[OVERVIEW]
Cacturne is the quintessential Spikes setter in DPP NU, as its access to the move sets it apart from other Dark-types such as Shiftry and Skuntank. Cacturne's STAB combination bolstered by its very high base 115 offensive stats allows it to threaten common defensive cores using Regirock, Slowking, or Dusclops, granting it the opportunity to set Spikes. Spikes isn't its only form of utility, however, as it can provide priority against dangerous sweepers such as Drifblim and Jynx with Sucker Punch or disrupt defensive cores to apply offensive pressure with Encore. However, Cacturne's typing can be a double-edged sword, as it makes Cacturne vulnerable to being exploited by the tier's top offensive threats, including Hitmonchan, Charizard, and Magneton. Even some Pokemon Cacturne should regularly check such as Slowking, Gardevoir, Electrode, Sharpedo, and Floatzel can exploit its typing and middling bulk with coverage moves like Signal Beam and Ice Beam, reducing the amount of Spikes it can set.
[SET]
Name: Offensive Spikes
Move 1: Spikes
Move 2: Energy Ball
Move 3: Dark Pulse
Move 4: Sucker Punch / Encore / Synthesis
Item: Leftovers / Focus Sash
Ability: Sand Veil
Nature: Modest
EVs: 172 HP / 252 SpA / 84 Spe
[SET COMMENTS]
Set Description
=========
With maximum Special Attack investment, Cacturne is a good offensive Spiker that can threaten Regirock, Slowking, Sandslash, and Dusclops while also ignoring Tauros's Intimidate should it stay in on Tauros. Dark Pulse hits Pokemon like Charizard on the switch and is a strong attack against Psychic- and Ghost-types such as Gardevoir and Dusclops. Sucker Punch hits hard even without any EV investment and complements Dark Pulse by picking off chipped foes that might pose a threat to Cacturne, notably preventing Pokemon llike Drifblim, Haunter, and Jynx from sweeping. In turn, Dark Pulse can prevent the aforementioned sweepers from setting up Substitute or a boosting move, and it isn't affected by Dusclops's Will-O-Wisp. Encore can be used in the last slot to disrupt defensive cores and slower sweepers such as Calm Mind Slowking, and it forces switches to spread passive damage from the Spikes Cacturne sets. Synthesis gives Cacturne longevity on bulkier teams that aim to keep it healthy. Seed Bomb with Attack investment is another potential option that lets Cacturne pressure specially bulky Pokemon like Hitmonchan and Lickilicky, although it becomes worse at pressuring Regirock and Sandslash, and Cacturne doesn't have a good secondary physical Dark-type STAB move to back up Sucker Punch.
Leftovers allows Cacturne to passively heal from hits it might weather when switching into Regirock and Slowking mid-game, while Focus Sash is more helpful in the lead position to let Cacturne set one layer of Spikes at minimum and can even be considered mid-game, since Cacturne can switch into Stealth Rock users such as Regirock and Sandslash, helping it set more layers of Spikes. The given EV spread allows Cacturne to outspeed minimum Speed Sandslash and land a hit before it uses Rapid Spin. Alternatively, 124 Speed EVs allows Cacturne to outspeed minimum Speed Poliwrath and lock it into Substitute or a Water-type move with Encore, and 176 Speed EVs allow Cacturne to outspeed Adamant Marowak and Golem as well as minimum Speed Nidoqueen.
While Cacturne can set Spikes effectively versus slower foes, it shouldn't switch into offensive Pokemon too hastily, as Cacturne's lacking bulk makes it hard to switch into resisted attacks, and the right coverage options can easily shut down Cacturne from setting Spikes. Be sure to scout for Signal Beam from Slowking, Gardevoir, and Electrode, Ice Beam from Sharpedo and Floatzel, Flamethrower from Manectric, and Poison Jab from Skuntank.
Team Options
=========
Cacturne fits on teamstyles that forgo using Skuntank to Pursuit trap Psychic- and Ghost-types in favor of laying entry hazards on them. It is most commonly used mid-game to switch into Regirock, Slowking, and Choice-locked Manectric, although it can be used in the lead position with Focus Sash to guarantee a layer of Spikes against leads such as Charizard, Hitmonchan, and Tauros. However, lead Cacturne will face issues if it runs into an opposing lead with Fake Out or Taunt such as Medicham or Jynx.
Cacturne's support structure will vary depending on its team's archetype, but one aspect is true regardless: Cacturne requires a spinblocker to uphold its Spikes against Rapid Spin users. Drifblim and Haunter are useful in this role on offensive teams while being potent sweepers that appreciate chip damage on bulky foes. Dusclops and Sableye, on the other hand, fit better as spinblockers on defensive teams, switching into Fighting-types and Tauros that might threaten Cacturne and using passive damage to wear down the opposition. To make up for Spikes not dealing damage to Flying-types and Levitate users, Cacturne likes being paired with a Stealth Rock user to provide valuable damage on them while also increasing entry hazard damage on grounded foes. Regirock is a good Stealth Rock setter on offensive teams that can switch into Charizard and Tauros, and since Regirock tends to beat Spikes-immune Pokemon like Charizard, Drifblim, and Articuno, it can also utilize Spikes to its advantage by beating down foes with its strong EdgeQuake coverage and KOing bulky foes with Explosion. Nidoqueen can set Stealth Rock and absorb Toxic Spikes for defensive teams while shuffling foes around to rack up hazard damage with Roar or laying its own Toxic Spikes to complete the hazard trifecta and slowly wear down teams ill-prepared for longer battles. In turn, Cacturne can switch into Water- and Ground-types such as Slowking, Sandslash, and non-Ice Beam Sharpedo and Floatzel. Offensive Spikes teams aren't complete without wallbreakers that can take advantage of passive chip damage on bulky foes that Cacturne facilitates. Hitmonchan, Medicham, Tauros, and Manectric can all draw in Spikes-weak Pokemon and thus appreciate Spikes damage wearing down their respective checks. If Cacturne is being used without Encore, it appreciates teammates that can phaze defensive setup sweepers and force switches to spread Spikes damage, and Roar Nidoqueen, Encore Poliwrath, Encore Politoed, and Roar Articuno are effective in this role.
[STRATEGY COMMENTS]
Other Options
=============
While pure Swords Dance or Nasty Plot sets seem appealing to make further use of Cacturne's staggering offensive stats, they are outclassed by Shiftry, which is faster and has Explosion. Cacturne can try to fit these boosting moves on its Spikes sets, but it is largely ineffective due to being easily forced out while it tries to set Spikes, making full sweeps very unlikely. Fighting-type moves such as Focus Blast, Low Kick, and Superpower can be considered for Cacturne to hit Pokemon that resist its STAB combination, like Magneton, Shiftry, and opposing Cacturne, while hitting specially bulky Pokemon like Cradily and Lickilicky hard as well. Hidden Power Ground can be used to consistently OHKO Magneton and hit Skuntank for decent damage. Leech Seed can heal Cacturne while working well in tandem with Spikes, pestering defensive Pokemon and forcing switches, while most switch-ins are similarly pressured by Leech Seed. Destiny Bond can force a trade with slower Pokemon in additon to capitalizing on foes playing passively around it with Spikes. Since Cacturne can force Medicham into using High Jump Kick, Protect allows Cacturne to lure it into taking High Jump Kick's recoil damage, as well as scouting other Choice item users like Tauros, Manectric, and Gardevoir and preventing Cacturne from being KOed by Explosion from Regirock and Skuntank. Chople Berry can be used to land a sneaky attack on Hitmonchan, Medicham, and Poliwrath while letting Cacturne avoid heavy damage from Drifblim's boosted Hidden Power Fighting and Gardevoir's Focus Blast. Custap Berry is also feasible for potentially setting an extra layer of Spikes or getting an extra hit in before Cacturne is KOed by faster foes.
Checks and Counters
===================
**Fighting-types**: Hitmonchan can threaten Cacturne and use Rapid Spin to clear Cacturne's Spikes while conveniently checking Sucker Punch with its own priority in Mach Punch. Hitmonchan can even use Ice Punch as a midground against Cacturne to catch spinblockers such as Drifblim switching in. Medicham can similarly threaten an OHKO on Cacturne while also carrying Bullet Punch to catch Sucker Punch or Trick to hinder Cacturne's longevity, although it has to rely on High Jump Kick's shoddy accuracy. Poliwrath can't consistently switch into Cacturne due to its Water typing, but it can still damage Cacturne decently with its Fighting-type moves, OHKOing Cacturne with Focus Punch to punish a Spikes attempt.
**Fire-types**: Charizard can consistently switch into Cacturne and threaten it due to its quadruple Grass-type resistance, Spikes immunity, and Roost to heal any stray damage from Dark Pulse. Other Fire-types such as Typhlosion, Magmortar, and Ninetales can take advantage of their entry on Cacturne, but they are more prone to stray attacks and Spikes damage. Some of them also carry midground coverage options for Cacturne to threaten switches such as Focus Blast and, in Charizard's case, Air Slash.
**Grass-types**: Vileplume can tank Cacturne's Dark Pulse and threaten it back with Sludge Bomb or put it to sleep with Sleep Powder. Cradily is neutral to Cacturne's Energy Ball, but its special bulk and Recover make it a solid check to Cacturne without a Fighting-type move, putting it on a timer with Toxic to prevent it from setting Spikes long-term when paired with a Rapid Spin user. Meganium tanks Cacturne's attacks well due to its great special bulk and higher Speed, letting it use Synthesis first. It can also potentially use non-Encore Cacturne to set up Swords Dance, although its only move to threaten Cacturne is Return. Opposing Grass / Dark types such as Shiftry and other Cacturne can potentially stalemate with Cacturne or hit it hard when they're carrying a Fighting-type move.
**Skuntank**: Skuntank resists Cacturne's STAB combination and can prevent it from laying Spikes with Poison Jab, Taunt, or Explosion, although it doesn't make much progress against Cacturne with its other moves alone and can't meaningfully threaten to Pursuit trap Cacturne.
**Magneton**: Magneton is an Electric-type that resists both of Cacturne's STAB moves and can 2HKO it with Flash Cannon. It can also punish Cacturne switching out or using Spikes with Substitute to pose an offensive threat.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/amity.619555/
Quality checked by:
https://www.smogon.com/forums/members/vivalospride.151509/
https://www.smogon.com/forums/members/stories.400664/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/
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