Zoroark is a playable character in Pokemon Unite (Pokemon MOBA). Guide features Zoroark's stats, best items, release date, moveset, build, guide, cost & more!
Table of Contents
Zoroark Release Date & Time
Trick Or Treat Your Enemies With Zoroark This Halloween! (New!)

The hauntings has begun as Zoroark creeps from the shadows into the Unite Arena dressed in its fancy Costume Party Style holowear, just in time for Halloween! Check out our guides below to learn more about Zoroark's powers to scare your opponents this spooky season.
Zoroark Release Date & TimeZoroark Overview

Role | Speedster |
---|---|
Difficulty | Expert |
Attack Type | Physical |
Tier Rank | TBD |
Zoroark Stats
Offense | ![]() |
---|---|
Endurance | ![]() |
Mobility | ![]() |
Scoring | ![]() |
Support | ![]() |
Total | 23 |
HP, Defense, & Sp. Defense
※ Listed stat values are at level 15
HP | DEF | SP DEF |
---|---|---|
6,200 | 260 | 180 |
Zoroark Evolution
Zoroark Best Builds

Share with us a build that you’re proud of with the form below! The build you share here may be featured on our website! (It will of course be properly attributed to you.)
Send Your Build Here!Overview Of Builds
※ Click or tap to swap between different builds
Lane | |
---|---|
![]() | |
Moves | |
Lv. 5 | ![]() 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 specia lboosted basic attacks (for 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 recover HP. While jumping, the user is able to use Shadow Claw or Cut to move a set distance. Cooldown: 8 seconds |
Lv. 7 | ![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon and leaving them unable to act for 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. Cooldown: 4.5 seconds |
Held Items | |
![]() | ・Atk +1 (+15) ・Basic Atk Speed +0% (+7.5%) When basic attacks hit, the damage is increased by 1% of the opposing Pokemon's remaining HP. |
![]() | ・Attack +0.6 (+18) When the Pokemon scores a goal, its Attack increases by 6. |
![]() | ・HP +70 (+210) ・Attack +0 (+15) Increases the Pokemon's Attack for a short time by a minimum of 2% when the Pokemon recieves damage. This increase grows larger the more times damage is recieved. |
Battle Item | |
![]() | ・Removes all status conditions from your Pokemon and makes it immune to hindrances for a short time. (Cooldown: 40s) |
Lane | |
---|---|
![]() | |
Moves | |
Lv. 5 | ![]() 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 towards the previous one, dealing damage to opposing Pokemon along the way. As long as a point is marked, if the user uses certain moves other then Feint Attack, the point where the move was used becomes the new marked point. Cooldown: 7 seconds |
Lv. 7 | ![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon and restoring the user's HP. Cooldown: 5.5 seconds |
Held Items | |
![]() | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
![]() | ・Attack +1 (+15) ・Critical-Hit Rate +0.6% (+2.1%) After the Pokemon uses a move, its next basic attack deals a minimum of 10 more damage. The higher the Pokemon's Attack, the more this damage increases. When this item is held by a melee Pokemon, this basic attack also decreases the movement speed of opposing Pokemon for a short time. |
![]() | ・Critical-Hit Rate +0.4% (+6%) ・Critical-Hit Damage 0% (+12%) Increases the damage of basic attack critical hits. The higher the Pokemon's attack, the more the damage increases. |
Battle Item | |
![]() | ・For a short time, increases your Pokemon's movement speed and prevents their movement speed from being decreased. (Cooldown: 50s) |
Lane | |
---|---|
![]() | |
Moves | |
Lv. 5 | ![]() 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 specia lboosted basic attacks (for 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 recover HP. While jumping, the user is able to use Shadow Claw or Cut to move a set distance. Cooldown: 8 seconds |
Lv. 7 | ![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon and restoring the user's HP. Cooldown: 5.5 seconds |
Held Items | |
![]() | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
![]() | ・HP +70 (+210) ・Attack +0 (+15) Increases the Pokemon's Attack for a short time by a minimum of 2% when the Pokemon recieves damage. This increase grows larger the more times damage is recieved. |
![]() | ・Atk +1 (+15) ・Basic Atk Speed +0% (+7.5%) When basic attacks hit, the damage is increased by 1% of the opposing Pokemon's remaining HP. |
Battle Item | |
![]() | ・Removes all status conditions from your Pokemon and makes it immune to hindrances for a short time. (Cooldown: 40s) |
Lane | |
---|---|
![]() | |
Moves | |
Lv. 5 | ![]() 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 towards the previous one, dealing damage to opposing Pokemon along the way. As long as a point is marked, if the user uses certain moves other then Feint Attack, the point where the move was used becomes the new marked point. Cooldown: 7 seconds |
Lv. 7 | ![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon and leaving them unable to act for 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. Cooldown: seconds |
Held Items | |
![]() | ・Critical-Hit Rate +0.4% (+6%) ・Critical-Hit Damage 0% (+12%) Increases the damage of basic attack critical hits. The higher the Pokemon's attack, the more the damage increases. |
![]() | ・HP +20 (+600) When the Pokemon uses its Unite Move, that Pokemon and the nearby ally Pokemon with the lowest HP are each granted a shield equal to 20% of their max HP. |
![]() | ・Attack +1 (+15) ・Critical-Hit Rate +0.6% (+2.1%) After the Pokemon uses a move, its next basic attack deals a minimum of 10 more damage. The higher the Pokemon's Attack, the more this damage increases. When this item is held by a melee Pokemon, this basic attack also decreases the movement speed of opposing Pokemon for a short time. |
Battle Item | |
![]() | ・Increases the Pokemon's Attack, Sp. Atk, and basic attack speeed for a short time. (Cooldown: 40s) |
Zoroark Strategy Guide
Zoroark Strengths & Weaknesses
Strengths |
---|
・ Can use Illusion to take the form of another which it can use to distract or sneak up past enemy territory ・ Night Slash is a powerful dash attack that you can use to initiate team fights. ・ able to recover HP with Cut while dealing damage at the same time. ・ Nightfall Daze can be used to finish off multiple enemies with its wide AoE. |
Weaknesses |
・Zoroa must prioritize leveling up in order to reach its power spike at level 5. It also has a low endurance and can be burst down in team fights due to its inability to tank multiple hits. ・ Zoroark's skills require precise positioning and timing. To use Zoroark's skills at the right time and place, you must predict the enemy's movement. ・ Zoroark has limited crowd control skills and is particularly vulnerable to Pokemon that can inflict burst damage. |
Recommended Lanes
The number of ★ shows the level on a particular route area.
Lane | Route Details |
---|---|
![]() | Recommendation level: ★・・ Zorua has difficulty playing an active role on the upper route in terms of endurance. It may need to focus on farming first before going full offense. |
![]() | Recommendation level: ★★★ Zorua can chase and KO the opponent's Pokemon alone with its high fighting ability. Its quick movement speed makes it an excellent ganker and you'll want Zorua to have a level advantage when doing so! |
![]() | Recommendation level: ★★・ Zorua has low endurance and may not be able to fight head-on in group battles with opponents during the early stages. Therefore, it is not recommended to take charge of the lower route where many group battles occur. |
Recommended Boost Emblems
Boost Emblems | |||
---|---|---|---|
![]() | ![]() | ![]() | ![]() |
![]() | ![]() | ![]() | ![]() |
![]() | ![]() | - | - |
Color Effects |
---|
When using Zoroark , you should prioritize activating +4% attack with 6 types of brown support medals. It is recommended to use the remaining 4 slots with white support medals to increase attack.
All Pokemon Boost Emblems ListEarly Game (Lvl 1~) Strategy
Start With Slash
Choose Slash as your Level 1 skill. Choosing Fury Swipes gives Zeraora some considerable range but no certain method to deliver damage. Slash may be used more frequent with its low cooldown rate to farm in the early stages and to take down Wild Pokemon.
Try To Roam The Other Jungle Side Of The Enemy Team
When you've reached level 5 and upgraded your move, you can try to use Illusion to sneak past the opposing team's side of the middle lane and defeat the wild Pokemon spawning in the area to steal their EXP resources or special buffs at the same time increasing Zoroa's level.
Use Obstacles To Escape Pursuers
Because most of Zoroark's moves are dash moves, you can easily jump over obstacles. It will be easier to leave and escape if you are able to use your environment, particularly barriers, to your advantage.
Prioritize Leveling To Reach Power Spike
You'll notice that Zoroark's significantly gets stronger when it reaches its power spike at levels 5, 7, and 9. You'll only need to evolve once to become Zoroark, so to take advantage of it is quite crucial to prioritize getting EXP. Make sure you're ready to clear the jungle as soon as the wild Pokemon respawns!
Mid Game (Lvl 7~) Strategy
Upgraded Moveset Deals Significant Damage
Level 7 introduces a new move choice in the shape of Shadow Claw or Cut, which increases your damage significantly. You should prioritize gaining experience here and don't waste too much time pushing lanes when you are under leveled against your lane opponent. Help your teammates if they are in trouble, but don't be too much aggressive in pushing to the point of overextending.
Isolate Targets To Knockout
While leveling, aim for isolated opponents to KO. To level up, regularly KO wild Pokemon in the middle area. To gank, look for sole or fleeing opponents with low HP. By doing this consistently, you should be at level 9 by the time you face Zapdos.
Use Dashes As An Escape Tool
Remember those dash abilities, such as Feint Attack, Night Slash, Night Slash and Cut, can be used not only to jump to enemies, but to run away from them.
Late Game (Lvl 9~) Strategy
Use Your Unite Move Aggressively
Nightfall Daze allows the user to send out three dark shock waves, each with a larger area of impact and doing damage to opponent Pokemon. While emitting shock waves, the user is immune to impediments. Pretty straightforward and easy to use as there is no charging time to execute it. Extremely useful when used during clashes or when targeting high-priority Pokemon like Attackers and Supports. Use it when the opponent team is gathered in one location since it may inflict multiple enemies at once. Winning the final team fight is critical since your team may be able to secure Zapdos.
Take Out Supporters Near Zapdos
In the late game, you'll nearly always face off against the opposing team at Zapdos. It's tempting to go head-to-head with Zapdos, but this is better left to your larger All-Rounder and Defender friends. Instead, circle the perimeter and wait for the enemy Supporter or any other squishy Pokemon to arrive. Then, using your dash attacks, leap in and eliminate them.
Zoroark Counters
Pokemon Zoroark Is Weak Against
Best Matchups For Zoroark
Pokemon Zoroark Is Strong Against
Best Teammates For Zoroark
Zoroark Moves & Unite Move
Basic Attack & Passive
Basic Attack |
---|
![]() Becomes a boosted attack with every third attack, dealing increased damage. |
Passive |
![]() The Pokemon takes the form of a random wild Pokemon or Pokemon from the opposing team. The Pokemon return to its original form when it takes damage or uses a basic attack or move. |
Level 1 or 3 Moves (Choose Order)
![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon. Cooldown: 5.5 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
1 | 354 |
2 | 375 |
3 | 397 |
4 | 421 |
5 | 486 |
6 | 513 |
![]() 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. Cooldown: 7.5 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
1 | 920 |
2 | 920 |
3 | 996 |
4 | 1,042 |
Level 5 Moves (Choose One)
![]() 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 specia lboosted basic attacks (for 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 recover HP. While jumping, the user is able to use Shadow Claw or Cut to move a set distance. Cooldown: 8 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage / HP Recovery |
---|---|
5 | 859 / 642 |
6 | 911 / 676 |
7 | 970 / 712 |
8 | 1,034 / 752 |
9 | 1,108 / 796 |
10 | 1,192 / 846 |
11 | 1,287 / 900 |
12 | 1,395 / 960 |
13 | 1,519 / 1,028 |
14 | 1,657 / 1,104 |
15 | 1,816 / 1,190 |
![]() 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 towards the previous one, dealing damage to opposing Pokemon along the way. As long as a point is marked, if the user uses certain moves other then Feint Attack, the point where the move was used becomes the new marked point. Cooldown: 7 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
5 | 3,562 |
6 | 3,749 |
7 | 3,952 |
8 | 4,175 |
9 | 4,421 |
10 | 4,693 |
11 | 4,999 |
12 | 5,337 |
13 | 5,718 |
14 | 6,144 |
15 | 6,624 |
Level 7 Moves (Choose One)
![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon and leaving them unable to act for 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. Cooldown: 4.5 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
7 | 618 |
8 | 652 |
9 | 691 |
10 | 733 |
11 | 781 |
12 | 834 |
13 | 893 |
14 | 959 |
15 | 1,033 |
![]() Has the user dash in the designated direction, dealing damage to opposing Pokemon and restoring the user's HP. Cooldown: 5.5 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage / HP Recovery |
---|---|
7 | 528 / 317 |
8 | 558 / 335 |
9 | 591 / 355 |
10 | 628 / 377 |
11 | 669 / 401 |
12 | 714 / 428 |
13 | 765 / 536 |
14 | 822 / 575 |
15 | 885 / 620 |
Unite Move (Level )
![]() 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. Cooldown: 1 seconds Damage: |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
9 | 3,240 |
10 | 3,432 |
11 | 3,648 |
12 | 3,894 |
13 | 4,173 |
14 | 4,485 |
15 | 4,842 |
Zoroark Skins
Zoroark - Costume Party Style
