Marowak #105
HP: 60
Atk: 80
Def: 110
SpA: 50
SpD: 80
Spe: 45
Atk: 80
Def: 110
SpA: 50
SpD: 80
Spe: 45
PHP:
[LEFT]Level-Up Moves
-- Bone Club
-- Growl
-- Headbutt
-- Tail Whip
Lv3 Tail Whip
Lv7 Bone Club
Lv11 Headbutt
Lv13 Leer
Lv17 Focus Energy
Lv21 Bonemerang
Lv23 Rage
Lv27 False Swipe
Lv33 Thrash
Lv37 Fling
Lv43 Bone Rush
Lv49 Endeavor
Lv53 Double-Edge
Lv59 Retaliate
Machine Moves
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM17 Protect
TM21 Frustration
TM23 Smack Down
TM26 Earthquake
TM27 Return
TM28 Dig
TM31 Brick Break
TM32 Double Team
TM35 Flamethrower
TM37 Sandstorm
TM38 Fire Blast
TM39 Rock Tomb
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM54 False Swipe
TM56 Fling
TM59 Incinerate
TM67 Retaliate
TM68 Giga Impact
TM71 Stone Edge
TM75 Swords Dance
TM78 Bulldoze
TM80 Rock Slide
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM04 Strength
Egg Moves
AncientPower
Bully Drum
Chip Away
Detect
Double Kick
Endure
Iron Head
Perish Song
Screech
Skull Bash
Gen IV Tutor Moves
(Pt/HG/SS) Earth Power
(Pt/HG/SS) Endeavor
(Pt/HG/SS) Fire Punch
(Pt/HG/SS) Fury Cutter
(Pt/HG/SS) Icy Wind
(Pt/HG/SS) Iron Defense
(Pt/HG/SS) Knock Off
(Pt/HG/SS) Mud-Slap
(Pt/HG/SS) Outrage
(Pt/HG/SS) Snore
(Pt/HG/SS) ThunderPunch
(Pt/HG/SS) Uproar
(HG/SS) Headbutt
(HG/SS) Low Kick
[/LEFT]
Marowak -> Double Battles
->Standard non-TR<-
Marowak @ Thick Club
ADAMANT
+Lightningrod+
4 HP / 252 Atk / 252 Spe
-Earthquake
-Rock Slide
-Fire Punch
-Protect
ADAMANT
+Lightningrod+
4 HP / 252 Atk / 252 Spe
-Earthquake
-Rock Slide
-Fire Punch
-Protect
Marowak joins the ranks of Ground-type Pokemon with stupendous Atk (or "effective" Atk) and poor SpA, and a very colorful Special movepool. However, Marowak is numb to this irony because of its very, very integral species-exclusive held item, the Thick Club. Unfortunately for Marowak, its BST is fairly wretched, and one of the stats that takes the hard blow is its Spe. In Singles this was a much bigger problem, since Marowak had no way of increasing its Spe without the aid of a Baton Pass chain, but in Doubles, with skillful use of its partner, the player can adapt to these Spe difficulties.
There are a number of ways to do this. The player can increase his team's speed with Tailwind, or lower the opponent's team's speed with Icy Wind or Thunder Wave-spam (The latter of which requires a change in Marowak's ability due to legality issues), or through Trick Room (Which at the moment has its own set)
There are several different users of these moves that can do so without incurring friendly fire, namely Earthquake. Cresselia, Latios, and Latias all Levitate and can use Icy Wind effectively due to high offensive or defensive stats or, in Latias's case, both. Thundurus, Zapdos, and Murkrow all effectively use Thunder Wave, Murkrow and Thundurus in particular due to Prankster. Zapdos is easily the bulkiest of the three though, and as a result may get more mileage out of Thunder Wave overall. Tornadus and Murkrow learn Tailwind. In addition, any Pokemon can be "immune" to Earthquake via the Air Balloon if you are willing to risk that it may be hit by an enemy attack during the turn it uses one of the aforementioned moves.
There are a few other options for Marowak. If you can't do what you want without Thunder Wave, you can switch Lightningrod for Rock Head, and switch in Double-Edge from Fire Punch if you aren't afraid of Bronzong (Which, as far as I've seen, is much, much less common than last gen). Last, if you fear that Earthquake will hit you too often, you can use Bonemerang, which hits for 75 damage twice after STAB with 90% accuracy, enough power to KO about any common Sasher that doesn't resist it or isn't immune to it. Bulldoze is also an option for slowing down the foe, and works with Marowak's common use of Protect in synch with the setup Pokemon's move, but it has the glaring Ground-type so often nullified, which I feel doesn't make up for its accuracy over the comparable Icy Wind, void of immunities.
The EVs are basic for Tailwind and Icy Wind, but they can be different if you're running Thunder Wave (as can the ability). Jolly can also be chosen as a nature if you want to beat certain numbers before or after Marowak's partner changes the speed of either team (if Marowak's partner is intended to do that at all), but as when all other things are equal Adamant is preferred, and as this is an "all other things equal" general set, Adamant is chosen here.
-----------------------------
This is still a WIP. I need to know, for one, if y'all think there is enough difference in a Trick Room set (0 Spe IV, BRAVE nature, possibly different EVs) to write it out, or just include it as the "other means" to getting Marowak in a position of speed dominance. As usual, if I made any factual mistakes please tell me right away, even if you aren't sure that I'm wrong. Also, if you have differing thoughts on how Marowak is or should be used, tell me that as well. The best possible thing is for this thread to be aflame with thoughts and experiences, not a ghost-thread void of conversation.
There are a number of ways to do this. The player can increase his team's speed with Tailwind, or lower the opponent's team's speed with Icy Wind or Thunder Wave-spam (The latter of which requires a change in Marowak's ability due to legality issues), or through Trick Room (Which at the moment has its own set)
There are several different users of these moves that can do so without incurring friendly fire, namely Earthquake. Cresselia, Latios, and Latias all Levitate and can use Icy Wind effectively due to high offensive or defensive stats or, in Latias's case, both. Thundurus, Zapdos, and Murkrow all effectively use Thunder Wave, Murkrow and Thundurus in particular due to Prankster. Zapdos is easily the bulkiest of the three though, and as a result may get more mileage out of Thunder Wave overall. Tornadus and Murkrow learn Tailwind. In addition, any Pokemon can be "immune" to Earthquake via the Air Balloon if you are willing to risk that it may be hit by an enemy attack during the turn it uses one of the aforementioned moves.
There are a few other options for Marowak. If you can't do what you want without Thunder Wave, you can switch Lightningrod for Rock Head, and switch in Double-Edge from Fire Punch if you aren't afraid of Bronzong (Which, as far as I've seen, is much, much less common than last gen). Last, if you fear that Earthquake will hit you too often, you can use Bonemerang, which hits for 75 damage twice after STAB with 90% accuracy, enough power to KO about any common Sasher that doesn't resist it or isn't immune to it. Bulldoze is also an option for slowing down the foe, and works with Marowak's common use of Protect in synch with the setup Pokemon's move, but it has the glaring Ground-type so often nullified, which I feel doesn't make up for its accuracy over the comparable Icy Wind, void of immunities.
The EVs are basic for Tailwind and Icy Wind, but they can be different if you're running Thunder Wave (as can the ability). Jolly can also be chosen as a nature if you want to beat certain numbers before or after Marowak's partner changes the speed of either team (if Marowak's partner is intended to do that at all), but as when all other things are equal Adamant is preferred, and as this is an "all other things equal" general set, Adamant is chosen here.
-----------------------------
This is still a WIP. I need to know, for one, if y'all think there is enough difference in a Trick Room set (0 Spe IV, BRAVE nature, possibly different EVs) to write it out, or just include it as the "other means" to getting Marowak in a position of speed dominance. As usual, if I made any factual mistakes please tell me right away, even if you aren't sure that I'm wrong. Also, if you have differing thoughts on how Marowak is or should be used, tell me that as well. The best possible thing is for this thread to be aflame with thoughts and experiences, not a ghost-thread void of conversation.