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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Zoroark-Hisui sits at 5.27% usage in singles, ranked 35th—a mid-frequency disruptor. Illusion is locked in at 100%, and that single ability defines every line of play: it sends out as an ally to bait switches or wrong moves, then the real teammate cleans up. The moveset is almost entirely special-offense biased: Shadow Ball 20.6%, Focus Blast 20.4%, Icy Wind 18.1%, Flamethrower 16.8%, together nearly 80% of picks. Players treat it as a disguised special attacker that punishes the opponent for misreading the lead.
Playstyle:Focus Sash at 86.5% is the de facto standard, letting Zoroark-Hisui survive one hit before its cover is blown and still get a move off. Timid 1/0/1/32/0/32 at 79.9% dumps 32 EVs into Special Attack and Speed—not to chase an offensive ceiling but to fire off Icy Wind for speed control or Shadow Ball and Focus Blast for STAB and Fighting-type coverage before the opponent realizes the ruse. Choice Scarf at 7.4% and Life Orb at 1.2% are fringe picks: the Focus Sash's "fake-out one turn" window matches what Illusion actually buys, more than raw power or revenge-killing speed does. Curse 6.7%, Bitter Malice 4.4%, Grass Knot 3%, Sludge Bomb 2.1% are all under 10%, with the first two serving Curse-up bulk sets and the latter two covering blind spots.
At 0.81% usage and rank 79 in doubles, Zoroark-Hisui is a fringe pick. Illusion is still locked at 100%, but doubles dilutes its payoff: opponents see two Pokemon at once, so disguising as a teammate is harder to pull off than in 1v1. The moveset shifts toward utility—Icy Wind 16.3% and Hyper Voice 13.8% handle team-wide speed control and spread damage, while Protect 9.8%, Taunt 8.1%, Trick 6.2%, and Memento 5.1% reframe its role from "disguised attacker" to "tempo disruptor."
Playstyle:Item usage is much more spread out than in singles: Choice Scarf 46.2% overtakes Focus Sash 34.7%, with Life Orb 12.7%, Silk Scarf 3.6%, and Expert Belt 1.1% all finding niches. Zoroark-Hisui in doubles is not played as a "fake-out then act" gimmick but as a regular fast utility Pokemon. Timid 2/0/0/32/0/32 at 36.6%, Modest 2/0/0/32/0/32 at 20.9%, and Timid 0/0/1/32/1/32 at 12.7%—the first two dump 32 EVs into Special Attack and Speed, while the third splits 32 into Special Defense and Speed, lifting bulk to absorb doubles' heavier fire exchange.
Zoroark sits at a 0.08% single-player usage rate, ranked 181st — firmly in the fringe tier. Its ability Illusion lets it mask itself as the last Pokémon in the party on entry, which does not alter its vulnerabilities but bends the prediction game against the opponent. Nearly every recorded set (n=150) carries Focus Sash at 93.4%, confirming that players treat it as a one-shot disruptor: land a hit at full health, let the Sash absorb the revenge, and walk away with a clean trade.
Playstyle:The most common single-player moves — Flamethrower (24.9%), Dark Pulse (24.7%), Sludge Bomb (23.5%), and Psychic (23.3%) — split usage almost evenly and form a special attacking spread that hits Fire, Dark, Poison, and Psychic. The mix is clearly aimed at the typings opponents least want to eat while masked: Fire nails Steel and Ice, Dark punishes Ghost and Psychic, Poison hits Fairy, and Psychic answers Poison. Focus Sash is nearly mandatory (93.4%), with Expert Belt trailing at 5.8% — together they cover over 99% of sets. The Modest 32 SpA / 32 Spe spread runs at 93.6%, with Timid on the same spread at 6.3%, framing Zoroark as a mid-speed special attacker that needs to move first.
Double play sits at 0.02% usage, ranked 260th — virtually absent from the metagame. Choice Scarf leads items at 55.8%, followed by Life Orb (19.3%), Chople Berry (8.1%), Black Glasses (5.6%), and only 10.1% for Focus Sash. That is the inverse of the singles picture, where Focus Sash ran at 93.4%. In doubles, players clearly are not banking on the Sash to eat the revenge hit; they stack raw power instead and lean on the Illusion bluff to land one crucial hit.
Playstyle:Double move usage is far more fragmented than in singles: Detect 11.8%, Low Kick 9.3%, Trick 9.3%, Throat Chop 9.1%, Dark Pulse 9.1%, Psychic 8.2%, Protect 8.0%, Night Daze 6.4% — no single move crosses 12%. The pool blends utility (Detect, Trick, Protect), Fighting coverage (Low Kick), Dark offense (Throat Chop, Dark Pulse), and complementary special hits (Psychic, Night Daze), signalling that doubles players have not settled on one role. Adamant 14 Atk / 32 Spe / 20 SpD runs at 34.7%, Timid 32 SpA / 32 Spe at 29.5%, and Modest 32 SpA / 31 Spe at 18.6% — physical and special Adamant/Modest builds coexist, in stark contrast to singles' 93.6% Modest monopoly, underlining that the doubles community has not yet converged on an output identity for Zoroark.