Mareep (Analysis)

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Mareep

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Status: Done!
QC Checks: Darkamber8828, Aerrow
GP Checks: Aeron Ee1, cosmicexplorer


[Overview]
<p>Mareep is quite underwhelming in Little Cup, outclassed by other Electric-types offensively due to its low Speed. It has good bulk, however, and can set up dual screens quite easily. Basically, Mareep is okay at setting up Reflect and Light Screen, but shouldn't really be used for anything else in the Little Cup metagame.</p>

[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Thunderbolt / Discharge
move 4: Thunder Wave
item: Light Clay / Eviolite
ability: Static
nature: Bold
evs: 236 HP / 196 Def / 76 SpD

[SET COMMENTS]

<p>Mareep has 25 HP, 14 Defense, and 12 Special Defense, which, when paired with a lack of a weakness to Dark-type moves, allow it to make for an effective dual screener that isn't afraid of Pursuit users such as Pawniard. Reflect and Light Screen are Mareep's way of supporting its team, allowing a frail teammate to set up safely. Thunderbolt is Mareep's reliable STAB move, and while Discharge could be used for the extra paralysis chance, its lower base power causes it to be an inferior option. Thunder Wave is preferred in the last slot, as it can reliably spread paralysis which could help a teammate sweep. Light Clay is the preferred item on this set, granting three extra turns on Mareep's screens. However, Baton Passers and some Pokemon that set up themselves don't need the extra turns. Therefore, Eviolite is a solid choice for the extra bulk it provides.</p>

[ADDITIONAL COMMENTS]

<p>Any Pokemon with Brick Break can ruin Mareep's screens, but the move is rarely used, so it's not a major problem. Mareep pairs well with Baton Passers and Pokemon that can set up. Gastly is deadly when behind screens as well and is also immune to Ground-type moves aimed at Mareep. Dragon Dance Scraggy lacks the Ground immunity, but is incredibly bulky with screens up and can get many Dragon Dance boosts in before attempting a sweep.</p>

[Other Options]

<p>Cotton Guard could be used for a huge defensive boost, but Mareep lacks a reliable healing move, so it's unable to stall for too long. Toxic cripples bulky Pokemon such as Hippopotas that may try to switch in, but conflicts with Mareep's paralysis-inducing moves. Safeguard is another team support option that Mareep learns, and can be helpful to stop a teammate from being crippled while setting up. Heal Bell could get rid of any statuses the team might take as well. Magnet Rise is a gimmicky option to get rid of its weakness to Ground-type moves temporarily. Agility could be used to try to sweep, but Mareep is generally outclassed in this role. Mareep's special movepool consists of Thunderbolt, Power Gem, Signal Beam, and Hidden Power, and a Choice Specs set could be used due to Mareep's good Special Attack and decent coverage.</p>

[Checks and Counters]

<p>Any Pokemon that learns Brick Break ruins Mareep's purpose, though very few Pokemon both use it and can safely take Mareep on. Cottonee can be a major problem due to getting priority on Encore. Diglett can trap Mareep easily, and if carrying a Choice Band, OHKOes Mareep without Reflect up. Life Orb versions KO with Stealth Rock or a layer of Spikes, and Mareep usually can't do anything back anyway. Ferroseed, Chinchou, and Wooper all wall Mareep but can't stop screens from going up. Phazers are actually the biggest issues a team with Mareep has, since they can get rid of stat boosts. Hippopotas with Roar and Munchlax that carry Whirlwind are good examples of this.</p>
 
Gligar can Taunt Mareep or just kill it with EQ. It can also take an HP Ice and Roost off the damage. Mention that in checks and counters.

Also for this reason, I'd slash in Thunder Wave before HP Ice, as the two main Ground-types, Gligar and Hippopotas, can easily take HP Ice and recover off the damage continuously, so you're not really fulfilling your purpose of KOing those Ground-types anyway. Thunder Wave is very useful for spreading paralysis, so I would use it over HP Ice any day of the week.

Also, Eviolite is an option over Light Clay, as in the case of set-up sweepers or baton Passers, 8 turns can be superfluous, and the added bulk is appreciated.

You should make sure you mention when discussing the teammates that Gligar and Missy are especially useful as they are immune to Mareep's only weakness and can benefit from the screens as well.

Also mention Diglett, as without a Reflect up, Eviolite Mareep is OHKOed by Earthquake from LO Diglett after damage from SR or 1 layer of Spikes. CB Diglett OHKoes Eviolite Mareep 100% of the time without a Reflect up, too, so that's easily a check.
 
Okay, I updated that, as well as putting Thunderbolt as the first slash in front of Discharge because you have Thunder Wave anyway.
 
Chinchou can come in on a Thunderbolt and wear it down using it's STAB moves, namely Hydro Pump. The more defensive variants can wear it down using Scald because of the burn.
 
Okay, I know a million and 7 things take Mareep out one-on-one, but I need QC input on whether listing so many of them is worth it when you have a Pokemon that can't trap or boosts its attacking stats because Mareep usually should just be setting screens up and getting the heck out. Chinchou isn't stopping Mareep from doing its job at all.
 
Okay, sorry for making things worse here. Well, I thought of it and Pawniard can come in and SD and use Brick Break and smash those screens, hurting Mareep. It's late now so I don't have the energy to calculate it. If you want, I can do it tomorrow once I'm free.

I'm so sorry if this is a average / useless suggestion.
 
I think an AC mention of Choice Specs is ideal. 65 Special Attack can be called good, and Volt Switch is a huge plus for Mareep. It has good coverage too!

Also, I'm not sure if it would be the best set, but Mareep can get really creative with Cotton Guard + Charge. Too bad it doesn't get recovery.
 
Ah, don't take it too personally, I'm glad people are giving their ideas! Actually Pawniard might be decent to mention because it's not too destroyed by Thunder Wave either.

OO Choice Specs is okay, but Mareep doesn't get Volt Switch. Thunderbolt/Power Gem/Signal Beam/HP Ice is all right I guess.

Edit: Never mind about Pawniard. You can't KO with Brick Break+Sucker Punch while Thunderbolt 2KOes. It looked good on the surface, I admit, but apparently Pawniard's Special Defense is lower than I expected... Thunderbolt does 13-16/21, guaranteed 2KO.
 
Okay, updated one more check needed. Magnet Rise actually looks amusing, if gimmicky.
 
So apparently Simple doesn't work on Baton Passed boosts so I took out that one sentence about it.
 
Changes in bold
Removals in red
Comments in bold red

[Overview]
<p>Mareep is quite underwhelming in Little Cup, being outclassed by other Electric-types offensively due to its low Speed. It has good bulk, however, especially behind dual screens, meaning that it can use those quite effectively. Basically, Mareep is okay at setting up Reflect and Light Screen, but shouldn't really be used for anything else in the Little Cup metagame.</p>

[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Thunderbolt / Discharge
move 4: Thunder Wave / Hidden Power Ice
item: Light Clay / Eviolite
ability: Static
nature: Bold
evs: 236 HP / 196 Def / 76 SpD

[SET COMMENTS]

<p>Mareep has 25 HP, 14 Defense, and 12 Special Defense, which, when paired with a lack of a weakness to Dark-type moves, allow it to make for an effective dual screener that doesn't have to be afraid of Pursuit users such as Pawniard. Reflect and Light Screen are Mareep's way of supporting its team, allowing a frail teammate to set up safely. Thunderbolt is Mareep's reliable STAB move, which causes it to be an obvious choice. Discharge could be used for the extra paralysis chance, which is nice if Mareep doesn't use Thunder Wave in the last moveslot. Actually, Thunder Wave is preferred in the last slot, as it can reliably spread paralysis which could help a teammate sweep. Hidden Power Ice could be used, however, to hit Gligar trying to switch in. Light Clay is the preferred item on this set, granting three extra turns on Mareep's screens. However, Baton Passers and some Pokemon that set up themselves don't need the extra turns. Therefore, Eviolite is a solid choice for the extra bulk it provides.</p>

[ADDITIONAL COMMENTS]

<p>Any Pokemon with Brick Break can ruin Mareep's screens, but the move is rarely used, so it's not a major problem. Mareep pairs well with Baton Passers and Pokemon that can set up. Gligar can pass Attack and Speed boosts to other Pokemon as well. while also being immune to Mareep's only weakness. Cubone is a good receiver for Gligar's boosts, especially appreciating Rock Polish due to its own low Speed. Nasty Plot Misdreavus is deadly when behind screens as well and is also immune to Ground-type moves aimed at Mareep as well. Dragon Dance Scraggy lacks the Ground immunity, but is incredibly bulky with screens up and can get many Dragon Dance boosts in before attempting a sweep.</p>

[Other Options]

<p>Cotton Guard could be used for a huge defensive boost, but Mareep lacks a reliable healing move which causes it to be unable to stall for too long. Toxic could cripple a bulky Pokemon such as Hippopotas that tries to switch in, but conflicts with Mareep's paralysis-inducing moves. Safeguard is another team support option that Mareep learns, and could be helpful to stop a teammate from being crippled while setting up. Heal Bell could get rid of any statuses the team might take as well. Magnet Rise is a gimmicky option to get rid of its weakness to Ground-type moves temporarily. Agility could be used to try to sweep but other Pokemon sweep much more easily than Mareep can. Mareep's special movepool consists of Thunderbolt, Power Gem, Signal Beam, and Hidden Power, and a Choice Specs set could be used due to Mareep's good Special Attack and decent coverage.</p>

[Checks and Counters]

<p>Any Pokemon that learns Brick Break ruins Mareep's purpose, though very few Pokemon both use it and can safely take Mareep on. Cottonee can be a major problem due to getting priority on Encore. Gligar can Taunt Mareep or KO it with Earthquake if Reflect isn't up. It can take a Hidden Power Ice if it's at a good level of health as well and can use Roost to heal off the damage. Diglett can trap Mareep easily, and if carrying a Choice Band, OHKOes Mareep without Reflect up. Life Orb versions KO with Stealth Rock or a layer of Spikes, and Mareep usually can't do anything back anyway. Ferroseed, Chinchou, and Wooper all wall Mareep but can't stop screens from going up. Phazers are actually the biggest issues a team with Mareep has, since they can get rid of stat boosts. Hippopotas with Roar and Munchlax that carry Whirlwind are good examples of this.</p>

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[Overview]
<p>Mareep is quite underwhelming in Little Cup, being outclassed by other Electric-types offensively due to its low Speed. It has good bulk, however, especially behind dual screens, meaning that it can use those quite effectiveand can set up dual screens quite easily. Basically, Mareep is okay at setting up Reflect and Light Screen, but shouldn't really be used for anything else in the Little Cup metagame.</p>

[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Thunderbolt / Discharge
move 4: Thunder Wave / Hidden Power Ice
item: Light Clay / Eviolite
ability: Static
nature: Bold
evs: 236 HP / 196 Def / 76 SpD

[SET COMMENTS]

<p>Mareep has 25 HP, 14 Defense, and 12 Special Defense, which, when paired with a lack of a weakness to Dark-type moves, allow it to make for an effective dual screener that doeisn't have to be afraid of Pursuit users such as Pawniard. Reflect and Light Screen are Mareep's way of supporting its team, allowing a frail teammate to set up safely. Thunderbolt is Mareep's reliable STAB move, which causes it to be an obvious choice.and while Discharge could be used for the extra paralysis chance, which is nice if Mareep doesn't use Thunder Wave in the last moveslot. Actually,its lower Base Power makes it an inferior option. Thunder Wave is preferred in the last slot, as it can reliably spread paralysis which could help a teammate sweep. Hidden Power Ice could be used, however, to hit Gligar trying to switch in. Light Clay is the preferred item on this set, granting three extra turns on Mareep's screens. However, Baton Passers and some Pokemon that set up themselves don't need the extra turns. Therefore, Eviolite is a solid choice for the extra bulk it provides.</p>

[ADDITIONAL COMMENTS]

<p>Any Pokemon with Brick Break can ruin Mareep's screens, but the move is rarely used, so it's not a major problem. Mareep pairs well with Baton Passers and Pokemon that can set up. Gligar can pass Attack and Speed boosts to other Pokemon while also being immune to Mareep's only weakness. Cubone is a good receiver for Gligar's boosts, especially appreciating Rock Polish due to its own low Speed. Nasty Plot Misdreavus is deadly when behind screens as well and is also immune to Ground-type moves aimed at Mareep. Dragon Dance Scraggy lacks the Ground immunity, but is incredibly bulky with screens up and can get many Dragon Dance boosts in before attempting a sweep.</p>

[Other Options]

<p>Cotton Guard could be used for a huge defensive boost, but Mareep lacks a reliable healing move which causes it to be, so it's unable to stall for too long. Toxic could cripple as bulky Pokemon such as Hippopotas that triesmay try to switch in, but conflicts with Mareep's paralysis-inducing moves. Safeguard is another team support option that Mareep learns, and couldan be helpful to stop a teammate from being crippled while setting up. Heal Bell couldan get rid of any statuses the team might take as well. Magnet Rise is a gimmicky option to get rid of its weakness to Ground-type moves temporarily. Agility could be used to try to sweep but other Pokemon sweep much more easily than Mareep can, Mareep is generally outclassed in this role. Mareep's special movepool consists of Thunderbolt, Power Gem, Signal Beam, and Hidden Power, and a Choice Specs set could be used due to Mareep's good Special Attack and decent coverage.</p>

[Checks and Counters]

<p>Any Pokemon that learns Brick Break ruins Mareep's purpose, though very few Pokemon both use it and can safely take Mareep on. Cottonee can be a major problem due to getting priority on Encore. Gligar can Taunt Mareep or KO it with Earthquake if Reflect isn't up. It can take a Hidden Power Ice if it's at a good level has a good amount of health as well and can use Roost to heal off the damage. Diglett can trap Mareep easily, and if carrying a Choice Band, OHKOes Mareep without Reflect up. Life Orb versions KO with Stealth Rock or a layer of Spikes, and Mareep usually can't do anything back anyway. Ferroseed, Chinchou, and Wooper all wall Mareep but can't stop screens from going up. Phazers are actually the biggest issues a team with Mareep has, since they can get rid of stat boosts. Hippopotas with Roar and Munchlax that carry Whirlwind are good examples of this.</p>

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