Malamar [QC 3/3]

Orphic

perhaps
is a Tiering Contributor Alumnus
malamar.gif


Overview
#######
  • Decent 86/88/75 bulk.
  • Niche ability contrary allows Malamar to deal solid damage with Superpower whilst boosting it's attack and defense, this gives it an edge over other bulky boosters like Gurdurr and Muk.
  • Contrary allows Malamar to benefit from opposing Sticky Web, Intimidate and Defog stat decreases.
  • Solid movepool which gives Malamar nice coverage.
  • Has no real strong moves from the start, it's most powerful move is unSTABed and has only 8 PP while it's STAB's need boosts to do their job.
  • Mediocre speed means Malamar is outsped by a lot of it's counters/checks.

ChestoRest
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Name: ChestoRest
Move 1: Rest
Move 2: Superpower
Move 3: Psycho Cut
Move 4: Night Slash
Ability: Contrary
Item: Chesto Berry
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant

Moves
======
  • Rest paired with Chesto Berry gives Malamar some longevity to allow it to make the most out of it's Superpowers and stat boosts.
  • Psycho Cut grants Malamar a way to smash poison types that check resist Superpower, as well as doing the most damage to fairy types, namely Granbull.
  • Night Slash is the other STAB of choice, giving Malamar an option to smack around ghost and psychic types.
  • Superpower speaks for itself alongside Contrary giving Malamar the ability to set up large Atk and Def boosts in a matter of turns while also dishing out large damage.
Set Details
=========
  • 252 HP / 252 Atk / 4 Def EV spread utilizes Malamar's decent bulk and offensive power and is preferred to speed investment due to it's mediocre speed.
  • Contrary is the obvious ability to make use of Superpower.
  • Chesto Berry is the chosen item to give Malamar one free rest back to full HP.
  • Adamant nature because no speed investment, so maximum power is preferred.

Usage Tips
=========
  • Hit faster fighting-resists on the switch with your STAB's, as slower switch-ins can be responded to accordingly with a +1 STAB after Superpower.
  • Rest when your HP gets too low for your comfort, if your opponent still looks like they could take down Malamar even with your boosts, get yourself back to full HP.

Team Options
===========
  • Anti-Spiritomb teammates are essential since it's immune to two of Malamar's attacks and can burn and cripple Malamar, forcing a rest.
  • Hazard support is important for Malamar, with Stealth Rock it has a chance to OHKO Accelgor on the switch with Psycho Cut or Night Slash. As well as Sticky Web to make up for Malamar's lacking speed.
  • Malamar needs support from teammates that can switch into bug attacks and fairy attacks so Klinklang makes a nice team mate.
  • Rapid spin / defog support is essential as otherwise Malamar will get worn down too easily and won't have time to rest due to it's speed.
  • Fire types such as Magmortar and Flareon to absorb will o wisps that Malamar won't want to take, while it has rest, it's a waste of the chesto berry especially if your opponent keeps their wisper in.
RestTalk
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Name: RestTalk
Move 1: Superpower
Move 2: Night Slash
Move 3: Rest
Move 4: Sleep Talk
Ability: Contrary
Item: Leftovers
EVs: 248 HP / 8 Def / 252 SpD
Nature: Careful

Moves
======
  • Superpower is the main move here as usual for Malamar to dish out damge whilst boosting stats.
  • Night Slash is the STAB of choice, giving Malamar an option to smack around ghost and psychic types.
  • Rest gives Malamar a decent recovery move to allow it to set up sweeps easier.
  • Sleep Talk paired with Rest means Malamar can reek destruction even while asleep with either of it's two attacking moves.
Set Details
=========
  • The EV spread is for maximum special bulk so Malamar can set up and take hits.
  • Contrary is the obvious ability to make use of Superpower.
  • RestTalk combo allows Malamar to set up Superpowers whilst asleep and recover HP semi-reliably.
  • Sleep Talk can also make up for Superpowers lack of PP.
  • Careful nature for maximum special bulk.

Usage Tips
=========
  • Spam Superpower when possible but don't be wasteful as it only has 8 PP.
  • Rest when on low HP or when you know your opponent is about to get you down to KO range since Malamar is slow.
  • Sleep talk twice and then Malamar will wake up 3rd turn, if necessary, just rest each time you wake up.

Team Options
===========
  • A banded Sawk or Primeape can be used to soften up fighting resists for Malamar so that it can tear through with Superpower.
  • Hazard support is important for Malamar, with Stealth Rock it has a chance to OHKO Accelgor on the switch with Night Slash. It's also important to cripple fighting resists so that Malamar has an easier time taking them down late game.
  • Malamar needs support from teammates that can switch into bug attacks and fairy attacks so Klinklang makes a nice team mate.
  • Gurdurr makes a good teammate as it lures in Granbull to intimidate Malamar on the double switch.
Other Options
##########
  • Lum Berry
  • Trick Room
  • Hypnosis
  • Taunt
  • Assault Vest
  • Choice Scarf + Switcheroo
  • Topsy Turvy
Checks & Counters
#############
  • **Bug types**: Especially special bug types likes accelgor can switch in on a Superpower and OHKO back with a Bug Buzz. Even Crustle can 2HKO a +1 Malamar with X-Scissor.
  • **Fairy types**: these can resist a Superpower and hit back super effectively.
  • **Toxic Spikes**: Without a way to remove or control toxic spikes, Malamar can get worn down easily or be forced to rest multiple times.
 
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I wouldn't mind seeing Scarf get its own set. I've played around with malamar a bit the past few weeks and I've really been enjoying it along side Banded sawk. You can wear down fighting resists early game, and come in with malamar later and attempt to sweep a weakened team. It also gets nice utility with Switcheroo to cripple walls, and destiny bond to claim a kill. Scarf outspeeds everything up to base 120 with an Adamant nature, and it outspeeds the entire unboosted meta [bar accelgor n_n] with Jolly.
The set I've been using is:

Malamar @ Choice Scarf
Ability: Contrary
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Superpower
- Night Slash
- Destiny Bond
- Switcheroo

Unless someone from QC completely disagrees with me, I believe it's worthy of it's own set, not just an OO mention.
 
The thing is, I had the most success with scarf myself! Upon discussion with the #neverused channel I was advised just to put it in oo. I'll move this into QC and we'll wait on other opinions as to whether it should get it's own set.
 
The only hazard that really poses a problem to Malamar is Toxic Spikes; the other hazards do not significantly impact when Malamar would be forced to Rest for the most part, since it isn't weak to them (even Belly Drum Slurpuff isn't that bothered by hazards). Malamar even benefits from Sticky Web lol.

Emphasis on Malamar's STAB moves warrants greater mention since Malamar's main move is Superpower, so its STABs must do more than simply 'be there', in the same vein that you explained Rock Slide's role. Mention Night Slash beating Ghost- and Psychic-types, and Psycho Cut smacking Poison-types and do the most damage to Fairy-types (relevant against Granbull).

  • Unless your opponent switches in a ghost, you should still Superpower predicting a switch to a resist as you can still boost your stats to help you take down said switch in such as Vileplume who might otherwise take a Psycho Cut (chance to OHKO at +1).
  • However, if your opponent seems like they will switch in a counter such as Accelgor (only on superpower), getting off damage with a Psycho Cut or Night Slash is the better option.
You can simply reword this into "hit faster Fighting-resists on the switch with its STABs, as slower switch-ins can be responded to accordingly with a +1 STAB" or something along those lines.

Mention that Contrary allows Malamar to benefit from Intimidate and Sticky Web, which would otherwise hinder other physical sweepers.

Team Options should definitely prioritize anti-Spiritomb Pokemon, alongside Sticky Web to make up for its lacking speed.

Fairy-types can use a mention in C&C since they resist Superpower and hit back SE, though do mention that physical Fairy-types have more trouble breaking through Malamar.

Bug-type moves in NU are rare enough to count by hand (Vivillon typically should not carry Bug Buzz, and neither does Crustle and the majority of Sticky Web users). The only relevant Bug moves that come to mind are Accelgor, Scyther, and the occasional U-turner.

Choice Scarf definitely warrants its own set. It not only grants Malamar sweeping potential, but alongside Switcheroo it is also its best way of crippling Spiritomb. If Malamar wants to make use of its coverage against slower, bulkier teams, it can always ditch its Scarf (while crippling something!) and start going to town.

Edit: Orphic, updated more shit.
 
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More shit.

Overview should focus on its use of Contrary Superpower, dealing solid damage while also boosting its stats, giving it an edge over (and even against) other bulky boosters such as Gurdurr or Muk. Its typing is also not very good, giving it virtually no resists and a Psychic immunity (the most common Psychics aka Mesprit and Uxie carry Gleam, if not U-turn :P); this practically forces Malamar to use Superpower in order to take hits well. Easily Malamar's biggest flaw is that it doesn't have any strong moves from the get-go, as its most powerful attack is an unSTABed, 8 PP attack.
 
Your scarf set has max HP instead of max speed nub :]
i personally think outspeeding stuff like Archeops, Sneasel, Pyroar etc is worth the Speed investment. I mean, what's the point of using scarf if you're just investing in HP anyway? :p
 
Contrary also allows Malamar to benefit from Sticky Web, Intimidate and Defog.
This bit should be mentioned in Overview, rather than in Set Details (since it applies for all of its sets).

Also, Scarf Malamar definitely wants Speed, since 0 Speed Scarf is piss slow (slower than Adamant Zangoose), and the whole reason to use Scarf is to outspeed shit lol. You could go Adamant for power, or Jolly to outspeed Sceptile and Swellow (Jolly probably mention in Set Details).
 
Figured as much, but you went on to say that it's not worth investing or something, so it was a bit confusing :P
infact, your usage tips mentions rest you dirty copy-paster :\\

Mention the part about running it along side a banded fighting type like Sawk or Primeape - softening up their fighting resists early game and sweeping later on.
 
I'll admit I did c/p a load so I could easily just chop and change stuff that wasn't relevant so if you see anything else that needs removing please say. Changes made again.
 
You can also run Malamar to soften fighting resists for a banded Sawk or Primeape.
Other way around [you run banded mons to soften up shit for malamar], and I feel this should be the first thing you mention in team options, cause I feel it gives the set the best chance to work :]
 
  • for chesto rest, mention that the main use for Night Slash is to give it a way to hit Spiritomb
  • give some example of anti-spiriomb teammates [does such a thing exist n_n] like scrappy Pangoro and Slurpuff.
  • Superpower is bring used to make use of Contarty specifically, not just to set-up without wasting turns.
  • Remove the CP'd line from Usage Tips for the scarf set, it doesn't make scene.
  • mention that the main thing holding back Malamar normally is the lack of a free-turn to set up. Tricking a scarf onto something can generally give it that free turn.
  • basically re-write the Team options for Scarf cause not much of the CP'd stuff from the other two sets makes sense for scarf.
  • Mention the Banded fighting stuff first in TO, I seriously feel it's the reason the set would work - the banded fighting type even gives you a switch-in to bug,,
  • I'd mention Tomb first in CC, cause it literally shits all over every set.

I'd also like to propose Scarf as the second set, listed before the AV set, but idk that's up to both you and the rest of QC.


After implemented, tag me :]
 
Switcheroo + Ring Target in OO to beat Spiritomb specifically lol. Jolly in Set Details for reasons I've mentioned.

Seconding Canadian's suggestion of moving Scarf to second; the AV set doesn't really win much significant matchups that the other sets don't.
 
Switcheroo + Ring Target in OO to beat Spiritomb specifically lol.
That's the most creative use of ring target I've ever heard of... and possible one of the strangest things I've ever heard suggested in general :P


  • Anti-Spiritomb teammates are essential (such as Slurpuff or Scrappy Pangoro) since it's immune to two of Malamar's attacks and can burn and cripple Malamar, forcing a rest.
remove the bolded part from the scarf section and it all looks good, [QC 1/3]
 
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