Pokemon[21]:
3-3 Mandibuzz
2-2 Zoroark
2 Crobat G
4 Spiritomb 2 TR/2 LA
2 Zapdos MD
1 Unown Q
1 Azelf
1 Uxie
T/S/S[26]:
Poketurn x4
Pokémon Communication x2
Poke Blower + x4
PONT x2
Pokémon Collector x3
BTS x2
Bebe’s x3
Seekers x4
Palmer’s x1
Junk Arm x1
Energy[13]:
x3 DCE
x2 Psychic
x2 Dark
x3 Darkness
x3 Call Energy
You talk about rotation, though you have cards that are probably going to be rotated out (BTS, Blower, Drawer, Crobat G) so I just made a list as if you were going to use it in this format. As for the Pokemon, I made a major overhaul. 2-2 Zoroark is the most you should play ever. There are so many times where your opponent can switch to a crappy attacker as they set up, making your Zoroark a crappy card, hence why it cannot be a deck by itself (at least you figured that out). Obviously you want Mandibuzz as your attacker sniping cheap prizes, so the crobats, spiritombs, and zapdos’s do that for you. Uxie is for draw, Azelf is for looking through you prizes, and unown Q is for free retreating.
Your T/S/S line had to be fixed up heavily. Playing Crobat G with no Poketurns is absolute retardation, and that’s the nicest thing I can say about it. Four of those bad boys were added in immediately. Communication was cut down to 2, mainly because trainer lock is going to be big in this format and the fact that I also added in 3 bebe’s for search too. Collectors is bumped up to 3, the least amount that should be played. Grabbing 3 of any basic is too good to pass down. Pokeblower is bumped to four for max damage placement chances along with the ability to double drop to bring up a Pokemon with a good attack for Zoroak to use. PONT was cut down to 2 because you have Uxie now. I dropped the Expert belts mainly because you are sniping and the expert belt doesn’t boost that damage, and even with an extra 20 HP, your Pokémon are too fragile to have the risk of giving up 2 prizes. Seekers was added in to pick up Uxie, Azelf (really shouldn’t need to pick him up, but if you must…), Zapdos, Spiritomb LA, and any damaged Pokemon. Palmer’s is for recovery, and Junk Arm is for picking up Poketurns/Pokeblowers from the discard.
The energy line kind of stayed the same. The only real change was me cutting the DCE line down to 3 because 4 is just overkill, the dark energy lines were cut down to 2 basic and 3 special. You should play more special in this deck because you have no energy search, so since you’re drawing, the special is more important. Your Psychic energy line wasn’t touched, and I added in call to make your starts better. If you were to do anything else to the line, maybe make the Sp. Darks different energy because when sniping, that bonus doesn’t work.
As for a rotation list, one cannot be made because we don’t know the rotation. I think that you’ll be able to figure that out though. Hope you like the help I’ve given you.