Cacturne

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[OVERVIEW]

Thanks to its great mixed offensive prowess alongside a potent STAB type combination of Dark and Grass, Cacturne finds its place in NU as a stellar wallbreaker. To complement its formidable offensive capabilities, Cacturne possesses a myriad of support options, including Spikes, Destiny Bond, and Spiky Shield. In particular, Cacturne is an excellent user of Spikes, being able to offensively pressure all common users of Rapid Spin while being more offensively inclined than the other two relevant users of Spikes, Garbodor and Roselia. In addition, Cacturne's ability Water Absorb lets it check many of the Water-types of NU, most notably Lanturn, Prinplup, and Quagsire. Despite these positives, Cacturne is not without its issues, the most apparent being how it faces stiff competition from Shiftry, which boasts better Speed, access to the coveted Defog and Knock Off, and a level of unpredictability, as it's able to run a multitude of sets alongside unique coverage options, most notably Explosion and Extrasensory. However, Cacturne separates itself with its excellent mixed attacking stats, Water Absorb, and access to Spikes. Cacturne's frailty is also noteworthy, preventing it from switching in on much other than a Water- or Psychic-type attack; even then, most Pokemon that use those attacks have coverage to hit Cacturne, such as Lanturn carrying Ice Beam and Mesprit having Signal Beam, making every direct switch into Cacturne a risky one. Furthermore, due to its low Speed, Cacturne struggles against faster-paced offensive teams its reliance on Sucker Punch to deal with faster attackers, as it can be easily exploited by sweepers to achieve free turns to set up.

[SET]
name: Mixed Attacker
move 1: Dark Pulse
move 2: Giga Drain / Energy Ball
move 3: Sucker Punch
move 4: Spikes
item: Life Orb
ability: Water Absorb
nature: Mild
evs: 4 Atk / 252 SpA / 252 Spe

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

Dark Pulse is Cacturne's main STAB attack, 2HKOing most of the tier thanks to its respectable Base Power and the small pool of reliable Pokemon that resist Dark-type attacks. Giga Drain is a powerful secondary STAB move, hitting Water-, Ground-, and Fighting-types for significant damage, recovering some health recovered after use, and providing excellent coverage alongside Dark Pulse. Energy Ball can be used for the higher power; however, it misses out on the recovery of Giga Drain, and the power gain is minimal. Cacturne's Sucker Punch is the strongest, albeit somewhat unreliable, priority move in NU, easily threatening faster Psychic- and Ghost-types that lack a Colbur Berry, as well as letting Cacturne overcome its lackluster Speed and pick off a faster foe. Spikes is the preferred choice for the last moveslot, letting Cacturne support its team by weakening grounded foes as they switch in. Cacturne is a particularly effective user of Spikes, as it beats nearly all users of entry hazard control outside of Skuntank. Destiny Bond can be used to take down a foe when Cacturne will be going down anyway, and it is particularly useful against a Mega Audino's Dazzling Gleam or Hariyama's Close Combat. Spiky Shield can be used to ease prediction against users of Choice items and to punish use of physical attacks.

Set Details
========

The EV spread and a Mild nature allow Cacturne to hit as hard and as fast as possible without taking away from its ability to switch into weaker special attacks or the power of Sucker Punch. Life Orb boosts Cacturne's power to incredible levels, with only a minor toll in the form of a small amount of recoil damage after each attack. Water Absorb is the necessary ability, as it makes Cacturne an excellent offensive check to the abundance of Water-types in the tier, most notably Lanturn, Prinplup, and Quagsire. A Hasty nature can be used over Mild; however, all this accomplishes is outspeeding neutral-natured Aurorus, Exeggutor, and standard Garbodor while tying with neutral-natured Flareon and Sandslash, at the cost of a noticeable drop in power that isn't really worth it for most teams. If you do choose to use a Hasty nature, however, Energy Ball should be chosen over Giga Drain to somewhat compensate for the loss of power.

Usage Tips
========

Due to its frailty, Cacturne should be brought in on a safe switch, such as by a slow U-turn or Volt Switch or after a teammate has fainted, to keep it as healthy as possible. If necessary, Cacturne should be switched in on an attack it's immune to, such as Lanturn's Scald or Musharna's Psychic, or a weaker attack, such as Quagsire's Earthquake or Rotom's Shadow Ball. Cacturne is oft best played aggressively early-game, punching holes in the team with its powerful STAB attacks or setting Spikes to whittle down foes upon them switching in. Destiny Bond, if chosen, should be used when Cacturne would otherwise be knocked out, in an attempt to take the foe down with it. This is especially useful when up against slower attackers that can knock Cacturne out, such as Hariyama and Mega Audino, if they choose to attack Cacturne. Be wary when using Sucker Punch, your opponent can play around this by going for a non-attacking move, often forcing 50-50 situations. This is particularly troublesome when Cacturne is facing setup sweepers, such as Klinklang, as they can avoid Sucker Punch while getting a free turn to set up. Additionally, it should be noted that many foes that Sucker Punch threatens, such as Rotom qnd Mismagius, can use Will-O-Wisp to avoid Sucker Punch and cripple Cacturne, as to get around it and weaken its Sucker Punch for the rest of the match. If Spiky Shield is run, it should be used primarily to get off chip damage on physical attackers such as Hariyama or to scout what move users of Choice items will be locking themselves into.

Team Options
========

Cacturne fits best on faster-paced offensive teams that appreciate a check to Water-types and Spikes support more than they would the speed and Defog support that Shiftry can provide. Klinklang is the near-perfect partner for Cacturne in offensive synergy, with Klinklang setting up on the Fairy-, Flying-, and Bug-types that plague Cacturne and Cacturne defeating the Electric- and Water-types that stop Klinklang; however, be aware that this core struggles with common Fighting- and Fire-types, so this should be accounted for accordingly. Electric-types, such as Rotom and Zebstrika, appreciate Cacturne eliminating Lanturn and Ground-types, while they check Flying-types in return. Lanturn makes for a noteworthy partner, checking the Fire- and Flying-types that Cacturne struggles with while Cacturne eliminates opposing Lanturn. Garbodor makes for a great partner, taking on the Fighting- and Fairy-types that trouble Cacturne while Cacturne handles the Ground- and Psychic-types that trash Garbodor. Using Garbodor also allows Cacturne to forgo Spikes for Destiny Bond or Spiky Shield. Running Spiky Shield on Cacturne when it is paired with Garbodor is also beneficial in that Cacturne can use Spiky Shield to maximize the damage stacked up by the Toxic Spikes set by Garbodor. Garbodor also punishes usage of U-turn with Rocky Helmet and Aftermath, which Cacturne attracts due to its 4x weakness to Bug-type attacks. Mesprit and Cacturne form a potent entry hazard-stacking core, with Mesprit setting Stealth Rock and Cacturne laying Spikes, whittling the foes down as they switch in. Late-game cleaners, such as Swellow, appreciate Cacturne punching holes in the opponent's team and laying Spikes so the cleaner can sweep up once the opposition is sufficiently weakened.

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

Substitute can be used in the last slot, as it capitalizes on Cacturne's ability to force switches and can make it far harder to revenge kill; this also synergizes well with Giga Drain, giving Cacturne a form of recovery to make up for the Substitute damage and Life Orb recoil. Cacturne can utilize a Swords Dance set to break down defensive teams; however, such a set is largely outclassed by Shiftry, only sporting a stronger Sucker Punch over it. Cacturne can act as a suicide lead, setting Spikes, eliminating physical attackers with Counter combined with a Focus Sash, and using Destiny Bond once its job is done; however, this set is mostly outclassed by other suicide leads, such as Crustle and Archeops.

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

**Poison-types**: Poison-types such as Roselia and Garbodor can switch in on any attack Cacturne can use and retaliate with a super effective STAB move. Garbodor could be used as a soft check to Cacturne, resisting Grass-type attacks and taking little from Sucker Punch while being able to OHKO in return with Gunk Shot; however, it cannot outspeed Hasty variants of Cacturne, which 2HKO it.

**Fire-types**: Fire-types such as Combusken, Magmortar, and Pyroar make for decent answers to Cacturne, being able to stomach a Sucker Punch and OHKO in return. Combusken in particular can reliably switch into any attack Cacturne might want to go for thanks to its resistance to both Grass- and Dark-type attacks and access to Eviolite, and it can retaliate with an OHKO. Pyroar can also play mind games with Cacturne, using Will-O-Wisp or Substitute to dodge Cacturne's Sucker Punch, meaning Cacturne will be crippled or give Pyroar a free Substitute.

**Dark-types**: Dark-types such as Zweilous and Malamar can easily OHKO Cacturne with an Outrage or Superpower, respectively. Zweilous in particular is a solid counter to Cacturne, being able to switch into its STAB attacks with ease and to eliminate Cacturne with its powerful Outrage and use Rest to heal off any damage. Although it may not resist Cacturne's STAB attacks, Malamar has the Special Defense needed to survive any attack Cacturne might want to go for and can use it as setup fodder thanks to Superpower.

**Fighting-types**: While they won't enjoy switching into an Energy Ball, Fighting-types such as Sawk, Hariyama, and Gurdurr resist Cacturne's Dark-type attacks and can OHKO in return with their respective STAB moves. It's also worth noting that Gurdurr and Hitmonchan can pick off Cacturne with Mach Punch, preventing it from setting up a last-ditch layer of Spikes or firing off a Giga Drain. Hariyama can switch into any attack Cacturne might want to go for at least once and OHKO with Close Combat in return.

**Fairy-types**: Fairy-types such as Mega Audino and Mawile can switch into a Dark-type move from Cacturne and OHKO it in return. However, Cacturne's Energy Ball has a chance to 2HKO both of these Pokemon after some chip damage, so keeping these Pokemon healthy is necessary for them to check Cacturne effectively.

**Flying-types**: Flying-types such as Scyther and Articuno can comfortably come in on any attack Cacturne might want to go for, use Roost to recover the damage dealt, and threaten it back with an Aerial Ace or Freeze-Dry, respectively.

**Faster Attackers**: Given a free switch, faster attackers such as Tauros, Rotom-S, Samurott, and Liepard can come in on Cacturne, take a Sucker Punch, and OHKO in return with their respective attacks. Be aware that these Pokemon are simply offensive checks and should not be switching into Cacturne.
 
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Pokedots

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[OVERVIEW]

  • has a stellar dual stab combo that lets it hit most of the meta neutrally, if not super-effectively
  • solid great n_n mixed offensive power, which is further exemplified when backed by a life orb
  • excellent check to water types, such as prinplup or lanturn, thanks to its incredible ability in water absorb
  • unique support movepool, including spikes, destiny bond, and spiky shield really emphasize spikes, it's one of its biggest niches over Shiftry; say it's a good offensive spiker, which is pretty rare in the meta outside of offensive Garbodor and Roselia
  • faces strong competition with shiftry, who is faster, has access to knock off and defog, and more unpredictable due to its wide options of coverage, including extrasensory and explosion to get past fighting-types and skuntank easier, respectively. cacturne, however, has the advantage of higher mixed attacking stats, spikes, and water absorb
  • with its frailty and poor defensive typing, cacturne has very little opportunities to switch-in opportunities outside of water- and psychic-type attacks
  • while it is immune to psychic- and water- type attacks, the pokemon that use these attacks almost always have coverage to hit cacturne super-effectively, such as lanturn using ice team, or mesprit using signal beam
  • due to its low speed, cacturne relies on sucker punch to deal with faster attackers, which can be exploited easily
mention it has the strongest priority in the tier

[SET]
name: Special Attacker nitpick but name this mix
move 1: Dark Pulse
move 2: Energy Ball / Giga Drain
move 3: Sucker Punch
move 4: Spikes / Destiny Bond personally think Spikes should be the only slash but I'd wait on the rest of qc
item: Life Orb
ability: Water Absorb
nature: Mild
evs: 4 Atk / 252 SpA / 252 Spe

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

  • dark pulse has great neutral coverage, and can 2hko most things that dont resist it
  • energy ball is cacturnes secondary stab and hits water-types, such as samurott, as well as fighting types, such as sawk, harder than dark pulse. energy ball is preferred over giga drain, as giga drain misses out on the 3hko on av hariyama, the chance to 2hko mega audino after rocks, and the chance to ohko prinplup or lanturn, but giga drain can be used to increase cacturnes longevity
  • sucker punch is a strong, albeit somewhat unreliable, priority attack, that lets cacturne pick off a weakened threat or scare off a faster attacker that would otherwise beat it, such as swellow or magmortar
  • spikes lets cacturne support its team, punishing switches and whittling down the opponents team
  • destiny bond can be used, as it lets cacturne take out a foe when its gonna be going down anyways. it can also surprise mega audino or hariyama by taking them down with cacturne, if they choose to attack it mention how it pairs well w/ sucker
  • spiky shield eases prediction against choice users, while weakening skuntank and hariyama if they choose to attack cacturne just say it chips at physical attackers in general, with the added benefit of breaking sawks sturdy

Set Details
========

  • max sp.a and max speed to let cacturne hit as hard and as fast as possible, with the remaining 4 evs in attack to boost sucker punch
  • mild nature to boost special attack while not taking away from cacturnes ability to take special hits, such as rotoms thunderbolt
  • life orb boosts the power of both cacturnes physical and special attacks
  • water absorb makes cacturne one of the few water immunities in nu, and this gives cacturne the unique ability to be immune to water-type attacks, most notably scald
  • a hasty nature can be used to boost cacturnes speed, passing up neutral natured aurorus, but thats pretty much it and not worth the drop in power

Usage Tips
========

  • usually youre going to want to bring cacturne in on a safe switch, such as after a slow u-turn/volt switch or after a teammate has fainted, due to its lackluster defensive stats. if you must switch cacturne in manually, try to send it in on an attack its immune to, such as lanturns scald, or a weaker special attack, such as rotom's volt switch (I'd say shadow ball here since if it volt switches out you're up against something that threatens you) mention ground/rock types such as rhydon, regirock, and quagsire, and also musharna
  • cacturne should be played aggressively early game, setting spikes and breaking down walls to pave the way for a sweeper to have an easier time late-game
  • if you have destiny bond, use it when facing an cacturne will be fainting anyways, or against a slower attacker that would otherwise kill cacturne, such as mega audino or hariyama
  • when using sucker punch, be aware that this can potentially give your opponent a free turn if they dont go for an attacking move. this is especially problematic when facing set-up sweepers, such as klinklang, as it can potentially give them a free turn of set-up

Team Options
========

  • klinklang makes for an excellent partner, setting up on the bug- and fairy-typesthat trouble cacturne, while klinklang appreciates cacturne checking rotom and water-types in return
  • electric types, such as zebstrika or rotom, can handle the flying-types that cacturne struggles with, while cacturne is a reliable check to lanturn (aka the biggest threat to electrics) as well as being able to handle ground-types. ironically, lanturn itself is a great partner, checking both the fire- and flying-types that give cacturne a hard time
  • garbodor makes for a great partner, taking on the fighting- and fairy-types that trouble Cacturne, while cacturne handles the ground- and psychic-types that stop garb. using garbodor also means that cacturne doesnt have to use spikes, as garbodor does, freeing up the moveslot for destiny bond or spiky shield
  • mesprit is an excellent partner for cacturne, forming a hazard stacking core, while mesprit checks the fighting types that trash cacturne
  • late game cleaners, such as swellow, appreciate cacturne breaking down walls or weakening the foes team with spikes
say it fits on offensive teams that appreciate its special attacking prowess, Spikes stacking and scald immunity over Shiftry, maybe make this the first point

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

  • sd+drain punch
  • suicide lead
  • encore
  • substitute
  • nasty plot

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

**Dark-types**: Dark-types, particularly Zweilous or Skuntank, can come into any attack Cacturne wants to go for at least once, and can easily OHKO Cacturne in return. mention pawniard here too, since you're adding a Poison-type section Dark types might not be the most relevant thing though so idk if it should be removed

**Fighting-types** While they wont enjoy switching into an Energy Ball, Fighting-types such as Sawk or Gurdurr resist Cacturne's Dark-type attacks, and can OHKO in return with a Close Combat or Drain Punch, respectively. The big one's Hariyama and I guess to a lesser extent Hitmoncha since they're specially bulky

**Fairy-types** Fairy-types, such as Mega-Audino or Granbull, can switch into a Dark-type move from Cacturne, and OHKO in return. However, Cacturne's Energy Ball has a chance to 2HKO both of these Pokemon after Stealth Rock. granbull just gets straight 2HKOed, mention mawile instead (still takes a lot but defensive can 1 time check)

add a faster pokemon and poison-type section (skuntank fits in both the dark and and the poison section but poison-types are more relevant as checks)
do this and QC 1/3
 
implemented. i added everything except pawniard under dark-types in c&c because it has a really solid chance to be 2hkod by energy ball after sr so :( shaky check

i personally agree with spikes being the only slash, but dbond is still really good so idk. ill let qc take the reins on that decision
 
For when you list Sucker Punch targets, just say it targets faster Psychic- and Ghost-types, while also being able to pick off frailer Pokemon. Make Spikes the only slash in slot 4.

Under set details, you don't need to mention where the remaining 4 EVs go.

When you bring up Sucker Punch in usage tips, also state how it tends to be risky to use against Ghost-types because they can use Will-O-Wisp predicting it.

Garbodor is also nice to whittle Fighting-types and U-turn users such as Scyther so be sure to note that somewhere.

Be sure to note that Gurdurr picks off Cacturne with Mach Punch.

2/3 looks good man
 

boltsandbombers

i'm sorry mr. man
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"Furthermore, due to its low Speed, Cacturne relies on Sucker Punch to deal with faster attackers, and this can be easily exploited, especially by set-up sweepers."
Cacturne's low Speed is much more of an issue given how it matches up versus offensive teams. Versus offensive builds Cacturne doesn't find that many switch in opportunities and as such tends to rely on Sucker Punch a bit for said faster Pokemon, like you had implied. I just want to see stronger emphasis on how detrimental Cacturne's low Speed is and how it hinders its matchup versus offensive Pokemon.

Overview is good otherwise.

Whats the point in saying Spiky Shield breaks Sawk's Sturdy when you can break it by going for Sucker Punch? Just leave it at how it gets chip damage on physical attackers and scouts choice locked Pokemon.

Mention that a +Spe nature gets the jump on standard defensive Garbodor.

Talk about Spiky Shield a bit in usage tips, as in how liberal or conservative you should be when using it, as it can be a bit risky with some setup sweepers; just like Sucker Punch is. At the very least state the obvious of how it should just be used to scout choiced attackers (give examples) and how it chips and physical attackers (examples as well).

I dunno if saying that Cacturne fits on slower offensive teams is true, the opposite is probably moreso the case as you want Cacturne's teammates to be fast in order to compensate for how slow Cacturne is.

When you mention Garbodor as a teammate, note how Toxic Spikes synergize very well with Spiky Shield given that it acts as a pseudo-protect.

Remove Nasty Plot from OO, keep SD since its small niche over Shiftry is a significantly stronger Sucker Punch.

C&C:

Something to note is that not everything has to be a 100% counter here, hence why its checks and counters. Yes, Skuntank is a much better answer than Garbodor as a Poison-type, but by definition they are both still checks.

Poison-types: Add Garbodor, can't switch in but is still an effective check for non +Spe natured variants.

Add a section for Fire types, they are all decent checks given that they all outspeed and threaten to KO Cacturne. Magmortar has a much easier time due to its high special bulk, while Pyroar can avoid Cacturne's Sucker Punch with Will-O-Wisp. Combusken is a full on counter, as it resists both of Cacturne's STAB moves and can dodge Sucker Punch with Baton Pass, Will-O-Wisp, or Substitute.

Note that while Malamar doesn't resist either of Cacturne's STAB moves, it has the bulk to easily take 2 Dark Pulses and OHKO with Superpower.

Fairy-types: Mega Audino isn't 2HKOed after rocks by Energy Ball. Dark Pulse only has a 42% chance to 2HKO 252 / 0 SpD Mawile after rocks, which isn't very favorable, so reword that to say that it can 2HKO after some chip damage.

The faster attackers portion should say that they aren't meant to switch in, Tauros straight dies to Giga Drain after rocks and neither of the other two listed appreciate taking hits very well.

On second thought, add a section for Flying-types because Scyther definitely needs to be in C&C, and in faster attackers add Floatzel (takes one Sucker Punch from ~80% HP or above), Samurott (only takes half from Sucker), and Liepard. None of these are meant to be switching in, faster attackers are simply just offensive checks / revenge killers.

Tag me when you've implemented this, and if you have any questions pm me on Skype.
 
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boltsandbombers

i'm sorry mr. man
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"A Hasty nature can be used over Mild, however all this accomplishes is outspeeding neutral-natured Aurorus, Exeguttor, and uninvested Garbodor, at the cost of a noticeable drop in power that it isn't really worth it for most teams. "

Neutral natured Cacturne outspeeds uninvested Garbodor, +Spe Cacturne outspeeds standard 96 Speed Garbodor since that Speed investment is specifically for neutral base 55s. In general we're not supposed to creep specific spreads like that but since using a +Spe nature has other uses outside of that, its ok. Basically you can reword that line to say a Hasty Nature outspeeds standard Garbodor, which normally hits 210 Speed. In addition, a Hasty nature also Speed ties with max Speed neutral Sandslash and Flareon.

Team Options

Note that Klinklang also checks Flying-types which are bothersome for Cacturne.

OO

Add Counter to the description of the sash set, its neat.

C&C

Separate Garbodor from the other two, just note how its a much softer check as it cant switch in but it can live a hit given it is healthy and OHKO in return.

Fire-types: Be specific as to why Combusken is a counter, just because it resists both of Cacturne's STABs; no need to say what move it threatens to OHKO with since its pretty obvious a Fire / Fighting type will KO a Grass / Dark type. Note how Pyroar commonly uses Will-O-Wisp which gets past Cacturne's Sucker Punch.

Fighting-type: "It's also worth noting that Gurdurr can pick off Cacturne with Mach Punch, preventing Cacturne from using a last-ditch layer of Spikes, firing off an Energy Ball, or even using Destiny Bond to take Gurdurr down with it." Add Hitmonchan here.

QC 3/3

 

Lumari

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remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Thanks to its great mixed offensive prowess alongside a potent dual-STAB type combo combination of Dark and Grass, Cacturne finds its place in NU as a stellar wallbreaker. To compliment complement its formidable offensive capabilities, Cacturne possesses a myriad of unique (they're not; "semi-unique" maybe? Otherwise just remove it) support options, including Spikes, Destiny Bond, or and Spiky Shield. In particular, Cacturne is an excellent user of Spikes, being able to offensively pressure all common users of Rapid Spin (RC) while being more offensively inclined than the other two relevant users of Spikes, Garbodor and Roselia. In addition, Cacturne's ability (RC) Water Absorb (RC) lets it check many of Water-types of NU, most notably Lanturn, Prinplup, and Quagsire. Despite these positives, Cacturne is not without its issues, (comma) the most apparent being how it faces stiff competition with Shiftry, who which boasts better speed, access to the coveted Defog and Knock Off, and has a level of unpredictability, as it's able to run a multitude of sets alongside unique coverage options, most notably Explosion and Extrasensory. However, Cacturne separates itself by having with its excellent mixed attacking stats, Water Absorb, and access to Spikes. Cacturne's frailty is also noteworthy, prohibiting preventing it from switching in on much other than a Water- or Psychic-type attack; (SC) and even then, (AC) most Pokemon that use those attacks have coverage to hit Cacturne, examples being such as Lanturn carrying Ice Beam or and Mesprit having Signal Beam, making every switch a risky one. Furthermore, due to its low Speed, Cacturne struggles against faster-paced offensive teams due to its reliance on Sucker Punch to deal with faster attackers, and this which can be easily exploited by sweepers to achieve free turns to set up. (remove hyphen)

[SET]
name: Mixed Attacker
move 1: Dark Pulse
move 2: Giga Drain / Energy Ball
move 3: Sucker Punch
move 4: Spikes
item: Life Orb
ability: Water Absorb
nature: Mild
evs: 4 Atk / 252 SpA / 252 Spe

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

Dark Pulse is Cacturne's main STAB attack, 2HKOing most of the tier thanks to its respectable Base Power and the small pool of reliable Pokemon that resist to Dark-type attacks. Giga Drain is a powerful secondary STAB, hitting Water-, Ground- and Fighting-types for significant damage, as well as having a unqiue secondary effect of having recovering some health recovered after used use, while providing excellent coverage alongside Dark Pulse. Energy Ball can be used for the higher power; (SC) however, (AC) it misses out on the recovery of Giga Drain, while gaining and the power gain is only minimal power. Cacturne's Sucker Punch is the strongest, albeit somewhat unreliable, priority move in NU, easily threatening faster Psychic- and Ghost-types that lack a Colbur Berry, as well as letting Cacturne overcome its lackluster Speed and pick off a faster foe. Spikes is the preferred choice for the last moveslot, letting Cacturne support its team by weakening grounded foes upon switch-in as they switch in. Cacturne is a particularly effective user of Spikes, as it beats nearly all users of entry hazard control outside of Skuntank. Destiny Bond can be used to take down a foe when Cacturne will be going down anyways anyway, and it is particularly useful against a Mega Audino's Dazzling Gleam or Hariyama's Close Combat, which, while they still eliminate Cacturne, take themselves down in the process. Spiky Shield can be used to ease prediction against users of Choice items (RC) and to punish use of physical attacks.

Set Details
========

The EV spread alongside and a Mild nature allow Cacturne to hit as hard and as fast as possible, while not without taking away from its ability to switch into weaker special attacks or taking away from the power of Sucker Punch. Life Orb should be used as this set's item, boosting both Cacturne's Special Attack and Attack power to incredible levels, with only a minor toll in the form of a small amount of recoil damage when Cacturne has used an attacking move. Water Absorb is the necessary ability, as it makes Cacturne an excellent offensive check to the abundance of Water-types in the tier, most notably Lanturn, Prinplup, and Quagsire. A Hasty nature can be used over Mild; (SC) however, (AC) all this accomplishes is outspeeding neutral-natured Aurorus, Exeguttor Exeggutor, (AC) and standard Garbodor (RC) while tying with neutral-natured (add hyphen) Flareon and Sandslash, at the cost of a noticeable drop in power that it isn't really worth it for most teams. If you do choose to use a Hasty nature, however, Energy Ball should be chosen over Giga Drain to somewhat compensate for the loss of power.

Usage Tips
========

Due to its frailty, Cacturne should be brought in on a safe switch, such as after a slower teammate uses by a slow U-turn or Volt Switch or after a teammate has fainted, as to keep it as healthy as possible. If nesecary necessary, Cacturne should be switched in on an attack it's (apostrophe) immune to, such as Lanturn's Scald or Musharna's Psychic, or a weaker attack, such as Quagsire's Earthquake or Rotom's Shadow Ball. Cacturne is oft best played aggressively early-game, punching holes in the team with its powerful STAB attacks or setting Spikes to whittle down foes upon switching in. Destiny Bond, if chosen, should be used when Cacturne would otherwise be knocked out, in an attempt to take the foe down with it. This is especially useful when up against slower attackers that can knock Cacturne out, such as Hariyama or and Mega Audino, if they choose to attack Cacturne. Be weary wary when using Sucker Punch, as this can be played around by your opponent by going for a non-attacking move, often forcing 50-50 situations. This is particularly troublesome when Cacturne is facing set-up setup sweepers, such as Klinklang, as they can avoid Sucker Punch while getting a free turn to set up. Additionally, it should be noted that many foes that Sucker Punch threatens, such as Rotom or Mismagius, can use Will-o-Wisp to cripple Cacturne and avoid Sucker Punch, as to get around it and weaken Cacturne's Sucker Punch for the rest of the match. If Spiky Shield is the preferred item run, it should be used primarily to get off chip damage on physical attackers such as Hariyama (RC) or to scout what move users of Choice items will be locking themselves into.

Team Options
========

Cacturne fits best on faster-paced offensive teams that appreciate a check to Water-types and Spikes support more than they would the speed and Defog support that Shiftry can provide. Klinklang is the near-perfect partner for Cacturne in offensive synergy, with Klinklang setting up on the Fairy-, Flying-, (AC) and Bug-types that plague Cacturne (RC) and Cacturne can defeat defeating the Electric- and Water-types that stop Klinklang; however, be aware that this core struggles with common Fighting- and Fire-types, so this should be counteracted accounted for accordingly. Electric-types, such as Rotom or and Zebstrika, appreciate Cacturne eliminating Lanturn and Ground-types, while the Electrics they check Flying-types in return. Lanturn makes for a noteworthy partner, checking the Fire- and Flying-types that Cacturne struggles with (RC) while Cacturne eliminates opposing Lanturn. Garbodor makes for a great partner, taking on the Fighting- and Fairy-types that trouble Cacturne (RC) while Cacturne handles the Ground- and Psychic-types that trash (lol) Garbodor. Using Garbodor also means that allows Cacturne does not have to use to forgo Spikes, as it does, freeing up the moveslot for Destiny Bond or Spiky Shield. Using Spiky Shield on Cacturne when paired with Garbodor is also beneficial in that Cacturne can use Spiky Shield to maximize the damage stacked up by the Toxic Spikes set by Garbodor. Garbodor also punishes usage of U-turn, as it has with Rocky Helmet and Aftermath to punish physical attacks, which Cacturne attracts due to its 4x weakness to Bug-type attacks. Mesprit and Cacturne form a potent entry hazard-stacking core, with Mesprit setting Stealth Rock and Cacturne laying Spikes, whittling the foes upon switching in. Late-game cleaners, such as Swellow, appreciate Cacturne punching holes in the opponent's (apostrophe) team (RC) and whittling the foe down with Spikes (RC) so the cleaner can sweep up once the opposition is sufficiently weakened.

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

Substitute can be used in the last slot for the Mixed Attacker, (only set) as it capitalized capitalizes on Cacturne's ability to force switches (RC) and can make it far harder to revenge kill; this also synergizes well with Giga Drain, giving Cacturne a form of recovery to make up for the Substitute damage and Life Orb recoil. Cacturne can utilize a Swords Dance set to break down defensive teams; (SC) however, (AC) this srt such a set is largely outclassed by Shiftry, only sporting a stronger Sucker Punch over it. Cacturne can potentially act as a suicide lead, setting Spikes, luring eliminating physical attackers with Counter combined with a Focus Sash, and using Destiny Bond once its job is done; (SC) however, (AC) this set is mostly outclassed by other suicide leads, such as Crustle or and Archeops.

Checks and Counters (add colons throughout)
===================

**Poison-types**: Poison-types (RC) such as Roselia or and Garbodor can switch in on any attack Cacturne can use (RC) and retaliate with a super effective (remove hyphen) Sludge Bomb or Poison Jab, respectively STAB move. Garbodor could be used as a soft check to Cacturne, resisting Grass-type attacks and taking little from Sucker Puch while it can being able to OHKO in return with Gunk Shot; (SC) however, (AC) it cannot outspeed Hasty variants of Cacturne, which 2HKO it.

**Fire-types**: Fire-types (RC) such as Combusken, Magmortar, or and Pyroar (RC) make for decent answers to Cacturne, being able to stomach a Sucker Punch and OHKO in return. Combusken in particular can reliably switch into any attack Cacturne might want to go for thanks to its resistance to both Grass- and Dark-type attacks (RC) and access to Eviolite, and Combusken it can retaliate with an OHKO in return. Pyroar can also play mind games mindgames with Cacturne, using Will-O-Wisp or Substitute to dodge Cacturne's Sucker Punch, meaning Cacturne will either be crippled or having given give Pyroar a free Substitute.

**Dark-types**: Dark-types (RC) such as Zweilous or and Malamar (RC) handling Cacturne, and (looks like something went wrong here?) can easily OHKO Cacturne with an Outrage or Superpower, respectively. Zweilous in particular is a solid counter to Cacturne, being able to switch into its STAB attacks with ease (RC) and can use its powrful Outrage to elimate Cacturne with its powerful Outrage (RC) and can use Rest to heal off damage whatever can do to it. Although it may not resist Cacturne's STAB attacks, Malamar has the Special Defense needed to survive any attack Cacturne might want to go for (RC) and use it as set-up setup fodder thanks to Superpower.

**Fighting-types**: While they won't (apostrophe) enjoy switching into an Energy Ball, Fighting-types such as Sawk, Hariyama, (AC) or and Gurdurr resist Cacturne's Dark-type attacks (RC) and can OHKO in return with a Close Combat or Drain Punch, respectively their respective STAB moves. It's also worth noting that Gurdurr and Hitmonchan can pick off Cacturne with Mach Punch, preventing Cacturne it from using setting up a last-ditch layer of Spikes or firing off a Giga Drain. Hariyama can switch into any attack Cacturne might want to go for at least once (RC) and retaliate OHKO with a Close Combat to OHKO in return.

**Fairy-types**: Fairy-types (RC) such as Mega Audino (remove hyphen) or and Mawile (RC) can switch into a Dark-type move from Cacturne (RC) and OHKO it in return. However, Cacturne's Energy Ball has a chance to 2HKO both of these Pokemon after some chip damage, so keeping these Pokemon healthy is nesecary necessary for them to be effective checks check Cacturne effectively.

**Flying-types**: Flying-types (RC) such as Scyther or and Articuno (RC) can comfortably come in on any attack Cacturne might want to go for, use Roost to recover the damage dealt, and threaten it back with an Aerial Ace or Freeze-Dry, respectively.

**Faster Attackers**: Given a free switch, faster attackers (RC) such as Tauros, Rotom-S, Samurott, or and Liepard can come in on Cacturne, take a Sucker Punch, and OHKO in return with their respective attacks. Be aware that these pokemon are simply offensive checks (RC) and should not be switching into Cacturne.
 
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P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
i'm a terrible student

GP 2/2
[OVERVIEW]

Thanks to its great mixed offensive prowess alongside a potent STAB type combination of Dark and Grass, Cacturne finds its place in NU as a stellar wallbreaker. To complement its formidable offensive capabilities, Cacturne possesses a myriad of support options, including Spikes, Destiny Bond, and Spiky Shield. In particular, Cacturne is an excellent user of Spikes, being able to offensively pressure all common users of Rapid Spin while being more offensively inclined than the other two relevant users of Spikes, Garbodor and Roselia. In addition, Cacturne's ability Water Absorb lets it check many of the Water-types of NU, most notably Lanturn, Prinplup, and Quagsire. Despite these positives, Cacturne is not without its issues, the most apparent being how it faces stiff competition from with Shiftry, which boasts better Speed, access to the coveted Defog and Knock Off, and a level of unpredictability, as it's able to run a multitude of sets alongside unique coverage options, most notably Explosion and Extrasensory. However, Cacturne separates itself with its excellent mixed attacking stats, Water Absorb, and access to Spikes. Cacturne's frailty is also noteworthy, preventing it from switching in on much other than a Water- or Psychic-type attack; even then, most Pokemon that use those attacks have coverage to hit Cacturne, such as Lanturn carrying Ice Beam and Mesprit having Signal Beam, making every direct switch into Cacturne a risky one. Furthermore, due to its low Speed, Cacturne struggles against faster-paced offensive teams, as due to its reliance on Sucker Punch to deal with faster attackers, which can be easily exploited by sweepers to achieve free turns to set up.

[SET]
name: Mixed Attacker
move 1: Dark Pulse
move 2: Giga Drain / Energy Ball
move 3: Sucker Punch
move 4: Spikes
item: Life Orb
ability: Water Absorb
nature: Mild
evs: 4 Atk / 252 SpA / 252 Spe

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

Dark Pulse is Cacturne's main STAB attack, 2HKOing most of the tier thanks to its respectable Base Power and the small pool of reliable Pokemon that resist Dark-type attacks. Giga Drain is a powerful secondary STAB move, hitting Water-, Ground-, (AC) and Fighting-types for significant damage, as well as recovering some health, and recovered after use, while providing excellent coverage alongside Dark Pulse. Energy Ball can be used for the higher power; however, it misses out on the recovery of Giga Drain, and the power gain is only minimal. Cacturne's Sucker Punch is the strongest, albeit somewhat unreliable, priority move in NU, easily threatening faster Psychic- and Ghost-types that lack a Colbur Berry, as well as letting Cacturne overcome its lackluster Speed and pick off a faster foe. Spikes is the preferred choice for the last moveslot, letting Cacturne support its team by weakening grounded foes as they switch in. Cacturne is a particularly effective user of Spikes, as it beats nearly all users of entry hazard control outside of Skuntank. Destiny Bond can be used to take down a foe when Cacturne will be going down anyway, and it is particularly useful against a Mega Audino's Dazzling Gleam or Hariyama's Close Combat, which, while they still eliminate Cacturne, take themselves down in the process. (you already summed this up earlier in the sentence imo -- "take down a foe when Cacturne will be going down anyway") Spiky Shield can be used to ease prediction against users of Choice items and to punish use of physical attacks.

Set Details
========

The EV spread and a Mild nature allow Cacturne to hit as hard and as fast as possible without taking away from its ability to switch into weaker special attacks or the power of Sucker Punch. Life Orb boosts should be used as this set's item, boosting Cacturne's power to incredible levels, with only a minor toll in the form of a small amount of recoil damage after each attack. Water Absorb is the necessary ability, as it makes Cacturne an excellent offensive check to the abundance of Water-types in the tier, most notably Lanturn, Prinplup, and Quagsire. A Hasty nature can be used over Mild; however, all this accomplishes is outspeeding neutral-natured Aurorus, Exeggutor, and standard Garbodor while tying with neutral-natured Flareon and Sandslash, at the cost of a noticeable drop in power that isn't really worth it for most teams. If you do choose to use a Hasty nature, however, Energy Ball should be chosen over Giga Drain to somewhat compensate for the loss of power.

Usage Tips
========

Due to its frailty, Cacturne should be brought in on a safe switch, such as by a slow U-turn or Volt Switch or after a teammate has fainted, as to keep it as healthy as possible. If necessary, Cacturne should be switched in on an attack it's immune to, such as Lanturn's Scald or Musharna's Psychic, or a weaker attack, such as Quagsire's Earthquake or Rotom's Shadow Ball. Cacturne is oft best played aggressively early-game, punching holes in the team with its powerful STAB attacks or setting Spikes to whittle down foes upon them switching in. Destiny Bond, if chosen, should be used when Cacturne would otherwise be knocked out, in an attempt to take the foe down with it. This is especially useful when up against slower attackers that can knock Cacturne out, such as Hariyama and Mega Audino, if they choose to attack Cacturne. Be wary when using Sucker Punch, as your opponent this can be played around by your opponent this by going for a non-attacking move, often forcing 50-50 situations. This is particularly troublesome when Cacturne is facing setup sweepers, such as Klinklang, as they can avoid Sucker Punch while getting a free turn to set up. Additionally, it should be noted that many foes that Sucker Punch threatens, such as Rotom and or Mismagius, can use Will-O-Wisp to cripple Cacturne and avoid Sucker Punch and cripple Cacturne, as to get around it and weakening its Cacturne's Sucker Punch for the rest of the match. If Spiky Shield is run, it should be used primarily to get off chip damage on physical attackers such as Hariyama or to scout what move users of Choice items will be locking themselves into.

Team Options
========

Cacturne fits best on faster-paced offensive teams that appreciate a check to Water-types and Spikes support more than they would the speed and Defog support that Shiftry can provide. Klinklang is the near-perfect partner for Cacturne in offensive synergy, with Klinklang setting up on the Fairy-, Flying-, and Bug-types that plague Cacturne and Cacturne defeating the Electric- and Water-types that stop Klinklang; however, be aware that this core struggles with common Fighting- and Fire-types, so this should be accounted for accordingly. Electric-types, such as Rotom and Zebstrika, appreciate Cacturne eliminating Lanturn and Ground-types, while they check Flying-types in return. Lanturn makes for a noteworthy partner, checking the Fire- and Flying-types that Cacturne struggles with while Cacturne eliminates opposing Lanturn. Garbodor makes for a great partner, taking on the Fighting- and Fairy-types that trouble Cacturne while Cacturne handles the Ground- and Psychic-types that trash (ha) Garbodor. Using Garbodor also allows Cacturne to forgo Spikes for Destiny Bond or Spiky Shield. Using Running Spiky Shield on Cacturne when it is paired with Garbodor is also beneficial in that Cacturne can use Spiky Shield to maximize the damage stacked up by the Toxic Spikes set by Garbodor. Garbodor also punishes usage of U-turn with Rocky Helmet and Aftermath, which Cacturne attracts due to its 4x weakness to Bug-type attacks. Mesprit and Cacturne form a potent entry hazard-stacking core, with Mesprit setting Stealth Rock and Cacturne laying Spikes, whittling the foes down as they upon switching in. Late-game cleaners, such as Swellow, appreciate Cacturne punching holes in the opponent's team and whittling the foe down with Spikes so the cleaner can sweep up once the opposition is sufficiently weakened.

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

Substitute can be used in the last slot, as it capitalizes on Cacturne's ability to force switches and can make it far harder to revenge kill; this also synergizes well with Giga Drain, giving Cacturne a form of recovery to make up for the Substitute damage and Life Orb recoil. Cacturne can utilize a Swords Dance set to break down defensive teams; however, such a set is largely outclassed by Shiftry, only sporting a stronger Sucker Punch over it. Cacturne can act as a suicide lead, setting Spikes, eliminating physical attackers with Counter combined with a Focus Sash, and using Destiny Bond once its job is done; however, this set is mostly outclassed by other suicide leads, such as Crustle and Archeops.

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

**Poison-types**: Poison-types such as Roselia and Garbodor can switch in on any attack Cacturne can use and retaliate with a super effective STAB move. Garbodor could be used as a soft check to Cacturne, resisting Grass-type attacks and taking little from Sucker Punch while being able to OHKO in return with Gunk Shot; however, it cannot outspeed Hasty variants of Cacturne, which 2HKO it.

**Fire-types**: Fire-types such as Combusken, Magmortar, and Pyroar make for decent answers to Cacturne, being able to stomach a Sucker Punch and OHKO in return. Combusken in particular can reliably switch into any attack Cacturne might want to go for thanks to its resistance to both Grass- and Dark-type attacks and access to Eviolite, and it can retaliate with an OHKO. Pyroar can also play mind games with Cacturne, using Will-O-Wisp or Substitute to dodge Cacturne's Sucker Punch, meaning Cacturne will be crippled or give Pyroar a free Substitute.

**Dark-types**: Dark-types such as Zweilous and Malamar can easily OHKO Cacturne with an Outrage or Superpower, respectively. Zweilous in particular is a solid counter to Cacturne, being able to switch into its STAB attacks with ease and to eliminate Cacturne with its powerful Outrage and use Rest to heal off any damage whatever can do to it. Although it may not resist Cacturne's STAB attacks, Malamar has the Special Defense needed to survive any attack Cacturne might want to go for and can use it as setup fodder thanks to Superpower.

**Fighting-types**: While they won't enjoy switching into an Energy Ball, Fighting-types such as Sawk, Hariyama, and Gurdurr resist Cacturne's Dark-type attacks and can OHKO in return with their respective STAB moves. It's also worth noting that Gurdurr and Hitmonchan can pick off Cacturne with Mach Punch, preventing it from setting up a last-ditch layer of Spikes or firing off a Giga Drain. Hariyama can switch into any attack Cacturne might want to go for at least once and OHKO with Close Combat in return.

**Fairy-types**: Fairy-types such as Mega Audino and Mawile can switch into a Dark-type move from Cacturne and OHKO it in return. However, Cacturne's Energy Ball has a chance to 2HKO both of these Pokemon after some chip damage, so keeping these Pokemon healthy is necessary for them to check Cacturne effectively.

**Flying-types**: Flying-types such as Scyther and Articuno can comfortably come in on any attack Cacturne might want to go for, use Roost to recover the damage dealt, and threaten it back with an Aerial Ace or Freeze-Dry, respectively.

**Faster Attackers**: Given a free switch, faster attackers such as Tauros, Rotom-S, Samurott, and Liepard can come in on Cacturne, take a Sucker Punch, and OHKO in return with their respective attacks. Be aware that these Pokemon are simply offensive checks and should not be switching into Cacturne.
 
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