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The best guide on how to play Zoroark in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, and more!
Zoroark Pokemon Pages | |
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Zoroark Release Date | Zoroark Guide |
List of Contents
Zoroark Move Changes (October 17) | |
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Night Slash |
• Cooldown decreased from 9s to 8s |
Night Slash + |
• Cooldown decreased from 8s to 7s |
Feint Attack |
• Damage increased by 9% |
1.9.1.2 | Attack stat increased. |
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1.11.1.3 | Attack stat reduced from 150 - 700 to 135 - 660 (Level 1 - 15). |
1.15.1.2 | Effect upon use changed from Invincible to Unstoppable. |
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1.7.1.11 | Cooldown increased from 8s to 10s (+2s). Night Slash+ : Cooldown increased from 7s to 9s (+2s). Fixed a bug where the move cannot be upgraded. |
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1.8.1.2 | Damage decreased. |
1.9.1.5 | Cooldown reduced from 10s to 8s (-2s). Night Slash+: Cooldown reduced from 9s to 7s (-2s). |
1.14.1.5 | Damage reduced by 15%. Cooldown increased from 8s to 9s. HP restoration decreased by 20%. |
1.16.2.6 | Cooldown decreased from 9s to 8s. Night Slash +: Cooldown decreased from 8s to 7s. |
1.7.1.11 | Damage dealt to opposing Pokemon increased from 6624 to 7618. (+15%) |
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1.9.1.5 | Cooldown reduced from 7s to 6s (-1s). Feint Attack+: Cooldown reduced from 6s to 5s (-1s). |
1.16.2.6 | Damage increased by 9% |
1.9.1.2 | Damage increased by 10%. |
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1.9.1.5 | Cooldown reduced from 5.5s to 4.5s (-1s). |
1.9.1.2 | UNITE move gauge reduced by 10%. |
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Zoroark | ||
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Role: Speedster Attack Type: Melee Damage Type: Physical Difficulty: Expert Cost: |
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"Confound the competition with speed and illusions!" |
Top | Jungle | Bottom |
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Tips & Strategies for Every Lane
UNITE License: Zoroark |
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As of November 3, 2022, Zoroark is now purchasable for 14,000 Aeos Coins or 575 Aeos Gems! This comes one week after Zoroark was first released and was only available to purchase together with the Costume Party Style Zoroark Holowear for 1,381 Aeos Gems.
Strengths | Weaknesses |
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✔︎ Highly mobile moveset. Lots of dash moves. ✔︎ Currently has the highest Standard Attack damage in the game. ✔︎ Illusion works well with Hit-and-Run strategies |
✖︎ Low defenses and HP. ✖︎ Dependent on combos for burst damage. ✖︎ Suceptible to crowd control. Does not have unstoppable moves outside of Unite Move. |
Zoroark Builds | |
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- |
Night Slash Build
|
Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +48 Attack Speed: +7.50% HP: +210 |
Top Lane
Jungle
Bot Lane
|
||||
Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
|
Positive Stats: • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build centered on bursting targets down with Night Slash and Shadow Claw or Cut. The key to this build is hitting all of Night Slash's activations, particularly the final AOE damage since it deals the highest burst damage.
Items (@Lvl 30) |
Night Slash (Total Dmg.) (@ Lvl 15) |
---|---|
Muscle Band + Attack Weight (6 stacks) + Weakness Policy (4 stacks) |
11723 |
Since the build is centered on Night Slash, equipping items that will maximize its damage output is the ideal item combination.
As the results show, Muscle Band, Attack Weight, and Weakness Policy will generate the best Night Slash damage result for the build.
As for alternatives, replacing Muscle Band with Float Stone would be the ideal choice. The attack stat and movement speed bonus from Float Stone provides a good balance of damage and mobility that suits Zoroark's Speedster role.
Note: The numbers in bold are the highest result for a specific test. |
1046
Items (@Lvl 30) | Night Slash (Total Dmg.) (@ Lvl 15) |
---|---|
Muscle Band + Razor Claw (Includes effect) + Attack Weight (6 stacks) | 11326 |
Muscle Band + Razor Claw (Includes effect) + Weakness Policy (4 stacks) | 11409 |
Muscle Band + Razor Claw (Includes effect) + Float Stone | 10683 |
Muscle Band + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 11723 |
Muscle Band + Attack Weight (6 stacks) + Float Stone | 10953 |
Muscle Band + Weakness Policy (4 stacks) + Float Stone | 11047 |
Razor Claw (Includes effect) + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 10435 |
Razor Claw (Includes effect) + Attack Weight (6 stacks) + Float Stone | 9825 |
Razor Claw (Includes effect) + Weakness Policy (4 stacks) + Float Stone | 9924 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Float Stone | 10230 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Feint Attack Build | Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +57 Movement Speed: +150 HP: +210 |
Top Lane
Jungle
Bot Lane
|
||||
Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
|
Positive Stats: • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build utilizes Feint Attack's move reset mechanic to allow Zoroark to use Shadow Claw or Cut more frequently and perform a combo.
Items (@Lvl 30) |
Feint Attack (Total Dmg.) (@ Lvl 15) |
Shadow Claw (@ Lvl 15) Cut (@ Lvl 15) |
---|---|---|
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Float Stone |
9067 | 1227 1154 |
Since the build is centered on Feint Attack and utilizing its cooldown reset mechanic, equipping items that will maximize Zoroark's move damage is the ideal item combination.
As the results show, Attack Weight, Weakness Policy, and Float Stone will produce the highest move damage results for the build.
As for alternatives, replacing Float Stone with either Muscle Band or Razor Claw would be the best choice. Both item combinations generated the second highest move damage results but will improve Zoroark's attack damage as well.
Note: The numbers in bold are the highest result for a specific test. |
1046
Items (@Lvl 30) | Feint Attack (Total Dmg.) (@ Lvl 15) | Shadow Claw (@ Lvl 15) Cut (@ Lvl 15) |
---|---|---|
Muscle Band + Razor Claw (Includes effect) + Attack Weight (6 stacks) | 8366 | 1133 1067 |
Muscle Band + Razor Claw (Includes effect) + Weakness Policy (4 stacks) | 8426 | 1141 1074 |
Muscle Band + Razor Claw (Includes effect) + Float Stone | 7917 | 1073 1010 |
Muscle Band + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 9001 | 1218 1146 |
Muscle Band + Attack Weight (6 stacks) + Float Stone | 8426 | 1141 1074 |
Muscle Band + Weakness Policy (4 stacks) + Float Stone | 8498 | 1151 1083 |
Razor Claw (Includes effect) + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 9001 | 1218 1146 |
Razor Claw (Includes effect) + Attack Weight (6 stacks) + Float Stone | 8426 | 1141 1074 |
Razor Claw (Includes effect) + Weakness Policy (4 stacks) + Float Stone | 8498 | 1151 1083 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Float Stone | 9067 | 1227 1154 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Item | Explanation |
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Attack Weight | Attack Weight adds more Attack stat for Zoroark each time you score goal (up to 6 times). Getting the full stack bonus further increases Zoroark's damage for maximum lethality. |
Float Stone | Float Stone increases both of Zoroark's movement speed and attack. This allows the Pokemon to efficiently roam the map while also adding to its damage output. |
Focus Band | Focus Band provides extra defenses and a chance to save Zoroark with HP recovery when its HP gets low. |
Scope Lens | Scope Lens increases both of Zoroark's critical-hit rate and damage. This can potentialy help Zoroark burst down targets in quick succession, if it manages to deal a couple of critical hits. |
Muscle Band | Muscle Band adds more damage to Zoroark's Standard Attacks. Since you will constantly be dealing Standard Attacks during combos, the extra damage will be significant when it piles up. |
Razor Claw | Razor Claw adds a slow effect everytime you hit opponents with your moves. This allows you to keep opponents in place as you set up combos and burst down targets. |
Item | Explanation |
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Full Heal | Full Heal gives Zoroark protection against getting interrupted when it performs its combos. |
Eject Button | Eject Button adds more dash opportunities to Zoroark's already great dash moveset. The item gives you a quick and easy way to reposition Zoroark during fights. |
X Speed | X Speed helps Zoroark get increased in movement speed for maneuvering around the battlefield. It also helps Zoroark get around enemy crowd control. |
Move | Explanation |
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Shadow Claw | Shadow Claw allows Zoroark to disable a target with a stun, which leaves them vulnerable to Zoroark's combos. |
Night Slash | Night Slash is a quick and hard-hitting dash move that has Zoroark burst down its targets with powerful slashes. Getting the full amount of hits allows Zoroark to launch an air attack that can easily bring even the sturdiest of Pokemon down. |
This moveset gives Zoroark the highest amount of burst damage when used in a combo. Although quite tricky to pull off, Night Slash requires Zoroark to incorporate attacks to perform the full combo, leading to a high amount of burst damage. Shadow Claw simply deals more damage compared to Cut and is an objectively better setup move for Night Slash.
Night Slash and Feint Attack are Zoroark's primary damage move. The difference between the two is that Night Slash deals significantly more damage compared to Feint Attack, but Feint Attack has more mechanics that Zoroark can utilize during fights.
Shadow Claw and Cut are another set of damage moves but deals significantly lesser damage compared to the other moveset. However, they do offer some utility. Shadow Claw is a decent crowd control move since it stuns and knocks up opponents. On the other hand, Cut can heal Zoroark.
Choosing a move combination is entirely up to player preference since Zoroark's moves can blend well with each other.
Let us know your thoughts in the comments!
Jump to a Section | |
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Zoroark's power spike starts at level 7. From here, it will have access to better dash moves and damage that improve its lethality in combat. Gathering as much EXP as possible, especially during the early game, will be crucial in turning Zoroark into an effective assassin. It's best not to get too aggressive to avoid getting knocked down in the fight and losing momentum.
Both of Zoroark's initial moveset - Fury Swipes and Slash - offer decent mobility and damage that contributes to the Pokemon's early offense. Since Zoroark's defenses are relatively low during the early game, it is best to use the moves for farming Wild Pokemon spawns instead of seeking out enemy knockdowns - unless they are over-extending. Zoroark can also take advantage of Fury Swipes' double activations to deal quick burst damage towards a single target and steal EXP from opponents!
Taking the Jungler role is highly recommended. This will allow Zoroark to farm Wild Pokemon spawns in the jungle area uncontested and get EXP much faster. Thanks to its powerful dash moves, it also opens up strong gank opportunities as the game progresses.
Jungle Guide and Best Junglers
Zoroark's passive ability, Illusion, has the Pokemon turn into a random opposing Pokemon or Wild Pokemon to confuse the enemy team. The effect lasts for 15 seconds which gives you enough time to move around the battlefield without getting noticed. During this, you will show up in the enemy team's minimap as an ally or as a gold dot when you take the form of a Wild Pokemon.
Illusion: Zoroark Passive Effect and Cooldown
Since you become Unstoppable for a brief period of time when you activate Illusion, you can completely avoid hindrances by using it at the right moment. This is effective against Sure-Hit moves.
Each time Zoroark uses Feint Attack, its other move's cooldown resets, allowing it to use that move again. The most efficient way to use Feint Attack is by alternating between Feint Attack and your other move. Doing so maximizes the combo's damage output.
When using Night Slash, hitting a target with attacks or moves allows Zoroark to use Night Slash again. However, the most efficient way to perform the entire Night Slash combo is by alternating dashing and attacking. Doing so allows Zoroark to dish out damage and finish the combo quickly. It also makes the Pokemon harder to aim since it's dashing too fast.
While Zoroark is in the air, it can use Shadow Claw or Cut to dash a short distance, allowing it to better aim Night Slash's final attack. This is useful for chasing targets down that are a little out of range.
Zoroark's Unite Move, Nightfall Daze, is a quick and powerful move that has the Pokemon release AoE shockwaves within an area. Generally, you will want to get close to the target before activating the move to deal the most damage possible.
Nightfall Daze: Zoroark Move Effect and Cooldown
One way to get the most out of the move's damage is to activate Nightfall Daze as a finishing attack to cleanly knock down an opponent. The massive damage will be enough to knock down low-HP Pokemon instantly, especially after performing a combo!
When attempting combos, you may find yourself either interrupted by enemy crowd control or missing a move, leaving Zoroark open for counterattacks. You can use Night Fall's to become unstoppable for a few seconds as Zoroark channels the explosion, allowing you to avoid getting further pinned down by enemy stuns or slows. Additionally, the added movement speed you get for activating the move will help you disengage from the fight easier.
Unite Move Guide: How to Use and Effects
When setting up Zoroark's combos, we recommend to use Illusion first to flank opponents and get proper positioning for your dash moves. This way, you will have a better chance chaining together multiple hits to reach maximum damage output
Slash and Swipe Combo | |
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This is Zoroark's early-game burst combo. It is best used for farming Wild Pokemon or taking down over-extending enemies. Note that it is best not to push through with the combo if the first Fury Swipes does not hit the target. Start by activating Fury Swipes to get close and hit the target. Then, use Slash to deal damage and reposition Zoroark. Finish the combo by using Fury Swipes second activation and bombarding the target with Standard Attacks. |
Hyper Feint Combo | |
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|
|
Start by using Zoroark's damage move to get close and deal damage to the target. Once close, hit the target with a Standard Attacks. Then, use Feint Attack to start dashing through the target. If the damage lands on the target, Zoroark's damage move's cooldown will automatically be reduced. At this point, you will repeat the set of attacks until you reach Feint Attack's enhanced form. When dashing with Feint Attack, it is best to take a bit of time to reposition Zoroark before activating the move again. This way, you can increase your chances of hitting the target and get the cooldown reduction. |
Ultimate Hyper Feint Combo | |
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This is the same as the Hyper Feint combo but integrates Zoroark's Nightfall Daze. Although you can practically use any damage move for this combo, we recommend learning Shadow Claw as it allows you to stun targets in place and get the most damage out of the Unite Move activation. |
Night Slash Burst Combo | |
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Start by using Zoroark's damage move to get close and deal damage to the target. Then, activate Night Slash. At this point, you will be alternating between moving around the target and dealing enhanced Standard Attack damage. Repeat the process until you reach Night Slash's enhanced form. While Zoroark is in mid-air, you can activate your damage move to get closer to the target When you dash towards an area with Night Slash, always follow it up with at least one (1) Standard Attack to keep the move's effect online. It is also important that you do not do extra movements after dashing as it will remove the effect. |
Ultimate Night Slash Burst Combo | |
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|
|
Cut
or
Shadow Claw
►
Night Slash
+
Standard Attack
x3 ►
Slash
or
Cut
or
Shadow Claw
►
Nightfall Daze
|
|
This is the same as the Night Slash Burst combo but integrates Zoroark's Nightfall Daze. The Unite Move is best used at the end of the combo. However, you can activate the move in the middle of the combo if you miss the target. |
Matchup Notes | ||
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Hard Counter | Even Matchup | Easy Matchup |
1. The chart is based on our own experience playing Zoroark. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Zoroark is capable of using its high mobility to make it hard for the enemy to catch. However, it is still susceptible to getting disabled as it performs its combos.
Pokemon | Explanation |
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Slowbro | Rating: ★★★★★ • Can disrupt Zoroark's combos using Surf, Telekinesis, and Slowbeam. • Has high durability and can recover a large amount of HP using Amnesia. |
Clefable | Rating: ★★★★ • Can prevent Zoroark from using its dash moves using Gravity. • Can heal a large amount of HP using Moonlight. |
Umbreon | Rating: ★★★ • Can trap Zoroark using Mean Look, limiting its mobility severely. • Can disrupt Zoroark's combos using Snarl. |
Utilizing Zoroark's mobility and successfully perfoming its combos are its best weapon against these Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Zoroark and have means of escaping its combos. However, they are fragile and can get knocked out by Zoroark fast. • Wait for them to use their moves that can give them a chance to escape or disrupt Zoroark's combos before dashing in with Night Slash or Feint Attack. • If needed, use Nightfall Daze to finish them off. |
All-Rounder |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks to deal damage. They are also durable enough to tank Zoroark's damage. However, Zoroark has a significant mobility advantage via its dash moves, making it hard for them to deal damage to Zoroark. • Quick dash in and out using Night Slash or Feint Attack until they fall. • Avoid fighting them head on while Night Slash or Feint Attack are on cooldown. • If needed, use Nightfall Daze to finish them off. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• Much like Zoroark, these Pokemon are incredibly agile and deal high burst damage. Winning against them is a matter of striking first and fast. • Either dodge their attacks first before initiating using a well-timed Illusion or strike first using Night Slash or Feint Attack. • If needed, use Nightfall Daze to finish them off. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Zoroark to take them down alone. With that, it's best to group up with allies to bring them down with the help of Zoroark. • Just use Night Slash or Feint Attack to help deplete their HP. |
Easy matchups are Pokemon who have little to no way of stopping Zoroark's combos and can easily get knocked out with one combo.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Zoroark. However, they are fragile and can get knocked out by Zoroark fast. • Quickly close the gap and burst them down with Night Slash or Feint Attack. • If needed, use Nightfall Daze to finish them off. |
All-Rounder |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks to deal damage. They are also durable enough to tank Zoroark's damage. However, Zoroark has a significant mobility advantage via its dash moves, making it hard for them to deal damage to Zoroark. • Quick dash in and out using Night Slash or Feint Attack until they fall. • Avoid fighting them head on while Night Slash or Feint Attack are on cooldown. • If needed, use Nightfall Daze to finish them off. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Zoroark, their support capabilities makes them valuable during fights. • It's best to take them out first in fights using Night Slash or Feint Attack, and Nightfall Daze to remove their team's support. |
Pokemon | Explanation |
---|---|
Pikachu Snorlax Wigglytuff | Disablers |
Pokemon with disabling moves makes it easier for Zoroark to finish its combos. They can use moves like Heavy Slam and Sing to keep enemies in place and allow Zoroark to quickly and safely execute combos. | |
Mr. Mime Mamoswine Tsareena | Frontliners |
Pokemon that can charge the frontlines helps Zoroark do its job of picking off targets. They can keep the enemy's attention away from Zoroark and direct it towards themselves, giving room for Zoroark to wait for an opening before dashing in and knocking out targets. They can also use disabling moves like Confusion and Icicle Crash to set up Zoroark's combos. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
Slash
(Lv. 1 or 3) |
Move Type: Dash Damage Type: Physical Cooldown: 5.5s Starting Damage: 335 Final Damage: 402 |
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Has the user dash in the designated direction , dealing damage to opposing Pokemon. | |
Shadow Claw
(Lv. 7) Upgrade Lv. 13 |
Move Type: Dash Damage Type: Physical Cooldown: 5.5s Starting Damage: 598 Final Damage: 1024 |
Has the user dash in the designated direction, dealing damage to opposing Pokemon, and leaving them unable to act for a short time. If this move hits an opposing Pokemon near the dash's end point, that Pokemon will be thrown instead of being left unable to act.
Upgrade: Increases the length of time opposing Pokemon are thrown. |
|
Cut
(Lv. 7) Upgrade Lv. 13 |
Move Type: Dash Damage Type: Physical Cooldown: 4.5s Starting Damage: 560 HP healed: 8% of Max HP Final Damage: 965 HP healed: 10% of Max HP |
Has the user dash in the designated direction, dealing damage to opposing Pokemon and restoring the user's HP.
Upgrade: Increases the amount of HP this move restores. |
Fury Swipes
(Lv. 1 or 3) |
Move Type: Ranged Damage Type: Physical Cooldown: 7.5s Starting Damage: 872 Damage per dash: 436, Number of dashes: 2 Final Damage: 996 Damage per dash: 498, Number of dashes: 2 |
---|---|
Has the user dash in the designated direction, dealing damage to opposing Pokemon. If this move hits an opposing Pokemon, for a short time, it can be used again. | |
Night Slash
(Lv. 5) Upgrade Lv. 11 |
Move Type: Dash Damage Type: Physical Cooldown: 8s / Upgraded: 7s Starting Damage: Dash: 424, Final Attack: 1032 Damage per dash: 424, Final attack damage: 1032 Final Damage: Dash: 794, Final Attack: 1906 Damage per dash: 794, Final attack damage: 1906 |
For a short time, the user's next movement becomes a dash attack. After the user performs a dash attack, its next basic attack becomes a special boosted basic attack. Then, after that special boosted basic attack (or another move) hits an opposing Pokemon, the user's next movement becomes a dash attack again, and so on. This move's effect duration is limited, but after each time the user hits with a dash atack, a special boosted basic attack, or another move, the duration resets. If the user moves when unable to do a dash attack, this move's effect duration immediately ends. During this move, if the user hits opposing Pokemon with a combined total of six dash attacks and special boosted basic attacks (or other moves), the uuser will jump into the air and then land with a slash in a set area of effect, dealing damage to opposing Pokemon. If this slash attack hits opposing Pokemon, the user recovers HP. While jumping, the user is able to use Shadow Claw or Cut to move a set distance.
Upgrade: Reduces the move's cooldown. |
|
Feint Attack
(Lv. 5) Upgrade Lv. 11 |
Move Type: Dash Damage Type: Physical Cooldown: 6s / Upgraded 5s Starting Damage: 4372 Damage per dash: 585, Number of dashes: 4, Leap damage: 1462 + 570 Final Damage: 8222 Damage per dash: 1100, Number of dashes: 4, Leap damage: 2750 + 1402 |
Has the user dash in the designated direction, dealing damage to opposing Pokemon and reducing all of the user's move cooldowns. If this move hits opposing Pokemon, the dash's start point is marked for a short time, and the user is able to use this move again. If this move is used again, the new dash's start point is marked, and the user dashes back toward the previous one, dealing damage to opposing Pokemon it hits along the way. As long as a point is marked, if the user uses certain moves other than Feint Attack, the point where the move was used becomes the new marked point. If the user hits opposing Pokemon four times with either Feint Attack or other moves without interrupting the chain of marking, the next use of Feint Attack changes. If this changed Feint Attack is used, the user leaps at the designated opposing Pokemon and deals damage to it before landing in the designated direction.
Upgrade: Reduces this move's cooldown. |
Nightfall Daze
(Lv. 9) |
Move Type: Sure Hit Damage Type: Physical Cooldown: 100s Starting Damage: 3144 Damage per shock wave: 1048, Number of shock waves: 3 Final Damage: 4794 Damage per shock wave: 1598, Number of shock waves: 3 |
---|---|
Has the user release three dark shock waves with increasing area of effect, dealing damage to opposing Pokemon. The user is immune to hindrances while releasing shock waves. |
Standard Attack | Becomes a boosted attack with every third attack, dealing increased damage. |
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Illusion |
All Evolution Stages
The Pokemon takes form of a random wild Pokemon or Pokemon from the opposing team. The Pokemon returns to its original form when it takes damage or uses a basic attack or move. |
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1st Evolution | Final Evolution |
---|---|
Zorua (Lv. 1) |
Zoroark (Lv. 5) |
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3030 | 55 | 45 | 135 |
2 | 3100 | 60 | 48 | 147 |
3 | 3181 | 65 | 51 | 160 |
4 | 3274 | 71 | 55 | 175 |
5 | 3698 | 99 | 73 | 245 |
6 | 3821 | 107 | 78 | 265 |
7 | 3962 | 116 | 84 | 288 |
8 | 4125 | 127 | 91 | 315 |
9 | 4312 | 139 | 99 | 346 |
10 | 4528 | 153 | 108 | 382 |
11 | 4776 | 169 | 119 | 423 |
12 | 5061 | 187 | 131 | 470 |
13 | 5389 | 208 | 145 | 525 |
14 | 5766 | 232 | 161 | 588 |
15 | 6200 | 260 | 180 | 660 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
---|---|---|---|---|
Holowear | |
---|---|
Costume Party Style
Zirco Trading:
1050 |
Ghost Style
Event:
Season 15 Battle Pass |
Dancer Style
Event:
Season 22 Battle Pass |
Night Slash | |
---|---|
Pokemon | Move |
Zoroark | Night Slash |
Mission: Hit 2 or more Pokemon from the opposing team at the same time when slashing the ground while landing with Night Slash or Night Slash+ (10/20/40 times) |
|
Medals & Points | Rewards |
Beginner 5 |
Aeos Ticket x100 |
Expert 5 |
Aeos Coin x300 |
Master 10 |
Holowear Ticket x3 |
List of Speedster Pokemon Achievements
Upcoming Pokemon | |
---|---|
There are currently no upcoming Pokemon. |
All Pokemon Roles | |||||
---|---|---|---|---|---|
Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
Attack Type | |
---|---|
Melee Pokemon | Ranged Pokemon |
Physical Pokemon | Special Pokemon |
Stat Rankings | |
HP Ranking | Defense Ranking |
Sp. Def. Ranking | Basic Attack Ranking |
Zoroark Guide: Best Builds and Moveset
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Feint attack shadow claw full heal Items: Razor claw Focus band Weakness policy