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Community POTW #022

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Golden Warrior

Pokemon Professor
Whooo, time for my usual overall analysis, lez do this. The pros get a bit outweighed by cons here...

Pros:
- Defense allows for some, if not minimal, bulk.
- Although attack seems low, its movepool and abilities make it possible to being a devastating physical attacker. (Oh, and that item that pretty much gives it double attack. That's a thing.)

Cons:
- Isn't going to last long even with the aforementioned minimal bulk coupled with weaknesses commonly used in the metagame...
- Won't be outspeeding anything any time soon, so you better make some smooth switching or have it on your trick room team.
- Somewhat predictable.

Abilities: Battle Armor and Lightning Rod are somewhat pointless unless you are in a double battle or just want to avoid getting hax on yourself. However, that last ability, Rock Head, makes very useful for letting lose powerful attacks without hurting itself any.

Typing: Ground typing gives you more weaknesses than strengths really. However, it is a fine typing for STAB damage to take out some common threats.

Moves: The more powerful, the better. However, it only has one move that would rely on Rock Head. But, it does get it's share of powerful physical and STAB attacks and a few coverage moves. Basically, look at some of the sets above this post. You'll see.

Stats: Much as I've already mentioned, you won't be outspeeding anything very easily or tanking any hits, BUT it will be hitting VERY hard, especially with its signature item attached. If set-up properly it can sweep entire teams, just throw up a trick room and maybe a swords dance and you should be good to go. But don't think you'll be doing much else...

Checking: Try a Pokemon with levitate. And something that can resist it's other moves. However, the bulk of Skarmory works VERY well as it resists or is immune to the most massive hits that Marowak can throw at it in the same way, MegaAggron does very well here too. From there, just anything that can take physical hits like a boss.

Countering: Slowking does very well if a trick room is up, other Pokemon can be Jellicent or a bulky wall that can also deal massive damage. However, in the case of a fresh switch-in, try for a devastating attacker that is also very fast as that may end up being the key to defeating Marowak.

Overall: Marowak is very powerful, but again it won't last long, so deal damage while you can.
 

Nulava

Banned
Marowak @ Thick Club
Nature: Adamant
Ability: Rock Head
EVs: 208 HP / 252 Atk / 44 Spe
~Substitute
~Earthquake
~Double-Edge
~Fire Punch / Swords Dance
 

Black Murder Heavangelon

Ow! Ow! Harder! Ow!
Since the most obvious sets have been written and done with, I'll cover Marowak's other options and explain them in detail how they can be used.

Smack Down - Surprised this hasn't been mentioned in the thread. Smack Down is important for Marowak to consider as it makes opponents vulnerable to its strongest attack Earthquake/Bonemerang. Due to the fact that Marowak is a one trick pony, you can pull a surprise on opponents by attacking the switch in with Smack Down, specifically Levitate Pokemon and sturdy Flying types such as Gliscor and Skarmory. Even if Marowak is too slow to benefit in using this move over Rock Slide, it is valuable as a support move from someone else in the team.

Aerial Ace - This move gets special mention only for the habit of Grass Types switching into Marowak, but realistically there aren't many situations where this outperforms Fire Punch. Mega Venusaur takes less damage from Fire Punch, but Earthquake/Bonemerang will be hitting for full damage. It's useful for catching Fighting Types switching into predicted Rock Moves, but that's about it.

Facade - Gets special mention for the fact that its new mechanics allow Marowak to still be a threat to nonGhost types if its Burned. Rocks and Steel types are still threatened by Ground STAB, most of them anyway.

Substitute - As I mentioned before, Marowak is a one trick pony, and because of this, is easy to mix things up to catch opponents off guard. Pop a Substitute on a pokemon expecting a Fighting Move like Brick Break or Low Kick, switch into their Sableye, only for Marowak to be nice and safe behind a Sub. Only vulnerable to sound based moves and Infiltrator Will o Wisps, but no one ever uses the latter.

Power-Up Punch - Again, useful for hitting things on the switch, only here the consequences are lighter as a single hit will still boost Marowak's Atk to worrying levels. If Marowak is behind a Sub, that's even better.

Iron Head - This is one of Marowak's weapons for the new Fairies in the game, but very few of them are any more threatened from this attack than they are from Earthquake/Bone Club. Togekiss maybe.

Knock Off - It's Marowak's best answer to Ghost types who are seldom threatened by his STABs and coverage, like Dusclops and Cofagrigus. Otherwise Marowak has Fling and Thief, and we both know why either of those moves won't do.

Thunderpunch - A reasonably good attack for Marowak in response to bulky waters that aren't part Ground. If Marowak gets the first hit with this move, good. But realistically, Marowak should be anywhere near Water types.


And finally, something for Marowak users to consider. It's not a big deal, and entirely optional, but should not be disregarded when using Marowak.

Marowak should have a partner with Justified. Why? Marowak, being the one trick pony he is, attracts Knock Off users like flies to honey. A single Knock off can really cripple Marowak badly, as well as Trick and Thief but Knock Off more than ever thanks to its buffed effects. Having a Justified switch in when you're expecting Knock Off against Marowak let's you play mind games, in that if your opponent sees a Justified boost, they'll think twice, or maybe three times, whether or not they want to hit Marowak with Knock off and giving a threat a boost. Cobalion, Terrakion, and Lucario are ideal pokemon for this role, Cobalion having the most defense of the Justified users, Terrakion for sheer fear, and Lucario for his vast array of priority moves to take advantage of.
 

Kraleck

Well-Known Member
Marowak should have a partner with Justified. Why? Marowak, being the one trick pony he is, attracts Knock Off users like flies to honey. A single Knock off can really cripple Marowak badly, as well as Trick and Thief but Knock Off more than ever thanks to its buffed effects. Having a Justified switch in when you're expecting Knock Off against Marowak let's you play mind games, in that if your opponent sees a Justified boost, they'll think twice, or maybe three times, whether or not they want to hit Marowak with Knock off and giving a threat a boost. Cobalion, Terrakion, and Lucario are ideal pokemon for this role, Cobalion having the most defense of the Justified users, Terrakion for sheer fear, and Lucario for his vast array of priority moves to take advantage of.

Anything that can get rid of Thick Club is a HUGE check to Marowak. Pickpocket Ability, while rare, can make Marowak think twice about a few Moves it can use, but many of Marowak's Moves don't make Contact. Embargo, while equally rare, might also have use due to its lack of predictability since it's so rare, but only neutralizes Thick Club temporarily.
 
Anything that can get rid of Thick Club is a HUGE check to Marowak. Pickpocket Ability, while rare, can make Marowak think twice about a few Moves it can use, but many of Marowak's Moves don't make Contact. Embargo, while equally rare, might also have use due to its lack of predictability since it's so rare, but only neutralizes Thick Club temporarily.

Uhh.... It's not rare, it's nonexistant. Anything that has an ability other than pickpocket will use it, including Weavile, since Weavile relies on a Life Orb to deal damage. You're not gonna find that ability in any serious competitive play. Embargo is just simply for in game so the elite four stop using this damn full restores. No one is gonna use Embargo in competitive unless they have no idea of how to play the game.
 
Marowak @ Thick Club
Trait: Battle Armor
Brave Nature
EVs: 252 HP / 252 Atk / 4 Def
- Bonemerang
- Rock Slide
- Knock Off/Iron Head
- Ice Punch

A pretty basic Marowak to be paired with a Trick Room user. Rock Slide hits Charizard and Talonflame while Ice Punch is primarily for Dragons, but also keeps Marowak from being completely defenseless against Grass-types. Knock Off prevents Mons like Slowbro from completely walling Marowak and is often a safe option when you are anticipating a switch. Alternatively, Iron Head could be used over Knock Off to help take care of Fairies (I feel that Knock Off is useful in more situations than Iron Head though).
 

Electrolled

Well-Known Member
Uhh.... It's not rare, it's nonexistant. Anything that has an ability other than pickpocket will use it, including Weavile, since Weavile relies on a Life Orb to deal damage. You're not gonna find that ability in any serious competitive play. Embargo is just simply for in game so the elite four stop using this damn full restores. No one is gonna use Embargo in competitive unless they have no idea of how to play the game.

But there's Knock Off, which is very existent. It's everywhere and that would be a huge check to Marowak.
 
But there's Knock Off, which is very existent. It's everywhere and that would be a huge check to Marowak.

I wasnt talking about Knock Off. I was talking about the things that guy brought up. I know Knock Off is everywhere.

I would post a set, but literally every competent person who posted here chose the right one. But just in case:

Marowak @ Thick Club
Adamant Nature
Rock Head
EVs: 252 HP / 252 Atk / 4 Spe
-Bonemerang
-Stone Edge
-Double Edge
-Thunder Punch

Set is simple: max HP and attack investment allows him to hit hard, while having decent bulk. Bonemerang is chosen over Earthuake because it is able to break Substitutes and hit through Sturdy. 90% is good enough for this role. Stone Edge is for the infamous EdgeQuake combo, while Double Edge is to abuse Rock Head and get coverage against the Grass/Fighting types that resist Edgequake. Thunder Punch is for flying and water types.
 
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Mestorn

Wandering Battler
Doubles Pros and Cons

Pros
-Spectacular Earthquakes and Rock Slides
-Good Synergy with Trick Room
-Resists Rock Slide

Cons
-Surf and Blizzard bait
 
To be honest, being able to wipe that smug grin off of Boo-Boo Keys' face when it thinks it's safe behind a Substitute is probably more than enough satisfaction to compensate for a 10% chance to miss.

Oh yeah, and I guess being able to OHKO Deoxys-S through its Focus Sash and break other random Substitutes is cool too. But it's mostly about sticking it to SwagKeys.
 
Why is everyone posting Bonemerang? Is breaking Substitutes really worth 10% less accuracy? Who's Substitutes are you breaking besides like, Klefki's?

To be 100% honest, 90% Accuracy is more than enough of a trade off to break subs. As Jesusfreak said, Kalefki is the most notable one, but there will always be others. Breaking sashes on leads is always nice, such as Deoxys S and Galvantula.

It's the exact same Reason why Garchomp runs Dual Chop every once and a while, but Bonemerang is much more powerful.
 

Kraleck

Well-Known Member
To be 100% honest, 90% Accuracy is more than enough of a trade off to break subs. As Jesusfreak said, Kalefki is the most notable one, but there will always be others. Breaking sashes on leads is always nice, such as Deoxys S and Galvantula.

It's the exact same Reason why Garchomp runs Dual Chop every once and a while, but Bonemerang is much more powerful.

Plus, if you have been routed by Substitute, Sturdy, and Focus Sash for long enough, you make sure it never becomes a problem again. I'm a little bit scarred psychologically by Substitute if all of you couldn't tell by now.
 

What does the Dephox say?

Ring-ding-ding-di...
To be honest, being able to wipe that smug grin off of Boo-Boo Keys' face when it thinks it's safe behind a Substitute is probably more than enough satisfaction to compensate for a 10% chance to miss.

Oh yeah, and I guess being able to OHKO Deoxys-S through its Focus Sash and break other random Substitutes is cool too. But it's mostly about sticking it to SwagKeys.

Which brings up something I never considered. Does Foul Play copy Thick Club's offensive boost?
 

sbktdreed

Veteran Trainer
Battle Armor w/ Thick Club
Adamant w/ 252 Attack, 130 Defense, 128 Sp Defense
Bonemerang/Earthquake
Smack Down
Brick Break/Power-Up Punch
Aerial Ace/Iron Head/Swords Dance/Fire Punch

Countering
High Defense & Sp Attack with Water/Grass/Ice-Type like Energy Ball Cofagrigus, Tangrowth, Slowbro, Glaceon, Wash/Mow Rotom, or Gorebyss.
 
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Hodelaus

New Member
Alright, here's my shot at making an interesting Marowak set.

Is this guy a Bonehead?
Marowak
Assault Vest
Sassy/Careful nature
Rock head
252 Sp. Def/252 HP/4 Atk/
~Bonemerang
~Double Edge
~Ice Punch/Ice Beam
~Knock Off

This set is more of an intimidation set than anything else. Normally you'd expect a Marowak to be Physical, both offensively and defensively, but a specially defensive Marowak will leave your opponent puzzled and scared of what you will do next. "could he be running a Choice Specs Blissey? a defensive Rampardos? or perhaps even a physical gengar?" while those might not be the actual thoughts running through their mind, they will be more cautious of what you will do next, and might just lose confidence in their ability to predict you.

Just to show that Marowak does have the special bulk needed for this set to be viable for this purpose, here are a few damage calculations:
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252+ SpD Assault Vest Marowak: 144-170 (44.4 - 52.4%) -- 18.8% chance to 2HKO
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Marowak: 177-208 (54.6 - 64.1%)
-2 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Marowak: 88-105 (27.1 - 32.4%) Draco Meteor from a Specs Latios is not even a 2HKO
4 SpA Gastrodon Scald vs. 252 HP / 252+ SpD Assault Vest Marowak: 90-108 (27.7 - 33.3%) -- 0% chance to 3HKO
252+ SpA Gengar Energy Ball vs. 252 HP / 252+ SpD Assault Vest Marowak: 120-142 (37 - 43.8%) -- guaranteed 3HKO


You should run Sassy nature if you choose Ice Beam over Ice Punch, or if you're planning to use the Marowak in a Trick Room team. Otherwise, go for the Careful one.
While Ice Punch might seem to be the better option at first, Ice Beam could come in handy against physical walls.

Don't expect your Marowak to put in some serious offensive work if you run this set, unless you have a Baton Passer on your team.
 

KillerDraco

Well-Known Member
Alright, here's my shot at making an interesting Marowak set.

Is this guy a Bonehead?
Marowak
Assault Vest
Sassy/Careful nature
Rock head
252 Sp. Def/252 HP/4 Atk/
~Bonemerang
~Double Edge
~Ice Punch/Ice Beam
~Knock Off

See, here's my problem with Assault Vest Marowak; aside from using Knock Off to annoy by removing an item, what does it really accomplish? It can't really threaten anything in return, and can end up being setup bait for a lot of Pokemon, especially Mega Evolutions who don't really have to worry about losing their item to Knock Off.

It's creative for sure, but unlike things like Conkeldurr, Tyranitar, Metagross, etc, it lacks the natural power to abuse Assault Vest; it's not just about the special defense, its users need to have enough power to ensure things are still threatened by them, since the lack of support moves means a lot of things can attempt to set up with impunity. Without Thick Club, it's stuck with its meager base 80 attack, which will just sort of tickle things rather than forcing them out.

"could he be running a Choice Specs Blissey? a defensive Rampardos? or perhaps even a physical gengar?"

Nobody legitimately worries about any of those things. Yeah, people won't expect them, but at the same time, they're all so gimmicky and outclassed that people don't need to worry about them.
 
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