Doubles Alolan Marowak

Sylveon.

Penny saved is still a fucking penny
It's been a month since my last nudge so I'm being pretty lenient here, but in the next week please either write this or give me some sort of reason you can't now but will soon. Otherwise I'm going to have to reassign this.
Written
 

talkingtree

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  • [General] Remove all mentions of Jirachi and replace them as you see fit - if there are any places where you aren't sure what to do, just let me know!
  • [Overview] Easily worn down thanks to Flare Blitz recoil, so even physical bulk isn't all that impressive
  • [Set] Modest Tapu Lele isn't very common since LO and Scarf sets run Timid, so change the set to 252 HP / 252 Atk / 4 SpD; Brave and put the current spread in set details
  • [Moves] It should be clear here why Shadow Bone is the main STAB despite being weaker on a neutral ally (because it lacks recoil and has a less-resisted offensive typing)
  • [Set Details] Brave nature and 0 Spe IVs to underspeed the most foes possible in Trick Room
  • [Usage Tips] Change Necrozma to Bronzong, as the former is nearly irrelevant
  • [Usage Tips] Keep in mind that Lightning Rod still works while using Protect, and don't use Electric-type moves while it's on the field
  • [Team Options] Necrozma is not a good suggestion, Hoopa-U or Porygon2 would be better since the former appreciates especially Low Kick variants for their handling of Tyranitar and the latter beats Landorus-T and Salamence whose Intimidate is annoying
  • [Other Options] Stone Edge doesn't sound good to me, Flare Blitz already KOes no bulk Zard Y and Shadow Bone has a good chance to as well. Also, Gyarados and Mega Salamence are 2HKOed by both Shadow Bone and Stone Edge so you're better off just using Shadow Bone to avoid missing. Take it out please.
  • [Checks and Counters] Mega Salamence is actually 2HKOed by Shadow Bone most of the time, whether it switches in pre-Mega for Intimidate or is already Mega Evolved, so clarify that it's not quite as strong a check as you originally said
  • [Checks and Counters] Tyranitar and Hydreigon both have to fear Low Kick, which is slashed on the set and is thus worth noting.
Do all of these and I'll give it one last look through before stamping!
 

talkingtree

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Okay darksylvion since it's been a really long time, I'm locking and moving this thread. If you decide you'd like to finish this up let me know and I'll move it back.
 

Sylveon.

Penny saved is still a fucking penny
talkingtree
Edited most of the changes, tho I still kept mega-mence as a check since bulky variants which are decently popular still avoid the 2hko post intimidate
 

talkingtree

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  • [Set] Low Kick should probably be first slash - Sub Heatran isn't really a set anymore and it beats non-Sub variants, Tyranitar (which is bigger than when this was first being worked on), and Hydreigon (which resists or is immune to the other three attacks listed on the set), while hitting Snorlax really hard without worrying about the recoil of Flare Blitz.
  • [Moves] Move Low Kick sentence before Bonemerang and update reasoning with some of the things I said
  • [Set Details] 0 Spe IVs helps it move first in Trick Room, underspeeding Aegislash and OHKOing it with Shadow Bone before being hit by Shadow Ball
  • [Usage Tips] Switch in to protect allies from Electric-type moves, but do so cautiously
  • [Team Options] While mentioning Water-types, throw in a Tapu Fini mention - SwagPulse support and the ability to beat Lando-T/Mega Salamence is pretty helpful and it appreciates a check to Electric- and Grass-types
  • [Other Options] Add Thunder Punch - it hits Water-types like Fini + Milotic that can tank a couple of Shadow Bones, 2HKOing both where Shadow Bone fails.
  • [Checks and Counters] Remove the **Faster Pokemon** tag, it's mostly meant for frail fast-ish Pokemon that can't afford to take a hit before they deal one out.
  • [Checks and Counters] This is nitpicky, but saying "unique typing" isn't technically correct in reference to Hydreigon since Guzzlord exists, just edit the phrasing a little bit
  • [Checks and Counters] Under **Intimidate**, list a couple of examples - I'd say Scrafty and Lando-T are the best, dealing significant damage to Marowak and taking one attack pretty easily.
Good work on this, take QC 2/2 and send it off to GP once implemented!
 

Fireflame

Silksong when
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darksylvion

Hey,

This hasn't been checked for almost a whole month, and for good reason. Several GPers have looked at this analysis and agreed that it would be quite the hassle to check it the way it is right now. I highly suggest that you go over this analysis to make it more acceptable for the GP team.
  • The majority of the errors here could be fixed if you proofread your work using the Spelling and Grammar Standards. Using the standards, almost all of your Pokemon-derived terms could be fixed. Glancing at the analysis, there are many of these Pokemon terms to correct; all of which you can do just using the standards.
    • Pokemon, abilities, types, and moves are capitalized. I see "flare blitz", "lightning rod", "pokemons", and "fairy", when they're supposed to be "Flare Blitz", "Lightning Rod", "Pokemon", and "Fairy". These should be fixed before moving to GP because it's very easy to do on your own time, and writers should have done this by now.
    • Some of the Pokemon's names are misspelled. It isn't "Marowak-Alola" or "Marowak-A". It is "Alolan Marowak". Other Pokemon like "Landorus-Therian" and "Hoopa-Unbound" are not supposed to be written like that. While this is easy for any GPer to correct, when the main Pokemon in the analysis is spelled wrong every time, it's very painstaking and annoying to fix. Again, these two things, among others, can be fixed by looking at the standards.
  • You have hyphens in the Checks and Counters section when they should be colons. For example, it reads [**Intimidate** -] when it should be [**Intimidate**:] (the brackets are there visually for you to see the difference; not supposed to be there in the analysis)
  • Put spaces after your commas. "Normal,Fighting,etc." isn't acceptable. You need to have spaces after your commas. "Normal, Fighting, etc."
  • A couple of the sentences seem messy, confusing, and stretched out. For example:
Shadow Bone is the primary STAB even with it's average base power because it lacks recoil and Ghost being a better offensive typing.
This sentence is just messy all around, so you should reread sentences like these and fix them so they make more sense.

When you feel like you finished proofreading, tag me when you're done and either I or another GP member will check it soon. If you have any questions/concerns, you can PM me or any other GP member. Or, you can ask on our Discord channel, of which the link is provided in the Grammar-Prose Team Queue. Thank you for your understanding and cooperation.
 
Last edited:
This hasn't been checked for almost a whole month, and for good reason. Several GPers have looked at this analysis and agreed that it would be quite the hassle to check it the way it is right now.
Challenge accepted!
[OVERVIEW]

Alolan Marowak-Alola possesses a decent offensive typing and a signature item in Thick Club that doubles it's Attack stat, (AC) which along with it's (RA) low Speed, (AC) makes it a really strong Trick Room attacker. It boasts a total of three immunities - (RH) — (AMD) Normal,_Fighting, (AC) and Electric (due to it's ability Lightning Rod) — (AMD) and useful resistances to Fairy,_Grass,_and Steel. This allows it, (AC) allowing Alolan Marowak to fare pretty well against plenty of common meta-game threats like, (AC) including Tapu Koko, Celesteela, (AC) and Tapu Bulu. It's A great ability in Lightning Rod allows it Alolan Marowak to support team-mates (RH) like Water-types and Celesteela by drawing all Electric-type (AH) moves towards it. However, it Alolan Marowak's good physical bulk is let down by poor special bulk and low Speed and which, when coupled with Flare Blitz recoil, thus making it makes Alolan Marowak prone to getting worn down easily. Along with that, it's typing defensively Alolan Marowak's typing grants it lots of common weaknesses in Water, Ghost, Ground, Rock, (AC) and Dark, (AC) allowing common Pokemons like Hoopa-Unbound, Landorus-Therian, Milotic, and Volcanion to threaten it outside of Trick Room.

[SET]
name: Trick Room Attacker
move 1: Shadow Bone
move 2: Flare Blitz
move 3: Low Kick / Bonemerang
move 4: Protect
item: Thick Club
ability: Lightning Rod
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Speed

[SET COMMENTS]
Moves
========

Shadow Bone is the primary STAB even with move despite it's average Base Power because it lacks recoil and Ghost being a better offensive typing. It also hits the common psychic types of the tier super-effectively with a chance to reduce the Defense stat of the target. has great coverage. (does not add anything useful) Flare Blitz is the strongest attack of the set and; (ASC) it is able to achieve feats like 1OHKOing Celesteela, though it is accompanied by the nasty recoil effect. Low Kick scores a KO on Tyranitar, (AC) which resists both of it Alolan Marowak's STAB moves, (AC) and has the added advantage of hitting Snorlax harder without worrying about Flare Blitz recoil. Bonemerang is also another an optionthat allowing allows Alolan Marowak-Alola to break past Substitute Heatran. Protect allows Alolan Marowak-Alola to scout for moves and, (AC) most importantly, (AC) allows another team-mate (RH) to set up Trick Room for it, (AC) allowing Alolan Marowak to safely attack next turn.

Set Details
=======

Thick Club double raises it's Alolan Marowak's otherwise ('otherwise' is optional) mediocre Attack stat to terrifying levels. The EV spread 252 Attack EVs allows it Alolan Marowak to get off maximum amount of damage in Trick Room turns while the rest goes into HP allowing it to take Flare Blitz recoil better. Lightning Rod is the preferred ability which allows Alolan Marowak-Alola to support it's (RA) team-mates (RH) by drawing all Electric-type moves to itself.

Usage Tips
========

Alolan Marowak-Alola is best used as an attacker inside Trick Room, (AC) since it destroys common walls like Celesteela, Bronzong and Cresselia as well as dentsing a significant portion of the meta-game by with only it's STABs only moves (RH) due to it's huge Attack stat. Even though it Alolan Marowak boasts of 3 immunities, but due to it's low Special bulk Defense, it should only be pivoted into predicted Electric-type attacks or into Pokemons it is supposed to counter like Tapu Koko due to its immunity to Electric-type attacks and resistance to Fairy-type attacks. Usage of Protect is recommended outside of Trick Room, as it allowing allows an ally to successfully set up Trick Room. Inside Trick Room, Alolan Marowak-Alola should try to spam it's (RH) STAB moves as much as it can, (RC) because very few Pokemon resist it's STABs them and the ones that do can be picked off using appropriate coverage.

Team Options
========

Since the this set focuses on working inside Trick Room, reliable setters like Bronzong or and Hoopa-Unbound are mandatory. Both of them (RP); (ASC) Bronzong and Hoopa-U in particular benefit from Low Kick variants of Alolan Marowak-Alola which tend, as it is able to lure and kill KO Tyranitars. Strong Grass-types (AH) like Shaymin-Sky, Kartana, (AC) and Tapu-_Bulu (RH) are considered good partners, (AC) as they break through opposing bulky Water-types. (RP); (ASC) Tapu Bulu here deserves a special mention due to it's having slow Speed allowing it to be used inside Trick Room, (RC) while also providing Grassy Terrain which provides Alolan Marowak-Alola with some much needed recovery as well as halving the damage from Earthquakes for all grounded pokemon (non-grounded Pokemon are immune to Earthquake anyway). Generally Milotic serves as a good team-mate (RH) due to it's ability to deter Pokemons that having have Intimidate as their ability from switching in (how?) whereas Alolan Marowak-Alola deals with the Electric types- (AH) and Grass-types which (AH) that threaten Milotic. Also because Volcanion is also rather an unique threat Gastrodon makes a good partner too, drawing all the water moves towards itself. Tapu Fini also serves as a decent partner supporting Marowak-Alola by Alolan Marowak with Heal Pulse and Swagger, allowing it Alolan Marowak to get past usual counters like Mega-_Salamence (RH). Psychic-type (AH) attackers (such as...) appreciate Alolan Marowak-Alola's ability to break Steel-types such as Metagross and Celesteela. Tapu Lele synergizes especially well with Alolan Marowak-Alola, as it breaks Dark-types (such as...) with its STAB (optional) Fairy-type moves.

[STRATEGY COMMENTS]
Other Options
========

Though Alolan Marowak-A appreciates being a Trick Room attacker, a set with maximum Speed can be run too under Tailwind to out-speed threats like Tapu Koko, but doing so causes Alolan Marowak to loses a considerable amount of bulk in doing so. Will-o-Wisp is a good utility option which that allows it Alolan Marowak to punish switch-ins like Landorus-Therian, Gyarados, (AC) and Salamence whoich otherwise can take a hit due to Intimidate, (AC) but it Alolan Marowak misses out on important coverage in doing so running it. Thunder Punch is a good option too, since it allows Alolan Marowak-Alola to cleanly 2HKO Tapu Fini while Shadow Bone fails to do so. Rock Head is a viable option as it's ability if your team isn't weak to Electric-type moves, as it allows Alolan Marowak-Alola to avoid the nasty recoil effect of Flare Blitz, making it Flare Blitz more spammable while increasing it's Alolan Marowak's longevity in Trick Room turns.

Checks and Counters
===================

**Bulky Water-types (AH)** - (RH): (Add Colon) Most bulky Waters like-types, (AC) such as Tapu Fini and Milotic, (AC) easily beat Alolan Marowak-Alola 1v1 due to their bulk and superior Speed. Though (RP); (ASC) however, (AC) Milotic has to be careful under Trick Room as Shadow Bone has a chance to 2HKO.

**Mega- Salamence** - (RH): (Add Colon) Bulky Mega-_Salamence (RH) sets can take on Alolan Marowak-Alola due to their extremely good physical bulk and access to Pre-Mega Evolution Intimidate.

**Rain** - (RH): (Add Colon) Rain teams pretty much make Alolan Marowak-Alola a essentially dead-weight on the field (where else?), (AC) since it Alolan Marowak's strongest attack, (AC) Flare Blitz, (AC) is weakened and most sweepers out-speed it outside Trick Room and easily KO it. (RP); (ASC) Though however, (AC) all of them take considerable amount of damage from Shadow Bone if inside Trick Room. (how does the stuff I italicized relate to rain teams in particular?)

**Tyranitar and Hydreigon** - On (RH): (Add Colon) Tyranitar and Hydreigon, (AC) by the virtue of their typing, both of them can freely switch into any of Alolan Marowak-Alola's STAB attacks and proceed to KO it in return. Though both of (RP); (ASC) however, (AC) them they have to be careful of Low Kick variants.

**Intimidate** -(RH): (Add Colon) Intimidate users like Landorus-Therian and Scrafty can easily 1v1 Alolan Marowak-Alola due to their ability to take a hit post attack drop from it (obviously, we are talking about Intimidate users here) and KO in return.

In all seriousness, I hope this helps.
 
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frenzyplant

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2/2 :)

add remove (comments)

[OVERVIEW]

Alolan Marowak possesses a decent offensive typing and a signature item in Thick Club that doubles its Attack stat, which along with its low Speed, (remove comma) makes make it a really strong Trick Room attacker. It Alolan Marowak also boasts a total of three immunities—Normal, Fighting, and Electric due to Lightning Rod)(remove parenthesis and spaces around the dashes)—and useful resistances to Fairy, Grass, and Steel, allowing Alolan Marowak it to fare pretty well against plenty of common metagame threats, including Tapu Koko, Celesteela, and Tapu Bulu. A great ability in Lightning Rod allows Alolan Marowak to support teammates like Water-types and Celesteela (Celesteela isn't mentioned in team options) by drawing all Electric-type moves towards it. However, Alolan Marowak's good physical bulk is let down by poor special bulk and Speed, (comma) which, when coupled with Flare Blitz recoil, makes make Alolan Marowak prone to getting worn down easily when coupled with Flare Blitz recoil. Along with that, defensively Alolan Marowak's typing grants it lots of common weaknesses in Water, Ghost, Ground, Rock, and Dark, allowing common Pokemon like Hoopa-U, Landorus-T, Milotic, and Volcanion to threaten it outside of Trick Room. (the first two in this list are not mentioned in checks and counters)

[SET]
name: Trick Room Attacker
move 1: Shadow Bone
move 2: Flare Blitz
move 3: Low Kick / Bonemerang
move 4: Protect
item: Thick Club
ability: Lightning Rod
nature: Brave
evs: 252 HP / 252 Atk / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Shadow Bone is the primary STAB move despite its average Base Power because it lacks recoil and has great coverage. Flare Blitz is the strongest attack of the set; it is able to achieve feats like OHKOing Celesteela, though it is accompanied by the nasty recoil effect. Low Kick scores a KO on Tyranitar, which resists both of Alolan Marowak's STAB moves, and has the added advantage of hitting Snorlax harder hard (Snorlax is immune to Shadow Bone) without worrying about Flare Blitz's recoil. Bonemerang is an option that allows Alolan Marowak to break past Substitute Heatran. Protect allows Alolan Marowak to scout for moves and, most importantly, allows another teammate to set up Trick Room, allowing Alolan Marowak to safely attack the next turn.

Set Details
=======

Thick Club raises Alolan Marowak's otherwise mediocre Attack stat to terrifying levels. 252 Attack EVs allow Alolan Marowak to get off deal the maximum amount of damage in Trick Room, (comma) turns while the rest of the investment goes into HP allowing it to allow Alolan Marowak to take Flare Blitz recoil better. Lightning Rod allows Alolan Marowak to support its teammates by drawing all Electric-type moves to itself.

Usage Tips
========

Alolan Marowak is best used as an attacker inside Trick Room, since it destroys common walls like Celesteela, Bronzong, (comma) and Cresselia as well as denting and dents a significant portion of the metagame with only its STAB moves due to its huge Attack stat. Even though Alolan Marowak boasts 3 three immunities, due to its low Special Defense, its low Special Defense means it should only be pivoted into predicted Electric-type attacks or into Pokemon it is supposed to counter like Tapu Koko, whose STAB moves it resists. due to its immunity to Electric-type attacks and resistance to Fairy-type attacks. Usage of Protect is recommended outside of Trick Room, as it allows an ally to successfully set up Trick Room. Inside Trick Room, Alolan Marowak should try to spam its STAB moves as much as it can because very few Pokemon resist them and the ones that do can be picked off using appropriate coverage.

Team Options
========

Since this set focuses on working inside Trick Room, reliable setters like Bronzong and Hoopa-U are mandatory; Bronzong and Hoopa-U in particular benefit from Low Kick variants of Alolan Marowak, as it is which are able to lure in and KO Tyranitar. Strong Grass-types like Shaymin-S, Kartana, and Tapu Bulu are considered good partners, as they break through opposing bulky Water-types. (semicolon to period, this is a long sentence) Tapu Bulu deserves a special mention due to having slow low Speed, (comma) allowing it to be used inside Trick Room, (comma) while also and providing Grassy Terrain, (comma) which provides gives Alolan Marowak with some much needed recovery as well as halving and halves the damage from Earthquake. Generally Milotic serves as a good teammate due to its Competitive ability deterring Pokemon that have Intimidate users from switching in, (comma) whereas and Alolan Marowak deals with the Electric- and Grass-types that threaten Milotic. Also Because Volcanion is a threat, also rather an unique threat Gastrodon makes a good partner for Alolan Marowak too, drawing Water-type all the water moves towards itself. Tapu Fini also serves as a decent partner supporting that supports Alolan Marowak with Heal Pulse and Swagger, allowing Alolan Marowak to get past its usual counters like Mega Salamence. Psychic-type attackers appreciate Alolan Marowak's ability to break Steel-types such as Metagross and Celesteela. Tapu Lele synergizes especially well with non-Low Kick Alolan Marowak, as it Tapu Lele breaks through Dark-types such as Hydreigon and Tyranitar with its STAB Fairy-type moves.

[STRATEGY COMMENTS]
Other Options
========

Though Alolan Marowak appreciates being a Trick Room attacker, (I think this is implied by the only set being Trick Room Attacker, and the series of "though" and then "but" can become hard to follow) A set with maximum Speed investment can be run under with Tailwind support to outspeed threats like Tapu Koko, (Tapu Koko is mentioned as a non-threat in Usage Tips, is there another relevant benchmark you could include?) but doing so causes Alolan Marowak to lose a considerable amount of bulk. Will-o-Wisp Will-O-Wisp is a good utility option that allows Alolan Marowak to punish switch-ins like Landorus-T, Gyarados, and Salamence, (comma) which otherwise can take a hit due to Intimidate, but Alolan Marowak misses out on important coverage in by running it. Thunder Punch is a good option too, since it allows Alolan Marowak to cleanly 2HKO Tapu Fini. Rock Head is a viable option if your team isn't weak vulnerable to Electric-type moves, as it allows Alolan Marowak to avoid the nasty recoil effect of Flare Blitz, making makes (don't think you need to define Rock Head's effect) Flare Blitz more spammable easier to use repeatedly while increasing Alolan Marowak's longevity.

Checks and Counters
===================

**Bulky Water-types**: Most bulky Water-types, such as Tapu Fini and Milotic, easily beat Alolan Marowak 1v1 one-on-one due to their bulk and superior Speed; however, Milotic has to be careful under Trick Room, (comma) as Shadow Bone has a chance to 2HKO it.

**Mega Salamence**: Bulky Mega Salamence sets can take on Alolan Marowak due to their extremely good physical bulk and access to Intimidate. (to follow the guidelines set out in the Doubles C&C guide, this was integrated with Intimidate below)

**Rain**: **Opposing Weather**: Rain teams makes Alolan Marowak essentially deadweight, since Alolan Marowak's strongest attack, Flare Blitz, is weakened and most rain sweepers outspeed and easily KO it outside of Trick Room and easily KO it; however, all of them the common rain sweepers take considerable amount of damage from Shadow Bone if inside Trick Room.

**Tyranitar and Hydreigon**: Tyranitar and Hydreigon, by the virtue of their typing, can freely switch into any of Alolan Marowak's STAB attacks and proceed to KO it in return; however, they have to be careful of Low Kick variants.

**Intimidate**: Intimidate users like Landorus-T and Scrafty can easily 1v1 defeat Alolan Marowak one-on-one due to their ability to take a hit from it and KO it in return. Bulky Mega Salamence sets can easily take on Alolan Marowak due to their extremely good physical bulk and access to Intimidate.
 

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