Zoroark (QC 2/3) Not Fully Written

Don Honchkrorleone

Happy Qwilfish the nightmare
is a Smogon Discord Contributor Alumnus
QC Checks: [Molk] [EonX] []

  • Find a better spread for Mixed Set, if any.
  • Test viability of choice items (Specs, Scarf, Band) (Specs is worth I guess although it can't 2HKO Bronzong Claydol and Reuniclus REALLY pissed me off, making last set of it; Scarf is meh and Band is also meh and hates to be Sucker Punch locked)
  • Finish writing up (SLOW AND STEADY)



Acully is Zereakr

Overview
########

- Amazing offensive stats with 105 / 120 base Attack and Special Attack respectively
- Solid 105 Speed
- Powerful and useful STABs in Knock Off, Sucker Punch and Dark Pulse
- Good Coverage alongside its STABs
- Illusion is wonderful as the mere sight of a Zoroark in team preview forces the opponent to play carefully
- Frail as fuck
- Can't bypass Aromatisse no matter which set


Mixed
########
name: Mixed Attacker
move 1: Sucker Punch
move 2: Knock Off
move 3: Flamethrower
move 4: Grass Knot
ability: Illusion
item: Life Orb
evs: 252 Atk / 4 SpA / 252 Spe
nature: Naive / Naughty

Moves
========

Sucker Punch is a strong STAB priority that helps picking off faster, frail opponents like Jolteon, Cinccino and Sceptile. It can also kill weakened Yanmega and Sharpedo, two top common and dangerous threats in the RU metagame. Knock Off is another strong STAB that removes opponent's item, being very useful against Eviolite users and other item-reliant Pokemon. It's also strong on a fresh switch-in. Flamethrower hits Escavalier, Tangrowth and Mega Abomasnow hard, while catching Cobalion and Virizion switch-ins. Lastly, Grass Knot nails Rhyperior while also doing nice damage against Poliwrath, Gastrodon and Alomomola. There are some other options on the last slot if Grass Knot isn't necessary. Pursuit can be used on a team that needs a Ghost and/or Psychic trapper, as Zoroark is a quite efficient trapper with Illusion, while Extrasensory can be used to lure Fighting-types, and Hidden Power Ice has a high chance of one-shoting Eviolite Gligar after Rocks.

Set Details
========

The choice between Naive and Naughty is if Speed is preferred over power. Naive outspeeds Delphox , while Naughty allows Zoroark to OHKO Jolteon and having a high chance to OHKO Sceptile and Cinccino with Sucker Punch, all three after Stealth Rock. Naughty works better on Sticky Web teams. Life Orb maximizes the damage dealt.

Usage Tips
========

If not leading with Zoroark, always put it as the second Pokemon, Illusion always disguises Zoroark as the last Pokemon on your team. Also, always try to disguise Zoroark as a Pokemon not weak to Stealth Rock or a Pokemon that is immune to Ground against a team with (Toxic) Spikes or Sticky Web, since it will reveal the Illusion. Don't disguise Zoroark as a Pokemon with any ability that trigger upon entering the field, such as Intimidate, Mold Breaker, weather-inducing ability and Unnerve, among others, as it'll break the stunt too. Don't bring Zoroark immediately unless it's a predicted Psychic-type move. It may end up killing Zoroark due its frailty.

Team Options
========

Though not crippling Zoroark as much as Pokemon weak to it, Stealth Rock can ruin Illusion, so Rapid Spin and Defog support is highly recommended. Due to Illusion, Zoroark has excellent synergy with Rapid Spin users by disguising itself as one of them. This can lure the Ghosts that try to prevent the hazard removal and kill them with a Dark STAB in process. Hitmonlee in particular is an excellent offensive partner, spinning away hazards and breaking through bulky Steel- and Dark-types while Zoroark destroys Ghost-types blocking his Spin and Psychic-types that resist Hitmonlee's Fighting STAB.Zoroark has great synergy type-wise with Poison-types, destroying Psychic- and Ghost-types while the Poison Pokemon take the Fighting-, Bug-, and Fairy-type moves aimed at Zoroark. Examples of Poison-types include Amoonguss, Weezing and Qwilfish.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Sucker Punch
move 3: Knock Off
move 4: Low Kick / Flamethrower
ability: Illusion
item: Focus Sash / BlackGlasses
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Naive

Moves
========

Swords Dance boosts Zoroark's Attack to high levels. Sucker Punch, again, is Zoroark's only priority, but it's a strong one and becomes extremely powerful after a boost. Knock Off removes opponent's item and is the most spammable move Zoroark has. For coverage, Low Kick helps against Cobalion on the switch and opposite Dark-type Pokemon such as Drapion, Skuntank and opposite Zoroark, while also OHKOing 4 HP / 0 Def and Virizion and Emboar at +2, the latter after Stealth Rock; while Flamethrower is a stronger hit on Tangrowth and Whimsicott, OHKOing both after rocks most of the time. The other options for this slot are Return and Hidden Power Ice. Return hits Aromatisse harder, and Hidden Power Ice kills Gligar after its Eviolite is knocked off.

Set Details
========

Focus Sash grants Zoroark the opportunity of setting up at least once and then proceed to sweep opponent's team. BlackGlasses on the other hand boost the power of its STAB moves, and won't be a liability if Zoroark's partner wasn't able to remove the hazards. Naive should be used if Flamethrower is chosen for the last move slot, and the 4 Defense EVs should be moved to Special Attack. Maximum Attack and Speed EVs for sweeping better.

Usage Tips
========

Due to Illusion, Zoroark can use Swords Dance easier than most other Pokemon. It's ideal to set up while Zoroark is disguised as something that can threaten the opponent out, and remember, never bring Zoroark in an attack since it's very frail, especially if using Focus Sash since it'll break. Don't set up while the opponent has physical walls at full health. At +2 Zoroark can 2HKO most of them, so try to weaken the walls before Zoroark sets up.

Team Options
========

Powerful special attackers such as Delphox, Magneton and Clawitzer appreciate Zoroark breaking down special walls. In return, they can take out physically defensive Pokemon, helping Zoroark in his sweep. Doublade can form a strong core with Zoroark because the former not only breaks through Fairies such as Aromatisse and Granbull, but also Zoroark can fool the opponent making him/her think it's actually Doublade setting up. Cobalion is another good partner since it often carries Swords Dance and tends to lure in Cresselia, Slowking and Jellicent, all to be destroyed by Zoroark. Like the previous set, Rapid Spin or Defog is necessary to maintain Illusion intact.

Choice Specs
########
name: Choice Specs
move 1: Trick
move 2: Dark Pulse
move 3: Flamethrower
move 4: U-Turn
ability: Illusion
item: Choice Specs
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

Trick is crux of this set, as it allows Zoroark to cripple many walls other of its sets are unable to deal with, such as Aromatisse, Togetic and Golbat. Dark Pulse is Zoroark's best and most spammable special STAB with a good chance of flinching thanks to Zoroark's high Speed. Flamethrower offers good coverage alongside Dark Pulse and deals with Cobalion and Virizion switch-in. Finally, U-turn helps Zoroark scouting, although it can reveal Illusion if not disguised as a Pokemon that can naturally learn U-turn. Grass Knot and Extrasensory can be used instead of U-Turn. Grass Knot nails Rhyperior and Sharpedo, while Extrasensory hits Emboar and Combusken. Both are not very good moves to be locked, however.

Set Details
========

- Maximun Special Attack and Speed
- Modest can be used to maximize Zoroark's power, but it misses outspeeding Delphox.

Usage Tips
========

- This set works mainly as a wallbreaker.
- Save Trick to cripple a wall as Zoroark will need its power due to the lack of a boosting move.
- Don't reveal Zoroark too early with U-turn or it may spoil the strategy.

Team Options
========

- Choice Scarf Emboar greatly appreciates Zoroark's ability to remove Slowking, Alomomola and Gligar, among other things. In return, Emboar destroys faster opponents that threaten Zoroark such as Durant, Cobalion, Virizion and Cinccino.
- Other physical attackers that appreciate Zoroark's wallbreak such as Cobalion and Choice Band Braviary.
- Sticky Web and/or paralyze support is highly recommended due to no acess to priority in this set.
- Hazard control is much more important on this set due to Zoroark switching out more often.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Flamethrower
move 4: Grass Knot
ability: Illusion
item: Life Orb
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

- Nasty Plot boosts Special Attack
- Dark Pulse is Zoroark's strongest and most reliable special STAB and has a nice 30% flinch chance
- Flamethrower hits Steel-types, Whimsicott. Virizion hard, and at +2 has a 87.5% chance of OHKOing Hitmonlee after rocks. Also always OHKOes Drapion after rocks.
- Grass Knot is for Rhyperior and Poliwrath
- Extrasensory hits Emboar and Combusken

Set Details
========

- Maximun Special Attack and Speed for sweep
- Life Orb again maximizes damage output

Usage Tips
========

- Like the Swords Dance set, set up while Illusion is still on.
- Also like the Swords Dance set, try to set up disguised as a Pokemon that can force the foe out.
- Due the lack of priority, this set really fears being revenge killed. Only set-up after all threats that outspeed it.

Team Options
========

- Mismagius can Nasty Plot too, creating a nice set-up for Zoroark's illusion. The magical Pokemon discourages the Fighting-types switch-in due to its Ghost typing and access to Dazzling Gleam. However, since Mismagius has Levitate, be careful of disguising Zoroark as it if the field has grounded hazards.
- Powerful physical attackers such as Hitmonlee, Escavalier and Emboar appreciate Zoroark breaking down physical walls. In return, they can take out specially defensive Pokemon, helping Zoroark in his sweep.
- Sticky Web and/or paralyze support is highly recommended due to no acess to priority in this set
- Again, Rapid Spin or Defog to maintain Illusion's trick more reliable.

Other Options
########

Zoroark has some other cool options.

- Pursuit
- Memento
- Agility
- Calm Mind
- Choice Scarf
- HIDDEN POWER STEEL AND POISON (Fuck Aroma)
- Focus Blast
- Sash + Counter
- Taunt
- Night Daze

Checks & Counters
########

**Aromatisse and other fairies** - Aromatisse walls all sets while threatenning back with a powerful Moonlight or Wish stalling. The only thing Zoroark can do back is tricking Choice Specs. Granbull has trouble with Nasty Plot and Togetic hates Knock Off but they deal with Zoroark well too. Whimsicott is roasted by Flamethrower but can paralyze Zoroark with Stun Spore or destroy it with Moonblast

**Fighting-types** -Hitmonlee, Hitmontop, Emboar, Cobalion and Virizion all destroy Zoroark, with Emboar resisting all moves it often carries with exception of the rare Extrasensory or a boosted Low Kick. The latter two outspeed Zoroark but can't switch directly on any set with Flamethrower.

**Faster Pokemon that aren't OHKOed by Sucker Punch** - Durant and Yanmega are not OHKOed by unboosted Sucker Punch if at full health, and they can KO Zoroark back.

**Physical Walls for physical sets** - Weezing, Gligar and Alomomola can burn/Toxic stall Zoroark out while recovering via Pain Split / Roost / Wish.

**Faster Pokemon for special sets** - Since special Zoroark lacks priority, it's very easy to be revenge killed by faster Pokemon such as Jolteon, Swellow, Cinncino, Ambipom, Scarf users like Emboar and Braviary, etc.

**The Illusion Stunt** - The most threatenning characteristic about Zoroark is Illusion, as it can trick you and make you lose a Pokemon. The best way to deal with Illusion is observing the Stealth Rock damage, as it may indicate if it's Zoroark. Also, if you see any Pokemon normally with Levitate or Flying-type, such as Rotom-C or Braviary, being affected by grounded hazards such as Spikes, Toxic Spikes and Sticky Web, it's Zoroark disguising. Once Illusion is broken, it's much easier to deal with Zoroark.

Overview
########

- Amazing offensive stats with 105 / 120 base Attack and Special Attack respectively
- Solid 105 Speed
- Powerful and useful STABs in Knock Off, Sucker Punch and Dark Pulse
- Good Coverage alongside its STABs
- Illusion is wonderful as the mere sight of a Zoroark in team preview forces the opponent to play carefully
- Frail as fuck
- Can't bypass Aromatisse no matter which set


Mixed
########
name: Mixed Attacker
move 1: Sucker Punch
move 2: Knock Off
move 3: Flamethrower
move 4: Grass Knot
ability: Illusion
item: Life Orb
evs: 252 Atk / 4 SpA / 252 Spe
nature: Naive / Naughty

Moves
========

- Sucker Punch is strong STAB priority that helps picking off faster, weaker opponents like Jolteon, Dugtrio and Sceptile. It can also kill weakened Yanmega and Sharpedo, two top common threats.
- Knock Off is another STAB and removes opponent's item, being very useful against Eviolite and other item-reliant users. It's also strong on a fresh foe.
- Flamethrower hits Escavalier, Tangrowth and Mega Abomasnow hard. Flamethrower also catches Cobalion and Virizion switch-ins.
- Grass Knot nails Rhyperior while also doing nice damage against Poliwrath, Gastrodon and Alomomola.
- Pursuit is a decent alternative over Grass Knot if a team needs a Pursuit trapper, as Zoroark is a quite efficient trapper with Illusion. In a similar vein, Extrasensory can be used to lure Fighting-types, and Hidden Power Ice has a high chance of one-shoting Eviolite Gligar after Rocks.

Set Details
========

- The choice between Naive and Naughty is if Speed is preferred over power. Naive outspeeds Delphox , while Naughty allows Zoroark to OHKO Jolteon and having a high chance to OHKO Sceptile and Cinccino with Sucker Punch, all three after Stealth Rock. Naughty works better on Sticky Web teams.
- Life Orb maximizes damage dealt

Usage Tips
========

- If not leading with Zoroark, always put it as the second Pokemon. Illusion disguises Zoroark always
- Don't bring Zoroark immediately unless it's a predicted Psychic-type move. It may end up killing Zoroark due its frailty.
- Always try to disguise Zoroark as a Pokemon not weak to Stealth Rock since it will reveal the Illusion. Also don't disguise as a Pokemon with any ability that trigger upon entering the field, such as Intimidate, Mold Breaker, weather-inducing ability and Unnerve, among others.

Team Options
========

- Zoroark has great synergy type-wise with Poison-types, destroying Psychic- and Ghost-types while the Poison Pokemon take the Fighting-, Bug-, and Fairy-type moves aimed at Zoroark. Examples of Poison-types include Amoonguss, Weezing and Qwilfish.
- Due to Illusion, Zoroark has excellent synergy with Rapid Spin users by disguising itself as one of them. This can lure the Ghosts that try to prevent the hazard removal and kill them with a Dark STAB in process. Hitmonlee in particular is an excellent offensive partner, spinning away hazards and breaking through bulky Steel- and Dark-types while Zoroark destroys Ghost-types blocking his Spin and Psychic-types that resist Hitmonlee's Fighting STAB.
- Though not cripple Zoroark as much as Pokemon weak to it, Stealth Rock can ruin Illusion, so Rapid Spin and Defog support is highly recommended.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Sucker Punch
move 3: Knock Off
move 4: Low Kick / Flamethrower
ability: Illusion
item: Focus Sash / BlackGlasses
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Naive

Moves
========

- Swords Dance boosts attack
- Sucker Punch becomes extremely powerful after priority
- Knock Off removes opponent's item and is the most spammable move Zoroark has, especially after a SD boost
- Low Kick helps against Cobalion on the switch and opposite Dark-type Pokemon such as Drapion, Skuntank and opposite Zoroark, while also OHKOing 4 HP / 0 Def and Virizion and Emboar at +2 (the latter after Stealth Rock)
- Flamethrower is a stronger hit on Tangrowth and Whimsicott, OHKOing the former (non Ass Vest variants) after rocks most of the time.
- Return can be used to hit Aromatisse harder
- Hidden Power Ice hits Gligar hard.

Set Details
========

- Maximun Attack and Speed for sweep.
- Naive should be used if Flamethrower is chosen for the last move slot, and the 4 Defense EVs should be moved to Special Attack.
- Focus Sash grants Zoroark the opportunity of setting up at least once and then proceed to sweep opponent's team. BlackGlasses on the other hand boost the power of its STAB moves, and won't be a liability if Zoroark's partner wasn't able to remove the hazards.

Usage Tips
========

- Due to Illusion, Zoroark can use Swords Dance easier than most other Pokemon. It's ideal to set up while Zoroark is disguised as something that can threaten the opponent out.
- Never bring Zoroark in an attack since it's very frail and will break the Sash.
- Don't set up while the opponent has physical walls at full health. At +2 Zoroark can 2HKO most of them, so try to weaken the walls before Zoroark sets up.

Team Options
========

- Powerful special attackers such as Delphox, Magneton and Clawitzer appreciate Zoroark breaking down special walls. In return, they can take out physically defensive Pokemon, helping Zoroark in his sweep.
- Doublade can form a strong core with Zoroark because the former not only breaks through Fairies such as Aromatisse and Granbull, but also Zoroark can fool the opponent making him/her think it's actually Doublade setting up.
- Cobalion is another good partner since it often carries Swords Dance and tends to lure in Cresselia, Slowking and Jellicent, all to be destroyed by Zoroark.
- Rapid Spin or Defog to maintain Illusion intact.

Choice Specs
########
name: Choice Specs
move 1: Trick
move 2: Dark Pulse
move 3: Flamethrower
move 4: U-Turn
ability: Illusion
item: Choice Specs
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

- Trick is the main reason to use Specs, as it cripples many walls other Zoroark sets are unable to deal with, such as Aromatisse
- Dark Pulse is Zoroark's best and most spammable special STAB with a good chance of flinching
- Flamethrower offers good coverage alongside Dark Pulse and deals Cobalion and Virizion switch-in
- U-turn scouts, although it can reveal Zoroark
- Grass Knot and Extrasensory could be used instead of U-Turn. Grass Knot nails Rhyperior and Sharpedo, while Extrasensory hits Emboar and Combusken. Both are not very good moves to be locked, however.

Set Details
========

- Maximun Special Attack and Speed
- Modest can be used to maximize Zoroark's power, but it misses outspeeding Delphox.

Usage Tips
========

- This set works mainly as a wallbreaker.
- Save Trick to cripple a wall as Zoroark will need its power due to the lack of a boosting move.
- Don't reveal Zoroark too early with U-turn or it may spoil the strategy.

Team Options
========

- Choice Scarf Emboar greatly appreciates Zoroark's ability to remove Slowking, Alomomola and Gligar, among other things. In return, Emboar destroys faster opponents that threaten Zoroark such as Durant, Cobalion, Virizion and Cinccino.
- Other physical attackers that appreciate Zoroark's wallbreak such as Cobalion and Choice Band Braviary.
- Sticky Web and/or paralyze support is highly recommended due to no acess to priority in this set.
- Hazard control is much more important on this set due to Zoroark switching out more often.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Flamethrower
move 4: Grass Knot
ability: Illusion
item: Life Orb
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

- Nasty Plot boosts Special Attack
- Dark Pulse is Zoroark's strongest and most reliable special STAB and has a nice 30% flinch chance
- Flamethrower hits Steel-types, Whimsicott. Virizion hard, and at +2 has a 87.5% chance of OHKOing Hitmonlee after rocks. Also always OHKOes Drapion after rocks.
- Grass Knot is for Rhyperior and Poliwrath
- Extrasensory hits Emboar and Combusken

Set Details
========

- Maximun Special Attack and Speed for sweep
- Life Orb again maximizes damage output

Usage Tips
========

- Like the Swords Dance set, set up while Illusion is still on.
- Also like the Swords Dance set, try to set up disguised as a Pokemon that can force the foe out.
- Due the lack of priority, this set really fears being revenge killed. Only set-up after all threats that outspeed it.

Team Options
========

- Mismagius can Nasty Plot too, creating a nice set-up for Zoroark's illusion. The magical Pokemon discourages the Fighting-types switch-in due to its Ghost typing and access to Dazzling Gleam. However, since Mismagius has Levitate, be careful of disguising Zoroark as it if the field has grounded hazards.
- Powerful physical attackers such as Hitmonlee, Escavalier and Emboar appreciate Zoroark breaking down physical walls. In return, they can take out specially defensive Pokemon, helping Zoroark in his sweep.
- Sticky Web and/or paralyze support is highly recommended due to no acess to priority in this set
- Again, Rapid Spin or Defog to maintain Illusion's trick more reliable.

Other Options
########

- Pursuit
- Memento
- Agility
- Calm Mind
- Choice Scarf
- HIDDEN POWER STEEL AND POISON (Fuck Aroma)
- Focus Blast
- Sash + Counter
- Taunt
- Night Daze

Checks & Counters
########

- **Aromatisse and other fairies** - Aromatisse walls all sets while re. Granbull has trouble with Nasty Plot and Togetic hates Knock Off but they deal with Zoroark well too. Whimsicott is destroyed by Flamethrower but can paralyze Zoroark with Stun Spore or destroy it with Moonblast
- **Fighting-types** - Emboar, Cobalion, Virizion, Hitmonlee, Hitmontop
- **Faster Pokemon that aren't OHKOed by Sucker Punch** - Durant, full health Yanmega
- **Physical Walls for physical sets** - Gligar, Weezing, Alomomola
- **Faster Pokemon for special sets** - Since special Zoroark lacks priority, it's very easy to be revenge killed by faster Pokemon such as Jolteon, Swellow, Cinncino, Ambipom, Scarf users like Emboar and Braviary, etc.
- **The Illusion Stunt** - The most threatenning characteristic about Zoroark is Illusion, as it can trick you and make you lose a Pokemon. The best way to deal with Illusion is observing the Stealth Rock damage, as it may indicate if it's Zoroark. Also, if you see any Pokemon normally with Levitate or Flying-type, such as Rotom-C or Braviary, being affected by grounded hazards such as Spikes, Toxic Spikes and Sticky Web, it's Zoroark disguising. Once Illusion is broken, it's much easier to deal with Zoroark.
 
Last edited:

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Choice Specs Zoroark should be used over Nasty Plot Zoroark. Swords Dance Zoroark has greater staying & sweeping power due to Sucker Punch and initial power with Knock Off (on a fresh target) while sweeping, whereas special Zoroark gets forced out more easily. Special Zoroark should go Specs since Specs Dark Pulse is better to spam continuously than CB Knock Off (weakens on second hit) and fits the hit-and-run style of special Zoroark better. Don't forget Trick!

Edit: Don Honchkrorleone what I meant is that Specs should be used over Nasty Plot, as in above. I half believe Nasty Plot should even be removed as a main set, but take that with a grain of salt.
 
Last edited:

Don Honchkrorleone

Happy Qwilfish the nightmare
is a Smogon Discord Contributor Alumnus
Punchshroom I spent the day testing both sets (NP and Specs) and frankly I found Special Zoroark to be underwhelming and weak in general. Although it has 120 SpA, Dark Pulse doesn't hit hard enough even with Specs. It was frustrating when Specs Zoroark only 2HKOed Claydol with Dark Pulse. I can say the saving grace of the Specs set is Trick bcause it's like the only thing Zoroark can do to punish Aromatisse that for some reason don't carry Moonblast (there were some Wish/Protect/Toxic/Aromatherapy) other than HP Steel (I tested it and it 2HKOes Aroma at +2 after Rocks on the switch) and is better than NP because you don't need to set up. I'd take both special sets due to how good physical ones outclass them but I'll keep those for now and wait for QC's decision.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Punchshroom I spent the day testing both sets (NP and Specs) and frankly I found Special Zoroark to be underwhelming and weak in general. Although it has 120 SpA, Dark Pulse doesn't hit hard enough even with Specs. It was frustrating when Specs Zoroark only 2HKOed Claydol with Dark Pulse. I can say the saving grace of the Specs set is Trick bcause it's like the only thing Zoroark can do to punish Aromatisse that for some reason don't carry Moonblast (there were some Wish/Protect/Toxic/Aromatherapy) other than HP Steel (I tested it and it 2HKOes Aroma at +2 after Rocks on the switch) and is better than NP because you don't need to set up. I'd take both special sets due to how good physical ones outclass them but I'll keep those for now and wait for QC's decision.
Yeah most of Dark-type's targets tend to have lower Defense than Special Defense, which is why special Zoroark < physical Zoroark. The real selling point of special Zoroark is that it can run Trick (Knock Off + Trick don't mesh well together for obvious reasons), which pretty much means NP Zoroark doesn't seem to have anything over physical Zoroark. I'd say relegate Nasty Plot to other OO for the time being.
 

Don Honchkrorleone

Happy Qwilfish the nightmare
is a Smogon Discord Contributor Alumnus
I was very busy yesterday this week so I couldn't finish it. I think it's ready for QC now.

I'm also a bit iffy on Specs and Nasty Plot set. They're a nice surprise but the physical sets are so much better in the current metagame.
 
sash should 100% be an option on sd, among other things; hazard removal support does so much in reinforcing the bluff one can set up w/illusion, and sash gains that much more value from that support. plus, unlike orb, it doesn't show apparent item effects, which feeds the opponent that much less information about whether or not they're up against zoroark (though oftentimes one can tell by that point). i'd say that the item slashes should be left to sash / blackglasses (>dread plate for obvious reasons imo). also, maybe just me, but i found that low kick and ~sorta~ flamethrower do very little, with the former basically only for cobalion and flamethrower doing that + hitting healthy durant / esca. personally, i've typically ran u-turn in that slot, since it gives mid-game scouting options to a 'mon that inherently can force tons of switches, though taunt was also cool for teams that hazard-stacked, since it prevented defog and pokemon such as aromatisse (however it's spelled) from finishing zoro off while at a healthy amount of hp, ie.forcing it to take damage.
 
Return should be mentioned (i'd slash it lol) in the SD set as it dumps some of its common checks like Sdef Aromatisse, Skuntank, and offensive Drapion who have a chance to be killed with Stealth Rock. Low Kick only hits Exploud before the Boost and Mega Abomasnow as Rhyperior is hit hard enough by +2 Knock off most of the time
 

EonX

Battle Soul
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Not sure how none of us have gotten to this, but fixing that right now!

[Mixed Attacker]

- Move Pursuit, Extrasensory, and HP Ice to Moves, not Set Details
- Honestly, I would only use Naughty on Web teams. Otherwise, outspeeding Delphox is way too important. CM sets make Naughty Zoro play mind-games between CM and Fire Blast.
- Remove Meowstic as it has Prankster and will likely just T-Wave or set up a Screen before dying.
- Mention Hitmonlee specifically. It's a great Rapid Spin user and Zoro can destroy the bulky Ghosts and Psychics that can take a Knock Off and KO it back.

[Swords Dance]

- Move HP Ice to moves
- Mention Cobalion as it tends to force out stuff like Slowking and Cresselia, bulky Psychics Zoroark can easily beat

[Choice Specs]

- Put Grass Knot and Extrasensory in Moves
- Scarf Emboar loves this set a ton since it forces out Slowking, Alomomola, and Gligar quite often, things Specs Zoroark can absolutely trash

[Nasty Plot]

- Extrasensory in Moves
- Mention Mismagius as it also tends to setup with NP. This will also deter Fighting-types from coming in due to the threat of a possible Dazzling Gleam. Just make sure grounded entry hazards (Spikes, TSpikes, Webs) aren't present

[Other Options]

- Remove Roar. You're frail af
- Remove Toxic. Again, you're frail af
- Remove Extrasensory. It's mentioned with every set that uses special attacks
- Add HP Poison for the same reason you have HP Steel

[Checks and Counters]

- Anything faster for special sets since they lack priority. So, Jolteon, Swellow, Durant, Virizion, etc.
- Be sure to mention Spikes, TSpikes, or Sticky Web effects if Zoroark comes out as a Pokemon with Levitate (such as Rotom-C or Mismagius) in the Illusion tidbit

Solid work on this thus far Don Honchkrorleone. Make the above changes / adjustments and I'll be back for a 2nd look to make sure nothing slipped through this check ^.^
 

Don Honchkrorleone

Happy Qwilfish the nightmare
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Updated EonX and co. And sorry I've not been working on this (nor on Exploud) but I've been extremely busy and will only be somewhat free on this friday, but I'll be updating here and there for a small time.
 

Martin

A monoid in the category of endofunctors
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Take this with a pinch of salt as I'm not QC, but I don't see why Night Daze is only in OO. The higher bp is greatly appreciated by Zoroark and its going to look very suspicious if you're using Dark Pulse most of the time anyway (out of the common stuff that it can disguise as that learn it (Banette, Clawitzer, Cofagrigus, Drapion, Druddigon, Gligar, Heliolisk, Jellicent, Rotom-Mow, Sharpedo, Skuntank, Tyrantrum), it will look wired to anyone who has any experience with the meta for all outside of Clawitzer) which I feels says a lot - especially seeing how you're gaining 5 more bp and a 40% chance to lower accuracy at the cost of 5% accuracy (how ironic) and a 20% flinch rate. You really won't be missing much with 95% accuracy and I feel that the extra power and the higher chance for an effect which is imo more useful in singles is more than enough reason to use it over Dark Pulse. Don't get me wrong: I'm not saying don't keep DP slashed in, just that I feel that Night Daze is better personally.
 

EonX

Battle Soul
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No. Just no. Night Daze vs. Dark Pulse is the same issue as Psycho Cut vs. Zen Headbutt is for any physical Psychic-type that gets both; the higher BP is almost never worth the chance to miss.
 

boltsandbombers

i'm sorry mr. man
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No. Just no. Night Daze vs. Dark Pulse is the same issue as Psycho Cut vs. Zen Headbutt is for any physical Psychic-type that gets both; the higher BP is almost never worth the chance to miss.
If that's true, then why is zen headbutt the reccomended psychic stab for mega medicham on the OU analysis over psycho cut? Just curious.
 

Don Honchkrorleone

Happy Qwilfish the nightmare
is a Smogon Discord Contributor Alumnus
Take this with a pinch of salt as I'm not QC, but I don't see why Night Daze is only in OO. The higher bp is greatly appreciated by Zoroark and its going to look very suspicious if you're using Dark Pulse most of the time anyway (out of the common stuff that it can disguise as that learn it (Banette, Clawitzer, Cofagrigus, Drapion, Druddigon, Gligar, Heliolisk, Jellicent, Rotom-Mow, Sharpedo, Skuntank, Tyrantrum), it will look wired to anyone who has any experience with the meta for all outside of Clawitzer) which I feels says a lot - especially seeing how you're gaining 5 more bp and a 40% chance to lower accuracy at the cost of 5% accuracy (how ironic) and a 20% flinch rate. You really won't be missing much with 95% accuracy and I feel that the extra power and the higher chance for an effect which is imo more useful in singles is more than enough reason to use it over Dark Pulse. Don't get me wrong: I'm not saying don't keep DP slashed in, just that I feel that Night Daze is better personally.
Wouldn't using a signature move nothing else bar Smeargle and Zorua learn iirc be even more suspicious? Besides, Zoroark's miserable 60/60/60 defenses can't let it use any non-perfect accuracy move, because one miss and it's a dead/crippled Zoroark, also if I put Night Daze as main, I'd must as well put Focus Blast because it deals with Registeel and Normal-types but garb accuracy. But the main reason that Night Daze IMO (and maybe QC's opinion too) should not be used besides the irrelevant ~10 more BP factoring STAB is:

252 SpA Life Orb Zoroark Night Daze vs. 0 HP / 4 SpD Braviary: 216-255 (63.3 - 74.7%) -- guaranteed 2HKO
252 SpA Life Orb Zoroark Night Daze vs. 0 HP / 0 SpD Primeape: 114-135 (42 - 49.8%) -- 28.1% chance to 2HKO after Stealth Rock
 

EonX

Battle Soul
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If that's true, then why is zen headbutt the reccomended psychic stab for mega medicham on the OU analysis over psycho cut? Just curious.
Maybe there's a relevant threat Zen KOes that Psycho Cut can't. Idk. That's a question better left for OU QC. I just spoke from experience with Gallade from BW.
 

aVocado

@ Everstone
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On another note, Grass Knot is pretty handy on the SD set since it cleanly OHKOs Rhyperior and has like 65% something chance to OHKO SpD Rhyperior with no prior damage at all and 4 SpA/Life Orb.
 
I don't agree on the special moves on SD Low Kick still hits Mega Abomasnow and OHKOs Exploud after Rocks while doing a ton to Rhyperior and Registeel and respectable damage. +2 Return most of the time OHKOs Spdef Aromatisse, 4/0 Drapion, and 4/0 Skuntank after rocks.
 

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