Marowak
STATUS: Working on the Skeleton, input and opinions are appreciated.
[Overview]
- Often underrated because of low speed and reasonable 60/110/80 defences.
- Ground typing grants weaknesses to common types like Water, Grass and Ice but provides handy Electric immunity and resistance to Stealth Rock.
- Thick Club with Adamant doubles Attack to an excellent 568, without recoil of Life Orb or move restriction of Choice Band.
- Functions well with paralysis, Trick Room or Baton Pass support.
name: SubWak
move 1: Substitute
move 2: Earthquake
move 3: Double-Edge
move 4: Fire Punch / ThunderPunch
ability: Rock Head
item: Thick Club
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[Set Comments]
- Substitute protects Marowak from status and the powerful attacks that now plague the metagame.
- Earthquake is Marowak strongest move, gaining STAB, and should be used most often.
- Double-Edge provides great coverage alongside Earthquake and thanks to Rock Head, Marowak can enjoy the high base power without recoil damage.
- The last slot is mainly filler, however both hit Skarmory for Super Effective damage who walls Marowak's other moves completely. It is also a hit on Levitating Ghosts who are immune to the other moves.
- Jolly is used on this set to maximise his speed, outrunning 0 Spe base 85s. Adamant may be appealing for the higher output of damage, however Jolly guarantees the same KOs.
- Fire Punch OHKOs standard Nattorei and 2HKOs Bronzong who walls you if you run ThunderPunch.
- ThunderPunch OHKOs Gyarados on the switch after Intimidate who can KO with Waterfall. It is also a good move to scout for counters such as Flying-types hoping to switch into an Earthquake.
- This set appreciates Thunder Wave support to function at its best as even with max Speed, Marowak does not out speed much.
- Skarmory can switch into Marowak on Earthquake or Double-Edge and Whirlwind him away, Substitute and all, then Roost off the damage.
- Evolution Stone Dusclops takes 36.3% - 43.3% from Earthquake and can break Marowak's Substitutes with Seismic Toss and burn with Will-o-wisp to incapacitate him for the rest of the battle.
- Slowbro and Blissey make good partners for Marowak as they can spread paralysis and absorb the Water, Ice and Grass-type attacks for Marowak, though Slowbro shares a common weakness to Grass.
- As Marowak lacks recovery and his using Substitute, he will often find Wish support beneficial. Blissey is a good option because her gargantuan HP, as is Vaporeon who draws Electric attacks for Marowak to set-up on.
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Double-Edge
move 4: Rock Slide / Stone Edge
item: Thick Club
ability: Rock Head
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[Set Comments]
- Come in on a non-damaging or electric attack and Swords Dance on the switch. Requires some prediction, but is deadly if used correctly.
- Earthquake is your primary attack, with STAB and boosts it will one or two hit KO almost anything that isn't immune to it.
- Double-Edge hits Levitators and Flying-types hard and will KO many after a boost.
- Rock Slide hits Levitating Ghosts immune to your other attacks and nails Flying-types before a boost.
- The EVs allow Marowak to outrun 0 Spe base 85s, such as Suicune. Maximum Attack gives it 518 Attack before a boost and 1036 afterwards.
- It is recommended that Thunder Wave support is used in conjunction with this set, as it will not be out-running much otherwise.
- Rock Slide is recommended over Stone Edge on this set as it achieves the same KOs and the accuracy boost is always welcome.
- Skarmory can come in on an Earthquake and Whirlwind away your boost. However it must predict correctly of risk being 2HKO'd by a +2 Rock Slide with Stealth Rock.
- Starmie can threaten to KO Marowak with its STAB attacks or Ice Beam, though this is alleviated by Thunder Wave.
- Slowbro is a good partner for Marowak as he can provide the Thunder Wave support needed and take the Ice and Water-type attack aimed at him. With Regeneration, he can come in and take hits repeatedly.
- Reliable users of entre hazards help Marowak by ensuring some 2HKOs and OHKOs.
name: Trick Room Sweeper
move 1: Earthquake
move 2: Double-Edge
move 3: Stone Edge / Substitute
move 4: Fire Punch / Thunderpunch / Substitute
item: Thick Club
ability: Rock Head
nature: Brave
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe
[Set Comments]
- This set fits nicely onto a Trick Room team by providing some powerful physical attacks.
- Earthquake is his powerful STAB and primary attack. Double-Edge and Stone Edge hits Levitators and Flying-types and forms the QuakeEdge combo.
- Fire Punch hits Grass-types resistant to Earthquake as well as Bronzong and Skarmory.
- A Brave nature and 0 Spe IV allow him to 'out speed' as much as possible under Trick Room. The maximum HP and Attack EVs give him some much needed bulk and a sky high attack.
- Thunderpunch can be used over Fire Punch as it still hits Skarmory, and deals more damage to Water-types, especially Gyarados.
- Substitute provides a fail safe from powerful moves and allows him to survive longer outside of Trick Room, as without it he is a sitting duck.
- Nattorei out speeds in Trick Room and deals 69.1% - 82.1% with Power Whip, but is KO'd Fire Punch or Earthquake.
- Choice Band Azumarill with Aqua Jet deals 67.3% - 80.2%, and the priority bypasses Trick Room.
- Reliable users of Trick Room such as Porygon2 and Slowbro. Porygon2 is very bulky with Evolution Stone and Recover while Slowbro resists Water and Ice and has Slack Off / Regeneration.
- Marowak appreciates Thunder Wave or Trick Room support as he is very slow. Slowbro is a good option as he can provide both while resisting the Water and Ice attacks aimed at Marowak. However they share a common weakness to Grass.
- Entre Hazard support is not necessary for Marowak but is useful in guaranteeing some one and two hit KOs.
- Physical sweepers that benefit from walls being weakened or killed make good partners for Marowak as they can clean up and sweep. Roopushin is a good example as he struggles with strong physical walls and can switch in to absorb status that Marowak hates thanks to Guts. He also enjoys Thunder Wave or Trick Room support because of his low base 30 Speed.
- Bonemerang can be used on either set over Earthquake as a way of breaking through Substitutes; however it has slightly lower accuracy. Level Ground can also be used for its interesting speed lowering affect, though the loss in power is significant.
- Marowak has many other physical options, such as Brick Break, Aerial Ace and Iron Head, but the coverage offered by each is redundant with the moves provided.
- Marowak has access to a myriad of special options such as Fire Blast, Ice Beam and Focus Blast but his Special Attack is low the damage output is lacklustre even with full investment.
- Stealth Rock is an option to support the team, however it is better left to others as Marowak is more effective attacking. Toxic can be used as a status option to further support the team.
- Belly Drum can be used to boost Marowak's attack to 2,272 with Adamant and Thick Club.
[Counters]
- Marowak has no real counters as almost nothing can take on his boosted attacks. Even max/max Impish Groudon takes 66.3%-78.2% damage from a +2 Earthquake.
- Strong priority attacks are the best way to kill Marowak, such as Azumarill's Aqua Jet.
- Choice Band Scizor can take an unboosted Earthquake and 2HKO with Bullet Punch.
- Marowak hates status, particularly burn. Burungeru can burn with Boiling Water or Will-o-wisp but can be OHKO'd by an unboosted Earthquake after Stealth Rock.
- Resttalk Gyarados can check Marowak if it lacks Thunderpunch, thanks to Intimidate, Earthquake immunity and Water STAB. However it takes 66.2% - 77.9% from a +1 (Intimidated) Double Edge, a possible KO with Stealth Rock damage.
- Marowak receives Battle Armour as its Dream World ability. While helpful for preventing critical hits, in comparison to Rock Head it is fair less useful.