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Zorua Illusion The Pokemon appears as the last Pokemon in the party to the opponent. Type Tier Dark LC Level 5 Statistics (see level 5, 50, 100) Min- Min Max Max+ HP 40 - 20 23 - Atk 65 11 13 16 17 Def 40 9 10 13 14 SpA 80 12 14 17 18 SpD 40 9 10 13 14 Spe 65 11 13 16 17 Little Cup Overview
Zorua is one of the many unique new threats introduced in BW. With base 80 Special Attack, base 65 Speed, and subpar defenses, Zorua appears to be a canine similar to Houndour without the STAB Fire Blast and Flash Fire to worry about, making it seem underwhelming in comparison. However, looks can be very deceiving thanks to Zorua's signature ability, Illusion, which allows it to masquerade as a teammate in the user's party. Sadly, with Fighting-types such as Timburr and Mienfoo running around with strong Fighting-type priority moves, Zorua must also tread carefully to not make a fatal mistake. Despite its weaknesses, opponents must still be on their guard with this mischievous little fox now running around the ranks of Little Cup.
Name Item Nature Mixed Attacker Life Orb Naive Moveset IVs ~ Dark Pulse ~ Sucker Punch ~ Hidden Power Fighting ~ Extrasensory 2 HP EVs 200 Atk / 40 Def / 240 Spe With the element of surprise on its side, Zorua is easily capable of taking out an unsuspecting opponent or tricking them into switching out. Dark Pulse is Zorua's second strongest STAB move on the special side next to Night Daze, but the former should be used for its flinch rate and higher accuracy. Priority in the form of STAB Sucker Punch hits like a truck against anything that does not resist it. Hidden Power Fighting hits everything that Dark Pulse does not for at least neutral damage, bar Croagunk, who is OHKOed by Extrasensory.
Team Options & Additional Comments >>> Name Item Nature Choice Scarf Choice Scarf Naive / Hasty Moveset EVs ~ Dark Pulse / Night Daze ~ Hidden Power Fighting / Hidden Power Fire ~ U-turn ~ Pursuit / Extrasensory 36 HP / 200 SpA / 240 Spe Zorua is also capable of utilizing a Choice Scarf to be an effective revenge killer. Dark Pulse is used in the first slot primarily for the flinch rate, but Night Daze is still another choice for the chance to lower accuracy. Hidden Power Fighting in conjunction with Zorua's STAB Dark-type move gives him near perfect neutral coverage against everything in Little Cup that isn't named Croagunk. U-turn is used for scouting and allows Zorua to make a quick escape if the opponent switches to a potential counter. The last slot is mainly filler, but Pursuit is generally recommended to cripple fleeing Psychic-types.
Team Options & Additional Comments >>> Name Item Nature Nasty Plot Life Orb Timid / Naive Moveset IVs ~ Nasty Plot ~ Dark Pulse / Night Daze ~ Hidden Power Fighting ~ Extrasensory / Sucker Punch 2 HP EVs 40 Def / 200 SpA / 240 Spe Zorua's high Special Attack stat makes it capable of utilizing Nasty Plot. Dark Pulse is the recommended option here as its STAB move, being capable of dealing heavy damage to, if not OHKOing, any Pokemon that does not resist it after a boost. Hidden Power Fighting hits Steel- and Dark-types that Dark Pulse cannot, while Extrasensory deals with Croagunk.
Team Options & Additional Comments >>> Other Options
Zorua has access to Swords Dance and Agility, but is hindered by a shallow physical movepool and low defenses. A set utilizing Work Up could be passable, but it would be inferior to the mixed set. Its movepool also includes Taunt, Torment, Memento, and Substitute, but Zorua is better off attacking.
Checks and Counters
Anything that can deal heavy damage with a priority move is a problem for Zorua, especially Timburr and Croagunk, which have a good chance of OHKOing Zorua with Mach Punch and Vacuum Wave, respectively. Scraggy can tank Hidden Power Fighting and hit back even harder with Drain Punch while restoring health. Faster enemies, specifically Diglett and Choice Scarf Mienfoo, have an easy time revenge killing Zorua after its Illusion is exposed, or even before if the opponent is not fooled. Special tanks such as Munchlax and Mantyke that have offensive power can also take advantage of Zorua's mediocre defenses and rip through the fox with a powerful STAB move. Normal Sprite Shiny Sprite
Name Jp. Name No. Gender Ratio Type Zorua Zorua ゾロア National: #570 BW Unova: #76 B2W2 Unova: #151 Male ♂: 87.5% Female ♀: 12.5%
Abilities: Illusion Illusion: When sent out into battle, it takes the name and appearance of the last non-fainted Pokémon within your party. It breaks when an attack does damage on the Pokémon but not from Weather Effects or Entry Hazards. Classification Height Weight Capture Rate Base Egg Steps Tricky Fox Pokémon 204 0.7m 27.6lbs 12.5kg 75 6,400 Experience Growth Base Happiness Effort Values Earned Flee Flag 1,059,860 Points Medium Slow 70 1 Sp. Attack Point(s) 0 Damage Taken
*1 *1 *1 *1 *1 *1 *2 *1 *1 *1 *0 *2 *1 *0.5 *1 *0.5 *1 Wild Hold Item Egg Groups
Field Evolutionary Chain
Locations Black Gift in Castelia City White Gift in Castelia City Black 2 Driftveil City (Gift) White 2 Driftveil City (Gift)
Flavor Text Black It changes into the forms of others to surprise them. Apparently, it often transforms into a silent child. White To protect themselves from danger, they hide their true identities by transforming into people and Pokémon. Black 2 It changes so it looks just like its foe, tricks it, and then uses that opportunity to flee. White 2
Black/White/Black 2/White 2 Level Up Level Attack Name Type Cat. Att. Acc. PP Effect % Scratch 40 100 35 -- Hard, pointed, and sharp claws rake the target to inflict damage. Leer -- 100 30 -- The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. 5 Pursuit 40 100 20 -- An attack move that inflicts double damage if used on a target that is switching out of battle. 9 Fake Tears -- 100 20 -- The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. 13 Fury Swipes 18 80 15 -- The target is raked with sharp claws or scythes for two to five times in quick succession. 17 Faint Attack 60 -- 20 -- The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. 21 Scary Face -- 100 10 -- The user frightens the target with a scary face to harshly reduce its Speed stat. 25 Taunt -- 100 20 -- The target is taunted into a rage that allows it to use only attack moves for three turns. 29 Foul Play 95 100 15 -- The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. 33 Torment -- 100 15 -- The user torments and enrages the target, making it incapable of using the same move twice in a row. 37 Agility -- -- 30 -- The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. 41 Embargo -- 100 15 -- It prevents the target from using its held item. Its Trainer is also prevented from using items on it. 45 Punishment ?? 100 5 -- This attack's power increases the more the target has powered up with stat changes. 49 Nasty Plot -- -- 20 -- The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. 53 Imprison -- -- 10 -- If the opponents know any move also known by the user, the opponents are prevented from using it. 57 Night Daze 85 95 10 -- The user lets loose a pitch-black shock wave at its target. It may also lower the target's accuracy. TM & HM Attacks TM/HM # Attack Name Type Cat. Att. Acc. PP Effect % TM01 Hone Claws -- -- 15 -- The user sharpens its claws to boost its Attack stat and accuracy. TM04 Calm Mind -- -- 20 -- The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. TM05 Roar -- 100 20 -- The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. TM06 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn. TM10 Hidden Power ?? 100 15 -- A unique attack that varies in type and intensity depending on the Pokémon using it. TM11 Sunny Day -- -- 5 -- The user intensifies the sun for five turns, powering up Fire-type moves. TM12 Taunt -- 100 20 -- The target is taunted into a rage that allows it to use only attack moves for three turns. TM17 Protect -- -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. TM18 Rain Dance -- -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves. TM21 Frustration ?? 100 20 -- A full-power attack that grows more powerful the less the user likes its Trainer. TM27 Return ?? 100 20 -- A full-power attack that grows more powerful the more the user likes its Trainer. TM28 Dig 80 100 10 -- The user burrows, then attacks on the second turn. It can also be used to exit dungeons. TM30 Shadow Ball 80 100 15 -- The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. TM40 Aerial Ace 60 -- 20 -- The user confounds the target with speed, then slashes. The attack lands without fail. TM41 Torment -- 100 15 -- The user torments and enrages the target, making it incapable of using the same move twice in a row. TM42 Facade 70 100 20 -- An attack move that doubles its power if the user is poisoned, burned, or has paralysis. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. TM45 Attract -- 100 15 -- If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. TM46 Thief 40 100 10 -- The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. TM48 Round 60 100 15 -- The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. TM56 Fling ?? 100 10 -- The user flings its held item at the target to attack. Its power and effects depend on the item. TM59 Incinerate 30 100 15 -- The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. TM63 Embargo -- 100 15 -- It prevents the target from using its held item. Its Trainer is also prevented from using items on it. TM66 Payback 50 100 10 -- If the user moves after the target, this attack's power will be doubled. TM67 Retaliate 70 100 5 -- The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. TM75 Swords Dance -- -- 30 -- A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. TM77 Psych Up -- -- 10 -- The user hypnotizes itself into copying any stat change made by the target. TM86 Grass Knot ?? 100 20 -- The user snares the target with grass and trips it. The heavier the target, the greater the damage. TM87 Swagger -- 90 15 -- The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. TM89 U-turn 70 100 20 -- After making its attack, the user rushes back to switch places with a party Pokémon in waiting. TM90 Substitute -- -- 10 -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. TM95 Snarl 55 95 15 -- The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease. HM01 Cut 50 95 30 -- The target is cut with a scythe or a claw. It can also be used to cut down thin trees. Egg Moves (Details) Attack Name Type Cat. Att. Acc. PP Effect % Detect -- -- 5 -- Details It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Captivate -- 100 20 -- Details If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. Dark Pulse 80 100 15 -- Details The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. Snatch -- -- 10 -- Details The user steals the effects of any healing or stat-changing move the opponent attempts to use. Memento -- 100 10 -- Details The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. Sucker Punch 80 100 5 -- Details This move enables the user to attack first. It fails if the target is not readying an attack, however. Extrasensory 80 100 30 -- Details The user attacks with an odd, unseeable power. It may also make the target flinch. Counter ?? 100 20 -- Details A retaliation move that counters any physical attack, inflicting double the damage taken.
Black 2/White 2 Move Tutor Attacks Attack Name Type Cat. Att. Acc. PP Effect % Bounce 85 85 5 30 The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis. Covet 60 100 40 -- The user endearingly approaches the target, then steals the target's held item. Dark Pulse 80 100 15 -- The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. Foul Play 95 100 15 -- The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. Hyper Voice 90 100 10 -- The user lets loose a horribly echoing shout with the power to inflict damage. Knock Off 20 100 20 -- The user slaps down the target's held item, preventing that item from being used in the battle. Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. Snatch -- -- 10 -- The user steals the effects of any healing or stat-changing move the opponent attempts to use. Snore 40 100 15 -- An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Spite -- 100 10 -- The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. Trick -- 100 10 -- The user catches the target off guard and swaps its held item with its own. Uproar 90 100 10 -- The user attacks in an uproar for three turns. Over that time, no one can fall asleep. Stats HP Attack Defense Sp. Attack Sp. Defense Speed Base Stats 40 65 40 80 40 65 Max Stats Hindering Nature Lv. 50 100 - 147 63 - 105 40 - 82 76 - 118 40 - 82 63 - 105 Lv. 100 190 - 284 121 - 206 76 - 161 148 - 233 76 - 161 121 - 206 Max Stats Neutral Nature Lv. 50 100 - 147 70 - 117 45 - 92 85 - 132 45 - 92 70 - 117 Lv. 100 190 - 284 135 - 229 85 - 179 165 - 259 85 - 179 135 - 229 Max Stats Beneficial Nature Lv. 50 100 - 147 77 - 128 49 - 101 93 - 145 49 - 101 77 - 128 Lv. 100 190 - 284 148 - 251 93 - 196 181 - 284 93 - 196 148 - 251 Zorua č un Pokémon di tipo Buio introdotto nella quinta generazione. Si evolve in Zoroark a partire dal livello 30. Insieme alla sua evoluzione, č stato il primo Pokémon della quinta generazione ad essere rivelato al pubblico il 7 Febbraio 2010. Indice [nascondi] 1 Biologia 1.1 Fisionomia 1.1.1 Differenze tra i sessi 1.2 Abilitŕ speciali 1.3 Comportamento 1.4 Habitat 1.5 Dieta 2 Nell'anime 3 Nel manga 4 Nel Gioco di Carte 4.1 Altre apparizioni 5 Dati di gioco 5.1 Resistenze e vulnerabilitŕ 5.2 Evoluzioni 5.3 Zone 5.4 Statistiche 5.4.1 Statistiche di base 5.5 Mosse apprese 5.5.1 Aumentando di livello 5.5.2 Tramite MT/MN 5.5.3 Tramite accoppiamento 5.5.4 Dall'Esperto Mosse 5.6 Voci Pokédex 5.7 Sprite 6 Curiositŕ 6.1 Origine 6.1.1 Origine del nome 7 In altre lingue Biologia
Fisionomia Zorua č un Pokémon volpe, per lo piů grigio ardesia con accenti di rosso e nero sulla testa e sui piedi. Le orecchie di Zorua sono triangolari con gli interni scuri, ed ha un grande ciuffo di pelo sulla testa; la punta del ciuffo č colorata di rosso. Sembra che i suoi occhi non abbiano le pupille, e le sue palpebre e il "sopracciglio" rotondo sono marcati di colore rosso. Zorua possiede una gorgiera di pelo nero intorno al collo. La coda č folta, e quando apre la bocca possono essere viste delle piccole zanne in via di sviluppo. Differenze tra i sessi Nessuna. Abilitŕ speciali Puň cambiare aspetto grazie alla sua abilitŕ Illusione. Nell'anime si trasforma nella stessa maniera di un Ditto, mentre nel gioco appena entra in campo avrŕ i panni dell'ultimo Pokémon della squadra del giocatore. Comportamento Č molto birbone e, cambiando aspetto, spaventa le persone. Habitat Sembra che non sia possibile trovare Zorua allo stato selvatico. Dieta Articolo principale: Cibo Pokémon Nell'anime
Zorua appare nel tredicesimo film a Sinnoh, dove cerca la sua mamma Zoroark, rapita da un gruppo di criminali, con l'aiuto di Ash, Brock, Lucinda e altri due personaggi provenienti da Unima, un giornalista e una detective. Appare anche nell'episidio "L'ora del cinema! Zorua in la leggenda del cavaliere Pokémon", riappare nell'episodio "Incontri e scontri a Sciroccopoli!" e nell'episodio "Una finale da eroi al torneo del club!". Fa una breve apparizione nell'episodio "Le quattro stagioni di Sawsbuck" dove si vede la foto di uno Zorua. Nel manga
Nel Gioco di Carte
Articolo principale: Zorua (GCC) Altre apparizioni Dati di gioco
Resistenze e vulnerabilitŕ Durante una lotta in condizioni normali, nella quinta generazione, questo Pokémon č: Debole contro Lotta 2× Coleottero 2× Resistente a Spettro ˝× Buio ˝× Immune a Psico 0× Danneggiato normalmente da Normale 1× Volante 1× Veleno 1× Terra 1× Roccia 1× Acciaio 1× Fuoco 1× Acqua 1× Erba 1× Elettro 1× Ghiaccio 1× Drago 1× Note: Se un avversario usa Miracolvista, l'efficacia delle mosse di tipo Psico č di 1×. Evoluzioni
Forma Base Zorua Buio
Livello 30
→
Prima evoluzione Zoroark Buio
Zone Questo Pokémon non esisteva prima della quinta generazione. V Nero Bianco Evento Austropoli (richiesto Celebi ottenuto in un'occasione speciale) Nero 2 Bianco 2 Uno Regalo da Ross a Libecciopoli
Statistiche Statistiche di base Statistica Estensione Al lv. 50 Al lv. 100 PS 40 100 - 147 190 - 284 Attacco 65 63 - 128 121 - 251 Difesa 40 40 - 101 76 - 196 Att. Sp. 80 76 - 145 148 - 284 Dif. Sp. 40 40 - 101 76 - 196 Velocitŕ 65 63 - 128 121 - 251 Totale: 330 Altri Pokémon con questo totale Le statistiche minime sono calcolate con 0 PA, VI pari a 0, e una natura sfavorevole. Le statistiche massime sono calcolate 252 PA, VI pari a 31, e una natura favorevole.
Mosse apprese Aumentando di livello Quinta generazione Altre generazioni: Nessuna Lv. Mossa Tipo Cat. Pot. Prec. PP Inizio Graffio Normale Fisico 40 100% 35 Inizio Fulmisguardo Normale Stato 100% 30 5 Inseguimento Buio Fisico 40 100% 20 9 Falselacrime Buio Stato 100% 20 13 Sfuriate Normale Fisico 18 80% 15 17 Finta Buio Fisico 60 % 20 21 Visotruce Normale Stato 100% 10 25 Provocazione Buio Stato 100% 20 29 Ripicca Buio Fisico 95 100% 15 33 Attaccalite Buio Stato 100% 15 37 Agilitŕ Psico Stato % 30 41 Divieto Buio Stato 100% 15 45 Punizione Buio Fisico 100% 5 49 Congiura Buio Stato % 20 53 Esclusiva Psico Stato % 10 57 Urtoscuro Buio Speciale 85 95% 10 Il livello "Inizio" indica una mossa conosciuta da Zorua ottenuto a livello 1 nella quinta generazione. Il grassetto indica una mossa che ha lo STAB quando viene usata da un Zorua Il corsivo indica una mossa che ha lo STAB solo quando viene usata da un'evoluzione di Zorua Tramite MT/MN Quinta generazione Altre generazioni: Nessuna MT Mossa Tipo Cat. Pot. Prec. PP MT01 Unghiaguzze Buio Stato % 15 MT04 Calmamente Psico Stato % 20 MT05 Boato Normale Stato 100% 20 MT06 Tossina Veleno Stato 90% 10 MT10 Introforza Normale Speciale 100% 15 MT11 Giornodisole Fuoco Stato % 5 MT12 Provocazione Buio Stato 100% 20 MT17 Protezione Normale Stato % 10 MT18 Pioggiadanza Acqua Stato % 5 MT21 Frustrazione Normale Fisico 100% 20 MT27 Ritorno Normale Fisico 100% 20 MT28 Fossa Terra Fisico 80 100% 10 MT30 Palla Ombra Spettro Speciale 80 100% 15 MT32 Doppioteam Normale Stato % 15 MT40 Aeroassalto Volante Fisico 60 % 20 MT41 Attaccalite Buio Stato 100% 15 MT42 Facciata Normale Fisico 70 100% 20 MT44 Riposo Psico Stato % 10 MT45 Attrazione Normale Stato 100% 15 MT46 Furto Buio Fisico 40 100% 10 MT48 Coro Normale Speciale 60 100% 15 MT56 Lancio Buio Fisico 100% 10 MT59 Bruciatutto Fuoco Speciale 30 100% 15 MT63 Divieto Buio Stato 100% 15 MT66 Rivincita Buio Fisico 50 100% 10 MT67 Nemesi Normale Fisico 70 100% 5 MT75 Danzaspada Normale Stato % 30 MT77 Psicamisů Normale Stato % 10 MT86 Laccioerboso Erba Speciale 100% 20 MT87 Bullo Normale Stato 90% 15 MT89 Retromarcia Coleottero Fisico 70 100% 20 MT90 Sostituto Normale Stato % 10 MT95 Urlorabbia Buio Speciale 55 95% 15 MN01 Taglio Normale Fisico 50 95% 30 Le mosse in grassetto sono le mosse al cui danno si applica lo STAB quando vengono usate da Zorua Le mosse in corsivo sono le mosse al cui danno di applica lo STAB solo per le evoluzioni di Zorua Tramite accoppiamento Quinta generazione Altre generazioni: Nessuna Padre Mossa Tipo Cat. Pot. Prec. PP
Incanto Normale Stato 100% 20 Contatore Lotta Fisico 100% 20 Neropulsar Buio Speciale 80 100% 15
Individua Lotta Stato % 5 Extrasenso Psico Speciale 80 100% 30 Memento Buio Stato % 10 Scippo Buio Stato % 10
Sbigoattacco Buio Fisico 80 100% 5 Le mosse segnate con un asterisco (*) si ottengono solo con una catena di accoppiamenti su Zorua nella quinta generazione. Le mosse segnate con un'abbreviazione di un gioco in apice si possono ottenere su Zorua solo in quel gioco. Il grassetto indica una mossa che ha lo STAB quando č usata da Zorua Il corsivo indica una mossa che ha lo STAB solo quando viene usata da un'evoluzione di Zorua Dall'Esperto Mosse Quinta generazione Altre generazioni: Nessuna Gioco Mossa Tipo Cat. Pot. Prec. PP Questo Pokémon non impara nessuna mossa dall'Esperto Mosse. Un'abbreviazione nera in una casella colorata indica che Zorua puň imparare la mossa dall'Esperto Mosse in quel gioco Un'abbreviazione colorata in una casella bianca indica che Zorua non puň imparare la mossa dall'Esperto Mosse in quel gioco Il grassetto indica una mossa che ha lo STAB quando č usata da Zorua Il corsivo indica una mossa che ha lo STAB solo quando viene usata da un'evoluzione di Zorua Voci Pokédex Voci Pokédex Questo Pokémon non esisteva prima della quinta generazione. Quinta generazione Nero Spaventa gli altri cambiando aspetto. Spesso appare in veste di bambino taciturno. Bianco Si protegge dai pericoli trasformandosi in essere umano o in un altro Pokémon, nascondendo cosě la sua vera identitŕ.
Sprite Questo Pokémon non esisteva prima della quinta generazione. [Comprimi] Quinta generazione Nero Bianco Retro Nero Bianco Retro
Curiositŕ
Zorua e la sua evoluzione sono stati i primi Pokémon della quinta generazione ad essere rilevati al pubblico il 10 Febbraio 2010; tuttavia la loro immagine completa fu mostrata nel mese di Marzo dal manga CoroCoro. Zorua č uno dei pochi Pokémon ad aver mantenuto il suo nome Giapponese anche in Inglese e nelle altre lingue europee. Origine Zorua č basato su una baby volpe. Origine del nome Il suo nome deriva dalla parola spagnola zorro (volpe). Nella versione giapponese č Zoroa. Si ritiene che il finale deivi dal gaelico rua (rosso) al indicare sia le striature del suo manto sia la volpe, madre rua.
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