Notice that this thread is about movesets and tiering discussion. Sorry if there's another thread hith tis name, but I couldn't find any. Also, don't compare him with Cacturne.
Marakacchi #556
Type: Grass
Egg Group: Plant
Gende Ratio: 50:50
Stats: 75 HP/86 Atk/67 Def/106 Sp.Atk/67 Sp.Def/60 Spe
Abilities: Clorophyl: Raises Spe during Sunshine
Water Absorb: When hit by a Water-type move, this pokémon becomes immune to Water and recovers 25% of his HP.
Storm Drain (DW): In double battles, absorbs all the Water moves, render they useless and raises its own Sp.Atk.
Moves:
TMs:
Breeding
Overview:
Every generation has its Grass pokémon with dubious usefulness. GenI brought Parasect, GenII showed us Belossom, GenIII came with Roselia (though in genIV it gained a much needed evolution), and GenIV appeared with Cherrim and Wormadam-P. To continue with this tradition, GF gave us the ugliest and most useless of all the aforementioned: Marakacchi, the (other) Cactus Pokémon. Aside of being one of the worst pokés introduced in GenV and quite ugly, he has a niche is Sunny Teams: he can either be a Water counter with Water Absorb or a Fast Spiker with Clorophyl. This doesn't mean that he is bulky, as he has mediocre 75/67/67 defenses that can't handle an Ice Beam from something like Glalie. His support movepool is also pretty barren for a Grass-type.
Offensive, he's a pure Grass-type based purely on a plant (Mandacaru, a type of brazilian cactus), meaning that his movepool is a shit. Getting Growth to waste in Grass moves, Hidden Power, Return, Frustration, Poison Jab, Sucker Punch and Aerial Ace is something to cry about. Maybe he'll be always under his fellow cactus cousin, but as I said abofe, don't make comparations. In short, he is bad, but fun to play, just like Maggyo or Dunsparce.
Possible movesets I can remember now
A spiking cactus. I think I already saw one somewhere, but this is in sun
@Focus Sash/Leftovers
Timid Nature
Ability: Clorophyl
EVs: 240 HP/16 Sp.Atk/252 Spe
~ Spikes
~ SolarBeam/Grass Knot
~ HP Fire
~ Toxic
Marakacchi isn't good, quite and simple, but there's one thing he can do that others Grassers can't: Spiking in sun. Pair with Ninetales to this thing work. 240 miserable Spe becames 480 in sun. From there, there isn't much. SolarBeam is Stab in sun, but Grass Knot is useful if there's no sun. HP Fire is for coverage, and Toxic because his movepool is as his sprite.
Anyone ever saw cactus seed?
@Leftovers
Relaxed Nature
Ability: Water Absorb
EVs: 252 HP/16 Def/240 Sp.Def
~ Substitute
~ Leech Seed
~ Grass Knot/SolarBeam
~ Bounce
SubSeed. Actually a good because of Water Absorb, which gives him a free turn to set up Substitute and then Leech Seed. Grass Knot X SolarBeam had already been discussed. Bounce is a gimmicky move that can paralyze (if hits), and gives a free turn to Leftovers and Leech Seed.
Steroids for the cactus
@Life Orb/Focus Sash
Naive Nature
Ability: Clorophyl
EVs: 16 Atk/240 Sp.Atk/252 Spe
~ Growth
~ SolarBeam/Grass Knot
~ HP Fire
~ Sucker Punch
Boost its good Sp.Atk and mediocre Atk with Growth, from there, there isn't much to choose. I'm tired of talking about SolarBeam X Grass Knot, you already know, as thu utility of HP Fire. Sucker Punch serves for priority when the sun is gone.
Thanks hhjj, now cactus gets a scarf
@Choice Scarf
Naive Nature
Ability: Storm Drain
EVs: 252 SpA/252 Spe/4 Atk
~ Troll/Return
~ Petal Dance
~ HP Fire
~ Sucker Punch/Wood Hammer
Courtesy of hhjj. Troll power increases if your ally has it (really lack of options), While Return is consistent and you doesn't need to full your team with trollers. Petal Dance can OHKO everything that is weak to grass. Watch out in being lockedd, though. HP Fire because you cannot scratch Steels without HP Fire. Sucker Punch is here because even if you has a scarf, there will be faster things than you, however you can also use Wood Hammer for sheer power.
Feel free to discuss, add movesets and admins, to close if there's something wrong. And no Cacturne here.
Next Analysis: Iwaperesu.

Marakacchi #556
Type: Grass
Egg Group: Plant
Gende Ratio: 50:50
Stats: 75 HP/86 Atk/67 Def/106 Sp.Atk/67 Sp.Def/60 Spe
Abilities: Clorophyl: Raises Spe during Sunshine
Water Absorb: When hit by a Water-type move, this pokémon becomes immune to Water and recovers 25% of his HP.
Storm Drain (DW): In double battles, absorbs all the Water moves, render they useless and raises its own Sp.Atk.
Moves:
New moves in Italic
Lv.-: Peck
Lv.-: Absorb
Lv.3: Sweet Scent
Lv.6: Growth
Lv.10: Pin Missle
Lv.13: Mega Drain
Lv.15: Synthesis
Lv.18: Cotton Spore
Lv.22: Needle Arm
Lv.26: Giga Drain
Lv.29: Accupressure
Lv.33: Ingrain
Lv.38: Petal Dance
Lv.42: Sucker Punch
Lv.45: Sunny Day
Lv.50: SolarBeam
Lv.55: Cotton Guard (Grass status, 10PP, never misses, Sharply raises Def)
Lv.57: You First (Normal status, 15PP, never misses, Makes the foe attack first)
Lv.-: Peck
Lv.-: Absorb
Lv.3: Sweet Scent
Lv.6: Growth
Lv.10: Pin Missle
Lv.13: Mega Drain
Lv.15: Synthesis
Lv.18: Cotton Spore
Lv.22: Needle Arm
Lv.26: Giga Drain
Lv.29: Accupressure
Lv.33: Ingrain
Lv.38: Petal Dance
Lv.42: Sucker Punch
Lv.45: Sunny Day
Lv.50: SolarBeam
Lv.55: Cotton Guard (Grass status, 10PP, never misses, Sharply raises Def)
Lv.57: You First (Normal status, 15PP, never misses, Makes the foe attack first)
TMs:
TM06: Toxic
TM10: Hidden Power
TM11: Sunny Day
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM22: SolarBeam
TM27: Return
TM32: Double Team
TM40: Aerial Ace
TM44: Rest
TM45: Attract
TM48: Troll (Normal special, 60BP, 15PP, 100% hit, increases power if the ally uses)
TM53: Energy Ball
TM84: Poison Jab
TM86: Grass Knot
TM87: Swagger
TM90: Substitute
TM10: Hidden Power
TM11: Sunny Day
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM22: SolarBeam
TM27: Return
TM32: Double Team
TM40: Aerial Ace
TM44: Rest
TM45: Attract
TM48: Troll (Normal special, 60BP, 15PP, 100% hit, increases power if the ally uses)
TM53: Energy Ball
TM84: Poison Jab
TM86: Grass Knot
TM87: Swagger
TM90: Substitute
Breeding
Bullet Seed
Bounce
Worry Seed
Leech Seed
Seed Bomb
Wood Hammer
Spikes
GrassWhistle
Bounce
Worry Seed
Leech Seed
Seed Bomb
Wood Hammer
Spikes
GrassWhistle
Overview:
Every generation has its Grass pokémon with dubious usefulness. GenI brought Parasect, GenII showed us Belossom, GenIII came with Roselia (though in genIV it gained a much needed evolution), and GenIV appeared with Cherrim and Wormadam-P. To continue with this tradition, GF gave us the ugliest and most useless of all the aforementioned: Marakacchi, the (other) Cactus Pokémon. Aside of being one of the worst pokés introduced in GenV and quite ugly, he has a niche is Sunny Teams: he can either be a Water counter with Water Absorb or a Fast Spiker with Clorophyl. This doesn't mean that he is bulky, as he has mediocre 75/67/67 defenses that can't handle an Ice Beam from something like Glalie. His support movepool is also pretty barren for a Grass-type.
Offensive, he's a pure Grass-type based purely on a plant (Mandacaru, a type of brazilian cactus), meaning that his movepool is a shit. Getting Growth to waste in Grass moves, Hidden Power, Return, Frustration, Poison Jab, Sucker Punch and Aerial Ace is something to cry about. Maybe he'll be always under his fellow cactus cousin, but as I said abofe, don't make comparations. In short, he is bad, but fun to play, just like Maggyo or Dunsparce.
Possible movesets I can remember now
A spiking cactus. I think I already saw one somewhere, but this is in sun
@Focus Sash/Leftovers
Timid Nature
Ability: Clorophyl
EVs: 240 HP/16 Sp.Atk/252 Spe
~ Spikes
~ SolarBeam/Grass Knot
~ HP Fire
~ Toxic
Marakacchi isn't good, quite and simple, but there's one thing he can do that others Grassers can't: Spiking in sun. Pair with Ninetales to this thing work. 240 miserable Spe becames 480 in sun. From there, there isn't much. SolarBeam is Stab in sun, but Grass Knot is useful if there's no sun. HP Fire is for coverage, and Toxic because his movepool is as his sprite.
Anyone ever saw cactus seed?
@Leftovers
Relaxed Nature
Ability: Water Absorb
EVs: 252 HP/16 Def/240 Sp.Def
~ Substitute
~ Leech Seed
~ Grass Knot/SolarBeam
~ Bounce
SubSeed. Actually a good because of Water Absorb, which gives him a free turn to set up Substitute and then Leech Seed. Grass Knot X SolarBeam had already been discussed. Bounce is a gimmicky move that can paralyze (if hits), and gives a free turn to Leftovers and Leech Seed.
Steroids for the cactus
@Life Orb/Focus Sash
Naive Nature
Ability: Clorophyl
EVs: 16 Atk/240 Sp.Atk/252 Spe
~ Growth
~ SolarBeam/Grass Knot
~ HP Fire
~ Sucker Punch
Boost its good Sp.Atk and mediocre Atk with Growth, from there, there isn't much to choose. I'm tired of talking about SolarBeam X Grass Knot, you already know, as thu utility of HP Fire. Sucker Punch serves for priority when the sun is gone.
Thanks hhjj, now cactus gets a scarf
@Choice Scarf
Naive Nature
Ability: Storm Drain
EVs: 252 SpA/252 Spe/4 Atk
~ Troll/Return
~ Petal Dance
~ HP Fire
~ Sucker Punch/Wood Hammer
Courtesy of hhjj. Troll power increases if your ally has it (really lack of options), While Return is consistent and you doesn't need to full your team with trollers. Petal Dance can OHKO everything that is weak to grass. Watch out in being lockedd, though. HP Fire because you cannot scratch Steels without HP Fire. Sucker Punch is here because even if you has a scarf, there will be faster things than you, however you can also use Wood Hammer for sheer power.
Feel free to discuss, add movesets and admins, to close if there's something wrong. And no Cacturne here.
Next Analysis: Iwaperesu.