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Maractus

In-battle formes

HP:75
Attack:86
Defense:67
Sp. Atk:106
Sp. Def:67
Speed:60
Min (-ve nature, 0 IVs)112
Default156
Max Neutral219
Max Positive240
Max Neutral (+1)328
Max Positive (+1)360
Max Neutral (+2)438
Max Positive (+2)480
PU
Spikes Lead240

Strategies

  • en
Formats:
  • PU
Written by MZ

Overview

Maractus is totally outclassed by other suicide leads due to its mediocre Speed and lack of Stealth Rock, Taunt, Toxic Spikes, or Speed Boost. In particular, Quilladin almost totally outperforms it as a Grass-type suicide lead, and Maractus is also outclassed by other leads such as Crustle and Venipede. However, despite being outclassed, it can still function as a passable lead thanks to its access to both Spikes and Sucker Punch. Maractus is normally limited to one layer of Spikes due to its poor Speed, as opposing teams can simply lead with something capable of 2HKOing it, but it has a good matchup against some leads, such as Golem, against which it can lay down multiple layers of Spikes. Maractus can also force teams to play carefully around its Endeavor and Sucker Punch combination, which can sometimes nab surprise KOs.

Spikes Lead

Move 1
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 2
  • Bullet Seed
    Hits 2-5 times in one turn.
    TypeGrass
    CategoryPhysical
    Power25 BP
    Accuracy100%
Move 3
  • Endeavor
    Lowers the target's HP to the user's HP.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 4
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
    Priority1

Moves

Spikes is what makes Maractus worth using as a lead, as it can lay entry hazards early on to wear down foes and break opposing Focus Sashes and Sturdy Pokemon. Because Bullet Seed is a multi-strike move, Maractus can KO Golem through Sturdy most of the time. Endeavor allows Maractus to cripple foes once it is hit down to its Focus Sash by always leaving them at 1 HP, while Sucker Punch allows it to land a little extra damage with priority and can get KOs on foes weakened by Endeavor.

Set Details

Maximum Speed investment and a Jolly nature make Maractus as fast as possible so that it can outspeed other leads, such as Dwebble, and set extra layers of Spikes on as many foes as possible. Maximum Attack investment lets Maractus KO lead Golem most of the time and deal extra damage with Sucker Punch. Water Absorb gives Maractus an immunity to Water and has a usable effect, unlike Storm Drain, which boosts Maractus's unused Special Attack stat. Focus Sash guarantees that Maractus will lay at least one layer of Spikes or be able to use Endeavor versus faster foes such as Rapidash, which would otherwise OHKO Maractus before it set any entry hazards.

Usage Tips

Maractus should always be used to set Spikes as early as possible, as its lack of strong STAB moves and coverage makes it fairly worthless late-game. Laying Spikes should be the priority over attacking foes, as Maractus doesn't hit too hard and should be used in more of a supportive role. Endeavor should be used when Maractus is at low health and is faster than its foe to do as much damage as possible. However, Maractus should use Sucker Punch versus faster foes to get off a little extra chip damage before being KOed. Even at 1 HP versus slower foes, Maractus should still consider laying another layer of Spikes if it's more beneficial than crippling a single Pokemon. Maractus should be wary of going directly for Spikes against common Taunt users such as Grumpig or Misdreavus, as it can land free damage with Bullet Seed or switch to an appropriate counter.

Team Options

Maractus should be used on hyper offense teams that can keep up offensive pressure and take advantage of Spikes to quickly break through opposing teams. Spinblockers such as Dusknoir and Misdreavus keep Maractus's Spikes up by preventing Rapid Spin users such as Armaldo from removing them. Pokemon with Defiant such as Pawniard and Purugly discourage Defog users from removing Maractus's Spikes, as they can get an Attack boost from Defog. Strong wallbreakers, such as Stoutland, can use the chip damage dealt by Maractus's Spikes to break through their few counters. Setup sweepers and strong cleaners also appreciate the Spikes support to ensure extra KOs versus weakened teams. Stealth Rock users such as Golem and Crustle can stack entry hazards with Maractus to get extra chip damage and wear down teams more quickly. Pokemon with Volt Switch or U-turn, such as Ninjask and Raichu, can use the entry hazards to break down defensive cores quickly by forcing counters to switch into both Spikes and an attack and then switch out again. Phazers such as Whirlwind Grumpig can use Maractus's Spikes to help rack up residual damage on foes.

Other Options

Maractus can run physically, specially, and mixed offensive sets with a number of different items, from Choice Band to Miracle Seed, but they are all outperformed by other offensive Grass-types such as Tangela, Jumpluff, and Leafeon. Knock Off can be run to cripple opposing leads, but Maractus generally prefers setting up Spikes over attacking. Grass Whistle can be used to put foes to sleep and set more layers of Spikes, but it has poor accuracy and forces Maractus to give up Endeavor.

Checks and Counters

Faster Pokemon: Most faster Pokemon in the metagame are easily capable of 2HKOing Maractus, limiting it to either a single layer of Spikes or a single Endeavor before it is KOed.

Taunt Users: Taunt users such as Misdreavus and Dodrio prevent Maractus from setting up Spikes, or, if they are slower, limit it to a single layer of Spikes, in either case preventing it from setting enough layers to effectively wear down opposing teams.

Entry Hazard Removers: Pokemon that can remove entry hazards with Defog or Rapid Spin such as Pelipper and Armaldo can remove Maractus's Spikes once it has been KOed, permanently keeping spikes off of the field.

Credits

Moves

 
Power
20
Accuracy
100%
PP
25
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
30
Raises a random stat of the user or an ally by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Raises the user's Defense by 3.
 
Power
Accuracy
100%
PP
40
Lowers the target's Speed by 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Grass power, +1/16 max HP.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
20
Traps/grounds user; heals 1/16 max HP per turn.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
60
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
100%
PP
15
No additional effect. Hits adjacent Pokemon.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
25
Accuracy
95%
PP
20
Hits 2-5 times in one turn.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
Accuracy
PP
10
Protects from moves. Contact: loses 1/8 max HP.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
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
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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