Zoroark
Melee Speedster · Physical damage · Expert difficulty
Pokémon details
Role
Range
Damage type
Difficulty
Competitive tier
Solo Queue tier
Last updated
Stats
| Stat | Lv 1 | Lv 15 |
|---|---|---|
| HP | 3,030 | 6,200 |
| Attack | 135 | 660 |
| Defense | 55 | 260 |
| Sp. Attack | 20 | 120 |
| Sp. Defense | 45 | 180 |
| Critical-Hit Rate | 0% | 10% |
| Cooldown Reduction | 0% | 20% |
| Life Steal | 0% | 0% |
| Attack Speed | 10% | 30% |
| Movement Speed | 3,650 | 4,250 |
| Penetration | 0 | 0 |
Moves

Passive
Illusion
The user takes the form of a random wild Pokémon or Pokémon from the opposing team. The user returns to their original form when taking damage or using an auto attack or move (15s cd).
Basic Attack
Attack
Becomes a boosted attack with every third attack, dealing increased damage.

Move 1
Slash
Melee · 5.5s cooldown
Dashes in the designated direction, dealing damage to enemies hit.
Move 1 option
Shadow Claw
Dash · Learned at Lv 7 · 4.5s cooldown
Dash in the designated direction, dealing damage to enemies hit and leaving them unable to act for a short time. If this move hits an enemy near the end point of the dash, they will be thrown instead of being left unable to act.
Upgrade at Lv 13: Increases the length of time enemies are thrown.
Move 1 option
Cut
Dash · Learned at Lv 7 · 4.5s cooldown
Dashes in the designated direction, dealing damage to enemies, and restoring the Zoroark's HP.
Upgrade at Lv 13: Increases the amount of HP this move restores.

Move 2
Fury Swipes
Ranged · 7.5s cooldown
Dashes in the designated direction, dealing damage to enemies. If this move hits an enemy, for a short time afterwards, this move can be activated again.
Move 2 option
Night Slash
Dash · Learned at Lv 5 · 8s cooldown
For a short time, change the user’s normal movement to dash attacks. After performing a dash attack, the user’s next auto attack changes to a special auto attack. During this move’s effect duration, whenever Zoroark hits an enemy with other moves or special auto attacks, this move’s effect duration increases and the user is able to use Night Slash again. This move’s effect duration ends if the user moves when it’s unable to use Night Slash. During this move’s effect duration, if Zoroark hits enemies with a total of six moves and/or special auto attacks, Zoroark will jump into the air and then while landing, slash a set area-of-effect, dealing damage to enemies. Zoroark recovers HP if they hit enemies with this slashing attack. While jumping, the user is able to use Shadow Claw or Cut to move a set distance.
Upgrade at Lv 11: Reduces this move's cooldown by 1s.
Move 2 option
Feint Attack
Dash · Learned at Lv 5 · 6s cooldown
Dashes in the designated direction, dealing damage to enemies and reducing all of the user’s move cooldowns. If this move hits an enemy, for a short time, the location where the dash started is marked, and the user is able to use this move again; returning to the marked location and dealing damage to enemies. A new mark is left where the dash started. As long as there is a mark, if the user uses another move, the mark will move to where the move was used. If the user hits enemies 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 form of Feint Attack is used, Zoroark leaps at the designated enemy and deals damage to them before landing in the designated direction.
Upgrade at Lv 11: Reduces this move's cooldown by 1s.

Unite Move
Nightfall Daze
Area · Learned at Lv 9 · 89s cooldown
Release dark shockwaves, dealing damage to enemies hit. Three shockwaves are released, and each one has an increasingly larger area-of-effect. Zoroark is immune to hindrances while releasing shockwaves.
Buff for 6s: 80% Movement Speed, 20% Max HP Shield
Builds
Feint Claw
Anywhere Damage
Moves
Feint Attack
Shadow Claw
Held items
Battle item
Alternatives
Emblems
Night Cut
Anywhere Damage
Moves
Night Slash
Cut
Held items
Battle item
Alternatives
Emblems




















