Gen 4 DPP NU Cacturne [DONE]

Amity

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[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:
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Last edited:
View attachment 702750
[OVERVIEW]

Cacturne is the quintessential Spikes setter in DPP NU, setting it apart from other Dark-types such as Shiftry and Skuntank. Cacturne's typing allows it to set Spikes on common Regirock + Slowking cores (mention ghosts such as dusclops in some way shape or form here, bc of the fact that it doesnt care abt wisp, it perma abuses the common "spinblockers" for further hazards), while threatening them both in return with its powerful STAB combination bolstered by its very high base 115 offensive stats. 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. Cacturne's unique blend of utility as a Spikes setter allows it to fit on offensive and defensive hazard-stacking teams alike, and there's no shortage of walls and wallbreakers that benefit from Cacturne's Spikes.

However, while being able to set Spikes is a blessing for when it's in, it makes Cacturne vulnerable to being exploited by the tier's top offensive threats, including Hitmonchan, Charizard, and Magneton. Hitmonchan is a notably troublesome matchup for it, as it threatens to remove Cacturne's Spikes with Rapid Spin while Cacturne has minimal ways to respond. Cacturne's typing can be useful for defensive purposes, but is largely exploitable due to numerous weaknesses. Even Pokemon it should regularly check such as Water-, Psychic-, and Electric-types will have ways to hit it super effectively and reduce the amount of Spikes it can set, especially with its middling bulk and 4x weakness to Bug that Pokemon like Slowking, Gardevoir, and Electrode can exploit by running Signal Beam. Cacturne will also have minimal ways of responding to faster Pokemon without Sucker Punch due to its slow Speed.

[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 into Psychic- and Ghost-types such as Gardevoir and Dusclops. Sucker Punch hits hard even without any EV investment and compliments Dark Pulse by picking off chipped opponents 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 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 forces switches to spread passive damage from the Spikes it sets. Synthesis is another worthwhile option that gives Cacturne longevity on bulkier teams that aim to keep it healthy. Physical attack investment using Seed Bomb 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. Fighting-type moves such as Focus Blast, Low Kick, or 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.

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. Chople Berry can be used to land a sneaky hit 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. The current 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 to use Encore on its Substitute or Water-type move, and 176 Speed EVs allow Cacturne to outspeed Adamant Marowak and Golem as well as minimum Speed Nidoqueen to respond to them.

While Cacturne can set Spikes effectively versus slower opponents, it shouldn't switch into offensive Pokemon too hastily, as 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.
(unsure if this is the section for it but a brief mention of resist berries could be p fire, chople berry specifically, im sure doesnt need much explanation but it could be a little blurb after talking abt how coverage fucks you like "yada yada you can use resist berries like chople or yache to alleviate some of the worries in this regard yada yada" idk, resist berries r nuts in this gen and on mons like these so surely worth the mention somewhere here)
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 Spike against leads such as Charizard, Hitmonchan, and Tauros. Unfortunately, lead Cacturne will face issues if it runs into an opposing lead with Fake Out or Taunt such as Medicham, Jynx, or Floatzel. Therefore, it is wise to have a recourse to these Pokemon by switching another Pokemon into them, meaning Cacturne can potentially use Spikes later on a slower foe.

Cacturne's support structure will vary depending on if it's used on offensive or defensive teams, but one aspect is true to both, they must require a spinblocker to uphold Cacturne's 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. They can even be paired together on Spikes teams, with one of them taking out Dark-types such as Skuntank and Shiftry, and the other sticking around to block a Rapid Spin attempt and keep the Spikes on the opposing side. 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. Sableye in particular has access to Knock Off to make Spikes damage stick on defensive Pokemon that rely on passive recovery. 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 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, it can also utilize Spikes to its advantage by beating down opponents 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 entry 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.
(seems fine but i wanna mention tauros specifically in its own sentence somewhere as you previously mentioned skunk + cactus isnt common, tauros gives it another pursuit options while also doing all the other things you mentioned it for in this above paragraph, also alleviating some of the ghost resist weight cactus has to deal with when it's p ineffective in itself at dealing w ghosts as a dark type)
[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 is largely ineffective due to being easily forced out while it tries to set Spikes, making full sweeps very unlikely. 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, while capitalizing on foes playing passive 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 recoil damage, while scouting other Choice item users like Tauros, Manectric, and Gardevoir and preventing Cacturne from being KOed by Explosion from Regirock and Skuntank.

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 into 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 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 are more prone to stray attacks and Spikes damage. They also carry midground coverage options into Cacturne to threaten switches such as Focus Blast or Air Slash for Charizard.

**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 better special bulk and Speed jump to use Synthesis. 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 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 into Cacturne with its other moves alone, and can't pose a meaningful threat of Pursuit trapping 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/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
https://www.smogon.com/forums/members/user6.105/
QC 1/2 well done
 
View attachment 702750
[OVERVIEW]

Cacturne is the quintessential Spikes setter in DPP NU, setting it apart from other Dark-types such as Shiftry and Skuntank I've decided this sentence doesn't make sentence, as the subject of the sentence is Spikes setters but then compares that role to Shiftry and Skuntank who obviously don't have Spikes, I think a simple change like "Cacturne's access to the highly coveted Spikes sets it apart from etc..". Cacturne's typing allows it to set Spikes on common defensive cores using Regirock, Slowking, or Dusclops, threatening them all in return with its powerful STAB combination bolstered by its very high base 115 offensive stats Reword this so Cacturne's STABs are the subject rather than setting Spikes, like "Cacturne's STAB combination threatens common defensive staples like Dusclops, Regirock, and Slowking, granting it many opportunities to set up 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 I think you could mention Cacturne's mixed potential here as well. Cacturne's unique blend of utility as a Spikes setter allows it to fit on offensive and defensive hazard-stacking teams alike, and there's no shortage of walls and wallbreakers that benefit from Cacturne's Spikes. This is just fluff, everything benefits from Spikes so it's redundant to mention without providing specific calcs or examples, which aren't necessary here imo.

However, while being able to set Spikes is a blessing for when it's in, it makes Cacturne vulnerable to being exploited by the tier's top offensive threats, including Hitmonchan, Charizard, and Magneton. Hitmonchan is a notably troublesome matchup for it, as it threatens to remove Cacturne's Spikes with Rapid Spin while Cacturne has minimal ways to respond. Cacturne's typing can be useful for defensive purposes, but is largely exploitable due to numerous weaknesses. Even Pokemon it should regularly check such as Water-, Psychic-, and Electric-types will have ways to hit it super effectively and reduce the amount of Spikes it can set, especially with its middling bulk and 4x weakness to Bug that Pokemon like Slowking, Gardevoir, and Electrode can exploit by running Signal Beam. Cacturne will also have minimal ways of responding to faster Pokemon without Sucker Punch due to its slow Speed. This whole paragraph can be summarized by just saying "Cacturne's typing is a double-edged sword" then elaborating with the Pokemon that threaten it and the tech other Pokemon can run for it (Signal Beam), basically this paragraph doesn't need to be this long and could honestly just be a sentence or two added to the first paragraph and leave it at that.

[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 into Psychic- and Ghost-types such as Gardevoir and Dusclops. Sucker Punch hits hard even without any EV investment and compliments Dark Pulse by picking off chipped opponents 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 isn't affected by Dusclops's Will-O-Wisp. Switch the order of Sucker and DPulse to match how they're ordered in the paste Encore can be used in the last slot to disrupt defensive cores and slower sweepers such as Calm Mind Slowking, and forces switches to spread passive damage from the Spikes it sets. Synthesis is another worthwhile option that gives Cacturne longevity on bulkier teams that aim to keep it healthy. Physical attack investment using Seed Bomb 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. Fighting-type moves such as Focus Blast, Low Kick, or 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. Put all these flavor moves in OO, they're not common enough to be mentioned up here

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. 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. Other Options. The current 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 to use Encore on its Substitute or Water-type move, and 176 Speed EVs allow Cacturne to outspeed Adamant Marowak and Golem as well as minimum Speed Nidoqueen to respond to them.

While Cacturne can set Spikes effectively versus slower opponents, it shouldn't switch into offensive Pokemon too hastily, as 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. It's also worth mentioning that despite it's good typing, Cacturne is just frail anyway so even resisted hits are hard to come in on.

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 Spike against leads such as Charizard, Hitmonchan, and Tauros. Unfortunately, lead Cacturne will face issues if it runs into an opposing lead with Fake Out or Taunt such as Medicham, Jynx, or Floatzel Floatzel is a great matchup for Cacturne what?. Therefore, it is wise to have a recourse to these Pokemon by switching another Pokemon into them, meaning Cacturne can potentially use Spikes later on a slower foe. This paragraph is just excessively fluffy

Cacturne's support structure will vary depending on if it's used on offensive or defensive teams, but one aspect is true to both, they must require a spinblocker to uphold Cacturne's Spikes against Rapid Spin users again you can just say Cacturne appreciates Spinblockers like Dusclops and Drifblim, it doesn't need to be two long sentences :sob:. Drifblim and Haunter are useful in this role on offensive teams, while being potent sweepers that appreciate chip damage on bulky foes. They can even be paired together on Spikes teams, with one of them taking out Dark-types such as Skuntank and Shiftry, and the other sticking around to block a Rapid Spin attempt and keep the Spikes on the opposing side. 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 oh not two sentences, FIVE, STOP ITTTTTTT. Sableye in particular has access to Knock Off to make Spikes damage stick on defensive Pokemon that rely on passive recovery. 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 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 such as?, it can also utilize Spikes to its advantage by beating down opponents 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 entry 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. Tauros in particular can make up for Cacturne's worse matchup against Ghost-types than Skuntank's by Pursuit trapping them Tauros Pursuit traps exactly one Ghost. 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 is largely ineffective due to being easily forced out while it tries to set Spikes, making full sweeps very unlikely. 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, while capitalizing on foes playing passive 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 recoil damage, while scouting other Choice item users like Tauros, Manectric, and Gardevoir and preventing Cacturne from being KOed by Explosion from Regirock and Skuntank. This is all good :o

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 into 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 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 are more prone to stray attacks and Spikes damage. They also carry midground coverage options into Cacturne to threaten switches such as Focus Blast or Air Slash for Charizard.

**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 better special bulk and Speed jump to use Synthesis. 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 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 into Cacturne with its other moves alone, and can't pose a meaningful threat of Pursuit trapping 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/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
https://www.smogon.com/forums/members/user6.105/
 
View attachment 702750
[OVERVIEW]

Cacturne is the quintessential Spikes setter in DPP NU, setting it apart from other Dark-types such as Shiftry and Skuntank I've decided this sentence doesn't make sentence, as the subject of the sentence is Spikes setters but then compares that role to Shiftry and Skuntank who obviously don't have Spikes, I think a simple change like "Cacturne's access to the highly coveted Spikes sets it apart from etc..". Cacturne's typing allows it to set Spikes on common defensive cores using Regirock, Slowking, or Dusclops, threatening them all in return with its powerful STAB combination bolstered by its very high base 115 offensive stats Reword this so Cacturne's STABs are the subject rather than setting Spikes, like "Cacturne's STAB combination threatens common defensive staples like Dusclops, Regirock, and Slowking, granting it many opportunities to set up 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 I think you could mention Cacturne's mixed potential here as well. Cacturne's unique blend of utility as a Spikes setter allows it to fit on offensive and defensive hazard-stacking teams alike, and there's no shortage of walls and wallbreakers that benefit from Cacturne's Spikes. This is just fluff, everything benefits from Spikes so it's redundant to mention without providing specific calcs or examples, which aren't necessary here imo.

However, while being able to set Spikes is a blessing for when it's in, it makes Cacturne vulnerable to being exploited by the tier's top offensive threats, including Hitmonchan, Charizard, and Magneton. Hitmonchan is a notably troublesome matchup for it, as it threatens to remove Cacturne's Spikes with Rapid Spin while Cacturne has minimal ways to respond. Cacturne's typing can be useful for defensive purposes, but is largely exploitable due to numerous weaknesses. Even Pokemon it should regularly check such as Water-, Psychic-, and Electric-types will have ways to hit it super effectively and reduce the amount of Spikes it can set, especially with its middling bulk and 4x weakness to Bug that Pokemon like Slowking, Gardevoir, and Electrode can exploit by running Signal Beam. Cacturne will also have minimal ways of responding to faster Pokemon without Sucker Punch due to its slow Speed. This whole paragraph can be summarized by just saying "Cacturne's typing is a double-edged sword" then elaborating with the Pokemon that threaten it and the tech other Pokemon can run for it (Signal Beam), basically this paragraph doesn't need to be this long and could honestly just be a sentence or two added to the first paragraph and leave it at that.

[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 into Psychic- and Ghost-types such as Gardevoir and Dusclops. Sucker Punch hits hard even without any EV investment and compliments Dark Pulse by picking off chipped opponents 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 isn't affected by Dusclops's Will-O-Wisp. Switch the order of Sucker and DPulse to match how they're ordered in the paste Encore can be used in the last slot to disrupt defensive cores and slower sweepers such as Calm Mind Slowking, and forces switches to spread passive damage from the Spikes it sets. Synthesis is another worthwhile option that gives Cacturne longevity on bulkier teams that aim to keep it healthy. Physical attack investment using Seed Bomb 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. Fighting-type moves such as Focus Blast, Low Kick, or 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. Put all these flavor moves in OO, they're not common enough to be mentioned up here

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. 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. Other Options. The current 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 to use Encore on its Substitute or Water-type move, and 176 Speed EVs allow Cacturne to outspeed Adamant Marowak and Golem as well as minimum Speed Nidoqueen to respond to them.

While Cacturne can set Spikes effectively versus slower opponents, it shouldn't switch into offensive Pokemon too hastily, as 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. It's also worth mentioning that despite it's good typing, Cacturne is just frail anyway so even resisted hits are hard to come in on.

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 Spike against leads such as Charizard, Hitmonchan, and Tauros. Unfortunately, lead Cacturne will face issues if it runs into an opposing lead with Fake Out or Taunt such as Medicham, Jynx, or Floatzel Floatzel is a great matchup for Cacturne what?. Therefore, it is wise to have a recourse to these Pokemon by switching another Pokemon into them, meaning Cacturne can potentially use Spikes later on a slower foe. This paragraph is just excessively fluffy

Cacturne's support structure will vary depending on if it's used on offensive or defensive teams, but one aspect is true to both, they must require a spinblocker to uphold Cacturne's Spikes against Rapid Spin users again you can just say Cacturne appreciates Spinblockers like Dusclops and Drifblim, it doesn't need to be two long sentences :sob:. Drifblim and Haunter are useful in this role on offensive teams, while being potent sweepers that appreciate chip damage on bulky foes. They can even be paired together on Spikes teams, with one of them taking out Dark-types such as Skuntank and Shiftry, and the other sticking around to block a Rapid Spin attempt and keep the Spikes on the opposing side. 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 oh not two sentences, FIVE, STOP ITTTTTTT. Sableye in particular has access to Knock Off to make Spikes damage stick on defensive Pokemon that rely on passive recovery. 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 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 such as?, it can also utilize Spikes to its advantage by beating down opponents 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 entry 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. Tauros in particular can make up for Cacturne's worse matchup against Ghost-types than Skuntank's by Pursuit trapping them Tauros Pursuit traps exactly one Ghost. 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 is largely ineffective due to being easily forced out while it tries to set Spikes, making full sweeps very unlikely. 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, while capitalizing on foes playing passive 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 recoil damage, while scouting other Choice item users like Tauros, Manectric, and Gardevoir and preventing Cacturne from being KOed by Explosion from Regirock and Skuntank. This is all good :o

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 into 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 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 are more prone to stray attacks and Spikes damage. They also carry midground coverage options into Cacturne to threaten switches such as Focus Blast or Air Slash for Charizard.

**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 better special bulk and Speed jump to use Synthesis. 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 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 into Cacturne with its other moves alone, and can't pose a meaningful threat of Pursuit trapping 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/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
https://www.smogon.com/forums/members/user6.105/
implemented, ready for gp GP Team
 
add remove highlight comment

View attachment 702750
[OVERVIEW]

Cacturne is the quintessential Spikes setter in DPP NU, whose 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 (RC) 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 Water-, Psychic-, and Electric-types Slowking, Gardevoir, and Electrode will have ways to can exploit its typing and middling bulk with coverage moves like Signal Beam, and reduce reducing the amount of Spikes it can set, especially with its middling bulk and 4x weakness to Bug that Pokemon like Slowking, Gardevoir, and Electrode can exploit by running Signal Beam.

[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 (RC) 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 into against Psychic- and Ghost-types such as Gardevoir and Dusclops. Sucker Punch hits hard even without any EV investment and compliments complements Dark Pulse by picking off chipped opponents 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 it Cacturne sets. Synthesis is another worthwhile option (fluff) that gives Cacturne longevity on bulkier teams that aim to keep it healthy. Physical attack investment using 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. (Stories told you to move this sentence to Other Options in her QC check.)

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 (RC) and can even be considered mid-game, (AC) since Cacturne can switch into Stealth Rock users such as Regirock and Sandslash, helping it set more layers of Spikes. The current 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 to use Encore on its 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 to respond to them.

While Cacturne can set Spikes effectively versus slower opponents 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 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. Although 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 if it's used on offensive or defensive teams its team's archetype, but one aspect is true to both regardless: (comma → colon; based on Stories's comment, you could consider removing this first part of the sentence altogether because you expand on this point anyway) they must Cacturne requires a spinblocker to uphold Cacturne's its Spikes against Rapid Spin users. Drifblim and Haunter are useful in this role on offensive teams (RC) while being potent sweepers that appreciate chip damage on bulky foes. They can even be paired together on Spikes teams, with one of them taking out Dark-types such as Skuntank and Shiftry (RC) and the other sticking around to block a Rapid Spin attempt and keep the Spikes on the opposing side. 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. Sableye in particular has access to Knock Off to make Spikes damage stick on defensive Pokemon that rely on passive recovery. (Stories’s QC check made a note regarding this spinblocker section that it's unnecessarily verbose. However, I can't make much changes beyond what I've done because I don't know which info isn't important enough to mention, so I suggest discussing with her about this.) 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 opponents foes with its strong EdgeQuake coverage and KOing bulky foes with Explosion. Nidoqueen can set Stealth Rock and absorb Toxic Spikes for defensive teams (RC) while shuffling foes around to rack up hazard damage with Roar or laying its own Toxic Spikes to complete the entry 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 (RC) and thus appreciate Spikes damage wearing down their respective checks. Tauros in particular can make up for Cacturne's worse matchup against offensive Ghost-types than Skuntank's by Pursuit trapping them. (This bit about Tauros is confusing, as vivalos suggested to add in a mention about Tauros in his QC check, but Stories suggested to remove this mention altogether in hers. I suggest getting clarification on this if needed.) 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, or 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 (RC) while (you tend to use "while" a lot in this paragraph) 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 recoil damage, while 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 (RC) while conveniently checking Sucker Punch with its own priority in Mach Punch. Hitmonchan can even use Ice Punch as a midground into 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. They (Do you mean "Some of them"? I'm not aware of Ninetales having an effective coverage move against Cacturne.) also carry midground coverage options into for Cacturne to threaten switches such as Focus Blast or and, in Charizard's case, Air Slash for Charizard.

**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 better (better than which Pokemon? if there's no specific one, just say "good") special bulk and higher Speed, (AC) jump to 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?) 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 into against Cacturne with its other moves alone (RC) and can't pose a meaningfully threaten to of Pursuit trapping 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/user5.104/
https://www.smogon.com/forums/members/user6.105/

No approval yet, please notify me when you're done with these changes so that I can take a second look at them.
 
add remove highlight comment

View attachment 702750
[OVERVIEW]

Cacturne is the quintessential Spikes setter in DPP NU, whose 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 (RC) 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 Water-, Psychic-, and Electric-types Slowking, Gardevoir, and Electrode will have ways to can exploit its typing and middling bulk with coverage moves like Signal Beam, and reduce reducing the amount of Spikes it can set, especially with its middling bulk and 4x weakness to Bug that Pokemon like Slowking, Gardevoir, and Electrode can exploit by running Signal Beam.

[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 (RC) 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 into against Psychic- and Ghost-types such as Gardevoir and Dusclops. Sucker Punch hits hard even without any EV investment and compliments complements Dark Pulse by picking off chipped opponents 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 it Cacturne sets. Synthesis is another worthwhile option (fluff) that gives Cacturne longevity on bulkier teams that aim to keep it healthy. Physical attack investment using 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. (Stories told you to move this sentence to Other Options in her QC check.)

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 (RC) and can even be considered mid-game, (AC) since Cacturne can switch into Stealth Rock users such as Regirock and Sandslash, helping it set more layers of Spikes. The current 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 to use Encore on its 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 to respond to them.

While Cacturne can set Spikes effectively versus slower opponents 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 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. Although 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 if it's used on offensive or defensive teams its team's archetype, but one aspect is true to both regardless: (comma → colon; based on Stories's comment, you could consider removing this first part of the sentence altogether because you expand on this point anyway) they must Cacturne requires a spinblocker to uphold Cacturne's its Spikes against Rapid Spin users. Drifblim and Haunter are useful in this role on offensive teams (RC) while being potent sweepers that appreciate chip damage on bulky foes. They can even be paired together on Spikes teams, with one of them taking out Dark-types such as Skuntank and Shiftry (RC) and the other sticking around to block a Rapid Spin attempt and keep the Spikes on the opposing side. 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. Sableye in particular has access to Knock Off to make Spikes damage stick on defensive Pokemon that rely on passive recovery. (Stories’s QC check made a note regarding this spinblocker section that it's unnecessarily verbose. However, I can't make much changes beyond what I've done because I don't know which info isn't important enough to mention, so I suggest discussing with her about this.) 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 opponents foes with its strong EdgeQuake coverage and KOing bulky foes with Explosion. Nidoqueen can set Stealth Rock and absorb Toxic Spikes for defensive teams (RC) while shuffling foes around to rack up hazard damage with Roar or laying its own Toxic Spikes to complete the entry 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 (RC) and thus appreciate Spikes damage wearing down their respective checks. Tauros in particular can make up for Cacturne's worse matchup against offensive Ghost-types than Skuntank's by Pursuit trapping them. (This bit about Tauros is confusing, as vivalos suggested to add in a mention about Tauros in his QC check, but Stories suggested to remove this mention altogether in hers. I suggest getting clarification on this if needed.) 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, or 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 (RC) while (you tend to use "while" a lot in this paragraph) 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 recoil damage, while 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 (RC) while conveniently checking Sucker Punch with its own priority in Mach Punch. Hitmonchan can even use Ice Punch as a midground into 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. They (Do you mean "Some of them"? I'm not aware of Ninetales having an effective coverage move against Cacturne.) also carry midground coverage options into for Cacturne to threaten switches such as Focus Blast or and, in Charizard's case, Air Slash for Charizard.

**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 better (better than which Pokemon? if there's no specific one, just say "good") special bulk and higher Speed, (AC) jump to 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?) 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 into against Cacturne with its other moves alone (RC) and can't pose a meaningfully threaten to of Pursuit trapping 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/user5.104/
https://www.smogon.com/forums/members/user6.105/

No approval yet, please notify me when you're done with these changes so that I can take a second look at them.
Implemented, but I just wanna say after discussing with Stories about what qc stuff i did/didnt implement, it really doesnt matter to reinforce it, none of us care. I just want my gp check, not a third qc check. To refute the physical attack set to OO, it is commonly used enough to warrant main set as some people do like the better hit on chan on the switch. The rest I implemented and trimmed down the fluffy parts, so it should be fine now if this is all you wanted to mention.
 
GP Team done

Only two additional changes needed, overview and set analysis have been omitted.

[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/user5.104/
https://www.smogon.com/forums/members/user6.105/

GP Check 1/1

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