0.0% of the meta · Updated June 10, 2026
Win Rate
36.7%
Meta Share
0.0%
Core Cards
2
380
estimated packs to collect all core cards
Estimates based on pull rates. Actual results may vary.
If your opponent's Pokémon is Knocked Out by damage from this Pokémon's attacks, during your opponent's next turn, prevent all damage from—and effects of—attacks done to this Pokémon.
Zoroark wins by landing a KO with its Illusive Trickery variant — which prevents all damage done to it during the opponent's next turn after a KO — then attacking again from behind an invulnerability window. At 70 damage and 100 HP, Zoroark operates as a hit-and-protect attacker that scores points while denying retaliatory damage.
Open by placing Zorua active and immediately attaching a Darkness Energy, planning to evolve into the Illusive Trickery Zoroark as quickly as draw allows. Professor's Research, Copycat, and Sabrina handle card access while Poké Ball secures Zorua at game start. Mid-game, swing with Night Daze for 70 damage, targeting anything you can KO; if you secure the KO, Illusive Trickery protects Zoroark from all damage during the opponent's reply. The supporting cast — Absol, Seviper, Iron Jugulis, Roaring Moon, Nihilego, Zarude, Bombirdier — covers spread damage and pressure. Rocky Helmet, Poison Barb, and Lucky Ice Pop provide passive chip and healing.
Target damaged or low-HP opponents to guarantee the KO that triggers Zoroark's invulnerability. Sabrina forces the opponent's most vulnerable Pokemon active, creating a clean KO opportunity. Cyrus redirects an incoming attack away from Zoroark if you cannot guarantee the KO that turn. Field Blower removes defensive Tools from opponent Pokemon to lower their effective HP.
The top build runs nine different Pokemon to keep the opponent guessing which threat needs answering. Absol, Nihilego, Roaring Moon, Iron Jugulis, Zarude, Seviper, and Bombirdier each apply different damage profiles. Rocky Helmet punishes attackers on contact, Poison Barb poisons for passive chip, and Starting Plains adjusts stadium control to your advantage.
Illusive Trickery only triggers on a KO. If Zoroark is at reduced HP but not knocked out, hold your highest-damage attack for the following turn or redirect to a different target. Force Zoroark to attack non-lethally, then finish it with a one-shot next turn so it cannot trigger the protection window.
Darkness-type Pokemon carry a Grass or Fighting weakness. Leafeon ex holds a confirmed 75% win rate against this deck. Grass-type attackers with strong damage output can one-shot Zoroark before it accumulates two Energy, bypassing the Illusive Trickery mechanic entirely and keeping the point exchange in your favor.
Night Daze deals 70 damage — right at the KO threshold for many basic or low-HP supporters. Healing that 70 damage before Zoroark's next attack prevents the KO that activates Illusive Trickery. Lucky Ice Pop blocks 20 damage, potentially turning a KO into a survival, and denying Zoroark its protective trigger.
Supporting pressure attackers
#1 — kaitona0621
Weekly#2-17|$100 forSeries|Noex/Monotype/Singleton · 5W-0L
#1 — Gogetta
Weekly#2-19|$100 forSeries|Noex/Monotype/Singleton · 5W-0L
#2 — iduh
Weekly#2-15|$100 forSeries|Noex/Monotype/Singleton · 4W-1L
Threats — Weak Against
Based on type weakness analysis of core cards. View full matchup matrix →