LC Mareanie

Hilomilo

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[OVERVIEW]

Mareanie's fantastic defensive ability in Regenerator alongside its decent mixed bulk, access to reliable recovery, and typing allow it to function on balanced and defensive teams as a stellar defensive pivot as well as a reliable check to common threats in Mienfoo, Vullaby, Alolan Grimer, and more. Furthermore, Mareanie's expansive utility movepool, consisting of useful options in Haze, Toxic Spikes, and Scald, allows it to discourage setup sweepers and inflict foes with status to stall them out. Despite these perks, Mareanie's poor offensive stats make it quite passive, and its merely decent bulk still leaves it susceptible to the tier's common Electric- and Ground-type attacks as well as especially powerful wallbreakers in Abra and Gastly. Furthermore, as a result of its passiveness, Mareanie often faces competition from Skrelp on more offensively oriented teams.

[SET]
name: Defensive Pivot
move 1: Scald
move 2: Sludge Bomb / Haze
move 3: Recover
move 4: Toxic Spikes / Haze
item: Eviolite
ability: Regenerator
nature: Calm
evs: 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe

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

Scald is a useful STAB attack that has a decent chance to burn physical attackers such as Mudbray, Doduo, and Pawniard. Sludge Bomb is a good STAB attack that hits Fairy- and Grass- types such as Cottonee and Snubbull; the former is OHKOed and the latter is often 2HKOed. Recover provides Mareanie with an impressive amount of longevity and, alongside Regenerator, allows it to sustain itself throughout a match and stall out status-inflicted foes. Toxic Spikes allows Mareanie to support its teammates by poisoning foes; thanks to Regenerator, it is able to be set up consistently throughout a match. Haze can be used over Sludge Bomb or Toxic Spikes in order to help Mareanie deal with threatening setup sweepers in Swords Dance Pawniard and Shell Smash Shellder more reliably by removing their stat boosts.

Set Details
========

Maximum HP EVs allow Mareanie to heal an extra hit point with Regenerator upon switching out, and 100 EVs in both Defense and Special Defense, a Calm nature, and an Eviolite allow Mareanie to optimize its bulk and tank powerful hits such as Snivy's unboosted Leaf Storm, Staryu's Psychic, and Ponyta's Wild Charge. 72 Speed EVs allow Mareanie to outpace Snubbull and defensive Mudbray, while the remaining 12 EVs are invested in Special Attack to increase Mareanie's Special Attack stat by one point. Regenerator is the preferred ability, as it allows Mareanie to switch out of attacks that threaten it, such as Mudbray's Earthquake or Abra's Psychic, and recover in the process.

Usage Tips
========

Thanks to its Regenerator ability, typing, and good bulk, Mareanie is able to reliably switch into a plethora of fearsome attacks such as Mienfoo's High Jump Kick, Spritzee's Moonblast, Vulpix's Fire Blast, and Rufflet's Superpower. Regenerator should be taken advantage of whenever possible, such as when threatened by a powerful attacker like Abra or when you predict a switch to a foe that threatens it. Because of Regenerator, Mareanie should try to avoid using Recover when it doesn't need to in order to preserve momentum. Because Mareanie forces switches against common Pokemon in Mienfoo and Ponyta, it often has access to free turns, which it should use to set up Toxic Spikes, try burning switch-ins with Scald, or recover. Despite its good bulk, Mareanie has glaring weaknesses to Ground-, Psychic-, and Electric-type attacks, which means it should pivot out of Pokemon with these types of attacks to avoid taking severe damage that compromises its tanking capabilities. Don't be conservative about using Haze if running it; it's better for Mareanie to use Haze and have the opponent KO it, as this will allow Mareanie's teammates to safely revenge kill a foe that hasn't accumulated any stat boosts. Mareanie is very reliant on Eviolite, and as a result, must be wary of super effective coverage options from the likes of Mienfoo and Timburr after having its Eviolite removed by Knock Off. Mareanie should also always be wary of Guts Timburr, as it is a prevalent threat that receives an Attack boost from status, thus discouraging the use of any of Mareanie's status-inflicting moves. Lastly, Mareanie should be wary of switching into a pivoting attacker such as Mienfoo or Pancham if Diglett is on the opposing team, as it will trap and KO Mareanie.

Team Options
========

Mareanie's poor Speed and passiveness often mean that it fits best on slower-paced teams due to otherwise being a less useful pick than Skrelp. Ferroseed is a fantastic teammate, as it appreciates Mareanie's Fire-type resistance, is able to provide additional entry hazards with Spikes or Stealth Rock, and it is able to come in on the Ground-, Psychic-, and Electric-type attacks that Mareanie hates taking. Diglett is also a good partner, as it can make use of its Arena Trap ability to trap and remove foes that absorb Toxic Spikes such as Alolan Grimer and Stunky. Pokemon that are capable of switching into or KOing Psychic-types, such as Ferroseed, Pawniard, Magnemite, and Carvanha, all make for fantastic partners that can help Mareanie ease the pressure that Psychic-types like Abra and Slowpoke put on it, while Electric-type checks such as Onix, Drilbur, Diglett, and Chinchou are all either able to switch into or eliminate common Electric-types in Magnemite and Elekid that Mareanie hates dealing with. Grass-types such as Snivy and Cottonee appreciate Mareanie's ability to tank Bug-, Ice-, Fire-, and Poison-type attacks. In return, Mareanie appreciates the aforementioned Pokemon's abilities to switch into Electric- and Ground- type attacks that it hates taking. Fairy-types such as Spritzee and Snubbull appreciate Mareanie's ability to tank the Steel- and Poison-type attacks that threaten them, while Ghost-types such as Gastly, Pumpkaboo-XL, and Honedge are useful teammates for Mareanie because of their ability to prevent users of Rapid Spin from removing Toxic Spikes. Mienfoo, Buneary, and Ponyta are all examples of Pokemon that appreciate the Toxic Spikes support Mareanie provides, as it helps them break through bulkier threats. Lastly, if Mareanie isn't running Haze, it appreciates other phazers such as Hippopotas and Munchlax as teammates, as its team won't be as vulnerable to threatening setup sweepers.

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

Mareanie can use Toxic alongside its good bulk and recovery to cripple and stall out offensive and defensive threats alike, though due to the low HP stats of Pokemon in LC, this is rather difficult given the amount of time it takes for foes to take heavy damage from poison. Mareanie can also use its Merciless ability alongside Toxic or Toxic Spikes to guarantee critical hits on any poisoned target, though Mareanie is still fairly weak, it comes at the cost of Mareanie's invaluable pivoting recovery provided by Regenerator, and it's very situational given the tier's amount of Pokemon immune to poisoning or Toxic Spikes. A physical set with Liquidation can be used because of Mareanie's higher Attack stat; however, this usually isn't preferred due to Scald and Sludge Bomb's burn and poison chances. Mareanie can opt to run a Stockpile set to increase its tanking capabilities, but this is at the cost of typically more valuable utility options and makes Mareanie very passive. Mareanie can run Hidden Power Fire to hit Ferroseed, Hidden Power Fighting to hit Pawniard, Hidden Power Psychic to hit Croagunk, or Hidden Power Ground for Magnemite, but they are all situational given the low damage output against any foe that isn't 4x weak to them.

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

**Powerful Wallbreakers**: Despite Mareanie's impressive mixed bulk, powerful wallbreakers like Life Orb Diglett, Cranidos, and Abra are capable of severely damaging or OHKOing it with their respective STAB attacks.

**Electric-types**: Electric-types such as Chinchou, Elekid, and Magnemite are capable of severely damaging Mareanie with their super effective STAB attacks and either forcing it to switch out or finishing it off.

**Ground-types**: Ground-types such as Diglett, Mudbray, and Drilbur won't be able to switch into Mareanie's Scald, but will otherwise be able to threaten to OHKO it with their super effective STAB attacks.

**Croagunk**: By virtue of its Dry Skin ability, Croagunk is immune to Mareanie's Scald, and it also resists Sludge Bomb. Furthermore, Croagunk can remove Mareanie's Toxic Spikes just by switching in, set up on it if it lacks Haze, and remove its Eviolite via Knock Off.

**Setup Sweepers**: Because Mareanie is so passive, it's often set up on and threatened by the likes of Vullaby, Timburr and Mienfoo.
 
Last edited:
Overview:
I wouldn't say its mixed bulk is fantastic, change it to decent. It's actually on the lower end for defensive mons.
* Is the tier's best user of Toxic Spikes due to reliable recovery and better bulk than Tentacool.
Change this to "it's one of the tier's better users of Toxic Spikes due to reliable recovery and better physical bulk than Tentacool" because it's arguably around on par with Omanyte

I think the spread should be 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe with a Calm nature. This lets Mareanie heal an extra point from Regenerator and outspeed Snubbull/defensive Mudbray. The 16 Def spread can be mentioned as an alternative in set details.

Moves:
Mention that Recover allows Mareanie to stall out certain poisoned or burned threats.

Usage Tips:
* Mareanie is very reliant on Eviolite. As a result, Knock Off users such as Vullaby and Timburr should be identified and avoided, as having its Eviolite removed will severely compromise Mareanie's tanking capabilities.
I don't like this point because Mareanie will often be the dedicated Fighting switch-in. Maybe reword it to be wary of coverage moves once Mareanie has been Knocked off?

* Because it forces switches against common Pokemon in Mienfoo and Alolan Sandshrew, Mareanie often has access to free turns, which it should use to either set up Toxic Spikes, try burning switch-ins with Scald or recover itself.
Change Alolan Sandshrew to Ponyta - A-Shrew usually runs Earthquake.

Mention to be wary of switching into U-turn users such as Mienfoo when there is a Diglett on the opposing team.

Team Options:
Mention that Diglett can trap some Toxic Spikes removers like A-Grimer.

Other Options:
Mention that Mareanie isn't especially strong even with a boost from Merciless.
Mention that going physical isn't worth giving up Scald despite Mareanie's higher Attack.
Mention HP Fighting for Pawniard, HP Psychic for Croagunk, HP Fire for Ferroseed, HP Ground for Magnemite but they don't really help against anything that isn't double weak to them because Mareanie is so weak.

Checks and Counters:
Remove Timburr - I don't think it can win even with Guts, since Guts is usually paired with BU and Timburr shuts that down.

Nice work 1/3
 
[OVERVIEW]
  • Mareanie is also passive with Haze, it just isn't set up bait. Change the wording here
[SET]
name: Defensive Pivot
move 1: Scald
move 2: Sludge Bomb / Haze
move 3: Recover
move 4: Toxic Spikes / Haze
item: Eviolite
ability: Regenerator
nature: Calm
evs: 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe

good

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

  • The Haze point should be moved to the end, makes more sense to mention both Sludge Bomb and TSpikes before it, since you slash it after both
Set Details
========

  • Mention that the EV spread hits Eviolite numbers
Usage Tips
========

good

Team Options
========

  • Mention phazers if Mareanie isn't running Haze, as they can prevent set up sweepers from destroying your team if they come in on Mareanie
  • I don't like the Deerling mention here, as it's not very relevant. Pumpkaboo and Cottonee are better mentions
[STRATEGY COMMENTS]
Other Options
=============

good

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

good

QC 2/3, write me up Scotty
QC Stamp final.gif

 
amcheck
ADD REMOVE COMMENTS
[OVERVIEW]
Mareanie's fantastic defensive ability in Regenerator alongside its decent mixed bulk, access to reliable recovery, and typing allow it to function on balanced and defensive teams as a stellar defensive pivot, as well as a reliable check to common threats in Mienfoo, Vullaby, Alolan Muk, (AC) and more. Furthermore, Mareanie's expansive utility movepool, consisting of useful options in Haze, Toxic Spikes, (AC) and Scald, allows it to either discourage set up setup sweepers or inflict foes with status and stall them out. Despite all of the perks that come with using Mareanie, it unfortunately isn't a Pokemon without its flaws. Despite its access to Haze, Mareanie's poor offensive stats make it quite passive, and its only decent bulk still leaves it susceptible to the tier's common Electric- and Ground-type attacks, as well as especially powerful wallbreakers in Abra and Gastly. As a result of its passiveness, Mareanie often faces competition from Skrelp on more offensively-oriented teams. Regardless, Mareanie is able to make an impact in the metagame thanks to its defensive prowess, and should never go unnoticed when building a balanced team.

[SET]
name: Defensive Pivot
move 1: Scald
move 2: Sludge Bomb / Haze
move 3: Recover
move 4: Toxic Spikes / Haze
item: Eviolite
ability: Regenerator
nature: Calm
evs: 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe

[SET COMMENTS]
Moves
========
Scald is a useful STAB attack that has a chance to burn physical attackers, such as Mudbray, Doduo, (AC) and Pawniard, and Sludge Bomb is a good STAB attack that hits Fairy- and Grass- types such as Cottonee and Snubbull, the former of which is OHKOed, while the latter is often 2HKOed. Recover provides Mareanie with an impressive amount of longevity and alongside Regenerator, allows it to sustain itself throughout a match and stall out status inflicted foes. Toxic Spikes allows Mareanie to support its teammates by poisoning foes, and thanks to Regenerator, is able to be set up consistently throughout a match, (RC). while Haze can be used over Sludge Bomb or Toxic Spikes in order to help Mareanie deal with threatening set up setup sweepers in Swords Dance Pawniard and Shell Smash Shellder more reliably by removing their stat boosts.

Set Details
========
Maximized HP EVs allow Mareanie to heal an extra point with Regenerator upon switching out, while 100 EVs in both Defense and Special Defense, a Calm nature, and an Eviolite allow Mareanie to hit Eviolite numbers and tank powerful hits such as Snivy's unboosted Leaf Storm, Staryu's Psychic, (AC) and Ponyta's Wild Charge. 72 Speed EVs allow Mareanie to outpace Snubbull and defensive Mudbray, while the remaining 12 EVs are invested in Special Attack to give Mareanie's Special Attack stat one extra point. Regenerator is the preferred ability, as it allows Mareanie to switch out of attacks that threaten it, such as Mudbray's Earthquake or Abra's Psychic, and recover itself in doing so.

Usage Tips
========
Thanks to its access to Regenerator, typing, and fantastic bulk, Mareanie is able to reliably switch into a plethora of feared attacks, such as Mienfoo's High Jump Kick, Spritzee's Moonblast, Vulpix's Fire Blast, (AC) and Rufflet's Superpower. Regenerator should be taken complete advantage of whenever possible. Examples of when Mareanie can switch out are either when threatened by a powerful attacker like Abra, or predicting a switch into a foe that threatens it, though due to Regenerator, Mareanie should try to avoid using Recover when it doesn't need to in order to preserve momentum. Because it Since Mareanie forces switches against common Pokemon in Mienfoo and Ponyta, Mareanie it often has access to free turns, which it should use to either set up Toxic Spikes, try burning switch-ins with Scald or recover itself. Despite its good bulk, Mareanie has glaring weaknesses to Ground-, Psychic-, (AC) and Electric-type attacks, which means it should pivot out of Pokemon with these types of attacks to avoid taking severe damage that compromises its tanking capabilities. Don't be conservative about using Haze if running it. It's better for Mareanie to use Haze and have the opponent faint it, as this will allow Mareanie's opponents to safely revenge kill a foe that hasn't accumulated any stat boosts. Mareanie is very reliant on Eviolite., (AC) and as As a result, it must be wary of coverage options from the likes of Mienfoo and Timburr after having its Eviolite removed via Knock Off. Mareanie should also always be wary of Guts Timburr, as it is a prevalent threat that receives an attack Attack boost from status, thus discouraging the use of any of Mareanie's status-inflicting moves. Lastly, Mareanie should be wary of switching into a pivoting attacker such as Mienfoo or Pancham if Diglett is on the opposing team, as it will trap and KO Mareanie.

Team Options
========
Mareanie's poor Speed and passiveness often means that it fits best on slower paced teams, due to otherwise being a lesser pick over less useful than Skrelp on offensively-oriented archetypes. Ferroseed is a fantastic teammate, as it appreciates Mareanie's Fire-type resistance, is able to provide additional entry hazards with Spikes or Stealth Rock and is able to come in on the Ground-, Psychic-, (AC) and Electric-type attacks that Mareanie hates taking. Diglett is also a good partner, as it can make use of its Arena Trap ability to trap and remove foes that absorb Toxic Spikes, such as Alolan Grimer and Stunky. Pokemon that are capable of switching into or KOing Psychic-types, such as Ferroseed, Pawniard, Magnemite, (AC) and Carvanha all make for fantastic partners that can help Mareanie ease the pressure Psychic-types like Abra and Slowpoke put on it, while Electric-type checks such as Onix, Drilbur, Diglett, (AC) and Chinchou are all either able to switch into or eliminate common Electric-types in Magnemite and Elekid that Mareanie hates dealing with. Grass-types such as Snivy and Cottonee appreciate Mareanie's ability to tank Bug-, Ice-, Fire-, and Poison-type attacks. In return, Mareanie appreciates the aforementioned Pokemon's abilities to switch into Electric- and Ground- type attacks that it hates taking. Fairy-types such as Spritzee and Snubbull appreciate Mareanie's ability to tank the Steel- and Poison-type attacks that threaten them, while Ghost-types such as Gastly, Pumpkaboo-XL, and Honedge are appreciated by make useful teammates for (I think you use appreciated a little too much here) Mareanie for their ability to prevent users of Rapid Spin from removing Toxic Spikes from the opponent's side of the field. Mienfoo, Buneary, (AC) and Ponyta are all examples of Pokemon that appreciate the Toxic Spikes support Mareanie is able to provide them with, as it helps them break through bulkier threats to more success. Lastly, if Mareanie isn't running Haze, it appreciates other phazers such as Hippowdon and Munchlax as teammates, as its team won't be as vulnerable to threatening set up setup sweepers.

[STRATEGY COMMENTS]
Other Options
=============
Mareanie can use Toxic alongside its good bulk and recover y to cripple and stall out offensive and defensive threats alike, though this is rather difficult given the amount of time it takes for the tier's many low HP stats Pokemon in the tier to take heavy damage from poison, due the low HP stats of Pokemon in Little Cup. Mareanie can also use its Merciless ability alongside Toxic or Toxic Spikes to guarantee critical hits on any poisoned target, though this is at the cost of Mareanie's invaluable pivoting recovery provided by Regenerator and is very situational given the tier's amount of Pokemon immune to Poison or Toxic Spikes. Mareanie is also still fairly weak even after the boost. A physical set with Liquidation can be used given Mareanie's higher Attack stat. However, this isn't usually preferred due to Scald and Sludge Bomb's burn and poison chances. Mareanie can opt to run a Stockpile set to increase its tanking capabilities, though this is at the cost of useful and usually more valuable utility options, (AC) and also makes Mareanie very passive. Mareanie can run Hidden Power Fire to hit Ferroseed, Hidden Power Fighting to hit Pawniard, Hidden Power Psychic to hit Croagunk or Hidden Power Ground for Magnemite, though this is usually situational given the low damage output of these moves against any foe that isn't 4x weak to them.

Checks and Counters
===================
**Powerful Wallbreakers**: Despite Mareanie's impressive mixed bulk, especially powerful wallbreakers in Life Orb Diglett, Cranidos, (AC) and Abra are all capable of severely damaging or OHKOing it with their respective STAB attacks.

**Electric-types**: Electric-types such as Chinchou, Elekid, (AC) and Magnemite are all capable of severely damaging Mareanie with their super effective STAB attacks and either forcing it to switch out in order to recover or finishing it off.

**Ground-types**: Ground-types such as Diglett, Mudbray, and Drilbur won't be able to switch into Mareanie's Scald, but will otherwise be able to threaten to OHKO it with their super effective STAB attacks.

**Croagunk**: By virtue of its Dry Skin ability, Croagunk is immune to Mareanie's Scald and also resists Sludge Bomb. Furthermore, Croagunk can remove Mareanie's Toxic Spikes, set up on it if it lacks Haze, and remove its Eviolite via Knock Off.

**Setup Sweepers**: Because Mareanie is so passive, its it's often set up on and threatened by the likes of Vullaby, Timburr, Mienfoo, (AC) and other threatening setup sweepers.

Very nicely written, just remember that Smogon uses the serial comma.
 
Fireflame479: Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
DeathByWobbuffet: ADD REMOVE COMMENTS
[OVERVIEW]
[add line break]
Mareanie's fantastic defensive ability in Regenerator alongside its decent mixed bulk, access to reliable recovery, and typing allow it to function on balanced and defensive teams as a stellar defensive pivot, as well as a reliable check to common threats in Mienfoo, Vullaby, Alolan Muk Grimer, (AC) and more. Furthermore, Mareanie's expansive utility movepool, consisting of useful options in Haze, Toxic Spikes, (AC) and Scald, allows it to either discourage set up setup sweepers or and inflict foes with status and to stall them out. Despite all of the these perks,(AC) that come with using Mareanie,(RC) it unfortunately isn't a Pokemon without its flaws. Despite its access to Haze,(RC) (this wasn't really needed. I condensed it) Mareanie's poor offensive stats make it quite passive, and its only decent bulk still leaves it susceptible to the tier's common Electric- and Ground-type attacks,(RC) as well as especially powerful wallbreakers in Abra and Gastly. As a result of its passiveness, Mareanie often faces competition from Skrelp on more offensively-oriented teams (that's an added hyphen from the amcheck if you couldn't see it). Regardless, Mareanie is able to make an impact in the metagame thanks to its defensive prowess, and should never go unnoticed when building a balanced team. (fluff)

[SET]
name: Defensive Pivot
move 1: Scald
move 2: Sludge Bomb / Haze
move 3: Recover
move 4: Toxic Spikes / Haze
item: Eviolite
ability: Regenerator
nature: Calm
evs: 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe

[SET COMMENTS]
Moves
========
[add line break]
Scald is a useful STAB attack that has a chance to burn physical attackers,(RC) such as Mudbray, Doduo, (AC) and Pawniard.(period),(RC) and Sludge Bomb is a good STAB attack that hits Fairy- and Grass- types such as Cottonee and Snubbull;(add semicolon),(RC) the former of which is OHKOed, while the latter is often 2HKOed. Recover provides Mareanie with an impressive amount of longevity and alongside Regenerator, allows it to sustain itself throughout a match and stall out status inflicted foes. Toxic Spikes allows Mareanie to support its teammates by poisoning foes, and thanks to Regenerator, it is able to be set up consistently throughout a match, (RC). while Haze can be used over Sludge Bomb or Toxic Spikes in order to help Mareanie deal with threatening set up setup sweepers in Swords Dance Pawniard and Shell Smash Shellder more reliably by removing their stat boosts.

Set Details
========
[add line break]
Maximized Maximum
HP EVs allow Mareanie to heal an extra point with Regenerator upon switching out, while 100 EVs in both Defense and Special Defense, a Calm nature, and an Eviolite allow Mareanie to hit Eviolite numbers and tank powerful hits such as Snivy's unboosted Leaf Storm, Staryu's Psychic, (AC) and Ponyta's Wild Charge. 72 Speed EVs allow Mareanie to outpace Snubbull and defensive Mudbray, while the remaining 12 EVs are invested in Special Attack to give increase Mareanie's Special Attack stat by one extra point. Regenerator is the preferred ability, as it allows Mareanie to switch out of attacks that threaten it, such as Mudbray's Earthquake or Abra's Psychic, and recover itself in doing so.

Usage Tips
========
[add line break]
Thanks to its access to ability in Regenerator, typing, and fantastic bulk, Mareanie is able to reliably switch into a plethora of feared attacks, such as Mienfoo's High Jump Kick, Spritzee's Moonblast, Vulpix's Fire Blast, (AC) and Rufflet's Superpower. Regenerator should be taken complete advantage of whenever possible,(AC) such as.(remove period) Examples of when Mareanie can switch out are either when threatened by a powerful attacker like Abra,(RC) or predicting a switch into a foe that threatens it.(period),(RC) though due Though,(AC) due to Regenerator, Mareanie should try to avoid using Recover when it doesn't need to in order to preserve momentum. Because it Since Mareanie forces switches against common Pokemon in Mienfoo and Ponyta, Mareanie it often has access to free turns, which it should use to either set up Toxic Spikes, try burning switch-ins with Scald,(AC) or recover itself. Despite its good bulk, Mareanie has glaring weaknesses to Ground-, Psychic-, (AC) and Electric-type attacks, which means it should pivot out of Pokemon with these types of attacks to avoid taking severe damage that compromises its tanking capabilities. Don't be conservative about using Haze if running it;(add semicolon) it's.(RC) It's better for Mareanie to use Haze and have the opponent faint it, as this will allow Mareanie's opponents to safely revenge kill a foe that hasn't accumulated any stat boosts. Mareanie is very reliant on Eviolite., (AC) and as As a result, it must be wary of coverage options from the likes of Mienfoo and Timburr after having its Eviolite removed via Knock Off. Mareanie should also always be wary of Guts Timburr, as it is a prevalent threat that receives an attack Attack boost from status, thus discouraging the use of any of Mareanie's status-inflicting moves. Lastly, Mareanie should be wary of switching into a pivoting attacker such as Mienfoo or Pancham if Diglett is on the opposing team, as it will trap and KO Mareanie.

Team Options
========
[add line break]
Mareanie's poor Speed and passiveness often means that it fits best on slower-(AH)paced teams,(RC) due to otherwise being a lesser pick over less useful than Skrelp on offensively-oriented archetypes. Ferroseed is a fantastic teammate, as it appreciates Mareanie's Fire-type resistance, is able to provide additional entry hazards with Spikes or Stealth Rock,(AC) and it is able to come in on the Ground-, Psychic-, (AC) and Electric-type attacks that Mareanie hates taking. Diglett is also a good partner, as it can make use of its Arena Trap ability to trap and remove foes that absorb Toxic Spikes, such as Alolan Grimer and Stunky. Pokemon that are capable of switching into or KOing Psychic-types, such as Ferroseed, Pawniard, Magnemite, (AC) and Carvanha,(AC) all make for fantastic partners that can help Mareanie ease the pressure Psychic-types like Abra and Slowpoke put on it,(RC) while Electric-type checks such as Onix, Drilbur, Diglett, (AC) and Chinchou are all either able to switch into or eliminate common Electric-types in Magnemite and Elekid that Mareanie hates dealing with. Grass-types such as Snivy and Cottonee appreciate Mareanie's ability to tank Bug-, Ice-, Fire-, and Poison-type attacks. In return, Mareanie appreciates the aforementioned Pokemon's abilities to switch into Electric- and Ground- type attacks that it hates taking. Fairy-types such as Spritzee and Snubbull appreciate Mareanie's ability to tank the Steel- and Poison-type attacks that threaten them, while Ghost-types such as Gastly, Pumpkaboo-XL, and Honedge are appreciated by make useful teammates for (I think you use appreciated a little too much here) Mareanie for because of their ability to prevent users of Rapid Spin Spinners from removing Toxic Spikes from the opponent's side of the field. Mienfoo, Buneary, (AC) and Ponyta are all examples of Pokemon that appreciate the Toxic Spikes support Mareanie is able to provide them with provides, as it helps them break through bulkier threats to more success. Lastly, if Mareanie isn't running Haze, it appreciates other phazers such as Hippowdon Hippopotas and Munchlax as teammates, as its team won't be as vulnerable to threatening set up setup sweepers.

[STRATEGY COMMENTS]
Other Options
=============
[add line break]
Mareanie can use Toxic alongside its good bulk and recover y recovery to cripple and stall out offensive and defensive threats alike, though due to the low HP stats of Pokemon in LC,(AC) this is rather difficult given the amount of time it takes for the tier's many low HP stats Pokemon in the tier to take heavy damage from poison,(RC) due the low HP stats of Pokemon in Little Cup. Mareanie can also use its Merciless ability alongside Toxic or Toxic Spikes to guarantee critical hits on any poisoned target, though Mareanie is still fairly weak and this is at the cost of Mareanie's invaluable pivoting recovery provided by Regenerator and is very situational given the tier's amount of Pokemon immune to Poison or Toxic Spikes. Mareanie is also still fairly weak even after the boost. A physical set with Liquidation can be used given Mareanie's higher Attack stat;(add semicolon) however,(AC).(remove period) However,(RC) this isn't usually preferred due to Scald and Sludge Bomb's burn and poison chances. Mareanie can opt to run a Stockpile set to increase its tanking capabilities, though but (repetition) this is at the cost of useful and usually more valuable utility options, (AC) and it also makes Mareanie very passive. Mareanie can run Hidden Power Fire to hit Ferroseed, Hidden Power Fighting to hit Pawniard, Hidden Power Psychic to hit Croagunk,(AC) or Hidden Power Ground for Magnemite, though this is they are usually situational given the low damage output of these moves against any foe that isn't 4x weak to them.

Checks and Counters
===================
[add line break]
**Powerful Wallbreakers**: Despite Mareanie's impressive mixed bulk, especially powerful wallbreakers in like Life Orb Diglett, Cranidos, (AC) and Abra are all capable of severely damaging or OHKOing it with their respective STAB attacks.

**Electric-types**: Electric-types such as Chinchou, Elekid, (AC) and Magnemite are all capable of severely damaging Mareanie with their super effective STAB attacks and either forcing it to switch out in order to recover or finishing it off.

**Ground-types**: Ground-types such as Diglett, Mudbray, and Drilbur won't be able to switch into Mareanie's Scald, but will otherwise be able to threaten to OHKO it with their super effective STAB attacks.

**Croagunk**: By virtue of its Dry Skin ability, Croagunk is immune to Mareanie's Scald,(AC) and it also resists Sludge Bomb (reduces confusion if readers think that Dry Skin makes Croagunk resist Sludge Bomb). Furthermore, Croagunk can remove Mareanie's Toxic Spikes, set up on it if it lacks Haze, and remove its Eviolite via Knock Off.

**Setup Sweepers**: Because Mareanie is so passive, its it's often set up on and threatened by the likes of Vullaby, Timburr, Mienfoo, (AC) and other threatening setup sweepers.
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[OVERVIEW]

Mareanie's fantastic defensive ability in Regenerator alongside its decent mixed bulk, access to reliable recovery, and typing allows it to function on balanced and defensive teams as a stellar defensive pivot, (comma) as well as a reliable check to common threats in Mienfoo, Vullaby, Alolan Muk Grimer, and more. Furthermore, Mareanie's expansive utility movepool, consisting which consists of useful options in Haze, Toxic Spikes, and Scald, allows it to discourage setup sweepers and inflict foes with status to stall them out. Despite these perks, Mareanie's poor offensive stats make it quite passive, and its only merely decent bulk still leaves it susceptible to the tier's common Electric- and Ground-type attacks as well as especially powerful wallbreakers in Abra and Gastly. Furthermore, as a result of its passiveness, Mareanie often faces competition from Skrelp on more offensively-(hyphen)oriented teams.

[SET]
name: Defensive Pivot
move 1: Scald
move 2: Sludge Bomb / Haze
move 3: Recover
move 4: Toxic Spikes / Haze
item: Eviolite
ability: Regenerator
nature: Calm
evs: 196 HP / 100 Def / 12 SpA / 100 SpD / 76 Spe

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

Scald is a useful STAB attack that has a decent chance to burn physical attackers such as Mudbray, Doduo, (comma) and Pawniard. Sludge Bomb is a good STAB attack that hits Fairy- and Grass- types such as Cottonee and Snubbull; the former of which is OHKOed, (comma) while and the latter is often 2HKOed. Recover provides Mareanie with an impressive amount of longevity and, (comma) alongside Regenerator, allows it to sustain itself throughout a match and stall out status-(hyphen)inflicted foes. Toxic Spikes allows Mareanie to support its teammates by poisoning foes,; (comma) (semicolon) and thanks to Regenerator, it is able to be set up consistently throughout a match. Haze can be used over Sludge Bomb or Toxic Spikes in order to help Mareanie deal with threatening set(space)up sweepers in Swords Dance Pawniard and Shell Smash Shellder more reliably by removing their stat boosts.

Set Details
========

Maximum HP EVs allow Mareanie to heal an extra hit point with Regenerator upon switching out, while and 100 EVs in both Defense and Special Defense, a Calm nature, and an Eviolite allow Mareanie to hit Eviolite numbers optimize its bulk and tank powerful hits such as Snivy's unboosted Leaf Storm, Staryu's Psychic, and Ponyta's Wild Charge. 72 Speed EVs allow Mareanie to outpace Snubbull and defensive Mudbray, while and the remaining 12 EVs are invested in Special Attack to increase Mareanie's Special Attack stat by one extra point. Regenerator is the preferred ability, as it allows Mareanie to switch out of attacks that threaten it, such as Mudbray's Earthquake or Abra's Psychic, and recover itself in doing so in the process.

Usage Tips
========

Thanks to its Regenerator ability, typing, and good bulk, Mareanie is able to reliably switch into a plethora of feared fearsome attacks, (comma) such as Mienfoo's High Jump Kick, Spritzee's Moonblast, Vulpix's Fire Blast, and Rufflet's Superpower. Regenerator should be taken complete advantage of whenever possible, (comma) such as when threatened by a powerful attacker like Abra, (comma) or predicting when you predict a switch into a foe that threatens it Mareanie. Though, due to Because of Regenerator, Mareanie should try to avoid using Recover when it doesn't need to in order to preserve momentum. Because Mareanie forces switches against common Pokemon in Mienfoo and Ponyta, Mareanie it often has access to free turns, which it should use to either set up Toxic Spikes, try burning switch-ins with Scald, or recover itself. Despite its good bulk, Mareanie has glaring weaknesses to Ground-, Psychic-, and Electric-type attacks, which means it should pivot out of Pokemon with these types of attacks to avoid taking severe damage that compromises its tanking capabilities. Don't be conservative about using Haze if running it; it's better for Mareanie to use Haze and have the opponent faint KO it, as this will allow Mareanie's opponents teammates to safely revenge kill a foe that hasn't accumulated any stat boosts. Mareanie is very reliant on Eviolite, and as a result, must be wary of super effective coverage options from the likes of Mienfoo and Timburr after having its Eviolite removed via by Knock Off. Mareanie should also always be wary of Guts Timburr, as it is a prevalent threat that receives an Attack boost from status, thus discouraging the use of any of Mareanie's status-inflicting moves. Lastly, Mareanie should be wary of switching into a pivoting attacker such as Mienfoo or Pancham if Diglett is on the opposing team, as it will trap and KO Mareanie.

Team Options
========

Mareanie's poor Speed and passiveness often means that it fits best on slower-paced teams due to otherwise being a less useful pick than Skrelp on offensively-oriented archetypes. Ferroseed is a fantastic teammate, as it appreciates Mareanie's Fire-type resistance, is able to provide additional entry hazards with Spikes or Stealth Rock, and it is able to come in on the Ground-, Psychic-, (comma) and Electric-type attacks that Mareanie hates taking. Diglett is also a good partner, as it can make use of its Arena Trap ability to trap and remove foes that absorb Toxic Spikes, (comma) such as Alolan Grimer and Stunky. Pokemon that are capable of switching into or KOing Psychic-types, such as Ferroseed, Pawniard, Magnemite, and Carvanha, all make for fantastic partners that can help Mareanie ease the pressure that Psychic-types like Abra and Slowpoke put on it, while Electric-type checks such as Onix, Drilbur, Diglett, and Chinchou are all either able to switch into or eliminate common Electric-types in Magnemite and Elekid that Mareanie hates dealing with. Grass-types such as Snivy and Cottonee appreciate Mareanie's ability to tank Bug-, Ice-, Fire-, and Poison-type attacks. In return, Mareanie appreciates the aforementioned Pokemon's abilities to switch into Electric- and Ground- type attacks that it hates taking. Fairy-types such as Spritzee and Snubbull appreciate Mareanie's ability to tank the Steel- and Poison-type attacks that threaten them, while Ghost-types such as Gastly, Pumpkaboo-XL, and Honedge make are useful teammates for Mareanie because of their ability to prevent users of Rapid Spin from removing Toxic Spikes from the opponent's side of the field. Mienfoo, Buneary, and Ponyta are all examples of Pokemon that appreciate the Toxic Spikes support Mareanie provides, as it helps them break through bulkier threats to more success. Lastly, if Mareanie isn't running Haze, it appreciates other phazers such as Hippopotas and Munchlax as teammates, as its team won't be as vulnerable to threatening setup sweepers.

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

Mareanie can use Toxic alongside its good bulk and recovery to cripple and stall out offensive and defensive threats alike, though due to the low HP stats of Pokemon in LC, this is rather difficult given the amount of time it takes for foes to take heavy damage from poison. Mareanie can also use its Merciless ability alongside Toxic or Toxic Spikes to guarantee critical hits on any poisoned target, though but Mareanie is still fairly weak, (comma) it comes and this is at the cost of Mareanie's invaluable pivoting recovery provided by Regenerator, (comma) and is it's very situational given the tier's amount of Pokemon immune to Poison poisoning or Toxic Spikes. A physical set with Liquidation can be used given because of Mareanie's higher Attack stat; however, this usually isn't usually preferred due to Scald and Sludge Bomb's burn and poison chances. Mareanie can opt to run a Stockpile set to increase its tanking capabilities, but this is at the cost of useful and usually typically more valuable utility options and also makes Mareanie very passive. Mareanie can run Hidden Power Fire to hit Ferroseed, Hidden Power Fighting to hit Pawniard, Hidden Power Psychic to hit Croagunk, or Hidden Power Ground for Magnemite, though but they are all usually situational given the low damage output of these moves against any foe that isn't 4x weak to them.

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

**Powerful Wallbreakers**: Despite Mareanie's impressive mixed bulk, powerful wallbreakers like Life Orb Diglett, Cranidos, and Abra are all capable of severely damaging or OHKOing it with their respective STAB attacks.

**Electric-types**: Electric-types such as Chinchou, Elekid, and Magnemite are all capable of severely damaging Mareanie with their super effective STAB attacks and either forcing it to switch out in order to recover or finishing it off.

**Ground-types**: Ground-types such as Diglett, Mudbray, and Drilbur won't be able to switch into Mareanie's Scald, but will otherwise be able to threaten to OHKO it with their super effective STAB attacks.

**Croagunk**: By virtue of its Dry Skin ability, Croagunk is immune to Mareanie's Scald, and it also resists Sludge Bomb. Furthermore, Croagunk can remove Mareanie's Toxic Spikes just by switching in, set up on it if it lacks Haze, and remove its Eviolite via Knock Off.

**Setup Sweepers**: Because Mareanie is so passive, it's often set up on and threatened by the likes of Vullaby, Timburr, and Mienfoo, (comma) and other threatening setup sweepers.
 
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