OU Alolan Marowak

QC: Nedor, DennisEG, Gary
GP: fleurdyleurse

[OVERVIEW]

* Alolan Marowak's typing and Lightningrod ability coupled with decent bulk enable it to check notable threats such as Tapu Koko and Pheromosa.
* Thick Club lets Alolan Marowak hit extremely hard and with it's good STAB coverage is extremely difficult to counter.
* Alolan Marowak can run useful utility moves in Will-O-Wisp and Stealth Rock, which can cripple switch-ins.
* It is weak to many common attacking types such as Rock, Dark, Ground, Water, and Ghost.
* Alolan Marowak is worn down easily over a match, due to having low speed and a weakness to Stealth Rock.
* A lot of the Pokemon it’s meant to counter can U-turn out of it, which also wears it down.

[SET]
name: Utility Attacker
move 1: Shadow Bone
move 2: Fire Punch
move 3: Bonemerang / Stealth Rock
move 4: Will-O-Wisp / Stealth Rock
item: Thick Club
ability: Lightningrod
nature: Adamant
evs: 252 Atk / 4 SDef / 252 Spe

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

* Shadow Bone has a high damage output.
* Fire Punch is used over Flare Blitz as it doesn't wear down Alolan Marowak and does respectable damage.
* Bonemerang is better than Earthquake due to its ability to hit Pokemon through Substitutes and Focus Sashes, as well as not being affected by Grassy Terrain, while still providing a method to hit Tyranitar, Mega Gyarados, and Toxapex trying to switch in.
* Stealth Rock can be run over Bonemerang on teams that don't necessarily need it to hit incoming targets and is an option for teams that need a Stealth Rock user.
* Will-O-Wisp can cripple Pokemon trying to switch in, reducing their longevity and lowering their Attack, making it easier to handle physical attackers.

Set Details
========

* The spread runs max speed and damage output to outspeed notable threats, such as Celesteela not running maximum Speed, bulkier variants of Mega Scizor, and Skarmory. Adamant allows Alolan Marowak to hit extremely hard, 2HKOing more or less the entire tier.
* An alternate bulkier spread of 184 HP / 252 Atk / 4 Def / 68 Spe maximises damage output and outspeeds negative natured Celesteela while having much better bulk, enabling Alolan Marowak to take Tapu Koko's Brave Bird and repeated U-turns better. It also makes Alolan Marowak's HP odd to reduce damage taken from Stealth Rock. The rest of the EVs are placed in defense.
* Alolan Marowak can run different Speed investment to outspeed specific Pokemon at varying costs to bulk. 20 speed neutral nature will outspeed neutral uninvested Hippowdon and is the minimum you should run.
* Thick Club is mandatory due to how weak and passive Alolan Marowak is without it.
* Lightning Rod is mandatory on Alolan Marowak, as it's typing plus Lightning Rod is what makes it viable.

Usage Tips
========

* Keep Stealth Rock off the field if at all possible as Stealth Rock will wear Alolan Marowak down over repeated switches due to a lack of Leftovers.
* Bring it in on moves it's immune to, such as Electric attacks.
* Shadow Bone should be the attack you primarily click, as it does not wear Alolan Marowak down due to being non-contact and has great neutral coverage, hitting most of the tier very hard.
* Fire Punch only really needs to be clicked if the opponent has a Ghost resistant Pokemon.
* Bonemerang should only be used if the opponent has a bulky Pokemon that can take Alolan Marowak’s STAB moves but is weak/neutral to Bonemerang.
* Feel free to use Alolan Marowak's Electric immunity to take advantage of Electric types for free switches in, or just to pivot into a threatening attacker.
* Avoid pivoting it into a predicted U-turn, as that will let the opponent gain a free switch and cause Alolan Marowak to take unecessary damage.

Team Options
========

* Hazard control is very important, as Stealth Rock will wear down Alolan Marowak and prevent it from doing its job, especially as it lacks reliable recovery outside of the unreliable RestTalk.
* Water-types like Keldeo and Greninja can break the Ground-types that annoy Alolan Marowak; in return, Alolan Marowak checks the bulky Grass-types that pester them such as Ferrothorn. Tapu Fini is a bulky Defogger that can also handle Dark types by virtue of Tapu Fini's typing. Mantine is another bulky defogger, handling Ground-types for Alolan Marowak.
* Bulky Flying-types like Skarmory, Celesteela, and Landorus-T are good partners, as they are immune to Ground types aimed at Alolan Marowak. In turn, Alolan Marowak can take the Ice and Electric moves aimed at them. Landorus-T and Skarmory can also set hazards to wear down opposing checks.
* Bulky Grass-type like Amoonguss, Tangrowth, Ferrothorn, and Mega Venusaur are valuable Water-resistant Pokemon, with Tangrowth in particular also resisting Ground, while Alolan Marowak can take Ice and Fire attacks for them. Tapu Bulu, while not as bulky as the others, forms a formidable wallbreaking core with Alolan Marowak; Tapu Bulu also helps to mitigate Alolan Marowak's Ground weakness by setting Grassy Terrain.
* Latios provides Defog support and a Ground immunity, two valuable traits for Alolan Marowak in a teammate.
* Wish support is very useful, so Wish users like Alomomola, Chansey and Clefable make for good partners, though they only really fit on more defensively oriented teams.
* Alolan Marowak can be effective on Trick Room teams, as Trick Room remedies it's speed issue; however, Trick Room's viability as a playstyle is questionable.
* Secondary checks to what Alolan Marowak is supposed to check is ideal, as relying only on Alolan Marowak is dangerous.

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

* Knock Off is an option to cripple switch-ins by removing their items, but it does not provide much coverage.
* Flare Blitz is stronger than Fire Punch but wears Alolan Marowak down a lot faster, making it not ideal in the long run.
* Toxic can be run to more heavily cripple defensive walls. However, the Attack-dropping aspect of Will-O-Wisp is often more desirable against offensive teams and effectively removing the foe's Leftovers is often enough to cripple it's longevity.
* Swords Dance gives slower teams a hard time, but prevents Alolan Marowak from crippling switch-ins with Will-O-Wisp or supporting the team with Stealth Rock and requires significant speed investment to pose a significant threat against balance teams, but a Swords Dance set can be effective if pulled off well.
* A Rock Head set with Shadow Bone / Flare Blitz / Bonemerang / Swords Dance can be run on Trick Room, but Trick Room as a playstyle is inconsistent. Alolan Marowak should probably still run speed investment on such a team, however, as being dependant on Trick Room is undesirable due to it's consistencies; it will still be slower than the offensive Pokemon it intends to beat.

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

**Stealth Rock**: While it doesn’t directly pose a threat to Alolan Marowak it heavily reduces it’s ability to reliably check what it’s meant to, which means Pokemon like Pheromosa and Mega Scizor can wear it down by repeatedly using U-turn on it to the point where their other coverage moves can take it out. Tapu Koko can also accumulate chip damage on it by hitting it with Brave Bird on the switchin in tandem with Stealth Rock to eventually get past it.

**Faster Pokemon**: Pokemon that can outspeed Alolan Marowak can either heavily weaken it for the things it is meant to check or just outright KO it. Both Greninja can KO it easily with Dark Pulse or Hydro Pump; Choice Specs Keldeo outright vaporises it; Latios hits it very hard with Draco Meteor or Surf; Mega Aerodactyl can hit it with Stone Edge; Tapu Lele deals large amounts of damage to Alolan Marowak with it's Psychic from any set. Note, however, that none of these can switch in.

**Pursuit Users**: While it can’t be trapped by trapping abilities and moves, Alolan Marowak can be trapped by Pursuit, either weakening it significantly or outright OHKOing it. Notable users include Tyranitar (which resists both of Alolan Marowak's STABS), Weavile, and Mega Metagross.

**Ground-types**: While most of them can't really switch in, they can all threaten Alolan Marowak out with their strong STAB moves, which usually OHKO or heavily damage it. Many can also set up Stealth Rock, punishing Alolan Marowak over the course of the battle. Defensive variants of Garchomp are notably only 3HKOd by Alolan Marowak's attacks while doing significant damage back with Eartquake. Garchomp does hate being burnt by Will-o-Wisp, however. Landorus-T is in a similar boat to Garchomp, only really fearing Will-O-Wisp. Hippowdon is bulky enough to take Alolan Marowak's attacks reasonably well and hit back, but hates being burnt by Will-O-Wisp.

**Dark-types**: While very few Dark-types can reliably switch in, they can all threaten Alolan Marowak out. Both Greninja can easily OHKO Alolan Marowak with either Dark Pulse or Hydro Pump. However, Protean Greninja lacking these moves can face issues with Alolan Marowak. Ash-Greninja can easily KO with it's STABs, and can use Alolan Marowak to get it's Battle Bond. Weavile threatens Alolan Marowak with a very fast and powerful Knock Off, removing it’s item and dealing huge damage, as well as potentially Pursuit trap it. Mega Gyarados can deal large amounts of damage with either STAB and does not take much from Alolan Marowak’s attacks; however, it can be crippled with Will-o-Wisp, though. Hoopa-Unbound can easily take out Alolan Marowak with it’s Dark STAB; it is also worth noting special sets don’t particularly care about Will-o-Wisp. Finally, Tyranitar can Pursuit trap Alolan Marowak and can take it’s STABs quite well, though it fears Bonemerang.

**Ghost-types**: Gengar can easily OHKO with it’s STAB moves, and opposing Alolan Marowak can either speed tie or outspeed it depending on investment while easily OHKOing with its own Shadow Bone. Fortunately, Gengar and Alolan Marowak are the only OU-viable Ghost-types.

**Bulky Water-types**: Few Water-types can take Shadow Bone but some are solid switch-ins to Alolan Marowak’s other moves. Tapu Fini doesn’t care about Will-O-Wisp and can fire off a Scald at Alolan Marowak, but risks being 2HKOd by Shadow Bone. Mega Gyarados resists both of Alolan Marowak’s STAB moves and bulky sets can take a Bonemerang reasonably well. Gyarados despises Will-O-Wisp, however. Offensive Mega Gyarados can be 2HKOed by Bonemerang, though. Azumarill can easily take out Alolan Marowak with its Water STAB moves but is 2HKOed by Shadow Bone. Defensive Suicune can take any of Alolan Marowak’s attacks; Toxapex can pivot into Alolan Marowak but has a chance to lose to more offensive variants; Pelipper can set rain to neuter Alolan Marowak's Fire-type attacks and take it out with rain-boosted Scald; Mantine can also hit it with Scald, though it's not the best switch-in due to Shadow Bone.

**Rock Types**: Tyranitar can take Alolan Marowak’s STAB moves quite well and Pursuit trap it, but fears Bonemerang and Will-O-Wisp. Mega Aerodactyl struggles to take any attack but can threaten it out with Stone Edge or Pursuit trap it, but it too is heavily crippled by Will-o-Wisp.
 
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Vague

Banned deucer.
i believe marowak should be running a spread of 248 HP / 136 Atk / 124 Spe. 136 attack is still enough to power through mons' and the speed is pretty crucial for outrunning usually slow things like clefable and support ttar while encompassing chansey and hippo too. just a nice benchmark in general. 244 Speed is just way too much since you're sharply detracting it's power and / or bulk.

bonemerang really isn't that much of a necessary to have warrant it's own undisputed spot since it only hits toxapex and ttar super effectively, while neutrally striking mega gyarados / sharpedo / greninja iirc, the latter two of which abhor switching in due to their bulk and they all dislike wisp. flare blitz is a nuke and all, but if you're running lightningrod then the very harsh recoil is honestly way too much of a con for a mon who's defensive typing is it's main draw. if anything the set should look like this imo.

name: Fire Dancer (Bulky Attacker)
move 1: Shadow Bone
move 2: Fire Punch
move 3: Stealth Rock / Will-O-Wisp
move 4: Will-O-Wisp / Stealth Rock / Bonemerang
item: Thick Club
ability: Lightningrod
nature: Adamant
evs: 248 HP / 136 Attack / 124 Spe

flare blitz should be mentioned in the details with a note that rock head would be superior ability with this move, especially if you're not dreadfully weak to electrics. stealth rock and will-o-wisp are it's most common utility moves in the third slot and fourth, as stealth rock is usually chosen and the final option is either wisp or bonemerang. toxic could get a mention in the set details as well, and i'm not too sure about knock off.

tpunch and s-edge shouldn't be oo because most targets of both moves are slammed by shadow bone. lefties shouldn't either since it ruins one of the main draws of using marowak, which is for it's defensive qualities while being a devestating wallbreaker. perish song seems fairly gimmicky, but not too sure on that one.

finally, mega sableye isn't switching into marowak (95% chance to be 2HKOed) and you should mention it pairs nicely with tapu bulu and fini

edit: yeah the attack investment is what's leftover while also coincidentally hitting a jump point which is what happens when a STAT increases by two points with 4 EVs
 
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Lemonade

WOOPAGGING
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i believe marowak should be running a spread of 248 HP / 136 Atk / 124 Spe. 136 attack hits a nifty jump point and the speed is pretty crucial for outrunning usually slow things like clefable and support ttar while encompassing chansey and hippo too. just a nice benchmark in general. 244 Speed is just way too much since you're sharply detracting it's power and / or bulk.

bonemerang really isn't that much of a necessary to have warrant it's own undisputed spot since it only hits toxapex and ttar super effectively, while neutrally striking mega gyarados / sharpedo / greninja iirc, the latter two of which abhor switching in due to their bulk and they all dislike wisp. flare blitz is a nuke and all, but if you're running lightningrod then the very harsh recoil is honestly way too much of a con for a mon who's defensive typing is it's main draw. if anything the set should look like this imo.

name: Fire Dancer (Bulky Attacker)
move 1: Shadow Bone
move 2: Fire Punch
move 3: Stealth Rock / Will-O-Wisp
move 4: Will-O-Wisp / Stealth Rock / Bonemerang
item: Thick Club
ability: Lightningrod
nature: Adamant
evs: 248 HP / 136 Attack / 124 Spe

flare blitz should be mentioned in the details with a note that rock head would be superior ability with this move, especially if you're not dreadfully weak to electrics. stealth rock and will-o-wisp are it's most common utility moves in the third slot and fourth, as stealth rock is usually chosen and the final option is either wisp or bonemerang. toxic could get a mention in the set details as well, and i'm not too sure about knock off.

tpunch and s-edge shouldn't be oo because most targets of both moves are slammed by shadow bone. lefties shouldn't either since it ruins one of the main draws of using marowak, which is for it's defensive qualities while being a devestating wallbreaker. perish song seems fairly gimmicky, but not too sure on that one.

finally, mega sableye isn't switching into marowak (95% chance to be 2HKOed) and you should mention it pairs nicely with tapu bulu and fini
What does "jump point" mean? Are there specific KOs it gets or does it get the most out of Adamant or something? Because 136 EVs just to get a few extra points from + nature doesn't seem optimal. Regardless, it's helpful to be as specific as possible. It also makes sense to say "invest the rest in Attack", just not "jump point".
 

UltiMario

Out of Obscurity
is a Pokemon Researcher
IMO Toxic should probably not be a slash and instead moved into either the description or OO. Since you want to list larger speed investment, bring Swords Dance up into main desc out of OO as going to really high speed investment is pretty irrelevant unless you're stallbreaking. Also disagreeing with 244 Spe Marowak, but instead on the basis that you should just be 252 to speed creep other SD Maro and 8 spe 75s, which are common enough EV allocations to desire that over 3 HP.
 
Niadev

Something to consider:
- Fire Punch definitely deserves a slash on the main set, since not every team appreciates their pokemon being worn down MASSIVELY by their own moves.
- RestTalk is a completely different set than the offensive one, since it runs max SpD for example, so you should add that as a 2nd set, instead of an OO to the main one.
- As mentioned by others above me, definitely consider to add a Spe breakpoint to the main set, 0 Spe 252 Atk is almost overkill.

Vague

The reason why Bonemerang is undisputed right now is, as Niadev said, that it does break Substitutes and Sashes. In addition, it's not affected by Bulu's grassy terrain, while EQ is. All the utility is definitely making up for the lack of 10BP
 
In process of implementing changes, Mega Sableye's bracket position was a bit off, I was meant to be implying it couldn't really threaten it, not that it could switch in haha

Will be putting Rest Talk into a separate set and am currently considering the default speed investment to list. Bonemerang will probably remain as the main option, though.

EDIT: Done with tweaks and settled on 132 Speed for neutral uninvested Celesteela (Defensive Celesteela and whatnot)
 
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Mantine is a good partner as it can defog, along with the two sharing good synergy, with Alolan Marowak sponging Electric hits and Mantine handling ground and water atttacks.
I feel like mentioning Tapu Fini is important too, as they share good synergy too. Also, Fini can deal with Dark Types for Marowak, and Marowak can wall most Electric Types and Grass Types, that threaten Marowak
 

Lemonade

WOOPAGGING
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis an Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Worth discussing if there should be a rain mention. Yes half Fire damage, but that reasoning is outdated imo because of the limited turns. Thick Bone attacks are strong, ok utility, ability to threaten Ferro are pretty useful.
 
Hey again. I don't know what people's PoV on that is right now, but something you could consider adding to OO (don't think it's worth a slash on the main set) would be to go WoW + Hex + Calm nature on the RestTalk set, since without Thick Club you're not hitting hard with Fire Punch and Shadow Bone anyways, and you're going to spread Burns a lot
 

Nedor

thiccc
yo i'll just go through this quickly b.c the analysis is solid overall, just some mistakes here and there.

overview

i'd like to see a clear mention of lightningrod allowing marowak to block volt switch users from pivoting around which can be useful to not just come into stealth rock to be forced out, for example.

set (bulky attacker)

i honestly don't know how i feel about 4 moves slashed for slot 4 as it seems sorta shaky. in my opinion, you can probably put knock off and swords dance as mentions in the moves section to clear it up just a little bit as i feel like wisp and rocks are most effective and consistent. wisp for obvious reasons that you mentioned, and marowak is typically a nice choice for the rocker slot b.c its stabs are strong enough to force out most hazard removal options. this isn't final and can be discussed among qc members, but my suggestion just organizes it a bit better.

aside from that option, vague brought up solid points above on if bonemerang is really required as wisp / stabs hit the main targets well. if this route is decided by the 2nd or 3rd qc member, bonemerang can be mentioned in the moves section, with wisp and rocks occupying the last slots.

set details (bulky attacker)

with a spread such as the one you provided here, its appreciated if its carefully explained. the large majority of this section is well elaborated, but mentioning that 120 hp solely helps with taking minimal damage from stealth rock isn't enough (what specifically does this allow marowak to do or beat more comfortably, aside from just increasing overall bulk). again, saying that the altered version of the original spread is more bulk oriented isn't enough, what specifically does the extra bulk help w/ and does the loss of atk change any crucial rolls? also, i feel like you can cut down on the amount of benchmarks marowak can hit, just say you can tailor the speed benchmark for certain threats. lastly, i don't like the term "it can outspeed significant portions of balance" cause its a bit too subjective, you can simply mention the additional speed helps w/ beating down some relevant threats, especially on a swords dance variant.

team options (bulky attacker)

celesteela and other bulky steels work pretty well w/ marowak due to type synergy, hazard stacking cores, etc. i like mvenusaur and amoonguss alongside marowak personally as they provide reliable water resists and secondary checks to stuff like tapu koko considering marowak can potentially get worn down.

set details (resttalk)

you still have to go over max hp, the nature, etc in this section.

team options (resttalk)

elaborate a bit more on keldeo as it shares great defensive and even offensive synergy. as with the bulky attacker, mentions of steels and grass types is recommended as they form solid defensive cores alongside marowak.

other options

i'm in agreement with vague above here, i do not think stone edge can really warrant a slot. i'd be a little more inclined to keep tpunch as it ohkos mantine reliably (i.e accuracy). i'd also remove perish song personally as i do consider it more of a gimmick than actually effective.

=======

good work overall, marowak is a pretty interesting mon to work with and it does have some different options set and spread wise, which is where most of my suggestions came in. the second and third qc members will polish up anything needed and finalize some stuff, so dw about that either :D

1/3 when done
 
yo i'll just go through this quickly b.c the analysis is solid overall, just some mistakes here and there.

overview

i'd like to see a clear mention of lightningrod allowing marowak to block volt switch users from pivoting around which can be useful to not just come into stealth rock to be forced out, for example.

set (bulky attacker)

i honestly don't know how i feel about 4 moves slashed for slot 4 as it seems sorta shaky. in my opinion, you can probably put knock off and swords dance as mentions in the moves section to clear it up just a little bit as i feel like wisp and rocks are most effective and consistent. wisp for obvious reasons that you mentioned, and marowak is typically a nice choice for the rocker slot b.c its stabs are strong enough to force out most hazard removal options. this isn't final and can be discussed among qc members, but my suggestion just organizes it a bit better.

aside from that option, vague brought up solid points above on if bonemerang is really required as wisp / stabs hit the main targets well. if this route is decided by the 2nd or 3rd qc member, bonemerang can be mentioned in the moves section, with wisp and rocks occupying the last slots.

set details (bulky attacker)

with a spread such as the one you provided here, its appreciated if its carefully explained. the large majority of this section is well elaborated, but mentioning that 120 hp solely helps with taking minimal damage from stealth rock isn't enough (what specifically does this allow marowak to do or beat more comfortably, aside from just increasing overall bulk). again, saying that the altered version of the original spread is more bulk oriented isn't enough, what specifically does the extra bulk help w/ and does the loss of atk change any crucial rolls? also, i feel like you can cut down on the amount of benchmarks marowak can hit, just say you can tailor the speed benchmark for certain threats. lastly, i don't like the term "it can outspeed significant portions of balance" cause its a bit too subjective, you can simply mention the additional speed helps w/ beating down some relevant threats, especially on a swords dance variant.

team options (bulky attacker)

celesteela and other bulky steels work pretty well w/ marowak due to type synergy, hazard stacking cores, etc. i like mvenusaur and amoonguss alongside marowak personally as they provide reliable water resists and secondary checks to stuff like tapu koko considering marowak can potentially get worn down.

set details (resttalk)

you still have to go over max hp, the nature, etc in this section.

team options (resttalk)

elaborate a bit more on keldeo as it shares great defensive and even offensive synergy. as with the bulky attacker, mentions of steels and grass types is recommended as they form solid defensive cores alongside marowak.

other options

i'm in agreement with vague above here, i do not think stone edge can really warrant a slot. i'd be a little more inclined to keep tpunch as it ohkos mantine reliably (i.e accuracy). i'd also remove perish song personally as i do consider it more of a gimmick than actually effective.

=======

good work overall, marowak is a pretty interesting mon to work with and it does have some different options set and spread wise, which is where most of my suggestions came in. the second and third qc members will polish up anything needed and finalize some stuff, so dw about that either :D

1/3 when done
Added, returned Swords Dance to Other Options and moved Knock to OO. Removed Stone Edge and Perish Song from OO and elaborated more on the stuff asked. Mentioned a number of the grass and steel types in Team options and how the grasses act as decent secondary checks to Pheromosa to keep Alolan Marowak from being overwhelmed.

EDIT: oh yeah and other stuff added that forgot to mention in the rundown of what was changed and stuffs
 
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What does "jump point" mean? Are there specific KOs it gets or does it get the most out of Adamant or something? Because 136 EVs just to get a few extra points from + nature doesn't seem optimal. Regardless, it's helpful to be as specific as possible. It also makes sense to say "invest the rest in Attack", just not "jump point".
a jump point is the effort value where you receive two points for a stat.
 

p2

Banned deucer.
holy shit this is so long, this definitely needs to be slimmed down a bit, even though the quality is fine there's just far too much here lol
QC: Nedor
GP:

[OVERVIEW]
  • Typing+Lightningrod enables it to check notable metagame threats such as Tapu Koko, Genesect and Pheromosa
  • Lightningrod also enables it to pivot into Volt Switchers, hindering Volt Switch spam and help keep Alolan Marowak from being forced out, as well as checking a number of threatening electric types such as most Thundurus and Tapu Koko
  • 60/110/80 bulk enables it to sufficiently check what it needs to
^you can compress all of those into 1
  • Thick Club enables Marowak to hit extremely hard and is near impossible to truly counter
  • Good STAB coverage in Shadow Bone and Flare Blitz + Bonemerang enables it to hit targets it's STABs miss out on
  • Can run useful utility moves in Will-o-Wisp, Toxic and Stealth Rock, which can cripple switchins
  • Cannot be trapped by Dugtrio due to Marowak’s Ghost type
  • Shadow Bone is very difficult to switch in on due to it’s solid neutral coverage and most Ghost resists are KOd by Flare Blitz
  • Only common forms of status that affect it are sleep and toxic
  • Very slow, as well as lacking any form of priority, meaning offense just finds it difficult to switch into
  • Stealth Rocks weakness can wear it down to the point that what it is meant to counter can beat it
  • Only recovery is Rest+Sleep Talk, which is unreliable
  • Doesn't have many options outside of the utility move slot that it has without hampering it's effectiveness.
  • Weaknesses to common types like Dark, Ground, Water, Rock and Ghost can hold it back
  • Despite not being trappable by Dugtrio or trapping moves, it is trappable by Pursuit you mentioned this before, add the pursuit part to it though
  • Most of what it’s meant to counter can U-turn out of it, wearing it down over the course of the match

[SET]
name: Fire Dancer (Bulky Attacker)
move 1: Shadow Bone
move 2: Flare Blitz / Fire Punch
move 3: Bonemerang / Stealth Rock
move 4: Will-o-Wisp / Stealth Rock
item: Thick Club
ability: Lightningrod
nature: Adamant
evs: 120 HP / 252 Attack / 4 Sp.Def / 132 Spe

[SET COMMENTS]
Moves
========
  • Shadow Bone is it’s main Ghost STAB and has a high damage output.
  • Flare Blitz is it’s main Fire STAB and will deal huge damage to most non resistant switchins.
  • Fire Punch is a safer option for teams who don't want it worn down as quickly, but as you'll likely be clicking Shadow Bone most of the time it might not be too major, and the power drop is notable.
  • Bonemerang is preferred to Earthquake due to it’s ability to hit Pokemon through substitutes and potential sashes, as well as not being affected by Grassy Terrain, and can provide a method to hit Tyranitars, Mega Gyarados and Toxapex trying to switch in.
  • Stealth Rock can be run over Bonemerang on teams who don't necessarily need it to hit incoming targets, and is an option for teams who need a Stealth Rock user.
  • Will-o-Wisp can cripple Pokemon who try to switch in, reducing their longevity and makes it easier for it to handle physical attackers.
Set Details
========
  • 132 speed neutral nature will outspeed uninvested Celesteela, who will otherwise Leech Seed you or weaken you with potential Earthquakes.
  • 120 HP reduces damage from Stealth Rock, which is important, and is also crucial in preventing Tapu Koko's Brave Bird from 2HKOing..
  • 252 Attack with an Adamant nature maxes out Alolan Marowak’s damage output.
  • Thick Club is Marowak’s best item, doubling it’s attack.
  • Alternate spread of 248 HP / 252 Attack / 8 Sp.Def can be used for teams who want it to be as simultaneously bulky and powerful as possible but don't care about the speed.
  • You can also take points out of attack if it's bulk is that crucial.
  • Alternative spread of 248 HP / 124 Attack / 132 Spe is a more bulk oriented variant of the original spread, as max HP enables it to take things like Tapu Koko's Brave Bird more comfortably, though missing out on a significant chance to 2HKO Defensive Landorus Therian after Stealth Rocks and Hippowdon after two rounds of Stealth Rock/one round of Stealth Rocks and burn can be detrimental.
  • Can run different speed investment to outspeed specific Pokemon at varying costs to bulk.
  • Note that moving HP into speed prevents it from taking attacks like Tapu Koko's Brave Bird as well as it could and as such, unless you are critically weak to one of these faster threats, you should refrain from the taking from HP and instead move EVs from Attack into Speed instead.
  • 20 speed neutral nature will outspeed neutral uninvested Hippowdon.
  • 48 speed neutral nature will outspeed uninvested Chansey, enabling you to hit it before it can Toxic you.
  • 244 speed neutral nature will outspeed uninvested base 75 speed Pokemon like Mega Scizor and Mega Heracross.
  • Jolly 216 speed outspeeds uninvested neutral nature Mega Venusaur and up to 28 EV speed Heatran.
  • Jolly 244 speed will outspeed Mega Venusaur with 32 EVs in speed and Heatran running 56 EVs in speed
^cut these down good lord this is just overkill

Usage Tips
========
  • Keep Stealth Rocks off the field if at all possible as Stealth Rocks will wear it down over repeated switches.
  • Bring in on Pokemon it can check such as Pheromosa, Genesect and Tapu Koko and fire off a hit or Will-o-Wisp if it is running it depending on what the opponent might switch in.
  • Shadow Bone should be the attack you primarily click as it does not wear you down and has great neutral coverage, hitting most of the tier very hard
  • Flare Blitz should be clicked only if the opponent has a sturdy ghost resist or if Alolan Marowak is not very useful in the match.
  • Bonemerang should only be clicked if the opponent have a bulky Pokemon that can take Alolan Marowak’s STABs but is weak/neutral to Bonemerang.

Team Options
========
  • Water, Steel, and Grass types, as well as hazard control in general are good partners for it.
  • Tapu Fini is a very solid partner, resisting dark types and defogging, and Alolan Marowak also resists a number of Tapu Fini's weaknesses
  • Mantine, like Tapu Fini, is a good partner as it can defog, along with the two sharing good synergy, with Alolan Marowak sponging Electric hits and Mantine handling ground and water atttacks.
  • Skarmory is an excellent partner as it Defogs and handles many threatening grounds like both Landorus, Excadrill, Garchomp and more, while Alolan Marowak handles Electric and Fire types for Skarmory. Alolan Marowak can also set Rocks if Skarmory is not the team's hazard control, enabling Skarmory to stack Spikes.
  • Ferrothorn can handle water types very well in general, and in tandem with Stealth Rock Alolan Marowak, forms a solid hazard stacking core.
  • Celesteela is similar to Skarmory, but Celesteela handles Landorus Incarnate better and can't Defog.
  • Latios is a notable offensive partner, as it can Defog away hazards to allow Alolan Marowak to come in more often as well as sharing decent defensive synergy, handling grounds like Landorus thanks to Levitate, as well as waters like Azumarill
  • Starmie is also a decent offensive partner, Rapid Spinning hazards away and offensively checking many of Marowak’s answers
  • Greninja, appreciates Alolan Marowak handling Genesect, Pheromosa and Tapu Koko, and Alolan Marowak appreciates Greninja handling the numerous Ground and Ghost types.
  • Keldeo is a solid answer to the Pursuit trappers that plague Alolan Marowak, with the duo also boasting solid offensive synergy - Alolan Marowak can help handle bulky grasses like Mega Venusaur, Tangrowth and Amoongus that prevent Keldeo from freely spamming it's STABs, while Keldeo breaks the grounds that annoy Alolan Marowak.
  • Tapu Bulu forms a formidable wallbreaking core and helps mitigate Alolan Marowak's ground weakness with it's terrain, as the duo can break each other's checks - Alolan Marowak helps break Mega Venusaur and other grasses that trouble Tapu Bulu while Tapu Bulu can handle most Ground and Water types pretty well.
  • Tangrowth is a solid stop to Waters, Ground types and Physically oriented Rock types, while Alolan Marowak handles Ice, Fire and Poison type attacks.
  • Mega Venusaur provides a good backup check to Pheromosa and Tapu Koko, due to being only neutral to Ice type attacks, as well as handling Water types like Keldeo superbly. Alolan Marowak can also help deal with Ferrothorn, who can be annoying for Mega Venusaur.
  • Amoongus is in a similar vein to Tangrowth but it handles special attacking versions of the aforementioned types better. Amoongus also has Spore to cripple something, which Alolan Marowak can take out the immunities for.
  • Wish support is very useful, so Wish passing Pokemon like Alomomola, Chansey or Clefable, though this only really fits on more defensively oriented teams.
^again, there's so much redundancy and stuff that can be trimmed down to a couple of lines
[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Bone
move 4: Fire Punch
item: Thick Club
ability: Lightningrod
nature: Careful
evs: 248 HP / 8 Atk / 252 Sp.Def

Moves
========
  • Rest restores Alolan Marowak's health and cures any poisoning it may have.
  • Sleep Talk allows Marowak to do damage while asleep.
  • Shadow Bone is reliable STAB damage with not many decent resists.
  • Fire Punch is secondary STAB damage that does not inflict recoil on it, and is desirable on this set over Flare Blitz.
Set Details
========
  • 248 HP maxes out it's HP while reducing damage taken from Stealth Rock and Tapu Koko's Brave Bird.
  • Maximum Special defense investment and a Careful nature enables it to take the least damage possible from Genesect and Tapu Koko from specially oriented sets.
  • Can run similar speed investment but is not as desirable as on the Bulky Attacker set, due to this set being far more defensively oriented.
  • Thick Club is still the best item, providing respectable power even without investment.
Usage Tips
========
  • Once again, keep Stealth Rock off the field.
  • Feel free to pivot into the attackers it's meant to check more liberally.
  • Fire off STABS if not low on HP
  • If low or you have been poisoned, use Rest
  • If asleep, use Sleep Talk and hope for a beneficial attack
Team Options
========
  • As with the Bulky Attacker, Water, Steel, and Grass types as well as hazard control make for good partners.
  • Keldeo is a good partner as it can take out Tyranitar, who resists this set's attacks, Weavile, and Bisharp with all 3 Dark types also being solid Pursuit trappers who can weaken Alolan Marowak for the things Alolan Marowak is meant to check. Alolan Marowak can also weaken bulky grasses like Mega Venusaur, Amoongus and Tangrowth for Keldeo and absorb Spores and both Powders from said bulky grasses while Keldeo takes out the grounds that plague Alolan Marowak
  • Tapu Fini resists darks and has some of it's weaknesses handled by Marowak, with Tapu Fini being able to Defog.
  • Mantine is a solid defogger that can handle threatening grounds like Lando-I lacking Rock Slide.
  • Skarmory, like Mantine, Defogs for Alolan Marowaks and handles many threatening Pokemon like both Landorus, Garchomp, Excadrill while Alolan Marowak handles many Fire and Electric types that would threaten Skarmory.
  • Celesteela, like Skarmory, is a solid partner to this set, handling ground types like both Landorus, Garchomp, Excadrill and co while Marowak handles the Electric, Grass and Fire types that trouble Celesteela.
  • Latios is a good offensive Defogger that can handle many waters and grounds that trouble Alolan Marowak.
  • Tapu Bulu effectively removes Alolan Marowak's Ground weakness with it's terrain, with the exception of some relatively uncommon ground moves.
  • Tangrowth can handle Ground, Water and a good number of Rock type attackers for Alolan Marowak, such as Landorus-Therian, Keldeo, and Choice Scarf Tyranitar while Alolan Marowak handles a number of Ice, Fire and Poison attacks.
  • Mega Venusaur is an excellent Water type stop and a decent answer to Ground types, while Alolan Marowak helps handle things like Ferrothorn, who can be a thorn in Mega Venusaur's side.
  • Amoongus handles Waters better than Tangrowth but struggles more against the other types. It does, however, have Spore to cripple switchins.
  • Ferrothorn handles many Water types the other three can't, like Starmie, and Alolan Marowak takes out most of the Leech Seed blockers.
  • Greninja takes out most of the Pokemon that can deal with Alolan Marowak with it's coverage.
  • Starmie is a solid Rapid Spinner and can take out most of the Grounds Alolan Marowak struggles with.

[STRATEGY COMMENTS]
Other Options
=============
  • Knock Off is an option to cripple switchins by removing their items, but does not provide much coverage.
  • Rock Head is an option on Flare Blitz Bulky Attacker sets, but Lightningrod is one of it's big selling points and it loses the ability to check Pokemon like Sp.A Download boosted Genesect with Thunderbolt and Tapu Koko without taking huge damage without Lightningrod.
  • Toxic can be run to more heavily cripple defensive walls. However, the attack dropping aspect of Will-o-Wisp is often more desirable versus offensive teams and effectively removing it's Leftovers is often enough to cripple the target's longevity
  • Swords Dance gives slower teams a hard time on the Bulky Attacker set, but prevents it from crippling switchins with Will-o-Wisp or supporting the team with Stealth Rock and requires significant speed investment to pose a significant threat vs Balance, but can be effective if pulled off.
  • Thunder Punch hits bulky waters, but Shadow Bone already hits them pretty hard.
  • Leftovers gives it more longevity but massively reduces it’s fire power.
  • Wisp+Hex is an option on the RestTalk set if you are running Leftovers as an ok replacement for STABs, but run Calm if you do.

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

**Stealth Rock**: While it doesn’t directly take it out it heavily reduces it’s ability to reliably check what it’s meant to, which means Pokemon like Pheromosa and Genesect can wear it down by repeatedly U-turning to the point where their other coverage can take it out. Tapu Koko can also accumulate chip damage on it by Brave Birding it on the switchin in tandem with Stealth Rock to eventually get past Alolan Marowak.

**Pursuit**: While it can’t be trapped by trapping abilities and moves, it can be trapped by Pursuit, either weakening it significantly or outright OHKOing it. Notable users include Tyranitar (who resists both STABS), Weavile and Bisharp

**Ground types**: While most can't really switch in, they can all threaten Alolan Marowak out with their strong STAB, which usually OHKOs or leaves it extremely low. Many can also set up Stealth Rocks, punishing Alolan Marowak over the course of the battle. Landorus-Incarnate OHKOs it incredibly easily with Earth Power, while Garchomp can take any attack as a 3HKO with a defensive set while OHKOing back with Eartquake, especially on offensive sets. Garchomp does hate Will-o-Wisp, however. Landorus-Therian is in a similar boat to Garchomp, but it's defensive set is 2hkod by Flare Blitz after Stealth Rock. Hippowdon is bulky enough to take it’s attacks reasonably well and hit back, but hates Will-o-Wisp and Toxic.

**Dark types**: While very few can reliably switch in, they can all threaten it out. Greninja possesses a large coverage pool to threaten switchins and can easily OHKO Alolan Marowak with either Dark Pulse or the occasional Hydro Pump. However, Greninja lacking these moves can face issues with Alolan Marowak. Weavile threatens Alolan Marowak with a very fast and powerful Knock Off, knocking off it’s item and dealing huge damage, as well as potentially Pursuit trapping it. Bisharp outspeeds Alolan Marowak and hits it with a very powerful Knock Off and can also Pursuit trap it. Mega Gyarados can do big damage with either STAB and resists or is netural to all of Alolan Marowak’s attacks. It can be crippled with Will-o-Wisp, though. Hoopa-Unbound can easily take out Alolan Marowak with it’s Dark STAB and special sets don’t particularly care about Will-o-Wisp. Finally, Tyranitar can Pursuit trap it and can take it’s STABs quite well, though it fears Bonemerang.

**Ghost types**: None of these can switch in at all but all threaten it (with the exception of Mega Sableye). Gengar can easily OHKO with it’s STAB. Other Alolan Marowak can either speed tie or outspeed, depending on investment, and OHKO with Shadow Bone.

**Water types**: Very few can take Shadow Bone but some are solid switchins to it’s other moves. Tapu Fini doesn’t care about Will-o-Wisp or Toxic and can fire off a Scald at Alolan Marowak, but is 2HKOd by Shadow Bone. Greninja can outspeed and OHKO with Dark Pulse or Hydro Pump, but sets lacking those moves can face issues with Alolan Marowak. Gyarados can Intimidate Alolan Marowak but is 2HKOd by Shadow Bone even after Intimidate. Mega Gyarados resists both of Alolan Marowak’s STABs and bulky sets can take a Bonemerang reasonably well. Both Gyarados formes despise Will-o-Wisp, however. Offensive Mega Gyara can be 2HKOd by Bonemerang, though. Starmie can OHKO with it’s STAB water attacks but can’t switch in at all. Azumarill can easily take out Alolan Marowak with it’s Water STABs but is 2HKOd by Shadow Bone. Defensive Suicune can take any of Alolan Marowak’s attacks outside of Thunder Punch.

**Rock Types**: Tyranitar can take Alolan Marowak’s STABs quite well and Pursuit trap it, but fears Bonemerang and Will-o-Wisp. Mega Aerodactyl struggles to take any attack but can threaten it out with Stone Edge or Pursuit trap it, but it too fears Will-o-Wisp.

i haven't covered a lot of it but i'm really tired right now but holy moly please trim this down a bit and i'll check it tomorrow if i have time.
 
Why is RestTalk a set? It's a total momentum drain and the worth you get out of Alolan Marowak is stopping Volt Switch users and hitting hard back in return. You also lose two of Wisp, Earthquake, or Stealth Rock which makes it even more limited. Not to mention RestTalk's already unreliable nature. Remove it.
 
Why is RestTalk a set? It's a total momentum drain and the worth you get out of Alolan Marowak is stopping Volt Switch users and hitting hard back in return. You also lose two of Wisp, Earthquake, or Stealth Rock which makes it even more limited. Not to mention RestTalk's already unreliable nature. Remove it.
Done, it was a set recommended to be added by a previous poster and was not on the original version
 
Just to clarify, if you bring a non-native Cubone to Alola and evolve it, it will become Alolan Marowak. It's impossible to evolve any Cubone into regular Marowak in Alola. So Stealth Rock is in fact available post-pokebank.
Hmmm... Today I learned...

--------

Going forward: a lot of points can be merged for a more conciseness. This seems like a great start to a good writeup, but its too long for sure.

For example:

[OVERVIEW]
* Typing+Lightningrod enables it to check notable metagame threats such as Tapu Koko, Genesect and Pheromosa
* 60/110/80 bulk enables it to sufficiently check what it needs to
* Thick Club enables Marowak to hit extremely hard and is near impossible to truly counter
* Good STAB coverage in Shadow Bone and Flare Blitz + Bonemerang enables it to hit targets it's STABs miss out on
* Can run useful utility moves in Will-o-Wisp, Toxic and Stealth Rock, which can cripple switchins
* Very slow, as well as lacking any form of priority, meaning offense just finds it difficult to switch into
* Stealth Rocks weakness can wear it down to the point that what it is meant to counter can beat it
* Weaknesses to common types like Dark, Ground, Water, Rock and Ghost can hold it back
* Most of what it’s meant to counter can U-turn out of it, wearing it down over the course of the match
I'd simplify down to:

* Typing + Lightningrod + 60/110/80 Bulk enables it to check notable metagame threats such as Tapu Koko, Genesect and Pheromosa
* Thick Club and good STAB coverage makes Marowak a ferocious wallbreaker and difficult to counter
* Will-o-Wisp and Stealth Rock provide unique utility

* Weakness to many common attacking types such as Rock, Dark, Ground, Water, and Ghost
* Slow Speed and Stealth Rocks weakness wears Marrowak over a match.
Everything with U-Turn is good, no need to repeat that in Marrowak thread. Everything learns Toxic, I'm not convinced it should be mentioned unless there's a specific reason to run Toxic... especially since Marrowak isn't getting the 100% accuracy boost from poison typing.

And a lot of points really should be merged together.

Anyway, its a good writeup and seems to be thoughtfully made with plenty of good points. A good "simplification" and "conciseness" pass will greatly improve this.
 
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Not QC, just some details that need more attention :P

[OVERVIEW]
* Typing+Lightningrod + 60/110/80 bulk enables it to check notable metagame threats such as Tapu Koko, Genesect and Pheromosa
Imao 60/110/80 bulk isn't what enables it to check Pokémon like Koko, Phero and Gene. It's typing and ability are the only things that help him. You should change it to something like this: Good Defensive typing, coupled with Marowak's ability Lightning Rod enables it to check notable metagame threats such as Tapu Koko, Pheromosa and Genesect

[OVERVIEW]
* Most of what it’s meant to counter can U-turn out of it, wearing it down over the course of the match
Please remove this one :/ it's not only partially untrue, as Xurkitree, Magnezone, Ferrothorn and Mega Venusaur don't have U-turn, but also, its pointless to mention imao
 
Imao 60/110/80 bulk isn't what enables it to check Pokémon like Koko, Phero and Gene. It's typing and ability are the only things that help him. You should change it to something like this: Good Defensive typing, coupled with Marowak's ability Lightning Rod enables it to check notable metagame threats such as Tapu Koko, Pheromosa and Genesect
You gotta have both the proper resists as well as decent-enough defensive stats. 60 / 110 / 80 is relatively good bulk, taking hits as well as Scizor and Zapdos physically.

Frailer Pokemon, like Alakazam and Lucario check nobody. There's a minimum amount of defensive stats needed to be a good pivot, and Marowak really does match the requirements.

Please remove this one :/ it's not only partially untrue, as Xurkitree, Magnezone, Ferrothorn and Mega Venusaur don't have U-turn, but also, its pointless to mention imao
Also, Tapu Koko generally runs Volt Switch instead of U-turn for the STAB damage + Electric Field bonus. So I do think this bullet point should be removed.
 
Last edited:

DennisEG

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hey !!
add remove
QC: Nedor
GP:

[OVERVIEW]
* Typing+Lightningrod + 60/110/80 bst are reflected when this is upload so just mention "decent"bulk enables it to check notable metagame threats such as Tapu Koko, Genesect and Pheromosa
* Thick Club + Good STAB and the right coverage move enables Marowak to hit extremely hard and is extremely difficult to counter
* Can run useful utility moves in Will-o-Wisp and Stealth Rock, which can cripple switchins
* Very slow, as well as lacking any form of priority, meaning offense just finds it difficult to switch into, but apart from that aren't too bothered.
* A Stealth Rocks weakness and weaknesses to common types like Dark, Ground, Water, Rock and Ghost can wear it down over the course of a match
* A lot of what it’s meant to counter can U-turn out of it, wearing it down over the course of the match mention some examples like koko, gene and phero
* Weakness to many common attacking types such as Rock, Dark, Ground, Water, and Ghost
* Slow Speed and Stealth Rocks weakness wears Marrowak over a match.


[SET]
name: Bulky Attacker
move 1: Shadow Bone
move 2: Flare Blitz / Fire Punch
move 3: Bonemerang / Stealth Rock
move 4: Will-o-Wisp / Stealth Rock
item: Thick Club
ability: Lightningrod
nature: Adamant
evs: 120 HP / 252 Attack / 4 Sp.Def / 136 Spe

[SET COMMENTS]
Moves
========
* Shadow Bone is it’s main Ghost STAB and has a high damage output.
* Flare Blitz is it’s main Fire STAB and will deal huge damage to most non resistant switchins.
* Fire Punch is a safer option for teams who don't want it worn down as quickly, but as you'll likely be clicking Shadow Bone most of the time it might not be too major, and the power drop is notable.
* Bonemerang is preferred to Earthquake due to it’s ability to hit Pokemon through substitutes and potential sashes, as well as not being affected by Grassy Terrain, and can provide a method to hit Tyranitars, Mega Gyarados and Toxapex trying to switch in.
* Stealth Rock can be run over Bonemerang on teams who don't necessarily need it to hit incoming targets, and is an option for teams who need a Stealth Rock user.
* Will-o-Wisp can cripple Pokemon who try to switch in, reducing their longevity and makes it easier for it to handle physical attackers.

Set Details
========
* 120 HP, 132 Speed 252 Attack evs and an Adamant nature allow Marowak to hit as hard as possible while still outspeeding Celesteela and avoiding a 2HKO from Tapu Koko's Brave Bird.
* Thick Club is Marowak’s best item, doubling it’s attack.
* You can also take points out of attack if it's bulk is that crucial.
*insted mention a more SpD spread of 248 HP / 16 atk / 244 spD with an adamant nature, which allow marowak to check better electric types and other mons like special pheromosa and gene. 16 atk with adamant give you a jump point throwing the rest into spd. However this spread is more defensive oriented and the power drop is notable but still hko dangerous steels like sciz and kartana.
* Alternative spread of 248 HP / 124 Attack / 132 Spe is a more bulk oriented variant of the original spread, as max HP enables it to take things like Tapu Koko's Brave Bird more comfortably, though missing out on a significant chance to 2HKO Defensive Landorus-Therian after Stealth Rocks and Hippowdon after two rounds of Stealth Rock/one round of Stealth Rocks and burn can be detrimental.
* Can run different speed investment to outspeed specific Pokemon at varying costs to bulk.
* Note that moving HP into speed prevents it from taking attacks like Tapu Koko's Brave Bird as well as it could and as such, unless you are critically weak to one of these faster threats, you should refrain from the taking from HP and instead move EVs from Attack into Speed instead. this sentence is kinda redundant
* 20 speed neutral nature will outspeed neutral uninvested Hippowdon.
* Jolly 216 speed outspeeds uninvested neutral nature Mega Venusaur and slower Heatran variant.

Usage Tips
========
* Keep Stealth Rocks off the field if at all possible as Stealth Rocks will wear it down over repeated switches. add that you dont have leftovers or passive recovery.
* Bring in on Pokemon it can check such as Pheromosa, Genesect and Tapu Koko and fire off a hit or Will-o-Wisp if it is running it depending on what the opponent might switch in.
* Shadow Bone should be the attack you primarily click as it does not wear you down and has great neutral coverage, hitting most of the tier very hard
* Flare Blitz should be clicked only if the opponent has a sturdy ghost resist or if Alolan Marowak is not very useful in the match.
* Bonemerang should only be clicked if the opponent have a bulky Pokemon that can take Alolan Marowak’s STABs but is weak/neutral to Bonemerang.
mention how you can take advantage of predicted electric types and get a free switching

Team Options
========
* Water types like Keldeo and Starmie greninja can break the Ground types that annoy Alolan Marowak, while Alolan Marowak handles the bulky grasses that pester the Water types mention mega venu too. Tapu Fini is a bulky defogger that can also handle Dark types by virtue of Tapu Fini's typing. Mantine is another bulky defogger but handles Ground types for Alolan Marowak.
* Bulky flying types like Skarmory, Celesteela and Landorus-Therian are good partners as they are immune to Ground types aimed at Alolan Marowak. In turn, Alolan Marowak can take the Ice and Electric type moves aimed at them. mention how lando and skarm can setup hazards to ensure some hkos
* Bulky grasses like Amoongus, Tangrowth, Ferrothorn and Mega Venusaur provide valuable Water resists, with Tangrowth in particular resisting Ground, while Alolan Marowak can take Ice and Fire attacks for them. Tapu Bulu, while not as bulky as the others, forms a formidable wallbreaking core, with Tapu Bulu helping mitigating Alolan Marowak's Ground weakness with it's Terrain.
* Latios provides Defog support and a Ground immunity, two valuable traits for Alolan Marowak in a teammate.
* Wish support is very useful, so Wish passing Pokemon like Alomomola, Chansey or Clefable, though this only really fits on more defensively oriented teams.

[STRATEGY COMMENTS]
Other Options
=============
* Knock Off is an option to cripple switchins by removing their items, but does not provide much coverage.
* Rock Head is an option on Flare Blitz Bulky Attacker sets, but Lightningrod is one of it's big selling points and it loses the ability to check Pokemon like Sp.A Download boosted Genesect with Thunderbolt and Tapu Koko without taking huge damage without Lightningrod.
* Toxic can be run to more heavily cripple defensive walls. However, the attack dropping aspect of Will-o-Wisp is often more desirable versus offensive teams and effectively removing it's Leftovers is often enough to cripple the target's longevity.
* Swords Dance gives slower teams a hard time on the Bulky Attacker set, but prevents it from crippling switchins with Will-o-Wisp or supporting the team with Stealth Rock and requires significant speed investment to pose a significant threat vs Balance, but can be effective if pulled off.
* Thunder Punch hits bulky waters, but Shadow Bone already hits them pretty hard.
* Leftovers gives it more longevity but massively reduces it’s fire power.
* Wisp+Hex is an option if you are running Leftovers as an ok replacement for STABs, but is relatively weak compared to Thick Club.

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

**Stealth Rock**: While it doesn’t directly take it out it heavily reduces it’s ability to reliably check what it’s meant to, which means Pokemon like Pheromosa and Genesect can wear it down by repeatedly U-turning to the point where their other coverage can take it out. Tapu Koko can also accumulate chip damage on it by Brave Birding it on the switchin in tandem with Stealth Rock to eventually get past Alolan Marowak.

**Pursuit**: While it can’t be trapped by trapping abilities and moves, it can be trapped by Pursuit, either weakening it significantly or outright OHKOing it. Notable users include Tyranitar (who resists both STABS), Weavile and Bisharp

**Ground types**: While most can't really switch in, they can all threaten Alolan Marowak out with their strong STAB, which usually OHKOs or leaves it extremely low. Many can also set up Stealth Rocks, punishing Alolan Marowak over the course of the battle. Garchomp can take any attack as a 3HKO with a defensive set while doing significant damage back with Eartquake. Garchomp does hate Will-o-Wisp, however. Landorus-Therian is in a similar boat to Garchomp, but it's defensive set is 2hkod by Flare Blitz after Stealth Rock. Hippowdon is bulky enough to take it’s attacks reasonably well and hit back, but hates Will-o-Wisp and Toxic.

**Dark types**: While very few can reliably switch in, they can all threaten it out. Greninja possesses a large coverage pool to threaten switchins and can easily OHKO Alolan Marowak with either Dark Pulse or the occasional Hydro Pump. However, Greninja lacking these moves can face issues with Alolan Marowak. Weavile threatens Alolan Marowak with a very fast and powerful Knock Off, knocking off it’s item and dealing huge damage, as well as potentially Pursuit trapping it. Bisharp outspeeds Alolan Marowak and hits it with a very powerful Knock Off and can also Pursuit trap it. Mega Gyarados can do big damage with either STAB and resists or is netural to all of Alolan Marowak’s attacks. It can be crippled with Will-o-Wisp, though. Hoopa-Unbound can easily take out Alolan Marowak with it’s Dark STAB and special sets don’t particularly care about Will-o-Wisp. Finally, Tyranitar can Pursuit trap it and can take it’s STABs quite well, though it fears Bonemerang.

**Ghost types**: None of these can switch in at all but all threaten it (with the exception of Mega Sableye sableye is 2hko so dont mention it). Gengar can easily OHKO with it’s STAB. Other Alolan Marowak can either speed tie or outspeed, depending on investment, and OHKO with Shadow Bone.
alright with the Ghost and Dark type, make only one called "Faster attackers" and add all the dangerous mons you mention and include another ones like keldeo for example or latios. Also mention this pokemon cannot switch freely into marowak as they will take a lot of damage or HKO.

**Bulky Water types**: Very few can take Shadow Bone but some are solid switchins to it’s other moves. Tapu Fini doesn’t care about Will-o-Wisp or Toxic and can fire off a Scald at Alolan Marowak, but is 2HKOd by Shadow Bone. Greninja can outspeed and OHKO with Dark Pulse or Hydro Pump, but sets lacking those moves can face issues with Alolan Marowak. Gyarados can Intimidate Alolan Marowak but is 2HKOd by Shadow Bone even after Intimidate. Mega Gyarados resists both of Alolan Marowak’s STABs and bulky sets can take a Bonemerang reasonably well. Both Gyarados formes despise Will-o-Wisp, however. Offensive Mega Gyara can be 2HKOd by Bonemerang, though. Starmie can OHKO with it’s STAB water attacks but can’t switch in at all. Azumarill can easily take out Alolan Marowak with it’s Water STABs but is 2HKOd by Shadow Bone. Defensive Suicune can take any of Alolan Marowak’s attacks outside of Thunder Punch.
add toxapex, pelipper and mantine here.

**Rock Types**: Tyranitar can take Alolan Marowak’s STABs quite well and Pursuit trap it, but fears Bonemerang and Will-o-Wisp. Mega Aerodactyl struggles to take any attack but can threaten it out with Stone Edge or Pursuit trap it, but it too fears Will-o-Wisp. this goes into faster attackers as well
Alright implement all this, and after that called.
QC 2/3:toast:
 
General question: Should there be a mention of Fire / Grass / Water cores? Its a basic teambuilding archetype. As such, "Good" Water type and "Good Grass Type" make great partners with this Fire-type Pokemon.

The main issue is that Fire / Grass / Water cores are so applicable and generic, it'd be a waste to repeat it in every single Fire / Grass / Water type pokemon page. On the other hand, a simple mention to the concept could help less skilled beginners who are looking for teambuilding ideas.

* Water types like Keldeo and Starmie can break the Ground types that annoy Alolan Marowak, while Alolan Marowak handles the bulky grasses that pester the Water types. Tapu Fini is a bulky defogger that can also handle Dark types by virtue of Tapu Fini's typing. Mantine is another bulky defogger but handles Ground types for Alolan Marowak.
* Bulky grasses like Amoongus, Tangrowth, Ferrothorn and Mega Venusaur provide valuable Water resists, with Tangrowth in particular resisting Ground, while Alolan Marowak can take Ice and Fire attacks for them. Tapu Bulu, while not as bulky as the others, forms a formidable wallbreaking core, with Tapu Bulu helping mitigating Alolan Marowak's Ground weakness with it's Terrain.
I mean, yeah. Its a Fire Pokemon. So Water types and Grass types just make really good partners in general. And instead of having offensive Water / Defensive Grass, its always possible to go defensive Water / Offensive Grass (like Suicune / Serperior as partners).

add toxapex, pelipper and mantine here.
Toxapex is a shaky check at best. Not only does Toxapex get owned at least two different ways... it takes 3-turns for Toxapex to KO back with Scald.

0 SpA Toxapex Scald vs. 120 HP / 0 SpD Marowak-Alola: 126-150 (43.2 - 51.5%) -- 5.1% chance to 2HKO

252 Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 252+ Def Toxapex: 108-127 (35.5 - 41.7%) -- guaranteed 3HKO

252 Atk Thick Club Marowak-Alola Shadow Bone vs. -1 252 HP / 252+ Def Toxapex: 160-190 (52.6 - 62.5%) -- guaranteed 2HKO

Read that as a bit less than ~20% chance for 2HKO with Stealth Rocks, because of the chance of defense-down. If Toxapex switches in, its going to be forced to use "Recover" every turn as Marowak outspeeds it and brings it down to ~20%. So Marowak has a lot of chances to get the 20% hax.

And of course, there's always this:

252 Atk Thick Club Marowak-Alola Bonemerang (2 hits) vs. 252 HP / 252+ Def Toxapex: 172-204 (56.5 - 67.1%) -- guaranteed 2HKO after Leftovers recovery

--------

Toxapex's path to victory is:

Turn 0: Hope that Marowak doesn't have Bonemerang
Turn 1: Switch in for ~37% damage from Shadow bone.
Turn 2: Recover after another ~37% damage from Shadow bone. (now at 75% HP, still is 2HKOed)
Turn 3: Requires one more recover to be safe (now at 88%)
Turn 4: Scald (now at 51%)
Turn 5: Recover (now at 64%)
Turn 6: Recover (now at 77%)
Turn 7: Recover (now at 90%)
Turn 8: Scald
Turn 9: Scald (Wak is finally dead)

That's 9 chances for Shadow Bone to either Crit or -Defense hax Toxapex you before you get the lethal 3x Scald in. If at any time Shadow Bone gets the 20% defense hax, then Shadow Bone starts doing more than 50% damage and Toxapex loses the recovery wars.
 
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General question: Should there be a mention of Fire / Grass / Water cores? Its a basic teambuilding archetype. As such, "Good" Water type and "Good Grass Type" make great partners with this Fire-type Pokemon.

The main issue is that Fire / Grass / Water cores are so applicable and generic, it'd be a waste to repeat it in every single Fire / Grass / Water type pokemon page. On the other hand, a simple mention to the concept could help less skilled beginners who are looking for teambuilding ideas.
I think it doesn't make sense to mention FWG cores for Marowak, because Marowak essentially performs the functions of both the Fire type and the Grass type in that core. Grasses are paired with waters because they resist both of Water's weaknesses. But guess what: so does Marowak. So Marowak paired with a water type is almost like a FWG core in itself. Correct me if I'm wrong.
 
I think it doesn't make sense to mention FWG cores for Marowak, because Marowak essentially performs the functions of both the Fire type and the Grass type in that core. Grasses are paired with waters because they resist both of Water's weaknesses. But guess what: so does Marowak. So Marowak paired with a water type is almost like a FWG core in itself. Correct me if I'm wrong.
Grass types could cover Marowak's Ground and Rock weaknesses though, which isn't particularly accomplished by Water-Types
 

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IMO you should change Alolan Marowak's main set to the following:


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 96 Atk / 96 Def / 68 Spe
Impish Nature
- Shadow Bone
- Fire Punch
- Stealth Rock / Will-O-Wisp
- Bonemerang / Stealth Rock / Will-O-Wisp

You realistically are always going to be using Alolan Marowak for its defensive utility above anything else (unless ur using like TR lol). The new EV spread hits the same amount of attack as the 16 attack Adamant EV spread but has 8 more Defense without reducing any other EVs and has enough speed for Sassy Celesteela .Flare Blitz should be deslashed from this set as it compounds your lack of any form of recovery and wears you down incredibly quickly, making it very difficult to check the things that you're supposed to. Stealth Rock is really nice for the sake of role compression, but on teams that already have a rocker, Will-O-Wisp can be used to cripple bulky Ground-type switch-ins like Landorus-T. Bonemerang is a cool coverage move to pressure stuff like Heatran, but I end up swapping it out for a utility move most of the time just because Rocks and Wisp are so nice to have. Overall I've found this set to be a lot more effective than the low bulk set you have and you should use it. I'm not QC, so take these with a grain of salt.
 
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