Zoroark
Zorua
Zoroark
A strong and tricky assassin that focuses on combo damage and self-healing.
Create Zoroark BuildMoves
Basic Attack
Every third attack deals increased damage.
3rd Attack: Increased Damage.
See in-game description Becomes a boosted attack with every third attack, dealing increased damage.
Illusion
While not attacking or taking damage, takes the form of a wild Pokemon, or that of an opponent.
Disguise (out of combat).
See in-game description
The Pokemon takes the 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.
Level 1 / 3
Slash
Has the user dash in the designated direction, dealing damage to opposing Pokemon.
Damage.
Fury Swipes
A dash attack which, on-hit, can be used a second time instantly.
Damage. CDR.
See in-game description
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.
Level 5Choose One
Night Slash
Sets off a loop of dashes and boosted attacks. If the loop remains unbroken three times (six total dashes and attacks or special moves), leaps into the air to slash an area on the ground. (While leaping, Shadow Claw and Cut can help you reposition the ground slash).
Upgrade: Reduced cooldown.
Chained dash attacks on-hit. Then: AOE HP Vamp.
See in-game description
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 attack, 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 user 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 this move's cooldown.
Feint Attack
First reduces the cooldowns of other moves, then sets off a loop of dashes and special moves, marking dash targets on the ground. Using Feint Attack as part of this loop causes you to dash you back to the last dash target (while still reducing other cooldowns. If the loop remains unbroken four times (four total special moves), Feint Attack can be used one last time for a devastating dashing slash attack.
Upgrade: Reduced cooldown.
Chained dash attacks on-hit. Then: AOE.
See in-game description
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 an 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 certain 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 a designated direction.
Upgrade: Reduces this move's cooldown.
Level 7Choose One
Shadow Claw
Dashes forward, stunning nearby opponents or displacing them at the edge of the dash range.
Upgrade: Increased displacement duration.
Damage. Stun (near). Displacement (far).
See in-game description
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
Dashes forward, stealing HP on-hit.
Upgrade: Increased HP Vamp.
HP Vamp.
See in-game description
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.
Level 9
Nightfall Daze
Becomes Spellproof and releases three damaging shockwaves.
AOE. Spellproof.
See in-game description
Has the user release three dark shock waves with increasing areas of effect, dealing damage to opposing Pokemon. The user is immune to hindrances while releasing shock waves.