Gen 5 Sword Dancing Zoroark UU

Swords Dance
Life Orb
Ability: Illusion
EVs: 252 Atk / 4 SpD / 252 Spe
Naive/Jolly Nature

Move 1: Swords Dance
Move 2: Sucker Punch
Move 3: Low Kick/Flamethrower
Move 4: Pursuit/U-Turn/Punishment

Besides Nasty Plot, Zoroark also has means to attack physically due to it's access to swords dance as well as a respectable 105 base attack and also has the potential to catch opponents off guard when disguised as another pokemon in your party that does not usually attack physically. Sucker punch is Zoroark's main STAB attack as with a solid 80 base power along with a +1 priority to hit foes that normally outspeed. Depending on the coverage your team needs, Zoroark can either utilize Low Kick or Flamethrower as a coverage move as the former can have a 12.5% chance to OHKO Krookodile at +1 after Swords Dance and intimidate while stealth rock is on the field, downright ohko non-sashed Bisharp and do signifficant damage to Houndoom, Empoleon, Rhyperior, Scrafty before it has setup Dragon Dance and Snorlax while the latter can be used to attack Feroseed, Escavalier and Durant due to their 4x weakness to fire as well as to wear down Tangrowth. As for the last move, Zoroark has a handful of options. Pursuit can be used to trap Chandelure, Mew and Mismagius while U-Turn is capable of gaining momentum assuming Zoroark is capable of forcing an opponent to switch out. Otherwise Zoroark has access to Punishment which is effectively 100 base power after a Swords Dance. Paired this up with a respectable 105 base speed Zoroark is capable of sweeping opponents with a high STAB move after Swords Dance while at the same time has access to a priority STAB move to attack foes that outspeed it.
Hi. I felt bad when I saw that this analysis didn't get any feedback yet, especially since it's pretty well done so far.

Outside of the ability to deal high damage with Sucker Punch, the main appeal of such a set in my opinion is to lure common answers to the likes of Heracross, Mienshao, Cobalion or Virizion even more easily. Luring things like Cofagrigus or Slowbro is one of the main purpose of Zoroark in general, but your opponent might be careful when seeing Zoroark's sprite on the opposite team. However, when seeing a Fighting-type using SD, they might let their guard down because SD Zoro is simply not extremely common and it would be very dangerous to leave something like SD Hera without bringing a solid answer or RK to it. Not sure how many of this should go on the analysis but I think you need to mention some partners.

I'm not sure if Flamethrower is worth slashing because none of its target are very common in my experience, except maybe Bronzong if you don't want to risk 50/50 with Sucker Punch.

You said that Punshiment has a 100 base Power after one SD but:
+2 252 Atk Life Orb Zoroark Punishment (60 BP) vs. 248 HP / 252+ Def Cofagrigus: 242-289 (75.8 - 90.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Life Orb Zoroark Night Slash vs. 248 HP / 252+ Def Cofagrigus: 283-338 (88.7 - 105.9%) -- 37.5% chance to OHKO after Leftovers recovery Punshimnent only works better when you're facing a boosting foe, otherwise Night Slash works better. Speaking of this, I think that this move should be first slashed in the 4th slot, since it woulkd be pretty sad to be unable to touch Slowbro, Cresselia and defensive Cofagrigus and getting statued. Pursuit can be useful but since Zoro already aims to attract and kill Psychic and Ghost types while being disguised, it might be unnecessary.

Finally, you mentionned Chandelure but it's currently banned from BW UU.

Once again, solid work.

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