to deter Zoroark from doing what it does best, (AC) at causing making mischief and tricking its opponents with its signature ability Illusion. Illusion allows Zoroark to masquerade as teammates available in the party until it's directly damaged, causing Zoroark to be revealed. This gives Zoroark a great niche for psyching out opponents and hit-and-run attacks. In addition to its ability, Zoroark comes with an amazing Attack, Special Attack, and Speed. Zoroark's access to Swords Dance and Nasty Plot and a fairly large variety of moves, (RC) give ing it another layer of unpredictability as opponents will be questioning whether it be a physical, special, or even mixed attacker. However even with the access to several stat boosting moves Zoroark is overshadowed by Mega Absol, which specializes as a physical attacker, (AC) and Mega Houndoom, (AC) which specializes as a special attacker. Zoroark also suffers from being frail with its low defenses, causing it to be hard to preserve in battle. While Illusion can disguise Zoroark as its teammates it still can be easily seen identified if entry hazards are set. The residual damage causes opponents to notice the difference in HP between Zoroark and the Pokemon it copies. This also makes it harder for Zoroark to remain effective mid- and late-game as its disguises can be figured out. Poor planning will result in Zoroark getting knocked out as well. Zoroark also struggles against three common weaknesses; Bug-, Fighting-, and Fairy-types which should all be avoided.
Mixed Attacker
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name: Mixed Attacker
move 1: Knock Off
move 2: Flame Thrower
move 3: Grass Knot
move 4: Sucker Punch
ability: Illusion
item: Life Orb
evs: 196 Atk / 96 SpA / 216 Spe
nature: Naive
Moves
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Running on both Attack and Special Attack, Zoroark can utilize Knock Off, (RC) for great damage against opponents as well as getting rid of Choice items, Berries, and Assault Vests. Flamethrower allows gives Zoroark coverage against Bug- and Steel-types such as Forretress and Aggron. Grass Knot for pesky Water-types can OHKO Mega Blastoise, Swampert, (AC) and can 2HKO Suicune. Lastly, Sucker Punch is Zoroarks priority move, Zoroarks, allowing it to take out weaker Pokemon but also allows it to outspeed faster opponents.
Set Details
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With a spread of 196 Atk / 96 SpA / 216 Spe, 96 SpA Zoroark is more than capable to take out a specially defensive Swampert out and take out or Rhyperior with ease with a simple Grass Knot. A Hasty nature maximizes Zoroark's Speed to ensure its not outspeed. Furthermore, Life Orb allows Zoroark to dish out more damage against foes, but can harm Zoroark’s health in the long run. Something else, this is just pointless
Usage Tips
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Zoroarks works best as a hit-and-run mixed attacker. It can work well as a revenge killer, (RC) or can come in on a worn-down Pokemon and finish them off with a Sucker Punch as well. It's best to have Zoroark disguised as teammates that can use Flamethrower and Knock Off, as this ensures that Zoroark can trick its opponents with Illusion. It's recommended to plan ahead and organize teammates during the team preview, (RC) according to what you want to masquerade Zoroark as. Elaborate?
Team Options
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Synergy is needed for Zoroark to be disguised well. Use moves that other teammates would use, in a case such as this, disguising as a Fire-type such as Infernape that could use Fire Blast. Its also good to have Fighting-type teammates like such as Mienshao and Infernape to be disguised as under, because if the opponent attempts to kill attack them with Psychic moves, Zoroark can easily switch in for free. Alakazam they're out of luck since Dark is immune to Psychic. Having bulky teammates to take hits like Florges is great to help are great in helping out Zoroark's longevity. Spinners are also necessary partners for Zoroark, (RC) to prevent entry hazard damage. Mega Blastoise is a great partner for spinning away hazards. Forretress and Donphan also work as well.
Choice Specs
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name: Choice Specs
move 1:Dark Pulse/Night Daze
move 2:Focus Blast
move 3:Flamethrower
move 4:Trick
item: Choice Specs
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid
Moves
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Dark Pulse allows gives Zoroark great STAB neutral coverage and allows it to get a 20% chance to flinch opponents, (AC) making it useful to prevent opponents from getting possible hits. It's also a great move to bluff use as a disguised with by having Lucario or Mega Blastoise as teammates. Alternatively, (AC) Night Daze can be used over Dark Pulse, (AC) sacrificing 5% accuracy for more power and a 40% chance to lower the opponent's accuracy. Keep in mind that while Night Daze may might be stronger, it is Zoroark's signature move, (AC) which may might cause opponents to see through Illusion as only Zoroark uses it. Flamethrower allows Zoroark coverage against Bug- and Steel-types, taking Aggron and Heracross out quickly. Focus Blast used to take out other Dark-types and Steel-types in case Flamethrower cannot work. Additionally, (AC) Trick can be used to cripple walls such as Blissey and to free up Zoroark of its Choice Specs from being stuck in one move.
Set Details
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Zoroark's Speed and Special Attack are boosted to allow it to revenge kill weaker opponents. A Timid nature boosts its Zoroark's Speed to edge out any Choice Scarf users or fast Pokemon. Choice Specs allow Zoroark to demolish its competition with strong special attacks. U-turn can be considered in case Zoroark is dealing with bulky opponents like such as Blissey or Florges that completely wall it. In addition to U-turn, Grass Knot can also be used to OHKO Rhyperior, Swampert, (AC) and deal significant damage towards Mega Blastoise and Suicune.
Usage Tips
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Zoroark can lead off well, but might be harder to use later if Pokemon are damaged, (AC) it may giving away Illusion. Later, you can Trick the Choice Specs off to mess opponents up if you want to have Zoroark to utilize all its moves. It's best to not have Zoroark switch in on an attack since as this will most likely kill KO it or damage it, (AC) severally ruining its deception illusionary techniques. In regards to Tricking, Tricking it is best usually on an etrey hazard setter or a sweeper as it leaves them stuck with one move. Tricking a Pokemon that is setting up usually will usually mess the opponent up. Make sure to plan ahead of time and lay out the team for Zoroark to determine which team members it becomes.
Team Options
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Special walls such as Florges support Zoroark if it switches out to take a hit and leave Zoroark healthy. reword please; I don't get this Team members like Spinners such as Donphan, (RC) and Forretress are also necessary to spin off remove any entry hazards to prevent Zoroark from being exposed. Blastoise is a great team member for Zoroark as well because of its spinning capabilities and strong defenses. It's also best to have different Pokemon to masquerade as, having for example a multitude of different types will make it easier for Zoroark to masquerade in with because the moves it may use can be moves that Pokemon uses. what For example if Zoroark pretended to be a an Infernape, it's believable that it can hit a Focus Blast, or if the opponent switches you can predict what they will use to counter the Illusion with another move. This is not worded well Chandelure is also a great partner to have as both Zoroark and it can utilize Flamethrower, this allows Zoroark to be able to fool opponents. Chandeulure's typing means opponents will not likely use Fighting-type attacks against a Zoroark disguised as it is also great against Fighting-types that are dangerous against Zoroark. Chandelure also resists Fairies due to its typing. As always, best to lay out the team entirely in a order thats best for tricking the opponent for previews. this isn't team options
Other Options
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Zoroark can work as an anti-lead as well because of its access to Memento. (period) Zoroark can leave opponents in shambles for teammates to setup sweep on them. Zoroark can also run Counter + Focus Sash to take out leads and then hit them with Memento. Zoroark can also Taunt entry hazard setters or Taunt users themselves, allowing Zoroark's team to set up leads preventing hazards or setup sweepers from causing mayhem against team members. Zoroark can also us Choice Band for a physical set spread, allowing it to break Physical walls. Explain why it's suboptimal In addition Zoroark can also run a Choice Scarf to outspeed faster opponents such as Mienshao, Infernape, and Cobalion. Alternatively, (AC) it can also run Swords Dance as a physical sweeper with Knock Off, Return, Low Kick, and Sucker Punch. It can help This Zoroark can take out special walls such as Blissey and can also take out other Pokemon with frail defenses as well.
Checks & Counters
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**Fairy-types**: Florges and Aromatisse are deadly against Zoroark. Florges can essentially wall Zoroark, and Zoroark can't harm Florges, (RC) because of Florges's resistance to Dark-type moves and has great bulk, it stops Zoroark dead in its tracks. Aromatisse to a lesser extant can wall Zoroark to a lesser extent because of its typing.
**Priority Moves **: Priority is Zoroark's worst nightmare, as getting hit causes Illusion to fail, Priority moves should be avoided to prevent loss of Illusion or damage. Mach Punch, Bullet Punch, and Sucker Punch should all be avoided. Mach Punch has enough strength to KO Zoroark, depending on which Pokemon is using it.
**Bulky Pokemon**: Blastoise, (RC) can take it Zoroark on and kill KO Zoroark it because of its low Defenses and Special Defenses thanks to its bulk. Blissey is also a huge problem because of its resilient Special Defense. (period) and stalling, Because Zoroark is a faster paced Pokemon, it has a hard time dealing with slower, bulkier opponents that can Toxic stall.
**Faster Pokemon**: Cobalion and Choice Scarf Mienshao w/ Choice Scarf have no problem taking out Zoroark. Infernape also can take out Zoroark with relative ease. While not a faster Pokemon Machamp can tank a shot from Zoroark and OHKO with Dynamic Punch. put it somewhere else :|
**Entry Hazards Setters**: Foretress, Donphan and even a wild card like Infernape can set hazards like Stealth Rocks, Toxic Spikes, and Spikes. Hazard setters will cause Zoroark to lose chunks of HP causing it to get KO'ed. Entry hazards such as like Stealth Rocks can will cause opponents to catch onto Illusion, (comma) as a Zoroark disguised as a Staraptor won't take double damage like it's supposed to. Forretress can use Toxic Spikes can give away a Zoroark completely; Forretress is a good user. Illusion can't always trick people the way it's supposed to, and paying attention to the battle can give away Zoroark. Zoroark may get the appearance of a Poison-type or a Steel-type but can get poisoned by Toxic Spikes. this is out of place