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Marowak

In-battle formes

HP:60
Attack:80
Defense:110
Sp. Atk:50
Sp. Def:80
Speed:45
Min (-ve nature, 0 IVs)85
Default126
Max Neutral189
Max Positive207
Max Neutral (+1)283
Max Positive (+1)310
Max Neutral (+2)378
Max Positive (+2)414
OverUsed
Swords Dance207
All-Out Attacker126

Evolutions

Strategies

  • en
Formats:

Overview

Marowak is a hard hitter, but its lack of recovery can be a serious pain. The fact that Marowak does not have to set up to hit hard is a notable feature; with maximum investment and an Adamant nature, it can reach an Attack stat of 568. It is a great sweeper, but that's about it. The fact that it gets Sing also gives it some versatility, but sweeping is your best bet with such a Pokemon.

Swords Dance

Move 1
Move 2
  • Bonemerang
    Hits 2 times in one turn.
    TypeGround
    CategoryPhysical
    Power50 BP
    Accuracy90%
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
Move 4
  • Focus Punch
    Fails if the user takes damage before it hits.
    TypeFighting
    CategoryPhysical
    Power150 BP
    Accuracy100%
    Priority-3
  • Double-Edge
    Has 1/3 recoil.
    TypeNormal
    CategoryPhysical
    Power120 BP
    Accuracy100%

Bonemerang is an option to let Marowak defeat Substitute Pokemon and thwart Focus Punch users; it also enables Marowak to take on Substitute Raikou as a last resort, as Marowak can survive even Modest Raikou's Hidden Power. Specifically, with 252 HP EVs and 12 Special Defense EVs, Marowak will survive Modest Raikou's Calm Mind-boosted Hidden Power. However, note that Bonemerang's subpar accuracy can hurt a sweep.

With 252 Speed EVs and a Jolly nature, Marowak outspeeds most Water-types, such as the occasional uninvested Suicune, as well as almost all Milotic. Another plus is the ability to outpace both Skarmory and Weezing. However, the difference in power might mean the difference between KOing a foe and being KOed itself. With an Adamant nature and Thick Club, Marowak hits a stat of 568 Attack, which lets it 2HKO 252/252+ Milotic and 252/252+ Swampert, as well as 2HKO or 3HKO 252/252+ Suicune, with an unboosted Earthquake. Regardless of which nature you use, however, Marowak should always run maximum Attack.

All-Out Attacker

Move 1
  • Bonemerang
    Hits 2 times in one turn.
    TypeGround
    CategoryPhysical
    Power50 BP
    Accuracy90%
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
  • Hidden Power Rock
    Varies in power and type based on the user's IVs.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 3
Move 4
  • Focus Punch
    Fails if the user takes damage before it hits.
    TypeFighting
    CategoryPhysical
    Power150 BP
    Accuracy100%
    Priority-3
  • Sing
    Causes the target to fall asleep.
    TypeNormal
    Accuracy55%

Thick Club gives Marowak the power of a Choice Band user, along with the ability to switch moves. Nonetheless, it needs good prediction to be effective. Focus Punch dents Skarmory on the switch, while Sing--which is an XD move--can put it or any other physical wall out of commission. Adamant is the recommended nature as this Marowak does not aim to set up, so Speed isn't as much of an issue as prediction is.

Maximum HP lets Marowak better wall Dragon Dance Tyranitar and stop Tyraniboah, but Marowak can only take so many predicted Crunches before going down. This is probably the spread you should use with paralysis support, or if you plan on passing Marowak some Speed.

Other Options

Belly Drum raises Marowak's Attack to such a high level that it will KO anything in the game not named Skarmory, but Marowak is too slow and fragile to set it up. It also desperately needs Thick Club, which leaves it no place for a Salac Berry. Perish Song can force switches but doesn't help against any notable threats; nonetheless, Bonemerang + Perish Song can ruin Baton Pass teams. Hidden Power Bug is another option to hit Grass-types in general and Celebi in particular, but Double-Edge does plenty to those.

Checks and Counters

Several Pokemon can come in on Marowak's main attacks, but most of them cannot stay in for long if they are slower and are hit hard on the switch. Weezing is easily the best counter but needs to watch out for boosted Double-Edge, while Celebi is a counter if it comes in on a move it resists. Ludicolo can come in more effectively because of its dual typing, but it is still susceptible to Marowak's strong hits. Skarmory is also tough, but a Marowak user with good prediction can still take it down. Claydol can come in on a couple of attacks as well, but it too needs to watch out for boosted Double-Edge and Hidden Power Bug.

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s).
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
65
Accuracy
85%
PP
20
10% chance to make the target flinch.
 
Power
50
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
25
Accuracy
80%
PP
10
Hits 2-5 times in one turn.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
5
All active Pokemon will faint in 3 turns.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
100
Accuracy
100%
PP
15
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
90
Accuracy
100%
PP
20
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
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