Zoroark

Zoroark, the Illusion Fox Pokémon. Stories say those who tried to catch Zoroark were trapped in an illusion and punished. Each has the ability to fool a large group of people simultaneously. They protect their lair with illusory scenery.

Overview

The purported star of the fifth Generation, Zoroark has yet to emerge from the shadow of its ability, and the chaos it causes. Not to say that Zoroark doesn’t have potential. 120 Special Attack with Nasty Plot is amazing, especially with the wide coverage Zoroark boasts ensuring no resist to its STAB is safe. 105 Attack shouldn’t be discounted either, especially with the power and utility STAB Knock Off and Sucker Punch provide, allowing Zoroark to play a dangerous mixed game to further add to the confusion it causes. Add onto this package of power a swift Base 105 Speed and Zoroark is quite frightening, outstripping a fair number of offensive Pokémon as well as every relevant defensive one. Illusion further enhances the tightrope act that fighting Zoroark entails, allowing it to act as its own lure, drawing in physical walls, Psychic and or Ghost types before blasting them with its STAB or coverage.

Like actual illusions, Zoroark’s ability struggles to hold up to scrutiny. In addition to breaking from a direct attack, so many different factors give Zoroark away. From taking the wrong damage from Stealth Rocks, Spikes, Toxic Spikes, or Sandstorm to using a move the disguised target can’t learn gives up the ghost immediately. Wary opponents can even suspect the Illusion if the disguised Zoroark comes in as is completely illogical for the Pokémon in question, and they will be on their guard due to team preview showing Zoroark in the first place. Not helping matters is that Zoroark is as frail as its illusions. Base 60 defenses across the board leave Zoroark with no defensive utility beyond what its typing offers and Dark just does not possess the resistances or immunities to make up for it. Generational speed and power creep leave Zoroark’s honestly good offenses moot, meaning if one wants to get the most out of Zoroark, they must use the skill intensive Illusion to the fullest. This can be too much to ask, especially in this generation that is flooded with excellent Dark types like Meowscarada, Iron Jugulis, Greninja, Roaring Moon, Hydreigon and more.
Positives
Fantastic Base 120 Special Attack with boosting in Nasty Plot, excellent Dark STAB and wide coverage leave no target unthreatened by Zoroark.
105 Attack with STAB utility in Knock Off and Sucker Punch alongside others like U-Turn, enable Zoroark to run mixed or physical with little downside.
105 Speed is above average, allowing Zoroark to outrun many popular Pokémon.

Negatives
60 defenses and HP leave Zoroark incredibly frail, reliant on its typing and Illusion to take hits.
Illusion is completely reliant on mind games to be useful and can be incredibly inconsistent from battle to battle.

Movesets

Fox’s Mischief

-Nasty Plot
-Dark Pulse
-Sludge Bomb
-Flamethrower
Ability: Illusion
Item: Life Orb
EVs and Nature:
4 HP / 252 SAtk / 252 Spe Timid Nature

Zoroark stands out from other setup sweepers due to Illusion. Being able to bluff another threat such as pretending to be a physical Fighting type like Hisuian-Decidueye or Pawmot to draw in a specially weak wall like Muddsdale or Rhypherior or a Psychic type like Hisuian Braviary or Delphox, enabling easy setup of Nasty Plot before destroying the opposing team. Dark Pulse is primary STAB and between Dark’s wide neutral coverage and flinch chance synergizing nicely with Zoroark’s speed is a great move to click often. Sludge Bomb addresses opposing Fairy types like Florges and Sylveon, who have the requisite bulk to tank even boosted Dark Pulses without issue. Flamethrower handles fire weak Dark resists like Heracross, and Kelfki that may give Zoroark trouble otherwise.

Tera Types:
While Zoroark can excel with Terastalization, it is important to time it when Illusion is of no further use since the Tera Jewel will accurately display Zoroark’s current type regardless of the state of the Illusion, removing the guessing game of what type the Pokémon is from the equation. Tera Dark is the simplest way to go, as after Tera Dark, Nasty Plot and Life Orb boost, Zoroark can reach ridiculous levels of power, eliminating offensive Goodra in one shot in addition to resists like Paldean Tauros, and Skunktank. Tera Poison is a popular defensive/offensive option, turning all of Zoroark’s weaknesses to resistances while pushing Sludge Bomb to the stratosphere, giving a pseudo-STAB option for opposing Dark and Fighting types that Zoroark can struggle against. Tera Ghost deserves small mention as another defensive option. While not as effective as Tera Poison since it keeps the Fairy weakness, the immunity to Normal and Fighting it confers is invaluable in blocking revenge KO attempts from Extreme Speed and Mach Punch users.

EVs and Items:
Max Speed and Special Attack are recommended. Zoroark’s pitiful bulk means missing a knockout is tantamount to being knocked out itself. Timid is recommended to match other similarly fast Pokémon like Delphox, Cryogonal and Pawmot. Dropping down to Modest means Speed boosting natured base 100 Pokémon like Flygon, the Paldean Tauros breeds, and Charizard can outrun and KO Zoroark in turn. Life Orb is recommended for the item, its health dropping effect less consequential on a Pokémon so frail while the boost is invaluable in helping Zoroark reach knock outs and stay standing. Focus Sash is a popular alternative; while Illusion is the selling point for Zoroark, being able to guarantee a Nasty Plot boost provided you keep hazards removed can be just as valuable. Heavy-Duty Boots deserves some mention; as entry hazards are one of the biggest reasons Zoroark is found out, Heavy-Duty Boots can help maintain the Illusion as no Entry Hazard damage often means the target is wearing Heavy Duty Boots, which is less information, though this item is better suited for sets that pivot much more.

Partners:
As noted previously, having good Illusion targets can greatly increase Zoroark’s value. Fighting types are natural picks, their often-physical offense compliments Zoroark’s special handily, while drawing in Psychic and Ghost types that Zoroark relishes in tearing apart. Their ability to scare out opposing Dark types and Fighting weak sponges like Snorlax can be invaluable in opening the way to a Zoroark sweep. Pawmot is great at this, its Mach Punch great at cleaning up weakened foes left by Zoroark as well as preemptively remove the few faster targets Zoroark cannot handle. Poison types can also work, naturally handling Dark resistant Fairies while drawing in Psychic types for Zoroark. Toxtricity is of note, its Boombursts often leaving trainers scrambling for Ghost types while the shared Special Offense means both make a great tag team at overwhelming special walls tasked with covering them both. As this set has no answer for faster Pokémon, Zoroark greatly appreciates teammates that can remove or cripple faster targets that can put a stop to its game ending sweep. Bellibolt deserves mention, being able to tank most faster Pokémon and cripple them with Thunder Wave and get Zoroark in safely with its molasses slow Volt Switch. Sticky Web setters like Ribombee and Galvantula can also hamstring possible checks to Zoroark, especially with their ability to spread paralysis..

Other Options:
Focus Blast is Zoroark’s best option for opposing Dark types and Snorlax, but its poor accuracy can just as much doom Zoroark as a Focus Blast landing can save it. Psychic is a direct answer to Fighting types like Assault Vest Hariyama, as well as the specially Bulky Tentacruel, but most are handled just fine by a boosted Sludge Bomb or Flamethrower..

VGC & Doubles Options

Zoroark’s impact in Doubles formats is as fleeting as its Illusions. Zoroark runs into many of the same issues as other frail fast sweepers in that it requires a deft hand to use, lest one lost Zoroark prematurely due to a bad prediction with nothing to show for it. While hazards may not give Zoroark away in Doubles, the fact is its defensive utility revolves around Illusion and Zoroark just does not have the base typing to take advantage of it. Dark resists and is immune to too few things to make a meaningful impact in most matchups. With Illusion stripped away, there isn't much left to Zoroark; this generation has been filled with excellent Dark types across the board and power creep has gotten to the point where 120 Special Attack isn't as special as it used to be. Zoroark’s robust movepool does enable it to clamber for some use, with Knock Off, U-Turn, Taunt, and Snarl complimenting robust attacking stats and coverage, though it struggles in the face of strict competition like Meowscarada, and Hydreigon, as well as even non-Dark types like Sneasler, Dragapult that fill a similar niche.

Fleeting Shadow

-Knock Off
-Low Kick
-Sucker Punch
-Protect
Tera Type: Dark
Ability: Illusion
Item: Life Orb
EVs and Nature:
4 HP / 252 Atk / 252 Spe Jolly Nature

Zoroark shines on ultra-aggressive teams where its frailty doesn't matter as much, giving Zoroark defense via sheer offense. STAB Knock Off is absurdly effective even in Doubles, depriving opponents of their items sharply cuts into their power or durability, to say nothing of Dark weak support pieces like Indeedee, Farigiraf, who are pushed to direly low health. Of explicit import is depriving Porygon2 of its Eviolite or Archaludon of its Assault Vest make them markedly more vulnerable and easier to take out. Low Kick provides complementary coverage to Knock Off, mutual Fairy resistance aside, threatening opposing Dark types with ease, but its true purpose is in breaking several of the bulkiest Pokémon around in Archaludon and both Ursalunas, if not outright knocking them out, pushing them into the range of any follow up. Sucker Punch provides invaluable priority. With Zoroark's non-existent bulk, faster opponents are a serious problem and STAB Sucker Punch is a good way to get around them, especially in the face of opposing speed control.

Once Illusion is broken, or you are in dire need of a KO should Terastalization be used. Going offensive with Tera Dark is recommended, allowing for absurd damage with Knock Off and Sucker Punch. EVs are standard Max Attack and Speed. Zoroark’s less impressive attack demands nothing less and it lives in a crowded speed tier where dropping speed leaves it open to prominent threats, while its extreme fragility requires significant investment for appreciable returns.

Other Options and Preferred Partners:

This set works incredibly well with Hisuian Typhlosion. Coming in as H-Typhlosion bluffs a Ghost type, making it unlikely for an opponent to click Fake Out into Zoroark while Zoroark can better absorb the Ghost and Dark type moves sent H-Typhlosion's way. Zoroark's coverage into Ghost and Dark types also removes a threat to Hisuian Typhlosion, and removing opposing Assault Vests makes H-Typhlosion's Eruptions even harder to weather. Other Ghost types like Gengar and Drifblim can perform similarly. Indeedee-M also makes for a good Disguise target and partner in general, drawing Dark attacks Zoroark can take better, while providing protection against priority and its Expanding Forces are great at threatening Fighting types on top of cleaning up anything that eats a Knock Off. Male is preferred as it is more offensive than the female. Offensive Maushold also adores Zoroark's services, its Dark Fighting coverage great into every Normal resistance, allowing Population Bomb to start taking KOs left and right.

U-Turn is switching and damage in one move and the pivot capability is great in scouting out switches and does decent damage into opposing Dark types.

Countering Zoroark

Matching against Zoroark means beating its mind games, a difficult task between Illusion and the many sets it can viably run. Entry Hazards are generally fantastic against Zoroark, in addition to the usual benefits of limiting the number of times it come in and breaking Focus Sashes, Entry Hazards often reveal Zoroark for what it is, with its two favored disguise types in Fighting and Poison taking different damage from Stealth Rocks and Toxic Spikes respectively. Hazards chipping everything also makes it more obvious when Zoroark comes in, having different chip damage than its disguised target.

Defensive checks are dependent on what set Zoroark is running. Special sets struggle against Alolan Muk, with even Nasty Plot Life Orb Focus Blast only getting a 2 hit knock out while Alolan Muk threatens back with Poison STAB. Specially Defensive Diancie also does well while threatening a KO right back with Body Press. Snorlax can do well if Zoroark is lacking Focus Blast, though a Dark Pulse flinch is ruinous. Assault Vest Hariyama fears only Psychic but otherwise soaks even a boosted attack and one shots with Fighting STAB. Klefki abhors Flamethrower but can otherwise stop Zoroark cold with Thunder Wave if not OHKO it with Dazzling Gleam. Heracross also does well against sets lacking Flamethrower though a Nasty Plot boosted Sludge Bomb can OHKO after hazard damage. If lacking Sludge Bomb for some reason, Florges becomes a hard stop to Zoroark, its Fairy typing and absurd Special Defense working wonders.

Physical sets lack the direct power of Special Zoroark but can be just as difficult to handle due to how few Pokémon can afford to lose their item to STAB Knock Off. Fairy types are more difficult for physical sets to handle due to Zoroark’s lack of physical Poison coverage, with Florges, Alcremie, Diancie and Grimmsnarl all weathering Zoroark’s assault well. Intimidate Overqwil does well, especially if Zoroark lacks Low Kick, though it does struggle to get an OHKO.

Offensively checking Zoroark tends to be much simpler given its extreme frailty, though faster attackers must be wary of the physical set’s Sucker Punch. Scarfed Fighting types like Paldean Tauros, Heracross, Passimian and Decidueye-Hisui, all easily outspeed and eliminate Zoroark without fearing Sucker Punch. Priority, like Pawmot and Breloom’s Mach Punch, Staraptor’s Quick Attack, and Ambipom’s Fake Out can all remove a previously damaged Zoroark.

Hisuian Corner

Hisuian Zoroark, the Baneful Pokémon. With its disheveled white fur, it looks like an embodiment of death. Heedless of its own safety, Zoroark attacks its nemeses with a bitter energy so intense, it lacerates Zoroark’s own body.

Overview

Hisuian Zoroark draws a lot of interest from its typing alone, being the first Normal Ghost type. With the wait from Legends Arceus over, we can finally experience the full effects of this long-awaited typing and it does not disappoint. With Hisuian Zoroark’s immense Base 125 Special Attack, it makes the most of the insane neutral coverage Normal and Ghost provide, with few Pokémon resisting both types, allowing Hisuian Zoroark to fire its STABs freely and be assured of damage. Ghost Normal also realizes the dream of Illusion, providing a whopping 3 immunities. This expands the pool of Illusion targets and makes it even more likely that Hisuian Zoroark will absorb an attack that does no damage to it, markedly increasing its effective durability and giving it more defensive utility. Complimenting all this is Hisuian Zoroark’s fantastic base 110 Speed, matching and/or outstripping several already fast Pokémon that even its nominate form struggles against like Ogerpon, Latios and Infernape. Normal Ghost too helps in this regard, the provided immunities to common priority in Extreme Speed, Mach Punch, and Shadow Sneak make Hisuian Zoroark even more difficult to handle.

What Hisuian Zoroark gains in typing, it loses in versatility. Dropping down to base 100 Attack is a blow, but Normal’s lack of a viable physical STAB all but ensures every Hisuian Zoroark is specially offensive, and thus more predictable. Dropping down to base 55 HP means if you look past the base typings, Hisuian Zoroark is even frailer than its Unovan counterpart, leaving even neutral hits a dire threat. Illusion remains incredibly inconsistent, with half a dozen factors giving it away, from entry hazards to Sandstorm, impossible moves and even illogical switches exposing Hisuian Zoroark while any savvy Trainer will be on guard due to team preview. Even with the reduced direct counterplay from Hisuian Zoroark’s higher base Speed and immunities, it has no answer into faster Pokémon beyond the mind games of Illusion. Hisuian Zoroark has its fair share of flaws but proves a fascinating Pokémon that makes the most of its typing and ability.
Positives
Normal Ghost typing is amazing offensively and defensively, offering near unresisted STAB coverage and 3 immunities to exploit.
125 Special Attack is immense, dealing severe damage especially after a Nasty Plot boost.
110 Speed is fantastic outspeeding many Pokémon.

Negatives
55 HP/60/60 defense is abysmal, leaving Hisuian Zoroark wholly reliant on its ability and typing to take hits.
Illusion is completely reliant on mind games to be useful and can be incredibly inconsistent from battle to battle.

Movesets

Scarfed Banshee

-Hyper Voice
-Shadow Ball
-Trick
-Nasty Plot
Ability: Illusion
Item: Choice Scarf
EVs and Nature:
4 HP / 252 SAtk / 252 Spe
Timid Nature

This Scarf Hisuian Zoroark set pulls double duty as an early game revenge killer and late game sweeper, making the most out of the insane neutral coverage its STABs provide. Hyper Voice and Shadow Ball are incredibly complimentary, with the Rock and Steel types resisting it taking neutral from Shadow Ball while the Normal immune Ghost types want nothing to do with Shadow Ball. Conversely, the Dark and Normal types that resist Shadow Ball still take full damage from Hyper Voice. With such widespread neutral coverage, Hisuian Zoroark is an amazing revenge killer, picking off weakened targets that your opponent won’t expect due to Hisuian Zoroark’s Illusion having it mask as something else, making it very difficult to pivot correctly against it. Nasty Plot is odd on a Choice set, but combines wonderfully with Trick, normally a one-time method to lock an opponent into a single move, now enables Hisuian Zoroark to pivot from revenge killer to game ending sweeper. Trick on its own can be a setup opportunity, as locking an opponent into a useless move can easily force a switch and free Nasty Plot.

Tera Types:
Hisuian Zoroark is reliant on its typing for the immunities it provides as even resisted hits can do serious damage on top of the mind games with Illusion, which the Tera Jewel ruins, making Terastalization a difficult prospect. On the rare cases that Hisuian Zoroark wants to Terastalize, it is either for additional coverage or extra power to break through a target. Tera Ghost is preferred, maintaining two of Hisuian Zoroark’s immunities while boosting Shadow Ball, enabling knock outs like one shot on Jirachi, Slowbro, and Kilowattrel, Excadrill, Magnezone, Galarian Weezing and Flygon at 2/3rds, and so forth. Tera Fairy is an alternative, especially if running Tera Blast, granting vaunted Fairy coverage while giving Hisuian Zoroark a new immunity to Dragon.

EVs and Items:
Max Speed and Special Attack are recommended. Hisuian Zoroark’s extreme frailty discourages defensive investment and as a revenge killer and potential setup sweeper you need to outspeed and KO as wide of a range of targets as possible. Timid is preferred over Modest; Base 110 is still a crowded speed tier, with Ogerpon and the Lati twins sharing the same base speed and wholly able to eliminate Hisuian Zoroark if given the chance especially post Trick. Hisuian Zoroark being able to outspeed other Scarf users like Flygon, Jirachi and Mienshao is also invaluable in its revenge killing duties. Choice Scarf is the namesake of the set, giving Hisuian Zoroark near matchless speed and enabling its role as a revenge killer. Choice Specs can also work for Hisuian Zoroark, making it a frighteningly fast breaker, though Nasty Plot is redundant and not recommended. Heavy-Duty Boots again deserves mention to prevent entry hazards from immediately giving away the deception as well as prevent Hisuian Zoroark from being worn down.

Partners:
As this set lacks any answers to Kingambit and Tyrannitar who do resist both STABs and are dangerous even with coverage, allies that can handle these threats are appreciated. Fighting types like Tauros-Aqua, Mienshao, and Heracross all handle these Fighting weak Pokémon well. Barring Tauros-Aqua, they also make for adequate disguise targets, their physical offense and Fighting STAB drawing in physical walls and Ghost types that Zoroark matches against fantastically. Each also offers their own synergy beyond typing, with Tauros-Aqua’s Intimidate offering some hit taking ability, Mienshao being a fellow pivot with U-Turn and Heracross setting Spikes to further push opponents into KO range. Normal types like Maushold and Cyclizar make for excellent illusion targets due to their ability to lure in Fighting attacks and Ghost types that Hisuian Zoroark can absorb, with even the threat of Hisuian Zoroark discouraging from throwing Fighting attacks into them, such is the mind games Illusion can cause. Both in turn offer strong hazard control with Tidy Up and Rapid Spin, enabling Hisuian Zoroark to switch in and out much more freely.

Other Options:
Flamethrower is reliable coverage against Kingambit, as well as Wo-Chien whose Dark typing and high Special Defense make it difficult to break through, as well as damaging opposing Hisuian-Zoroark. Focus Blast is Hisuian Zoroark’s best option against Tyranitar and opposing Dark types, though its poor accuracy remains a consistent issue and leaves Hisuian Zoroark completely walled by opposing Hisuian Zoroark. U-Turn is incredible on any Choice set allowing to counter predicted switches and greatly eases the prediction required for such sets. Tera Blast is a slightly weaker Normal STAB that synergizes wonderfully if wanting offensive Terastalizations to expand Hisuian Zoroark’s coverage, while causing a bit of confusion with Illusion due to Tera Blast’s near universal distribution.

VGC & Doubles Options

Hisuain Zoroark’s Normal Ghost typing comes to true fruition in Doubles formats. With Fake Out being one of the best disruptive moves in the format, having Hisuian Zoroark be immune to such a common move vastly increases the number of viable Illusion targets, to the extent that most Pokémon on the opposing team could be Hisuian Zoroark in disguise. The threat of this alone is enough to discourage people from clicking Fake Out, without confirmation that the target isn’t Hisuian Zoroark, allowing one to attack unabated. Hisuian Zoroark’s Normal typing is no less important, giving it a good matchup against Gholdengo and Annihilape the other prominent Ghost types. This does not change how volatile Hisuian Zoroark is, between its non-existent bulk and the sheer difficulty of Illusion can see it quickly removed with one bad or good prediction. Restricted formats further exacerbate this, with Hisuian Zoroark unable to disguise itself as most restricted Pokémon due their abilities announcing upon entry along with the higher power level making Hisuian Zoroark’s own offense less impressive.

Cold Mirage

-Icy Wind
-Shadow Ball
-U-Turn
-Trick
Tera Type: Ghost
Ability: Illusion
Item: Choice Scarf
EVs and Nature:
4 HP / 252 SAtk / 252 Spe
Timid Nature

This Hisuian Zoroark set acts as a lure and assassin, drawing out specific threats to its team before eliminating them out right or crippling them for its teammates. Choice Scarf Icy Wind is fantastic Speed control with Scarf Hisuian Zoroark being very difficult to outspeed, it can reliably get Icy Wind off to knock normally faster Pokémon to be slower than Zoroark’s teammate for a surprise knock out that can be difficult to predict due to Illusion. Shadow Ball is primary STAB and thankfully a good one between its wide neutral coverage and the popularity of Ghost types and Ghost Teras is great at picking up quick knock outs against such Pokémon. U-Turn is the Choice item classic, easing prediction and allowing Hisuian Zoroark to get in an ally freely while scouting for opposing switches and Terastalizations while shoring up bets against an opponent who may have sniffed out Hisuian Zoroark. Trick is another Choice item classic and can be ruinous in Doubles by locking a Pokémon that needs move variety into one move and all but turning off Protect for that Pokémon for the remainder of the match.

Max Speed and Special Attack are again recommended, given Hisuian Zoroark’s extreme frailty discouraging otherwise. This set rarely wants to Terastalize, but Tera Ghost can be valuable in guaranteeing the OHKO against Gholdengo, and the chance of getting one on Annihilape.

Other Options and Preferred Partners:

Hisuian Zoroark is a fantastic enabler for Normal and Fighting type offense, removing the Ghosts and compromising the Steels that often shutdown such offenses. Maushold, Ursaluna and Tera Normal Dragonite love Hisuian Zoroark for this reason and are greatly appreciative of the Speed control from Scarf Icy Wind to eliminate nominally faster targets. Fighting types like Gallade, and Kommo-o also enjoy Hisuian Zoroark’s work in removing opposing Ghost types for their own offenses.

Tera Blast is good, its encompassing distribution allowing for Hisuian Zoroark to keep up the Illusion for longer while serving as a viable Normal STAB and coverage move. Hyper Voice is the preferred Normal STAB, offering great spread damage. Focus Sash variants of this set can work, giving a little more leeway for the extremely prediction reliant Hisuian Zoroark along with allowing for Protect, though the loss of speed for Icy Wind is painful. Hyper Beam is preferred on Choice Specs sets, allowing for surprise OHKOs of an opponent’s key threat.

Countering Hisuian Zoroark

Hisuian Zoroark’s fearsome offense can be manageable though the veil of Illusion obfuscates direct counterplay.

Entry Hazards are generally fantastic against Zoroark, in addition to the usual benefits of limiting the number of times it come in and breaking Focus Sashes, Entry Hazards often reveal Zoroark for what it is, with them chipping everything makes it more obvious when Zoroark comes in, having different chip damage than its disguised target or taking the wrong chip damage when it does.

Ironically the best check to Hisuian Zoroark are opposing Hisuian Zoroark, since both are mutually immune to the others STABs. If not running Flamethrower, Hisuian Zoroark often has no way of damaging other Hisuian Zoroark. Even if it is, the likelihood of Hisuian Zoroark defaulting to its STABs makes opposing Hisuian Zoroark a relatively safe switch in. Tyranitar and Kingambit are solid checks, thanks to their high bulk and resistance to both STABs. While both cannot handle Focus Blast, any sets lacking that (and Flamethrower for Kingambit) find them impossible foes. Assault Vest Goodra and Blissey work well thanks to their sheer Special Bulk, though Blissey needs something other than Seismic Toss to damage Hisuian Zoroark and is not fond of Trick. Hisuian Goodra is much the same as Goodra, with even Focus Blast merely 3HKOing Assault Vest sets.

Offensively checking Hisuian Zoroark is a simpler affair, provided you can find a Pokémon fast enough. Hisuian Zoroark has no recourse against faster Pokémon and is reliant on its typing to ward off priority. Sucker Punch users like Kingambit are a death sentence to sets lacking Trick, while weather Sweepers like Barraskewda, Venusaur, Kingdra, etc. easily outstrip even Scarf Hisuian Zoroark in their favored weather. If Hisuian Zoroark lacks Choice Scarf, the list of faster Pokémon expands dramatically, with many popular Choice Scarf users able to eliminate Hisuian Zoroark.

Locations in Games

Red/Blue/Yellow:
Not in game

Gold/Silver/Crystal:
Not in game

Ruby/Sapphire/Emerald:
Not in game

FireRed/LeafGreen:
Not in game

Colosseum/XD:
Not in game

Diamond/Pearl/Platinum:
Not in game

HeartGold/SoulSilver:
Not in game

Black/White:
Lostlorn Forest

Black 2/White 2:
Evolve Zorua

X/Y:
Route 20, Pokémon Village

Omega Ruby/Alpha Sapphire:
Evolve Zorua

Sun/Moon:
Trade from Ultra Sun/Ultra moon

Ultra Sun/Ultra Moon:
Poni Grove

Let's Go, Pikachu!/Let's Go, Eevee!:
Victory Road
Rare Spawn: Route 1, Route 2, Route 3, Route 4, Route 7, Route 8, Route 10, Route 11, Route 12, Route 13, Route 14, Route 15, Route 16, Route 17, Route 18, Route 19, Route 21, Route 22, Route 23, Route 24, Route 25

Sword/Shield:
Loop Lagoon, Insular Sea
Max Raid Battles: Soothing Wetlands, Challenge Road, Workout Sea, Honeycalm Sea

Brilliant Diamond/Shining Pearl:
Not in game

Legends: Arceus:
Alabaster Icelands: Bonechill Wastes, Icepeak Cavern or nearby
Obsidian Fieldlands: Massive Mass Outbreak
Alabaster Icelands: Massive Mass Outbreak

Scarlet/Violet:
Socarrat Trail (May disguise as other Pokémon)
Tera Raid Battles: 5 Star Raid Battles

Anime Appearences

Zoroark has made a few appearances in the anime. Zoroark was frequently used by Gladion, who got it from his father

# -English Episode Name- -Jp. Episode Name- Pics
M13 Zoroark - Master of Illusions Phantom Champion Zoroark Pics
788 The Island of Illusions! Illusion Island! Zoroark in the Fog! Pics
1059 The Secret Princess! Lillie and the Secret Ingenuity Princess! Pics
1070 Chasing Memories, Creating Dreams! Gladion & Lillie! Chasing a Father's Phantom!! Pics
1080 The Wisdom Not to Run! Guzma the Undefeated! Pics
1081 Final Rivals! The Finals! The Ultimate Rival Showdown!! Pics
1082 Enter the Champion! He's Born! The Alolan League Winner! Pics
1083 Z-Move Showdown! Guzzlord Attacks! Decisive Z-Move Battle!! Pics
1088 Dreaming of the Sun and Moon! The Sun, the Moon and Everyone's Dreams! Pics
1089 Thank You, Alola! The Journey Continues! Thank You, Alola! Respective Departures!! Pics
1126 The New Old Gang of Mine I Am Back! Nice to See You, Alola! Pics
1200 The Homecoming Crown! Mohn and Lillie: A Reunion on the Tundra! Pics
1201 Helping the Hometown Hero! A Triumphant Return! The Alola Champion!! Pics
57 TBC A Terapagos I Don't Know! Pics
58 TBC The Mascot Pokémon is Kingambit?! Pics
68 TBC Taking to New Skies! The Brave Olivine!! Pics