jungle feint attack Zoroark - XDragapult67
Detailed guide in description.
Build Path
Fury SwipesFirst Pick
Damage. CDR.
Shadow Claw
Damage. Stun (near). Displacement (far).
Nightfall DazeUNITE
Stat Boosts
Attack Damage (Upon Goal)
Guide
First of all a lot of people dont know how to use illusion.
Illusion gives you unstoppable frames and cleanses any status effect you have. You can use illusion at the perfect time to dodge stuns (stuns only, not damage) like pika volt tackle or buzzwole smack down.
Build: Full heal is the only battle item for zoroark because you can dodge stuns (stuns are what ruins zoroarks day)
Attack weight is necessary when playing zoro. If you play another build always run attack weight because you miss out on a lot of damage if it isnt there or stacked.
Weakness policy makes you do a lot more damage because you will probably take damage during your combo.
Focus band is good for sustainability, but can be replaced for either Charm, Razor or Float.
Emblems: 6 brown 6 white.
Combo: Shadow - feint - shadow - feint - shadow - final feint.
When your engaging, use the tipper of shadow claw (the square at the end of the move), it throws them for 0.7 seconds instead of dashing through them for 0.1 seconds of stun.
At level 13, your tipper stun becomes 1 second so if you do your combo correctly it will be almost impossible for your enemies to escape.
After using your final feint you can bounce off in a direction after hitting someone. Use that bounce to land in a position to cast your unite move.
Gameplay: Jungle is recommended, but it can work in lane.
Jungle: Always choose fury swipes first to dash through the wall into Xatu.
When you finish clearing, your priority for the early game is to stack. If your first gank goes well you can invade the enemy jungle. Always go into ray fight at level 13 with 6 stacks.
Lane: Your priorities should be getting level 5, getting stacks and not dying.
When playing zoro, your power spikes are level 7 (shadow claw), 9 (unite move) and 13 (shadow claw+). If your the highest level, only fight when its necessary. Dont fight when NOT necessary.
At ray you should be level 13 with full heal, unite and 6 stacks. If you are not at least level 13 your team will probably lose.
Wait until your tanks engage so that you can unleash a combo without being perma stunned. Feint attack through the tanks into the enemy carries and one shot them. If you go down at a high level your team probably loses Ray so be careful.
Counters and how to play against them:
Umbreon. You can illusion or full heal mean look if you time it right. However, dont combo when it uses snarl or when it unite moves.
Cleffy (clefable) If playing against a clefable that has gravity, save your full heal for it. Full heal doesn't last long enough for a full combo so use it only to finish a combo inside gravity if necessary. Otherwise you shouldn't combo in gravity.
Pikachu: Keep your distance until it uses volt tackle and unite move. However be careful volt tackle has like a 3 second cooldown in late game.
Slowbro: Stay away from slowbro because if it unite moves you youre done for. Also watch out for surf and telekenisis.
Works Well With
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