Marowak @ Thick Club
Trait: Battle Armor
EVs: 252 HP / 252 Atk / 4 Def
- 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).
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Seriously, this guy HAS to learn rock polish soon, it's just not fair.
I would post a set, but literally every competent person who posted here chose the right one. But just in case:
Marowak @ Thick Club
EVs: 252 HP / 252 Atk / 4 Spe
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.
Last edited by Clone™; 28th March 2014 at 1:44 AM.
Doubles Pros and Cons
-Spectacular Earthquakes and Rock Slides
-Good Synergy with Trick Room
-Resists Rock Slide
-Surf and Blizzard bait
I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.
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Why is everyone posting Bonemerang? Is breaking Substitutes really worth 10% less accuracy? Who's Substitutes are you breaking besides like, Klefki's?
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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.
It's the exact same Reason why Garchomp runs Dual Chop every once and a while, but Bonemerang is much more powerful.
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Battle Armor w/ Thick Club
Adamant w/ 252 Attack, 130 Defense, 128 Sp Defense
Brick Break/Power-Up Punch
Aerial Ace/Iron Head/Swords Dance/Fire Punch
High Defense & Sp Attack with Water/Grass/Ice-Type like Energy Ball Cofagrigus, Tangrowth, Slowbro, Glaceon, Wash/Mow Rotom, or Gorebyss.
Last edited by sbktdreed; 29th March 2014 at 6:50 AM.
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Alright, here's my shot at making an interesting Marowak set.
Is this guy a Bonehead?
252 Sp. Def/252 HP/4 Atk/
~Ice Punch/Ice Beam
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.
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.
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As i stated in the first post, it is basically there to instill the fear of unpredictability in your opponents, and make them doubt their ability to predict you. With a single perfect prediction/misprediction being all it takes to turn the tides of a battle quite often, this "sacrificial" 'mon may just be worth it.Originally Posted by KillerDraco
It has just enough special bulk to be viable in my eyes, but hey, to each their own.
As for being setup bait: yeah, that might be a minor problem, but there are ways to work around setups with the other pokés in your team. Red Card, Punishment, Roar, Psych up, etc. too bad marowak can't learn Punishment or Dragon Tail.
Also, the Blissey, Rampardos and Gengar were just the first things that came to mind when i was thinking about what would be surprising to encounter, and should just be taken as examples. which is why i wrote "while those might not be the actual thoughts running through their mind" next to it.
Last edited by Hodelaus; 30th March 2014 at 6:19 AM.
To be frank, Thick Club is the single greatest reason that Marowak is ever used anywhere, even in NU. Without Thick Club, Marowak becomes a terribly mediocre Pokemon due to its disappointing Atk stat and very low speed. It's pretty much completely worse than Sandslash, if that was even possible. Sandslash has more power, more speed, more physical bulk, and Rapid Spin for additional utility, while Marowak doesn't really do much besides switching into attacks moderately well while hitting pretty softly. If you want a bulky NU Ground-type for an Assault Vest set, you'd be better off with something like Golurk. Besides having a bit less physical bulk, Golurk is far better with its much greater Atk stat, better special bulk, slightly better speed, and handful of extra resistances/immunities thanks to its secondary Ghost-type. If there's one thing that Marowak has that sets it apart, it's its incredible power when holding its signature item. So yeah, Thick Club or bust.
Thing is, this is neither a Sandslash nor a Golurk discussion topic, and i got bored by seeing thick clubs everywhere, so i decided to think outside the box. And once i'm done with Layton vs Wright and Ground Zeroes, i'm actually planning to breed a Marowak for Assault Vest purposes just to try it out. Because theory is one thing, and i'd like to try it out to see if it will work like i intend for it to do.