cat
anemoia
[SET]
Magic Guard (Zoroark-Hisui) @ Life Orb
Ability: Magic Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hex
- Knock Off
- Will-O-Wisp
- U-turn / Taunt
[SET COMMENTS]
Hisuian Zoroark finds a niche on semi-stall and offensive teams as a progress maker or as an offensive pivot, with its wide variety of utility options while ignoring passive chip damage thanks to Magic Guard. Knock Off cripples special walls by depraving RegenVest users such as Manaphy and Swampert of their Assault Vests, or by limiting Blissey, Empoleon, and Mandibuzz's longevity by removing their Leftovers or Heavy-Duty Boots, allowing Hisuian Zoroark or teammates like Walking Wake and Azelf to break past them later in the game. Will-O-Wisp further weakens these special walls, forcing them to be worn down over time while also notably enabling Hisuian Zoroark's Hex to break past them and also cripples physical threats like Great Tusk and Iron Hands. U-turn allows Hisuian Zoroark to generate free momentum for its team while forcing its switch-ins to take chip damage from entry hazards as it pivots out, while Taunt denies Blissey and Empoleon from recovery. Hisuian Zoroark should be paired with offensive entry hazard setters like Sandy Shocks, Pixilate Scream Tail, and Galvanize Kommo-o that can keep up the pressure on hazard removers to maximise its ability to wear the opposing team down over time. Sturdy checks to offensive threats that force Hisuian Zoroark out like Roaring Moon, Choice Scarf Walking Wake, and Azelf are needed, so good teammates that can stave them off like Great Tusk and Empoleon are recommended.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/cat.580765/
Quality checked by:
https://www.smogon.com/forums/members/evie.594122/
https://www.smogon.com/forums/members/slither-wing.603931/
https://www.smogon.com/forums/members/tranquility.475288/
Grammar checked by:
Magic Guard (Zoroark-Hisui) @ Life Orb
Ability: Magic Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hex
- Knock Off
- Will-O-Wisp
- U-turn / Taunt
[SET COMMENTS]
Hisuian Zoroark finds a niche on semi-stall and offensive teams as a progress maker or as an offensive pivot, with its wide variety of utility options while ignoring passive chip damage thanks to Magic Guard. Knock Off cripples special walls by depraving RegenVest users such as Manaphy and Swampert of their Assault Vests, or by limiting Blissey, Empoleon, and Mandibuzz's longevity by removing their Leftovers or Heavy-Duty Boots, allowing Hisuian Zoroark or teammates like Walking Wake and Azelf to break past them later in the game. Will-O-Wisp further weakens these special walls, forcing them to be worn down over time while also notably enabling Hisuian Zoroark's Hex to break past them and also cripples physical threats like Great Tusk and Iron Hands. U-turn allows Hisuian Zoroark to generate free momentum for its team while forcing its switch-ins to take chip damage from entry hazards as it pivots out, while Taunt denies Blissey and Empoleon from recovery. Hisuian Zoroark should be paired with offensive entry hazard setters like Sandy Shocks, Pixilate Scream Tail, and Galvanize Kommo-o that can keep up the pressure on hazard removers to maximise its ability to wear the opposing team down over time. Sturdy checks to offensive threats that force Hisuian Zoroark out like Roaring Moon, Choice Scarf Walking Wake, and Azelf are needed, so good teammates that can stave them off like Great Tusk and Empoleon are recommended.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/cat.580765/
Quality checked by:
https://www.smogon.com/forums/members/evie.594122/
https://www.smogon.com/forums/members/slither-wing.603931/
https://www.smogon.com/forums/members/tranquility.475288/
Grammar checked by:
Last edited: