Maractus [QC 3/3] [GP 2/2]

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MZ

And now for something completely different
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QC: Tone114, Raiza, Galbia
GP: Weebl, Snobalt

[OVERVIEW]

Maractus is totally outclassed by other suicide leads due to its mediocre Speed and lack of Stealth Rock, Taunt, Toxic Spikes, or Speed Boost. In particular, Quilladin almost totally outperforms it as a Grass-type suicide lead, and Maractus is also outclassed by other leads such as Whirlipede and Venipede. However, despite being outclassed, it can still function as a passable lead thanks to its access to both Spikes and Sucker Punch. Maractus is normally limited to one layer of Spikes due to its poor Speed, as opposing teams can simply lead with something capable of 2HKOing it, but it has a good matchup against some leads such as Golem and Torterra, against which it can lay down multiple layers of Spikes. Maractus can also force teams to play carefully around its Endeavor and Sucker Punch combination, which can sometimes nab surprise KOs.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Bullet Seed
move 3: Endeavor
move 4: Sucker Punch
item: Focus Sash
ability: Water Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes is what makes Maractus worth using as a lead, as it can lay entry hazards early on to wear down foes and break opposing Focus Sashes and Sturdy Pokemon. Because Bullet Seed is a multi-strike move, Maractus can KO Golem through Sturdy most of the time. Endeavor allows Maractus to cripple foes once it is hit down to its Focus Sash by always leaving them at 1 HP, while Sucker Punch allows it to land a little extra damage with priority and can get KOs on foes weakened by Endeavor.

Set Details
========

Maximum Speed investment and a Jolly nature make Maractus as fast as possible so that it can outspeed other leads, such as Dwebble, and set extra layers of Spikes on as many foes as possible. Maximum Attack investment lets Maractus KO lead Golem most of the time and deal extra damage with Sucker Punch. Water Absorb gives Maractus an immunity to Water and has a usable effect, unlike Storm Drain, which boosts Maractus's unused Special Attack stat. Focus Sash guarantees that Maractus will lay at least one layer of Spikes or be able to use Endeavor versus faster foes such as Rapidash, which would otherwise OHKO Maractus before it set any entry hazards.

Usage Tips
========

Maractus should always be used to set Spikes as early as possible, as its lack of strong STAB moves and coverage makes it fairly worthless late-game. Laying Spikes should be the priority over attacking foes, as Maractus doesn't hit too hard and should be used in more of a supportive role. Endeavor should be used when Maractus is at low health and is faster than its foe to do as much damage as possible. However, Maractus should use Sucker Punch versus faster foes to get off a little extra chip damage before being KOed. Even at 1 HP versus slower foes, Maractus should still consider laying another layer of Spikes if it's more beneficial than crippling a single Pokemon. Maractus should be wary of going directly for Spikes against common Taunt users such as Grumpig or Misdreavus, as it can land free damage with Bullet Seed or switch to an appropriate counter.

Team Options
========

Maractus should be used on hyper offense teams that can keep up offensive pressure and take advantage of Spikes to quickly break through opposing teams. Spinblockers such as Dusknoir and Misdreavus keep Maractus's Spikes up by preventing Rapid Spin users such as Armaldo from removing them. Pokemon with Defiant such as Pawniard and Purugly discourage Defog users from removing Maractus's Spikes, as they can get an Attack boost from Defog. Strong wallbreakers, such as Stoutland, can use the chip damage dealt by Maractus's Spikes to break through their few counters. Setup sweepers and strong cleaners also appreciate the Spikes support to ensure extra KOs versus weakened teams. Stealth Rock users such as Golem and Piloswine can stack entry hazards with Maractus to get extra chip damage and wear down teams more quickly. Pokemon with Volt Switch or U-turn, such as Ninjask and Raichu,can use the entry hazards to break down defensive cores quickly by forcing counters to switch into both Spikes and an attack and then switch out again. Phazers such as Whirlwind Grumpig can use Maractus's Spikes to help rack up residual damage on foes.

[STRATEGY COMMENTS]
Other Options
=============

Maractus can run physically, specially, and mixed offensive sets with a number of different items, from Choice Band to Miracle Seed, but they are all outperformed by other offensive Grass-types such as Tangela, Jumpluff and Leafeon. Knock Off can be run to cripple opposing leads, but Maractus generally prefers setting up Spikes over attacking. Grass Whistle can be used to put foes to sleep and set more layers of Spikes, but it has poor accuracy and forces Maractus to give up Endeavor.

Checks and Counters
===================

**Faster Pokemon**: Most faster Pokemon in the metagame are easily capable of 2HKOing Maractus, limiting it to either a single layer of Spikes or a single Endeavor before it is KOed.

**Taunt Users**: Taunt users such as Misdreavus and Dodrio prevent Maractus from setting up Spikes, or, if they are slower, limit it to a single layer of Spikes, in either case preventing it from setting enough layers to effectively wear down opposing teams.

**Entry Hazard Removers**: Pokemon that can remove entry hazards with Defog or Rapid Spin such as Pelipper and Armaldo can remove Maractus's Spikes once it has been KOd, permanently keeping spikes off of the field.
 
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[OVERVIEW]
-mention sucker punch as its niche over quilladin as it can KO mons at sturdy

Usage Tips
========

-mention that it can be saved for later uses of endeavor

Team Options
========
-mention phazers that allow you to rack up more damage with spikes

[STRATEGY COMMENTS]
Other Options
=============

-maractus actually gets access to a ton of coverage moves so mention a mixed LO set
-mention chlorophyll even though like everything outclasses

Checks and Counters
===================

-add fire types since they take little damage from both attacks and most can outspeed and 2hko, only allowing 1 spike
-add defog/rapid spin
 

TONE

I don't have to take this. I'm going for a walk.
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Analysis is looking good. Only thing I can think of adding is Grasswhistle to OO to put something to sleep to make it easier for Maractus to set up Spikes, but the accuracy is unappealing. Still worth a mention to beef up OO.

1/3.
 

Raiza

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World Defender
[OVERVIEW]
add more suicide leads that outclass maractus
mention that another niche maractus has is that it has a good matchup against some leads such as golem and torterra
also mention its speed is still enough to outspeed common leads such as golem pilo torterra etc

[SET COMMENTS]
Moves
========

mention spikes wear down foes and break fsash and sturdy

Set Details
========

mention max speed and jolly are used mainly to outspeed opposing leads
don't mention the 4 evs if they are irrelevant

Usage Tips
========

mention maractus has to be weary against faster taunt users, they can outpace and taunt it, especially misdreavus bc it is also immune to endeavor
mention that when at 1 hp, maractus could also consider setting up another layer of spikes if faster

Team Options
========
mention cleaners/set up sweepers that appreciate hazard support

Megazard QC 2/3
 
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i like this more than dwebble so remove from overview dwebble outclasses this and replce with whirlipede 3/3
 

Weebl

Hey!
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here's one
[OVERVIEW]
Maractus is totally outclassed by other suicide leads, (AC) with its mediocre Speed and lack of Stealth Rock, Taunt, Toxic Spikes, or Speed Boost. In particular, (AC) Quilladin almost totally outperforms it as another Grass-type suicide lead, although Maractus is also outclassed by other leads such as Whirlipede and Venipede. However, beyond being outclassed, it can still function as a passable lead thanks to its access to both Spikes and Sucker Punch. Maractus is normally limited to one layer of Spikes, (AC) due to thanks to its poor Speed, (AC) as opposing teams can simply lead with something capable of 2HKOing it, but has a good matchup against some other leads such as Golem and Torterra, against which it can lay down multiple layers of Spikes versus. Maractus can also force teams to play carefully around its Endeavor and Sucker Punch combination, (AC) which can sometimes nab surprise KOs.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Bullet Seed
move 3: Endeavor
move 4: Sucker Punch
item: Focus Sash
ability: Water Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes are is what makes Maractus worth using as a lead, as it can lay entry hazards early on to wear down foes and break opposing Focus Sashes and Sturdy Pokemon. Because Bullet Seed is a multi-strike move, (AC) its preferred STAB move as it Maractus can KO Golem through Sturdy most of the time due to being a multi-hit move. Endeavor allows Maractus to cripple foes once it is hit down to its Focus Sash by always leaving them at 1 HP, while Sucker Punch allows it to get off a little extra damage with priority and can get KOs on foes weakened by Endeavor.

Set Details
========

Maximum Speed investment and a Jolly nature makes Maractus as fast as possible so that it can to outspeed other leads, such as Dwebble, (AC) and set extra layers of Spikes on as many foes as possible, and also allows it to beat out other leads such as Dwebble. Maximum Attack investment lets it Maractus KO lead Golem most of the time and get off extra damage with Sucker Punch. Water Absorb is the preferred ability as it gives Maractus an immunity to Water immunity with and a usable effect, unlike Storm Drain, (AC) which merely boosts its Maractus's unused Special Attack stat. Focus Sash is the preferred item as it guarantees that Maractus will lay at least one layer of Spikes or get off at least one an Endeavor versus faster foes such as Rapidash, (AC) which would otherwise OHKO Maractus before it set any entry hazards.

Usage Tips
========

Maractus should always be used to set Spikes as early as possible, as its lack of strong STAB moves and coverage makes it fairly worthless late-(add hyphen)game. Laying Spikes should be the priority over attacking foes, (AC) as Maractus doesn't hit too hard and should be used in more of a team support role. Endeavor should be used when Maractus is at low health and faster than its foe to do as much damage as possible. However, Maractus should use Sucker Punch versus faster foes to get off a little extra chip damage before being KOed. Even at 1 HP versus slower opponents foes, Maractus should still consider laying another layer of Spikes if it's more beneficial than crippling a single foe Pokemon. Maractus should be wary of going directly for Spikes versus against (variety) common Taunt users such as Grumpig or Misdreavus, as it can use the Taunt to get off free damage with Bullet Seed or switch to an appropriate counter.

Team Options
========
Maractus should be used on hyper offense teams that can keep up offensive pressure and use take advantage of Spikes to more quickly break through opposing teams more quickly. Spinblockers such as Dusknoir and Misdreavus keep Maractus's Spikes up by preventing Rapid Spin users such as Armaldo from removing them. Pokemon with Defiant such as Pawniard and Purugly discourage Defog users from removing Maractus's spikes, as they can get an attack boost on the Defog. Strong wallbreakers, (AC) such as Stoutland, (AC) can use the chip damage dealt by Maractus's Spikes to break through their few counters thanks to the extra chip damage. Setup sweepers and strong cleaners also appreciate the Spikes support to ensure extra KOs versus weakened teams. Stealth Rock users such as Golem and Piloswine can stack entry hazards with Maractus to get extra chip damage and wear down teams more quickly. Pokemon with Volt Switch or U-turn, (AC) such as like Ninjask and Raichu, (AC) can use the entry hazards to break down defensive cores quickly by forcing counters to switch into Spikes, an attack, and then switch out again. Phazers such as Whirlwind Grumpig can use Maractus's Spikes to help rack up residual damage on foes.

[STRATEGY COMMENTS]
Other Options
=============


Maractus can run physically, and specially, and mixed offensive sets with a number of different items, (AC) from Choice Band to Miracle Seed, (AC) but they are all outperformed by other offensive Grass-types such as Tangela, Jumpluff and Leafeon. Knock Off can be run to cripple opposing leads, but Maractus generally prefers setting up Spikes over attacking. Grass Whistle can be run used to put foes to sleep and lay more layers of Spikes, but has poor accuracy and forces Maractus to give up Endeavor.

Checks and Counters
===================


**Faster Pokemon**: Most faster Pokemon in the metagame are easily capable of 2HKOing Maractus, limiting it to getting off either a single layer of Spikes or getting off a single Endeavor before it is KOed.

**Taunt Users**: Taunt users such as Misdreavus and Grumpig also prevent Maractus from setting up Spikes, or, (AC) if they are slower, (AC) limiting it to a single layer of Spikes if the Taunt user is slower, in either case preventing it from laying enough layers to effectively wear down opposing teams.

**Entry Hazard Removers**: Pokemon that can remove entry hazards with Defog or Rapid Spin can remove Maractus's Spikes, nullifying its team support role.
GP 1/2
 
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Test GP. Not official!

Deletions
Edits
((Comments))

[OVERVIEW]
Maractus is totally outclassed by other suicide leads, with its mediocre Speed and lack of Stealth Rock, Taunt, Toxic Spikes, or Speed Boost. In particular, Quilladin almost totally outperforms it as a another Grass-type suicide lead, although and Maractus is also outclassed by other leads such as Whirlipede and Venipede. ((Smoothing out the wording and flow a little bit here.)) However, though it appears to be beyond being outclassed, it can still function as a passable lead thanks to its access to both Spikes and Sucker Punch. ((Otherwise, you're making it sound like it's worse than being outclassed)) Maractus is normally limited to one layer of Spikes, due to its poor Speed, as opposing teams can simply lead with something capable of 2HKOing it, but has a good matchup against some other leads such as Golem and Torterra, against which it can lay down multiple layers of Spikes. ((Nice language. Removed a little redundancy)) Maractus can also force teams to play carefully around its Endeavor and Sucker Punch combination, which can sometimes nab surprise KOs.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Bullet Seed
move 3: Endeavor
move 4: Sucker Punch
item: Focus Sash
ability: Water Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes is what makes Maractus worth using as a lead, as it can lay entry hazards early on to wear down foes and break opposing Focus Sashes and Sturdy Pokemon. ((I apologize for contradicting what was said above, but I thought this was fine because Focus Sash refers to a Pokemon set, and modifies Pokemon rather than being a standalone object.)) Because Bullet Seed is a multi-strike move, Maractus can KO Golem through Sturdy most of the time. Endeavor allows Maractus to cripple foes once it is hit down to its Focus Sash by always leaving them at 1 HP, while Sucker Punch allows it to get off a little extra priority damage with priority and can get KOs on foes weakened by Endeavor.

Set Details
========

Maximum Speed investment and a Jolly nature makes Maractus as fast as possible so that it can outspeed other leads, such as Dwebble, and set extra layers of Spikes on as many foes as possible. Maximum Attack investment lets Maractus KO lead Golem most of the time and get off extra damage with Sucker Punch. Water Absorb gives Maractus an immunity to Water and a has a usable effect, unlike Storm Drain, which merely boosts Maractus's unused Special Attack stat. Focus Sash guarantees that Maractus will lay at least one layer of Spikes or get off an Endeavor versus faster foes such as Rapidash, which would otherwise OHKO Maractus before it set any entry hazards.

Usage Tips
========

Maractus should always be used to set Spikes as early as possible, as its lack of strong STAB moves and coverage makes it fairly worthless late-game. Laying Spikes should be the priority over attacking foes, as Maractus doesn't hit too hard and should be used in more of a team support role. Endeavor should be used when Maractus is at low health and faster than its foe to do as much damage as possible. However, Maractus should use Sucker Punch versus faster foes to get off a little extra chip damage before being KOed. Even at 1 HP versus slower foes, Maractus should still consider laying another layer of Spikes if it's more beneficial than crippling a single Pokemon. Maractus should be wary of going directly for Spikes against common Taunt users such as Grumpig or Misdreavus, as it can get off free damage with Bullet Seed or switch to an appropriate counter.

Team Options
========
Maractus should be used on hyper offense teams that can keep up offensive pressure and take advantage of Spikes to quickly break through opposing teams. Spinblockers such as Dusknoir and Misdreavus keep Maractus's Spikes up by preventing Rapid Spin users such as Armaldo from removing them. Pokemon with Defiant such as Pawniard and Purugly discourage Defog users from removing Maractus's spikes, as they can get an attack boost on the Defog. Strong wallbreakers, such as Stoutland, can use the chip damage dealt by Maractus's Spikes to break through their few counters. Setup sweepers and strong cleaners also appreciate the Spikes support to ensure extra KOs versus weakened teams. Stealth Rock users such as Golem and Piloswine can stack entry hazards with Maractus to get extra chip damage and wear down teams more quickly. Pokemon with Volt Switch or U-turn, such as Ninjask and Raichu, can use the entry hazards to break down defensive cores quickly by forcing counters to switch into Spikes, and an attack, and then switch out again. Phazers such as Whirlwind Grumpig can use Maractus's Spikes to help rack up residual damage on foes.

[STRATEGY COMMENTS]
Other Options
=============


Maractus can run physically, specially, and mixed offensive sets with a number of different items, from Choice Band to Miracle Seed, but they are all outperformed by other offensive Grass-types such as Tangela, Jumpluff and Leafeon. ((Both ways work, but I thought that the words "physical", "special", and "mixed offensive" modify "sets". On the other hand, you can have "physically", "specially", and "mixed" modify "offensive sets". Whichever sounds smoother to you!)) Knock Off can be run to cripple opposing leads, but Maractus generally prefers setting up Spikes over attacking. Grass Whistle can be used to put foes to sleep and lay more layers of Spikes, but has poor accuracy and forces Maractus to give up Endeavor.

Checks and Counters
===================


**Faster Pokemon**: Most faster Pokemon in the metagame are easily capable of 2HKOing Maractus, limiting it to getting off either a single layer of Spikes or a single Endeavor before it is KOed.

**Taunt Users**: Taunt users such as Misdreavus and Grumpig also prevent Maractus from setting up Spikes, or, if they are slower, limit it to a single layer of Spikes, in either case preventing it from laying enough layers to effectively wear down opposing teams.

**Entry Hazard Removers**: Pokemon that can remove entry hazards with Defog or Rapid Spin can remove Maractus's Spikes, nullifying its team support role.


Sounds good! I never liked the dancing cactus, but I do like the review.
 

Empress

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Using a bunch of Torterrable's stuff because, contrary to what his/her username says, the check was far from terrible. Stamped!
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(Be sure to unbold everything lol)
[OVERVIEW]

Maractus is totally outclassed by other suicide leads, with due to its mediocre Speed and lack of Stealth Rock, Taunt, Toxic Spikes, or Speed Boost. In particular, Quilladin almost totally outperforms it as another Grass-type suicide lead, although and Maractus is also outclassed by other leads such as Whirlipede and Venipede. However, beyond despite being outclassed, it can still function as a passable lead thanks to its access to both Spikes and Sucker Punch. Maractus is normally limited to one layer of Spikes, (RC) due to its poor Speed, as opposing teams can simply lead with something capable of 2HKOing it, but it has a good matchup against some other leads such as Golem and Torterra, against which it can lay down multiple layers of Spikes. Maractus can also force teams to play carefully around its Endeavor and Sucker Punch combination, which can sometimes nab surprise KOs.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Bullet Seed
move 3: Endeavor
move 4: Sucker Punch
item: Focus Sash
ability: Water Absorb
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Spikes is what makes Maractus worth using as a lead, as it can lay entry hazards early on to wear down foes and break opposing Focus Sashes and Sturdy Pokemon. Because Bullet Seed is a multi-strike move, Maractus can KO Golem through Sturdy most of the time. Endeavor allows Maractus to cripple foes once it is hit down to its Focus Sash by always leaving them at 1 HP, while Sucker Punch allows it to get off land a little extra damage with priority and can get KOs on foes weakened by Endeavor.

Set Details
========

Maximum Speed investment and a Jolly nature makes Maractus as fast as possible so that it can outspeed other leads, such as Dwebble, and set extra layers of Spikes on as many foes as possible. Maximum Attack investment lets Maractus KO lead Golem most of the time and get off deal extra damage with Sucker Punch. Water Absorb gives Maractus an immunity to Water and has a usable effect, unlike Storm Drain, which merely boosts Maractus's unused Special Attack stat. Focus Sash guarantees that Maractus will lay at least one layer of Spikes or get off an be able to use Endeavor versus faster foes such as Rapidash, which would otherwise OHKO Maractus before it set any entry hazards.

Usage Tips
========

Maractus should always be used to set Spikes as early as possible, as its lack of strong STAB moves and coverage makes it fairly worthless late-game. Laying Spikes should be the priority over attacking foes, as Maractus doesn't hit too hard and should be used in more of a team supportive (subjective change) role. Endeavor should be used when Maractus is at low health and is faster than its foe to do as much damage as possible. However, Maractus should use Sucker Punch versus faster foes to get off a little extra chip damage before being KOed. Even at 1 HP versus slower foes, Maractus should still consider laying another layer of Spikes if it's more beneficial than crippling a single Pokemon. Maractus should be wary of going directly for Spikes against common Taunt users such as Grumpig or Misdreavus, as it can get off land (you use "get off" a lot :P) free damage with Bullet Seed or switch to an appropriate counter.

Team Options
========
Maractus should be used on hyper offense teams that can keep up offensive pressure and take advantage of Spikes to quickly break through opposing teams. Spinblockers such as Dusknoir and Misdreavus keep Maractus's Spikes up by preventing Rapid Spin users such as Armaldo from removing them. Pokemon with Defiant such as Pawniard and Purugly discourage Defog users from removing Maractus's spikes Spikes, as they can get an attack Attack boost on the from Defog. Strong wallbreakers, such as Stoutland, can use the chip damage dealt by Maractus's Spikes to break through their few counters. Setup sweepers and strong cleaners also appreciate the Spikes support to ensure extra KOs versus weakened teams. Stealth Rock users such as Golem and Piloswine can stack entry hazards with Maractus to get extra chip damage and wear down teams more quickly. Pokemon with Volt Switch or U-turn, such as Ninjask and Raichu, can use the entry hazards to break down defensive cores quickly by forcing counters to switch into both Spikes, (RC) and an attack, (RC) and then switch out again. Phazers such as Whirlwind Grumpig can use Maractus's Spikes to help rack up residual damage on foes.

[STRATEGY COMMENTS]
Other Options
=============


Maractus can run physically, specially, and mixed offensive sets with a number of different items, from Choice Band to Miracle Seed, but they are all outperformed by other offensive Grass-types such as Tangela, Jumpluff and Leafeon. Knock Off can be run to cripple opposing leads, but Maractus generally prefers setting up Spikes over attacking. Grass Whistle can be used to put foes to sleep and lay set more layers of Spikes, but it has poor accuracy and forces Maractus to give up Endeavor.

Checks and Counters
===================


**Faster Pokemon**: Most faster Pokemon in the metagame are easily capable of 2HKOing Maractus, limiting it to getting off either a single layer of Spikes or a single Endeavor before it is KOed.

**Taunt Users**: Taunt users such as Misdreavus and Grumpig also prevent Maractus from setting up Spikes, or, if they are slower, limit it to a single layer of Spikes, in either case preventing it from laying setting enough layers to effectively wear down opposing teams.

**Entry Hazard Removers**: Pokemon that can remove entry hazards with Defog or Rapid Spin can remove Maractus's Spikes, nullifying its team support role (I don't like how this sounds; rephrase it as you choose b/c I don't know what you're looking for here).

GP 2/2
 
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