In-battle formes
Type | |
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Abilities | |
Tier |
HP: | 75 | |||||||||||||||||||||
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Attack: | 86 | |||||||||||||||||||||
Defense: | 67 | |||||||||||||||||||||
Sp. Atk: | 106 | |||||||||||||||||||||
Sp. Def: | 67 | |||||||||||||||||||||
Speed: | 60 |
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Strategies
- en
- PU
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 | |||||||||||
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Move 2 |
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Move 3 | |||||||||||
Move 4 |
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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.