PU Marowak (QC 3/3) GP [2/2]



QC: scorpdestroyer / galbia / WhiteDMist
GP: fleurdyleurse / frenzyplant

Overview
########

  • It's niche over other Ground-type lies in Thick Club, that doubles its Attack, and Bonemerang, that can break through Substitute and can KO Pokemon with Sturdy, such as Golem and Bastiodon.
  • Wide offensive movepool.
  • Functions very well as a wallbreaker.
  • Good attack stat, and also a very nice Defense stat.
  • Access to Stealth Rock, probably the best entry-hazard.
  • Weak to 3 different types.
  • Low Speed, this means Marowak works the best on Trick Room-based teams and performs better with Sticky Web up or paralysis support.
  • Extremely Item-reliant

Offensive
########
name: Offensive
move 1: Bonemerang
move 2: Knock Off
move 3: Double-Edge / Stone Edge
move 4: Stealth Rock / Substitute
ability: Rock Head
item: Thick Club
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========
  • Bonemerang can be used for equal power and the breaking of Sturdy, Focus Sash, and Substitutes.
  • Earthquake can be used for more accuracy than Bonemerang, but doesn't break through Substitutes or Sturdy.
  • Knock Off hits bulky Ghost-type Pokemon such as Gourgeist harder, and can cripple several Eviolite users.
  • Double-Edge has great base power and hits anything harder that resists Ground.
  • Stone Edge threatens several Defog users that check Marowak, such as Pelipper, Vullaby and Scyther after Stealth Rock damage.
  • Stealth Rock is a great entry-hazard that hits any Pokemon in the switch in, especially types that are weak to Rock.
  • Substitute is useful as Marowak can take advantage of the switches it forces and keeps it safe from faster Pokemon, and gives it a buffer from moves such as Knock Off, that removes its Thick Club.

Set Details
========

  • Rock Head is standard, aside from that it prevents Marowak from taking recoil from Double-Edge.
  • If you're not running Double-Edge, than Battle Armor will be better, as it provides utility, unlike Rock Head when Marowak has no recoil moves after Double-Edge is swapped.
  • Thick Club doubles Marowak's attack, and is the only option, as other Pokemon like Golem will utilize other items better.
  • Max Attack EVs and an Adamant nature max Marowak's offensive capatabilities.
  • 252 Speed EVs are invested for outspeeding or speedtying uninvested Pokemon with around 65 or 70 base Speed, such as Pelipper, Mantine and Roselia.
  • Marowak can also succesfully run a spread of 104 HP / 252 Atk / 152 Spe to outspeed Adamant Carracosta, or a 212 HP / 252 Atk / 44 Spe spread to outspeed Lickilicky, but it prefers to outspeed even more stuff, such as Poliwrath and Golem.

Usage Tips
========

  • This set is good to use in the lead position, when predicting a Pokemon with Sturdy to come in, such as Golem or Gigalith. Marowak can stop them from setting up Stealth Rock by threatening them with Bonemerang.
  • When your predicting one of Marowak's checks or counters to come in, use Knock Off, because it will be useful for Marowak later in the game.
  • Be wary when the user can have access to Trick, Switcheroo or Knock Off; removing Marowak's Thick Club really lowers its usefulness.
  • Marowak can also switch into choice-locked Electric type Pokemon, because it disallows them to spam their Electric-type moves succesfully, and gives it a free turn as it forces the opponent to switch.

Team Options
========

  • Sticky Web or Thunder Wave support is quite useful, as it lowers the opponent's Speed, and allows Marowak to outspeed a lot more Pokemon and put the hurt on them. Examples of Sticky Web or Thunder Wave users are Kricketune and Musharna.
  • Pokemon with entry hazards are good, this way the opponent gets hurt way more on the switch-in and helps Marowak gain a KO easier..
  • Fire-types, that can absorb Will-O-Wisps, such as Flareon or Heatmor, are good, as Marowak is really hampered by it. Guts users such as Throh can also absorb them well.
  • Pokemon that beats specially offensive Grass-, Water-, and Ice-types are fine, such as Simipour, offensive Tangela, Frogadier and Rotom-Frost, as these threaten Marowak.
  • Trick Room users, such as Carbink or Musharna allows Marowak to move first without having to risk an incoming burn from a faster Pokemon. If you're using a Trick Room team, make sure Marowak is Brave natured with no Speed investment and 0 IVs.


Other Options
########

  • Swords Dance is a possiblity to boost Marowak's attack even further.
  • Don't run any other item than Thick Club, that makes Marowak pretty useless
  • Fire Punch hits Grass- and Ice-types, and 2HKOes Tangela.
  • Counter to hit physical threats after they attacked you, as Marowak can take hits.
  • Toxic to cripple defensive Pokemon, such as Gourgeist.


Checks & Counters
########

**Bulky Grass-types**: There is no way Marowak can hit Grass-types effectively, so they are really good checks to Marowak. Examples of these are Tangela, Torterra, Meganium and Gourgeist-XL, although the first and the last one listed need to be wary of Knock Off.

**Bulky Water-types**: Bulky Water-type Pokemon, such as Poliwrath, Pelipper and Swanna can take Marowak's hit and burn it with Scald, though the latter two needs to be wary of Stone Edge.

**Specially offensive Pokemon**: Pokemon with a good Special Attack can easily beat Marowak, especially Pokemon with an advantage over Marowak, such as Lapras.

**Will-O-Wisp users**: Faster Pokemon with Will-O-Wisp deal easily with Marowak, they can burn it and stall it out or directly KO it.

**Item Removal**: Item Removing attacks, such as Trick, Switcheroo, or Knock Off, removes Thick Club, making Marowak pretty useless.

**Avalugg**: Avalugg has enough bulk to take any of Marowak's hits, and can KO it with an Avalanche, though it cannot easily switch in safely as Stone Edge 2HKOes this Pokemon.

Overview
########

Marowak's niches over other Ground-type lie in Thick Club, which doubles its Attack; and Bonemerang, which is capable of breaking through Substitute and OHKOing Pokemon with Sturdy, such as Golem and Bastiodon, thanks to its multi-hit effect. Marowak has a good offensive movepool that lets it function well as a wallbreaker. It has access to Stealth Rock, which hurts opponents on the switch-in, especially those weak to Rock. However, if Thick Club is removed from Marowak, it loses most of its usefulness. Its decent physical bulk is let down by its poor special bulk and weaknesses to common Water-, Ice-, and Grass-type attacks. Marowak also has a low Speed stat; however, its low Speed can be overcome by using Marowak along Sticky Web, paralysis, or Trick Room support.

Offensive
########
name: Offensive
move 1: Bonemerang
move 2: Knock Off
move 3: Double-Edge / Stone Edge
move 4: Substitute / Stealth Rock
ability: Rock Head / Battle Armor
item: Thick Club
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Bonemerang breaks through Sturdy, Focus Sash, and Substitute, which is very useful. Knock Off hits bulky Ghost-type Pokemon such as Gourgeist harder, can cripple several Eviolite users, and is safe to use if you cannot predict what the opponent is about to do. Double-Edge is a good option, as it has a high Base Power and hits Pokemon that do not resist it extremely hard. Stone Edge should only be used over Double-Edge along with Stealth Rock, as without it, Marowak misses out on many important KOs with Stone Edge. Stealth Rock is a great entry hazard, and Marowak threatens several Defog users with Stone Edge or Double-Edge after Stealth Rock is set up. Substitute allows Marowak to take advantage of the switches it forces, and Substitute keeps it safe from faster Pokemon and gives it a buffer against moves such as Knock Off and Will-O-Wisp. Earthquake can be used for a more accurate Ground-type STAB move, but doesn't break through Substitutes or Sturdy.

Set Details
========

Rock Head is the best to use if Marowak is running Double-Edge, as it prevents recoil damage, but Battle Armor should be used if Stone Edge is run. Thick Club doubles Marowak's Attack. Max Attack EVs and an Adamant nature maximize Marowak's offensive power. 252 Speed EVs are invested to Speed tie max Speed Golem, and also allow Marowak to outspeed uninvested Pokemon that have base 65 to 70 Speed, such as Mantine, Roselia, and Pelipper. Marowak can also succesfully run a spread of 104 HP / 252 Atk / 152 Spe to outspeed Adamant Carracosta, or a 212 HP / 252 Atk / 44 Spe spread to outspeed Lickilicky.

Usage Tips
========

This set is good to use in the lead position when predicting a Pokemon with Sturdy to come in, such as Golem or Gigalith, as Marowak can stop them from setting up Stealth Rock by threatening them with Bonemerang. Stealth Rock should be used when running Stone Edge, as it helps to achieve KOs on bulky Pokemon weak to Stealth Rock, such as Pelipper and Avalugg. However, use Substitute when predicting a switch, as it will allow Marowak to avoid burns and item removal. When you are predicting one of Marowak's checks or counters to come in, use Knock Off, because it cripples Marowak's checks or counters, which will prove usefulness later in the game. Watch out when the foe has access to Trick, Switcheroo or Knock Off; removing Marowak's Thick Club really lowers its useful. Marowak can switch into Choice-locked Electric-types, preventing them from using their Electric-type moves successfully, giving Marowak a free turn as it forces the opponent to switch; Marowak should be wary of the coverage moves that Electric-types generally carry, however.

Team Options
========

Sticky Web support is quite useful, as it lowers the opponent's Speed, allowing Marowak to outspeed and put the hurt on a lot more Pokemon. Examples of Sticky Web users are Kricketune and Ariados. Thunder Wave support is also quite handy, as Marowak can outspeed any paralyzed Pokemon in the tier, despite its low Speed. Fire-types, which can absorb Will-O-Wisp, especially those with Flash Fire, such as Flareon or Heatmor, make for good partners, as Marowak is really hampered by it. Guts users such as Throh can also absorb burns well. Teammates that can get rid of Grass-types which threaten Marowak are really useful too, such as Sneasel. Pokemon that beat offensive Water- and Ice-types are good teammates, such as Rotom-F and offensive Tangela as these threaten Marowak. Trick Room users, such as Carbink, allow Marowak to move first without having to risk an incoming burn from a faster Pokemon. If you're using a Trick Room team, Marowak is a great choice because of its low Speed stat, but make sure Marowak is Brave-natured with no Speed investment and 0 Speed IVs.


Other Options
########

Swords Dance is a possiblity to boost Marowak's Attack even further, but it gives the opponent a free turn to hit Marowak for super effective damage or set up. Don't run any other item than Thick Club, as Marowak is outclassed by other Pokemon such as Golem when running another item. Fire Punch is another option for hitting Grass- and Ice-types more effectively, and most importantly 2HKOes Tangela. Counter can be used to hit physical threats after they attack you, as Marowak can take hits, but Counter isn't really good as it doesn't do anything to special attackers. Toxic cripples defensive Pokemon such as Gourgeist. However, it usually takes some time to wear them down, and Marowak can be defeated by them before the foe gets KOed by poison damage.


Checks & Counters
########

**Bulky Grass-types**: Grass-types are really good checks to Marowak, as Marowak has a hard time standing up to them. Examples are Tangela, Torterra, and Gourgeist-XL, and though while Knock Off is debilitating, they still wall Marowak and threaten it back effectively.

**Bulky Water-types**: Bulky Water-type Pokemon, such as Poliwrath, Pelipper, and Mantine, can take a hit and burn Marowak with Scald, though the latter two have to be wary of Stone Edge, meaning they can't safely switch in.

**Specially offensive Pokemon**: Pokemon with good Special Attack can easily revenge kill Marowak, especially Pokemon with a typing advantage over Marowak, such as Swanna.

**Will-O-Wisp users**: Faster Pokemon with Will-O-Wisp can easily deal with Marowak, as they can burn it and stall it out or directly KO it, but they have to make sure Marowak does not have a Substitute up.

**Item Removal**: Item-removing attacks, such as Trick, Switcheroo, and Knock Off, remove Thick Club, making Marowak useless.

**Avalugg**: Avalugg has enough bulk to take a hit from Marowak and can KO it with Avalanche, though it cannot easily switch in safely as Stone Edge 2HKOes it.
 
Last edited:

Ares

Fool me...can't get fooled again
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I think the first set should be the one I did for NU, Sub + 3 attacks with stealth Rock slashed on sub. I also think that in PU it is good enough to get an all out attacking SD set for a Trick Room team. (wait on the QC teams opinions for that though)
 

Ares

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Just sayin that you could probably combine the two sets together as they play very similarly. Also stone edge is not needed as Marowak gets the OHKO with stealth rock up with Double Edge on all Flying-types barring Pelipper and knock off just provides better utility.
 

Dell

majestic pride.
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In the Overview, points 1 and 2 should be merged, while points 5 and 6 should also receive merges. I would also mention somewhere that while it has decent bulk between its high Defense stat and average HP, it should mainly be used for its offensive utility. You should also make a point specifying that it has trouble breaking past bulky Grass types such as Tangela and Quilladin, although it has Knock Off to cripple them to a degree.

Overview: As Montesegur said, sets with Substitute and Stealth Rock should be combined as they don't play much differently considering that the use of each move depends of the circumstances of the match/teambuilding needs. Bonemerang is the most important move on any Marowak set; Being able to hit twice to bypass Sturdy, Focus Sash and Substitute is what separates it from other offensive Ground-types, and thus should receive the first slot. Following that should be Double-Edge for 2nd slot and Knock Off for 3rd. Stealth Rock / Substitute are mostly filler and serves as a way to either function as a lead or ease prediction. I would put Stealth Rock as first slash on the 4th slot as it functions more consistently as a lead capable of forcing many switches, while Substitute as second slash since it functions better once counters such as Tangela are removed.

Usage Tips: Mention that Marowak matches up best against Pokemon it outspeeds or can't do much to offensively, and that it should take advantage of choice-locked Electric-types sparingly in terms of switching in. You should also be wary of Pokemon that carry Knock Off or Trick, as well as common Grass-type switch-ins. Also bring up that you should find opportunities to function as an anti-lead and easing prediction with Substitute and Stealth Rock.

Team Options: Emphasize Fire-types such as Heatmor and Flareon as good offensive teammates, absorbing Will-O-Wisps for Marowak and threatening Grass-types with their STAB moves. I'd also mention Throh, who has Guts to absorb burns, great special bulk to check certain special attackers, and can use its utility in Knock Off to form a nice Knock Off core with Marowak, crippling each other's common switch ins. Mention Sticky Web and Thunder Wave support as well, as these Pokemon can grant Marowak the ability to outspeed several threats that would otherwise outspeed it. Good examples include Kricketune and Musharna.

Other Options: Swords Dance and Fire Punch. Other than that, mention that it's not at all recommended to use any item aside from Thick Club.

Checks and Counters: Categories consisting of Pokemon that can do the following are generally the best Marowak answers: Pokemon with moves that removes Thick Club, Defensive Grass-types who resist Bonemerang, Will-o-Wisp users, and faster Pokemon that can capitalize on its low Special Defense.

Otherwise, everything else looks good.
 

scorpdestroyer

it's a skorupi egg
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just throwing it out that the current EV spread isn't good and I'm discussing with QC as to what a better spread would be. Currently the spreads I have in mind are max Atk max Spe to speed tie with max speed Golem, 164 Spe to outrun min Pelipper and max Adamant Costa, and 44 Spe to outrun Lickilicky.

Team Options: apart from Articuno, add other stuff that beat Grass-, Water-, and Ice-types, for example Roselia and Heatmor. Also, move Toxic to OO, it doesn't belong here

OO:
- Move Toxic here. Also, give examples of Pokemon that it cripples, such as Togetic, Tangela, and Pelipper
- Replace Rock Slide with Stone Edge since it isn't on the set anymore
- You don't need to specify TR teams when mentioning SD
- Mention that ThunderPunch only really hits Pelipper and Mantine significantly harder
 
just throwing it out that the current EV spread isn't good and I'm discussing with QC as to what a better spread would be. Currently the spreads I have in mind are max Atk max Spe to speed tie with max speed Golem, 164 Spe to outrun min Pelipper and max Adamant Costa, and 44 Spe to outrun Lickilicky.

Team Options: apart from Articuno, add other stuff that beat Grass-, Water-, and Ice-types, for example Roselia and Heatmor. Also, move Toxic to OO, it doesn't belong here

OO:
- Move Toxic here. Also, give examples of Pokemon that it cripples, such as Togetic, Tangela, and Pelipper
- Replace Rock Slide with Stone Edge since it isn't on the set anymore
- You don't need to specify TR teams when mentioning SD
- Mention that ThunderPunch only really hits Pelipper and Mantine significantly harder
Edited, also made the spread max speed with Adamant, this is the best I think (Outspeeding Golem and KO it with Bonemerang before it can set-up)
 

scorpdestroyer

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Under Set Details include 2 other alternative EV spreads: 104 HP / 252 Atk / 152 Spe to outspeed Adamant Carracosta and 212 HP / 252 Atk / 44 Spe to outspeed Lickilicky. Mention that, however, Marowak prefers to outspeed and smash more stuff such as Golem, Poliwrath, and Mantine.

In OO, list examples of defensive Pokemon that get crippled by Toxic

In OO, when mentioning Stone Edge, state that it isn't very worth it because Double-Edge already 1-2HKOs most Flying-types anyway

Alright I trust you'll implement this, QC 1/3
 
Under Set Details include 2 other alternative EV spreads: 104 HP / 252 Atk / 152 Spe to outspeed Adamant Carracosta and 212 HP / 252 Atk / 44 Spe to outspeed Lickilicky. Mention that, however, Marowak prefers to outspeed and smash more stuff such as Golem, Poliwrath, and Mantine.

In OO, list examples of defensive Pokemon that get crippled by Toxic

In OO, when mentioning Stone Edge, state that it isn't very worth it because Double-Edge already 1-2HKOs most Flying-types anyway

Alright I trust you'll implement this, QC 1/3
Implemented! Thanks!
Ready for second check.
 
Give a bigger mention to Fire Punch in oo :/
It 2hkos tangela without an eviolite and does a ton to common grass types switch ins.
Also Earthquake should probably be mentioned in Moves right after Bonemerang as it is very VERY viable.
Stone edge is another fantastic option that should be slashed with Double Edge. It helps Marowak by threatening the Defog users that can remove its Stealth Rock such as Pelipper, Togetic, Vullaby and it also destroys scyther

team options also need some work so be sure to work on those as well
Mention spinblockers as well as more Pokemon to deal with Grass and Water types. Remove Articuno and put Simipour, offensive Tangela, Frogadier, ROTOM FROST.

Other options looks fine

Add Defog users and bulky waters to C&C (pelipper poliwrath togetic vullaby swanna)
And Avalugg

Do those and I'll check
 

Ares

Fool me...can't get fooled again
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Stone edge is another fantastic option that should be slashed with Double Edge. It helps Marowak by threatening the Defog users that can remove its Stealth Rock such as Pelipper, Togetic, Vullaby and it also destroys scyther
Im going to have to disagree with you on this, Double-Edge is a much better option on Marowak with zero recoil from Rock Head. The only two pokemon who Marowak does not get the 1HKO on without rocks up are Vullaby and Pelipper, both of which are 2HKOd after rocks, seeing as max speed Marowak outspeeds. Double-Edge also gets the 1HKO with rocks up on Scyther. The chance to miss just doesnt make up for the fact that it can OHKO a couple of things that are already 2HKOd and can not switchin on Marowak. Also you pretty much have to assume rocks will be up as any good player will get them up as soon as possible.
 
Give a bigger mention to Fire Punch in oo :/
It 2hkos tangela without an eviolite and does a ton to common grass types switch ins.
Also Earthquake should probably be mentioned in Moves right after Bonemerang as it is very VERY viable.
Stone edge is another fantastic option that should be slashed with Double Edge. It helps Marowak by threatening the Defog users that can remove its Stealth Rock such as Pelipper, Togetic, Vullaby and it also destroys scyther

team options also need some work so be sure to work on those as well
Mention spinblockers as well as more Pokemon to deal with Grass and Water types. Remove Articuno and put Simipour, offensive Tangela, Frogadier, ROTOM FROST.

Other options looks fine

Add Defog users and bulky waters to C&C (pelipper poliwrath togetic vullaby swanna)
And Avalugg

Do those and I'll check
Did everything!
 

WhiteDMist

Path>Goal
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OK, so Marowak is my favorite Pokemon, so I'll be the one giving you the 3rd stamp. Until then, here are some things I would like to see:

Overview
########
- Make Bonemerang a separate mention, noting that it allows Marowak to act as an anti-lead by working around Sturdy (and Focus Sash though I don't know of anything slower that carries it) against Pokemon such as Golem and Bastiodon.
- I don't really see anything regarding Marowak's role on a team, which is basically to be a wallbreaker and possible sweeper.
- Marowak's Atk is actually rather mediocre, it's Thick Club that makes it worthwhile. Also, its good Defense is offset by its below average HP stat. Rather than talk about these stats like that, just say that Marowak's typing and usable physical bulk allows it to tank most hits from physical attackers and retaliate.
- Honestly, it's low Speed is more of a problem than its weaknesses, but you should make a mention that it works best on Sticky Web or Trick Room based teams.

Offensive
########
-Make Knock Off the second move.

Moves
========
- Order this like it is on the set. Mention that Stone Edge guarantees the OHKO on Pelipper, Togetic, and Vullaby after Stealth Rock damage, but also guarantees the 2HKO on physically defensive Avalugg after Stealth Rock (Bonerang has an extremely high chance to 2HKO specially defensive Avalugg after Rocks, but Stone Edge guarantees it as well). Double Edge does fine against other Flying-types, and it still 2HKOs the ones I mentioned after Stealth Rock (or Knock Off) while outspeeding them.
- Make a note that having a Substitute up gives it a buffer from Knock Off, Trick, and status as well.
- Earthquake needs a mention, though no slash.

Set Details
========
- You should note that Thick Club is the ONLY choice for an item, as other Pokemon (such as Golem) utilize other items better.
- In the write-up, just list the amount of Speed EVs needed to hit key Speeds, everyone can assume that the leftover EVs will go in HP (or you can make a note that EVs can be moved to HP, and Marowak to have x Speed EVs to hit a key Speed).
- It Speed ties with Adamant max Speed Golem, and it outspeeds uninvested base 65 and 70 Speed Pokemon such as Mantine, Poliwrath, and Pelipper. Correct that point.

Usage Tips
========
- You only lead with Marowak when you predict your opponent to lead with Golem, Bastiodon, Offensive Carracosta, etc. that utilize Sturdy, and that is more to deter them from setting up Stealth Rock with Bonemerang.
- Point 2: Obviously. So is every other offensive Pokemon in the game. No point stating a fact that every new player already knows (its basically one of the few things everyone automatically knows). Remove it.
- Point 3: Well, obviously switch out when a check or counter comes it. You really don't need to state that. Instead, state the early game, you want to Knock Off Marowak's checks and counters on the switch in so that Marowak (or its teammates) have an easier time later in the battle.
- Marowak isn't completely bad without Thick Club, it's just very mediocre. You still are running max Atk Adamant off base 80 Atk, which is merely average. Don't exaggerate.
- Make a note that Marowak deters your opponent from spamming their Electric-type moves carelessly, but that Marowak should not recklessly switch in against Electric-types because most carry coverage moves against it.

Team Options
========
- Point 1: Such as? Don't list entry hazards unless you have a good reason for them. What KOes does Marowak achieve with Spikes/T-Spikes that it can't with only Stealth Rock? Make a note that if Marowak does not carry Stealth Rock, that it needs a teammate to carry it so that it can get those key KOes I mentioned earlier against those bulky Flying-types.
- Sticky Web should be the first thing listed imo. Thunder Wave support can be its own separate point, as the teams that use it cannot guarantee paralysis against everything.
- Teammates that handle bulky Grass-types should be listed separately imo, as they are far more likely to withstand Marowak's attacks since they actually resist Bonemerang. It also makes it look less cluttered.
- Trick Room support should receive the last mention, and that Marowak can run a Brave nature with full EV investment in HP and Atk.

Other Options
########
- Remove Stone Edge, it is slashed.
- Remove Thunder Punch, Stone Edge is better against everything it targets. A pointless move except for accuracy.

Checks & Counters
########
- Bulky Grass-types should be first slash, but point out that Gourgeist-XL is only a check as Knock Off has a chance to 2HKO with Stealth Rock damage. Tangela should be mentioned first, then Torterra, then Meganium.
- Special Attackers should be over Defog, as most of them qualify as revenge killers that take advantage of Marowak's low Speed. Mention that they must watch out for Sticky Web that might be on the field though.
- Why is Defog mentioned at all? Marowak isn't really a suicide lead, it is a wallbreaker with utility. Besides, most defensive Defog users are outsped and beaten by Stone Edge/Double Edge. I would suggest offensive Defog at best, meaning Swanna mostly, but that they cannot switch in safely.

I might have more to say after your write-up, but I'll let another QC member go over this and give you a second check Soulblaster .
 
This is nit-picking but instead of saying Thick Club boosts Marowak's attack, just say that it doubles it.
Also in Team Options, add that Marowak also preforms really well under Trick Room due to it's low speed.
Also mention that Avalugg is a shaky check due to the fact that it cannot switch in reliably, especially since Avalanche has negative priority.
Example: 252+ Atk Thick Club Marowak Stone Edge vs. 248 HP / 252+ Def Avalugg: 160-190 (40.7 - 48.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (((assuming Marowak is running Stone Edge of course)))

A neat thing to mention is that unless Golem is speed invested (speed ties)/max speed (invest and positive nature) that Marowak outspeeds it and OHKOs it due to Bonemerang hitting twice and breaking Sturdy. A very useful advantage. You also made no mention of Bonemerang's ability to break substitutes under "Moves". It is kind of self-explanatory after saying that it breaks sashes and sturdy, but these analyses are mostly for beginner/amateur players mainly, so that might not cross their minds, and it's also a good thing to list because that is another advantage it has over EQ. I'd also mention the fact that it is much more common to crit with Bonemerang due to it counting as two different moves, which is a shaky mention but I think it might be a worthwhile one.

It also might be a good thing to mention that it is very heavily item-reliant in the Overview.
Also there's an extra period at the end of the first point under "Team Options" which is no big deal but GP will mention to remove it anyways so I may as well mention it.
Also mention (probably in oo or under Stone Edge in "Moves") that if you are not running Double Edge, swap Rock Head for Battle Armor since Rock Head will be useless without a recoil move. It's very minor and will probably rarely be of use, but it's better to be safe and just add it because it is sort of relevant.
 
This is nit-picking but instead of saying Thick Club boosts Marowak's attack, just say that it doubles it.
Also in Team Options, add that Marowak also preforms really well under Trick Room due to it's low speed.
Also mention that Avalugg is a shaky check due to the fact that it cannot switch in reliably, especially since Avalanche has negative priority.
Example: 252+ Atk Thick Club Marowak Stone Edge vs. 248 HP / 252+ Def Avalugg: 160-190 (40.7 - 48.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (((assuming Marowak is running Stone Edge of course)))

A neat thing to mention is that unless Golem is speed invested (speed ties)/max speed (invest and positive nature) that Marowak outspeeds it and OHKOs it due to Bonemerang hitting twice and breaking Sturdy. A very useful advantage. You also made no mention of Bonemerang's ability to break substitutes under "Moves". It is kind of self-explanatory after saying that it breaks sashes and sturdy, but these analyses are mostly for beginner/amateur players mainly, so that might not cross their minds, and it's also a good thing to list because that is another advantage it has over EQ. I'd also mention the fact that it is much more common to crit with Bonemerang due to it counting as two different moves, which is a shaky mention but I think it might be a worthwhile one.

It also might be a good thing to mention that it is very heavily item-reliant in the Overview.
Also there's an extra period at the end of the first point under "Team Options" which is no big deal but GP will mention to remove it anyways so I may as well mention it.
Also mention (probably in oo or under Stone Edge in "Moves") that if you are not running Double Edge, swap Rock Head for Battle Armor since Rock Head will be useless without a recoil move. It's very minor and will probably rarely be of use, but it's better to be safe and just add it because it is sort of relevant.
you're not guaranteed SR is up, otheriwse it 3hkoes and avalugg can recover.

I already mentioned it outspeeds Golem, you're right about the sub part, added that in. also the bonemerang crit part is completely unrelevant, because the chance already is slightly low.

rest looks, fine I'll implement checks tmr and thanks for your input ( or you're just trying to bitch me cuz the suggestions s on raticate :p)
 
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you're not guaranteed Sr is up, looking further tmr.

also the bonemerang crit part is unrelevant, because the chance already is slightly low.

rest looks, fine I'll implement checks tmr and thanks for your input ( or you're just trying to bitch me cuz the suggestions s on raticate :p)
xD no, that's not why, it's better to have criticism, since that's what makes these analyses better. Yeah, I agree the crit part is pretty useless and irrelevant though.
 
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WhiteDMist

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Please keep your skeleton in HIDE tags for future reference. I'll edit in your skeleton to your OP this time Soulblaster

Overview
########
- It's redundant to say that Marowak has a wide offensive movepool, and then say that it has good coverage. Just note its offensive movepool and leave it at that.
- Stealth Rock is a great utility, don't need to call it the best entry hazard (even if it likely is, you need to be assertive about it).
- "Marowak is weak to 3 different types, that is average, but not very good either." What does this even mean?
- Hmm, Trick Room teams aren't very common, so Sticky Web should receive the first mention.
- Overall, the Overview feels very jumbled, and it doesn't flow from one sentence to the other. For instance, when talking about Marowak losing half its power without its item, start the sentence off talking about its power with its item and connect with the earlier mentions.

Moves
========
- Yeah, Earthquake isn't slashed, so it should not be mentioned before the other moves on the set. Move it to the end.
- Make a note that Knock Off is a generally safe move to use when you aren't sure what your opponent will do.
- Remove Scyther and mention Togetic instead. Scyther doesn't even use Defog, and Double Edge demolishes it.
- Explain the fact that Stone Edge should only be used with Stealth Rock in order to threaten common Defog users and Avalugg with an OHKO. Otherwise, Double Edge is able to 1-2HKO all the targets that Stone Edge targets regardless, especially after Stealth Rock. Don't copy how I've written it, but you need to mention this.
- You don't say anything useful about Stealth Rock, except what people already know about it. Explain why its on the set. Marowak uses Stealth Rock to provide utility and because it threatens most Defog users with Stone Edge or Double Edge.

Set Details
========
- Way too wordy (and hard to understand) simply to describe the abilities. Just say Rock Head is the best ability when Marowak carries Double Edge, but Battle Armor should be used when it carries Stone Edge.
- Yeah, of course it hits harder with investment than without. Just say it maximizes Marowak's offensive power.
- I'm not sure you understand what the Speed EVs do, or else you are writing in a way that makes it hard to comprehend. Max Speed allows it to Speed tie with Max Speed Adamant Golem, as well as outspeed up to min Speed base 75, most notably Mantine, Poliwrath, and Pelipper.

Usage Tips
========
- It acts as an anti-lead, but it shouldn't lead unless you predict your opponent will lead with a Sturdy Pokemon such as Golem and Bastiodon.
- Because WHAT is useful later in the game? Be more specific.
- Yeah, Marowak should not just switch in on Electric-types unless they are Choiced due to their coverage moves. You should point out that Marowak deters them from spamming their Electric STABs though.
- What about stating when to use Substitute or Stealth Rock? Explain to newer players when it can/should use these moves.

Team Options
========
- I think you might have accidentally hit ENTER a few times, the paragraph isn't connected. Please fix.
- Separate Sticky Web and Thunder Wave support, they do not play exactly the same.
- I did mention not to write about other hazards unless you can provide reasoning and KOs they assist with.
- You didn't separate the teammates meant to handle opposing Grass-types. Do so.
- Explain that Marowak is a great choice for Trick Room teams due to its low Speed. Otherwise it seems like a random to mention TR teammates.

Other Options
########
- It helps if you explain why these options are not recommended, or not as effective, as the ones listed in Moves.
- Marowak should not use an item other than Thick Club, as it is outclassed when using them.

Checks & Counters
########
- Make a note that bulky Water types cannot safely switch into Marowak.
- Avalugg can only take ONE of Marowak's hits, and it still should not ever switch in directly.
- Special attackers can REVENGE KILL Marowak, make note of that.
- Make a note that Will-O-Wisp users need to make sure Marowak does not have a Sub up.

Implement all of this, and then tag me and I'll check again. Sorry for the heavy critique, but I want to make sure this is at the highest quality possible.
 
Please keep your skeleton in HIDE tags for future reference. I'll edit in your skeleton to your OP this time Soulblaster

Overview
########
- It's redundant to say that Marowak has a wide offensive movepool, and then say that it has good coverage. Just note its offensive movepool and leave it at that.
- Stealth Rock is a great utility, don't need to call it the best entry hazard (even if it likely is, you need to be assertive about it).
- "Marowak is weak to 3 different types, that is average, but not very good either." What does this even mean?
- Hmm, Trick Room teams aren't very common, so Sticky Web should receive the first mention.
- Overall, the Overview feels very jumbled, and it doesn't flow from one sentence to the other. For instance, when talking about Marowak losing half its power without its item, start the sentence off talking about its power with its item and connect with the earlier mentions.

Moves
========
- Yeah, Earthquake isn't slashed, so it should not be mentioned before the other moves on the set. Move it to the end.
- Make a note that Knock Off is a generally safe move to use when you aren't sure what your opponent will do.
- Remove Scyther and mention Togetic instead. Scyther doesn't even use Defog, and Double Edge demolishes it.
- Explain the fact that Stone Edge should only be used with Stealth Rock in order to threaten common Defog users and Avalugg with an OHKO. Otherwise, Double Edge is able to 1-2HKO all the targets that Stone Edge targets regardless, especially after Stealth Rock. Don't copy how I've written it, but you need to mention this.
- You don't say anything useful about Stealth Rock, except what people already know about it. Explain why its on the set. Marowak uses Stealth Rock to provide utility and because it threatens most Defog users with Stone Edge or Double Edge.

Set Details
========
- Way too wordy (and hard to understand) simply to describe the abilities. Just say Rock Head is the best ability when Marowak carries Double Edge, but Battle Armor should be used when it carries Stone Edge.
- Yeah, of course it hits harder with investment than without. Just say it maximizes Marowak's offensive power.
- I'm not sure you understand what the Speed EVs do, or else you are writing in a way that makes it hard to comprehend. Max Speed allows it to Speed tie with Max Speed Adamant Golem, as well as outspeed up to min Speed base 75, most notably Mantine, Poliwrath, and Pelipper.

Usage Tips
========
- It acts as an anti-lead, but it shouldn't lead unless you predict your opponent will lead with a Sturdy Pokemon such as Golem and Bastiodon.
- Because WHAT is useful later in the game? Be more specific.
- Yeah, Marowak should not just switch in on Electric-types unless they are Choiced due to their coverage moves. You should point out that Marowak deters them from spamming their Electric STABs though.
- What about stating when to use Substitute or Stealth Rock? Explain to newer players when it can/should use these moves.

Team Options
========
- I think you might have accidentally hit ENTER a few times, the paragraph isn't connected. Please fix.
- Separate Sticky Web and Thunder Wave support, they do not play exactly the same.
- I did mention not to write about other hazards unless you can provide reasoning and KOs they assist with.
- You didn't separate the teammates meant to handle opposing Grass-types. Do so.
- Explain that Marowak is a great choice for Trick Room teams due to its low Speed. Otherwise it seems like a random to mention TR teammates.

Other Options
########
- It helps if you explain why these options are not recommended, or not as effective, as the ones listed in Moves.
- Marowak should not use an item other than Thick Club, as it is outclassed when using them.

Checks & Counters
########
- Make a note that bulky Water types cannot safely switch into Marowak.
- Avalugg can only take ONE of Marowak's hits, and it still should not ever switch in directly.
- Special attackers can REVENGE KILL Marowak, make note of that.
- Make a note that Will-O-Wisp users need to make sure Marowak does not have a Sub up.

Implement all of this, and then tag me and I'll check again. Sorry for the heavy critique, but I want to make sure this is at the highest quality possible.
dw lol, i can understand. thanks for your input, and will save and edit thursday

Also, WhiteDMist , since it's your favorite Pokemon, it doesn't matter if you want it for me :>

this was edited, WhiteDMist
 
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