[Sketchmons] Alolan Marowak [QC 3/3][GP 0/2]

Alolan-Marowak,
QC [3/3]

Overview


Alolan Marowak has a good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Alolan Marowak's signature item, the Thick Club, boosts Alolan Marowak's already respectable base 80 attack to 209, making it a threatening wallbreaker. Alolan Marowak carries two useful abilities in Rock Head and Lightning Rod, the former of which gives it a recoil-free STAB Flare Blitz and the latter provides an electric immunity, making players think twice before choosing an Electric-type move. Its typing in combination with the Lightning Rod ability also grants Alolan Marowak a useful set of resistances and immunities, including an immunity Extreme Speed from non-ate users as well as Galvanize Alolan Golem's Extreme Speed and resistances to Ice and Fairy, which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, which would otherwise outspeed and easily KO it.

However, Knock Off is particularly crippling to Alolan Marowak, dealing super effective damage and removing its Thick Club, rendering Alolan Marowak nearly useless. Despite its impressive Attack, Alolan Marowak's Speed is too slow to outspeed many Pokemon in the metagame, making it susceptible to super effective coverage moves and revenge killing. Its poor special bulk and weakness to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Finally, Alolan Marowak is weak to entry hazards, most notably Stealth Rock, which will deal large amounts of damage on switch in, and as it has no form of recovery, this cannot be made up.

V-create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Moves
V-create is Alolan Marowak's primary STAB attack with 180 Base Power, but it has the drawback of making Alolan Marowak even more frail. Bonemerang has the same BP as Earthquake but has the unique ability to break Substitutes at the cost of some accuracy. Shadow Bone is Alolan Marowak's secondary STAB move and is useful for Fire-resistant and Ghost-weak Pokemon. Swords Dance can allow Marowak Alola to wallbreak with V-create. Stealth Rock can be used as an entry hazard if you lead with Alolan Marowak, as opponents often switch to a Fire-resistant Pokemon, giving it a free chance to set Stealth Rock. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies, since V-create cannot burn.

Set Details

248 HP give Alolan Marowak an odd HP stat, which will allow it to switch into Stealth Rock five times instead of four. 252 Attack and an Adamant nature gives Alolan Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives Alolan Marowak an Electric immunity to complement the other defensive perks granted by its typing. Thick Club doubles Alolan Marowak's attack, which gives it an astronomical Attack stat of 209.

Usage Tips
Alolan Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, or a sweeper depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan Marowak's massive Attack stat, which allows it to break all but the toughest physical walls. Using Alolan Marowak as a lead allows it to often set Stealth Rock or use a switch as setup fodder due to many Pokemon not being able to handle its sheer power. Alolan Marowak can send huge waves of power, making it difficult to revenge kill due to its typing, and its only weakness is being outsped. Keep Stealth Rock off the field whenever possible so that Alolan Marowak can take as many hits as possible, as it carries no recovery, not even in the form of Leftovers, as the item slot should be taken by the Thick Club. It also requires caution when switching in, as Knock Off can cripple it beyond repair.

Team Options

Alolan Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but it is complemented by any strong special attacker to help it defeat the opponent's defensive core. Alolan Marowak always appreciates entry hazard removers such as Skarmory, Tapu Fini, Mantine, and Pheromosa that don't share weaknesses due to Stealth Rock factoring in its Rock weakness. Specially bulky Pokemon that resist Alolan Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water- and Ground-type attacks while Marowak can take Electric-type attacks. Other options could include, but are not limited to, Virizion, (Mega) Gyarados, and Keldeo. Dark-, Fairy-, and Fighting-types can also be of use to Alolan Marowak, as they resist Alolan Marowak's most typically-found weakness in Dark, and can also switch into potential Knock Offs without taking much damage.


Strategy Comments

Other Options

Running an EV spread of 248 HP / 16 Atk / 112 SpD / 132 Spe is useful for being able to take more hits upon switching in; 132 Speed EVs give Alolan Marowak a jump over defensive Pokemon like Clefable and Impostor Chansey, and allows it to outspeed Alolan Golem and Gumshoos. Running a spread of 248 HP / 8 Def / 252 SpD will allow Alolan Marowak to live longer if a more unconventional support moveset is used. Alolan Marowak has a niche on Trick Room teams because of its low Speed. Extreme Speed is also a viable option, making Alolan Marowak a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit from Tyranitar, Weavile, Absol, and Alolan Muk can be deadly for Alolan Marowak, as it constantly has to switch out if it is not boosted enough to outspeed and KO a threat. Knock Off can either KO Alolan Marowak or render it impotent, as it does super effective damage and removes its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan Marowak's STAB attacks thanks to its Dark / Dragon typing and impressive 223/53 physical bulk. Hydreigon also shares the STAB resistances and can use Alolan Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan Marowak's moves and can quickly dispose of Alolan Marowak with STAB Water-type moves.

Physically Bulky Ground-types: Physically Bulky Ground types such as Mudsdale, Landorus-T, and Gliscor can possibly take a V-create and then threaten Alolan Marowak with STAB Sketched Ground moves such as Thousand Arrows, Precipice Blades, and Thousand Waves.
 
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Alolan-Marowak,
QC [0/3]

Overview


* Alolan-Marowak has good offensive typing combined with a good STAB movepool, making it a feared threat in the metagame.
* While owning a seemingly mediocre stat line, Marowak's signature item, the Thick Club, brings Marowak-Alola's already respectable Base Attack of 80 to boast a huge Base Attack of 160.
* Carries two useful abilities in Rock Head and Lightning Rod, where Rock Head gives recoil-free 120 BP STAB Flare Blitz and Lightning Rod provides an immunity; Alolan-Marowak makes players think twice before choosing an electric-type move.
* Immune to Extreme Speed from non-ate users, can be immune to Alolan-Golem Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate.
*Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric). This allows it to beat many common threats such as Tapu Koko, Pheromosa, and Kartana.
* A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who would otherwise outspeed and easily kill.
* When unboosted, Marowak-Alola's speed is too low to outspeed many things in the meta, making it susceptible to super-effective coverage moves and revenge killing.
* Poor Special bulk and weak to common coverage types such as Ground, Rock, Water, Dark, and Ghost.
* Weak to entry hazards, notably Stealth Rock which will do 25% damage on each switch-in, and as Marowak has no recovery this cannot be made up.

Shift Gear Sweeper
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 Atk / 252 Atk / 8 Def
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Shift Gear

Set Comments

Moves

* Flare Blitz is Alolan-Marowak's primary STAB attack, and when boosted can hit like a truck and still be easily spammable.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Shift Gear is argueably the best boosting move currently allowed in Sketchmons, boosting Attack by one stage and Speed by two with each use. Repeated uses of Shift Gear can help make up for Alolan-Marowak's poor base Speed stat.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack gives Alolan-Marowak the highest Attack possible to ensure that every attack hits hard.
* Rock Head allows for 120 BP Flare Blitz which can be used often without the fear of recoil damage.
* Thick Club doubles Alolan-Marowak's attack which gives it a very high base of 160.

V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 Atk / 252 Atk / 8 Def
Adamant Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Set Comments

Moves
* V-Create is now Alolan-Marowak's primary STAB attack of 180 BP, however has the drawback of making Alolan-Marowak slower and even more frail.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Swords Dance can allow for Marowak-Alola to wallbreak with V-Create.
* Stealth Rock can be used as an entry hazard if you lead with Alolan-Marowak, as opponents often switch to a fire resist giving free rocks.
* Will-O-Wisp can be used to halve attack and wear down enemies since V-Create cannot burn.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack and Adamant nature gives Alolan-Marowak the most attacking presence to ensure that every attack hits hard.
* Lightning Rod gives an electric immunity to compliment the other defensive typing perks of Alolan-Marowak.
* Thick Club doubles Alolan-Marowak's attack which gives it a very high base of 160.

Usage Tips
* Alolan-Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, depending on the set and playstyle.
* Keep Stealth Rock off the field whenever possible so that Alolan-Marowak can take as many hits as possible as it carries no recovery, not even in the form of leftovers as the item slot should be taken by the Thick Club.

Team Options

* Alolan-Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but is complimented by any strong Special attacker to help it defeat the opponent's defensive core.
* Alolan-Marowak always appreciates Hazard removers due to the rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses.
* Specially Bulky Pokemon that resist Alolan-Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water and Ground type attacks while Marowak can take Electric type attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Dhelmise, (Mega) Gyarados, and Keldo.


Strategy Comments

Other Options

* Running an 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and 132 Speed EV's give Marowak-Alola a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan-Golem, Gumshoos, and others.
* Running 248 HP / 8 Def / 252 SpD EV's will allow Alolan-Marowak to live longer if a more unconventional support moveset was used.
* Alolan-Golem could have a niche on Trick Room teams because of its slow speed.
* Shadow Force could be ran as a heavy hitting Ghost type STAB, however the two-turn move is not highly reccomended as it is easy for the opponent to switch into a resist or immunity.

Checks and Counters

Dark-types and Pursuit users: Pursuit can be deadly for Alolan-Marowak as it constantly has to switch out if it is not boosted enough to outspeed and kill a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola.

Guzzlord: Guzzlord resists and eats up both of Alolan-Marowak's STAB attacks with Dark/Dragon typing and impressive 223/53 physical bulk. Also a threat because it can sketch Pursuit to completely beat Alolan-Marowak.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan-Marowak's moves, and can quickly dispose of Marowak-Alola with STAB Water-type moves.

Physically Bulky Ground-types: Ground types with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan-Marowak with STAB sketched Ground moves such as Thousand Arrows or Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
Now ready for QC, also, if Shift Gear is in fact banned, I will need to change the first set to Dragon Dance.
 
Alolan-Marowak,
QC [0/3]

Overview


* Alolan-Marowak has good offensive typing combined with a good STAB movepool, making it a feared threat in the metagame.
* While owning a seemingly mediocre stat line, Marowak's signature item, the Thick Club, brings Marowak-Alola's already respectable Base Attack of 80 to boast a huge Base Attack of 160.
This actually understates Marowak's power, as the Thick Club brings its Base Attack to a staggering 217!
* Carries two useful abilities in Rock Head and Lightning Rod, where Rock Head gives recoil-free 120 BP STAB Flare Blitz and Lightning Rod provides an immunity; Alolan-Marowak makes players think twice before choosing an electric-type move.
* Immune to Extreme Speed from non-ate users, can be immune to Alolan-Golem Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate.
*Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric). This allows it to beat many common threats such as Tapu Koko, Pheromosa, and Kartana.
Or, since this is Sketchmons, make them SEVERELY think about adding the needed coverage to beat Marowak.
* A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who would otherwise outspeed and easily kill.
* When unboosted, Marowak-Alola's speed is too low to outspeed many things in the meta, making it susceptible to super-effective coverage moves and revenge killing.
* Poor Special bulk and weak to common coverage types such as Ground, Rock, Water, Dark, and Ghost.
Mention how Knock Off nerfs Marowak to a dizzying extent; it can't really do much damage without the Thick Club.
* Weak to entry hazards, notably Stealth Rock which will do 25% damage on each switch-in, and as Marowak has no recovery this cannot be made up.

Shift Gear Sweeper
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 Atk / 252 Atk / 8 Def
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Shift Gear

Set Comments
(remove/change this header; set details covers this.]
Moves

* Flare Blitz is Alolan-Marowak's primary STAB attack, and when boosted can hit like a truck and still be easily spammable.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Shift Gear is argueably the best boosting move currently allowed in Sketchmons, boosting Attack by one stage and Speed by two with each use. Repeated uses of Shift Gear can help make up for Alolan-Marowak's poor base Speed stat.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack gives Alolan-Marowak the highest Attack possible to ensure that every attack hits hard.
* Rock Head allows for 120 BP Flare Blitz which can be used often without the fear of recoil damage.
* Thick Club doubles Alolan-Marowak's attack which gives it a very high base of 160.
I would think that Lightning Rod is also an option for Electric immunity, though the lack of recoil is a very good trait in a sweeper.
V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 Atk / 252 Atk / 8 Def
Adamant Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Set Comments
[same with this header]
Moves
* V-Create is now Alolan-Marowak's primary STAB attack of 180 BP, however has the drawback of making Alolan-Marowak slower and even more frail.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Swords Dance can allow for Marowak-Alola to wallbreak with V-Create.
* Stealth Rock can be used as an entry hazard if you lead with Alolan-Marowak, as opponents often switch to a fire resist giving free rocks.
* Will-O-Wisp can be used to halve attack and wear down enemies since V-Create cannot burn.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack and Adamant nature gives Alolan-Marowak the most attacking presence to ensure that every attack hits hard.
* Lightning Rod gives an electric immunity to compliment the other defensive typing perks of Alolan-Marowak.
* Thick Club doubles Alolan-Marowak's attack which gives it a very high base of 160.

Usage Tips
* Alolan-Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, depending on the set and playstyle.
I feel this point can be expanded quite a bit. You might need a few more bullet points to explain how Marowak fits those roles.
* Keep Stealth Rock off the field whenever possible so that Alolan-Marowak can take as many hits as possible as it carries no recovery, not even in the form of leftovers as the item slot should be taken by the Thick Club.
Also, make some mention of Knock Off. It's a huge concern If Marowak switches into one.
Team Options

* Alolan-Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but is complimented by any strong Special attacker to help it defeat the opponent's defensive core.
* Alolan-Marowak always appreciates Hazard removers due to the rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses.
* Specially Bulky Pokemon that resist Alolan-Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water and Ground type attacks while Marowak can take Electric type attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Dhelmise, (Mega) Gyarados, and Keldeo.
I am not so quick to assume Dhelmise is a great partner to Alolan Marowak. (Maybe the regular one, though...) You also need to mention things that don't mind Knock Off as partners. Virizion, even if it's uncommon, compliments Alolan Marowak extremely well for this reason, amongst others....

Strategy Comments

Other Options

* Running an 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and 132 Speed EV's give Marowak-Alola a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan-Golem, Gumshoos, and others.
* Running 248 HP / 8 Def / 252 SpD EV's will allow Alolan-Marowak to live longer if a more unconventional support moveset was used.
* Alolan-Golem could have a niche on Trick Room teams because of its slow speed.
...Alolan Golem? This is still Alolan Marowak.
* Shadow Force could be ran as a heavy hitting Ghost type STAB, however the two-turn move is not highly reccomended as it is easy for the opponent to switch into a resist or immunity.
Speaking of that Golem, actually... Mention Extreme Speed in here, making Alolan Marowak a fearsome revenge killer, along with a wallbreaker.
Checks and Counters

Dark-types and Pursuit users: Pursuit can be deadly for Alolan-Marowak as it constantly has to switch out if it is not boosted enough to outspeed and kill a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola.
Also Knock Off
Guzzlord: Guzzlord resists and eats up both of Alolan-Marowak's STAB attacks with Dark/Dragon typing and impressive 223/53 physical bulk. Also a threat because it can sketch Pursuit to completely beat Alolan-Marowak.
...Is Guzzlord going to sketch Pursuit anytime soon when it needs recovery badly? In any case, Hydreigon is also worth a mention, especially if it can take a V-Create, and then use Alolan Marowak as setup fodder.
Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan-Marowak's moves, and can quickly dispose of Marowak-Alola with STAB Water-type moves.

Physically Bulky Ground-types: Ground types with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan-Marowak with STAB sketched Ground moves such as Thousand Arrows or Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
As a note, Shift Gear is allowed, but is being suspected, and it looks like it's getting banned. I'd almost say an Agility set might be better, but that's just me thinking Marowak's speed isn't great.
Anyways, notes and fixes are in bold. This looks like a solid start, though a few fixes are in order here. Implement these, and I'll give you the seal.

EDIT: While I approved it, go deal with Why Nerdy's improvements. Notably, he meant that you have max speed on the Shift Gear set (which you need to fix up that EV spread either way). I personally think the V-Create set can either be taken bulky or fast, so choose either spread you like for the main one, and mention the other one in the other options.

You've been approved by me; now make sure that's true of Why Nerdy. QC 1/3
 
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Alolan-Marowak,
QC [0/3]

Overview


* Alolan-Marowak has good offensive typing combined with a good STAB movepool, making it a feared threat in the metagame.
* While owning a seemingly mediocre stat line, Marowak's signature item, the Thick Club, brings Marowak-Alola's already respectable Base Attack of 80 to boast a huge Base Attack of 160.
As said by above, that's not how it works. Max Attack of base 80 is 259. If doubled it becomes 518, equivalent to base 208 Attack.
* Carries two useful abilities in Rock Head and Lightning Rod, where Rock Head gives recoil-free 120 BP STAB Flare Blitz and Lightning Rod provides an immunity; Alolan-Marowak makes players think twice before choosing an electric-type move.
* Immune to Extreme Speed from non-ate users, can be immune to Alolan-Golem Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate.
*Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric). This allows it to beat many common threats such as Tapu Koko, Pheromosa, and Kartana.
I think you should remember that Precipice Blades is one of Pheromosa's most common Sketch move, so I don't think it can reliably beat Pheromosa in Sketchmons. Regarding Koko and Kartana, I think you can still put them since their main Sketch move is either Bolt Strike or Ice Beam for Koko, while Kartana prefers something like Shift Gear or a Fire move for Skarm/Celesteela.
* A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who would otherwise outspeed and easily kill.
* When unboosted, Marowak-Alola's speed is too low to outspeed many things in the meta, making it susceptible to super-effective coverage moves and revenge killing.
* Poor Special bulk and weak to common coverage types such as Ground, Rock, Water, Dark, and Ghost.
* Weak to entry hazards, notably Stealth Rock which will do 25% damage on each switch-in, and as Marowak has no recovery this cannot be made up.

Shift Gear Sweeper
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 Atk / 252 Atk / 8 Def -> Uh 248 Atk/252 Atk? I think you mean HP
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Shift Gear

Set Comments

Moves

* Flare Blitz is Alolan-Marowak's primary STAB attack, and when boosted can hit like a truck and still be easily spammable.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Shift Gear is argueably the best boosting move currently allowed in Sketchmons, boosting Attack by one stage and Speed by two with each use. Repeated uses of Shift Gear can help make up for Alolan-Marowak's poor base Speed stat.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack gives Alolan-Marowak the highest Attack possible to ensure that every attack hits hard.
* Rock Head allows for 120 BP Flare Blitz which can be used often without the fear of recoil damage.
* Thick Club doubles Alolan-Marowak's attack which gives it a very high base of 160. -> again, not 160. It's around 209 base Attack

I think you need to realize that Marowak NEEDS Speed investment. You give no Speed investment in that set. 45 Speed with no investment has 126 Speed. After you use Shift Gear, it becomes 252 which is STILL not enough to outspeed Adamant base 80, which is still pathetic. If you want to carry Shift Gear, Jolly 252 Speed IS a necessity.

V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 Atk / 252 Atk / 8 Def
Adamant Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Set Comments

Moves
* V-Create is now Alolan-Marowak's primary STAB attack of 180 BP, however has the drawback of making Alolan-Marowak slower and even more frail.
I think you don't need to add "slower" as Marowak doesn't outspeed anything relevant even before V-Create.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy. -> I think you mean "signature"
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost. -> same as above. "Signature", not "signiture"
* Swords Dance can allow for Marowak-Alola to wallbreak with V-Create.
* Stealth Rock can be used as an entry hazard if you lead with Alolan-Marowak, as opponents often switch to a fire resist giving free rocks.
* Will-O-Wisp can be used to halve attack and wear down enemies since V-Create cannot burn.

Unless you're running a Trick Room team, I think you shouldn't put Swords Dance as a possible Marowak set due to being so slow. It's a pointless move that will get your Marowak killed because it's so slow and have no priority. In case this is designed for Trick Room, it should run Brave with 0 Speed IVs.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack and Adamant nature gives Alolan-Marowak the most attacking presence to ensure that every attack hits hard.
* Lightning Rod gives an electric immunity to compliment the other defensive typing perks of Alolan-Marowak.
* Thick Club doubles Alolan-Marowak's attack which gives it a very high base of 160 -> again, not 160. It's 209.

Usage Tips
* Alolan-Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, depending on the set and playstyle.
* Keep Stealth Rock off the field whenever possible so that Alolan-Marowak can take as many hits as possible as it carries no recovery, not even in the form of leftovers as the item slot should be taken by the Thick Club.

Team Options

* Alolan-Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but is complimented by any strong Special attacker to help it defeat the opponent's defensive core.
* Alolan-Marowak always appreciates Hazard removers due to the rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses. Uh. I don't think you should put Pheromosa because it forms a defensive core to Marowak, since it dies to almost every neutral hit. It's a good spinner, but not a defensive mon.
* Specially Bulky Pokemon that resist Alolan-Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water and Ground type attacks while Marowak can take Electric type attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Dhelmise, (Mega) Gyarados, and Keldo.

How about Dark types? I think you need to cover that.

Strategy Comments

Other Options

* Running an 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and 132 Speed EV's give Marowak-Alola a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan-Golem, Gumshoos, and others.
* Running 248 HP / 8 Def / 252 SpD EV's will allow Alolan-Marowak to live longer if a more unconventional support moveset was used.
* Alolan-Golem could have a niche on Trick Room teams because of its slow speed.
* Shadow Force could be ran as a heavy hitting Ghost type STAB, however the two-turn move is not highly reccomended as it is easy for the opponent to switch into a resist or immunity.

Checks and Counters

Dark-types and Pursuit users: Pursuit can be deadly for Alolan-Marowak as it constantly has to switch out if it is not boosted enough to outspeed and kill a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola.

Guzzlord: Guzzlord resists and eats up both of Alolan-Marowak's STAB attacks with Dark/Dragon typing and impressive 223/53 physical bulk. Also a threat because it can sketch Pursuit to completely beat Alolan-Marowak.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan-Marowak's moves, and can quickly dispose of Marowak-Alola with STAB Water-type moves.

Physically Bulky Ground-types: Ground types with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan-Marowak with STAB sketched Ground moves such as Thousand Arrows or Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
Comments in Bold and Underlined. Change it and I'll give a QC approval.
 
Alolan-Marowak,
QC [0/3]

Overview


* Alolan-Marowak has good offensive typing combined with a good STAB movepool, making it a feared threat in the metagame.
* While owning a seemingly mediocre stat line, Marowak's signature item, the Thick Club, brings Marowak-Alola's already respectable Base Attack of 80 to boast a huge Base Attack of around 209.
* Carries two useful abilities in Rock Head and Lightning Rod, where Rock Head gives recoil-free 120 BP STAB Flare Blitz and Lightning Rod provides an immunity; Alolan-Marowak makes players think twice before choosing an electric-type move.
* Immune to Extreme Speed from non-ate users, can be immune to Alolan-Golem Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate.
*Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric). This allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana.
* A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who would otherwise outspeed and easily kill.
* Knock off is particularly crippling to Alolan-Marowak dealing super-effective damage and knocking off its Thick Club, rendering it nearly useless.
* When unboosted, Marowak-Alola's speed is too low to outspeed many things in the meta, making it susceptible to super-effective coverage moves and revenge killing.
* Poor Special bulk and weak to common coverage types such as Ground, Rock, Water, Dark, and Ghost.
* Weak to entry hazards, notably Stealth Rock which will do 25% damage on each switch-in, and as Marowak has no recovery this cannot be made up.

Shift Gear Sweeper
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 Atk / 252 Atk / 8 Def
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Shift Gear

Moves

* Flare Blitz is Alolan-Marowak's primary STAB attack, and when boosted can hit like a truck and still be easily spammable.
* Bonemerang, the Marowak evolution line's signature move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signature Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Shift Gear is arguably the best boosting move currently allowed in Sketchmons, boosting Attack by one stage and Speed by two with each use. Repeated uses of Shift Gear can help make up for Alolan-Marowak's poor base Speed stat.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack gives Alolan-Marowak the highest Attack possible to ensure that every attack hits hard.
* Rock Head allows for 120 BP Flare Blitz which can be used often without the fear of recoil damage.
* Thick Club doubles Alolan-Marowak's attack which gives it an astronomically high base of approxamatly 209.

V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Moves
* V-Create is now Alolan-Marowak's primary STAB attack of 180 BP, however has the drawback of making Alolan-Marowak even more frail.
* Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy.
* Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost.
* Swords Dance can allow for Marowak-Alola to wallbreak with V-Create.
* Stealth Rock can be used as an entry hazard if you lead with Alolan-Marowak, as opponents often switch to a fire resist giving free rocks.
* Will-O-Wisp can be used to halve attack and wear down enemies since V-Create cannot burn.

Set Details

* 248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4.
* 252 Attack and Adamant nature gives Alolan-Marowak the most attacking presence to ensure that every attack hits hard.
* Lightning Rod gives an electric immunity to compliment the other defensive typing perks of Alolan-Marowak.
* Thick Club doubles Alolan-Marowak's attack which gives it an astronomical base of 209.

Usage Tips
* Alolan-Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, depending on the set and playstyle.
* Alolan-Marowak's massive attack stat allows it to break all but the toughest physical walls.
* Using Alolan-Marowak as a lead allows it to often set rocks or use a switch as setup fodder, due to many Pokemon not being able to handle the sheer power of it.
* After setting up, Alolan-Marowak can send huge waves of power if it has set up enough, making it difficult to revenge kill due to its typing and its only weakness is being outspeeded.
* Keep Stealth Rock off the field whenever possible so that Alolan-Marowak can take as many hits as possible as it carries no recovery, not even in the form of leftovers as the item slot should be taken by the Thick Club.

Team Options

* Alolan-Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but is complimented by any strong Special attacker to help it defeat the opponent's defensive core.
* Alolan-Marowak always appreciates Hazard removers due to the rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses.
* Specially Bulky Pokemon that resist Alolan-Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water and Ground type attacks while Marowak can take Electric type attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Virizion, (Mega) Gyarados, and Keldo.
* Dark-types, Fairy-types, and Fighting-types can also be of use to Alolan-Marowak as they resist Alolan-Marowak's most typically found weakness in Dark. Fighting-Types with the ability Justified can also get an attack boost from switching into a Dark-type move.


Strategy Comments

Other Options

* Running an 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and 132 Speed EV's give Marowak-Alola a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan-Golem, Gumshoos, and others.
* Running 248 HP / 8 Def / 252 SpD EV's will allow Alolan-Marowak to live longer if a more unconventional support moveset was used.
* Alolan-Marowak could have a niche on Trick Room teams because of its slow speed.
* Shadow Force could be ran as a heavy hitting Ghost type STAB, however the two-turn move is not highly reccomended as it is easy for the opponent to switch into a resist or immunity.
* Extreme Speed is also a viable option, making Marowak-Alola a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit can be deadly for Alolan-Marowak as it constantly has to switch out if it is not boosted enough to outspeed and kill a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola. Knock off can either kill Alolan-Marowak or render it impotent as it does super-effective damage and knocks off its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan-Marowak's STAB attacks with Dark/Dragon typing and impressive 223/53 physical bulk. Also a threat because either can sketch Pursuit to completely beat Alolan-Marowak. Hydreigon also shares the STAB resistances and can use Alolan-Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan-Marowak's moves, and can quickly dispose of Marowak-Alola with STAB Water-type moves.

Physically Bulky Ground-types: Ground types with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan-Marowak with STAB sketched Ground moves such as Thousand Arrows or Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
Zephyr Dragon Lord Why Nerdy

Corrected everything you guys said but have a few comments for Why Nerdy:

I know that while Shift Gear doesn't do much in terms of outspeeding on paper, but I've experimented with both SG and SD and found that I was getting beaten far more often using SD. I'll give in and put 252+ in speed on the first set but I strongly believe Awak would benefit more from taking more hits than outspeeding a few more things.
While SD is a risky move its fine if you are use is at the right times, aka some sort of setup fodder, hazard setter, or a normal-type espeed sketcher, among others.
 
Mega Metagross if you please.
E: QC [2/3] Written

Overview

Mega Metagross is blessed with great Attack and Speed stats, making it a powerful sweeper. Tough Claws boosts most of Mega Metagross's moves, further increasing its damage output; in conjunction with a good movepool, this allows it great freedom in the move it sketches and lets it pick and choose among what few counters it has. A good Steel / Psychic typing offers it many chances to switch in and a resistance to common priority such as Extreme Speed, while decent defenses let it live even super effective coverage without being crippled. However, Mega Metagross back by weakness to common types such as Dark-, Fire-, and Ground-type attacks. It suffers greatly from four moveslot syndrome, which prevents it from operating at its theoretical potential, and faces competition from other popular Megas such as Pinsir and Gyarados.

I don't think you should write "boost most of it's moves" because most of the special moves don't get boosted. Should be "boost most of it's Physical moves. Also I don't get "let it live super effective coverage without being crippled." I think the term "crippled is mostly used for Mega Metagross to lose function like Burned or Paralyzed. As long as the mon doesn't die, it should be usable so I think the wording should be changed

Physical Attacker
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch / Zen Headbutt
- Ice Punch / Zen Headbutt
- Shift Gear / Bolt Strike / V-Create

Set Comments

Moves

Meteor Mash is Metagross's most powerful STAB move, breaking almost anything that doesn't resist it. Thunder Punch hits Water-type Pokemon that can switch into Meteor Mash such as Suicune as well as taking on Celesteela. Ice Punch clocks Landorus-T and Garchomp, allowing Metagross to bypass them while sweeping; it also hits Ground and Flying types somewhat harder than Meteor Mash. Zen Headbutt is a secondary STAB move that hits Pokemon such as Rotom-W that resist Meteor mash without being weak to coverage, and lets Mega Metagross fish for flinches to beat counters with. Shift Gear boosts Mega Metagross's Attack and Speed, turning it into a terrifying sweeper for free on forced switches and weak pokemon. Bolt Strike, meanwhile, is a more powerful version of Thunder Punch that lets Mega Metagross OHKO Pokemon such as Skarmory and Slowbro at +1. V-create is an option to hit Steel-type Pokemon hard and is stronger than any of Metagross's other moves, but cannot be repeatedly used and leaves Mega Metagross vulnerable to trapping or revenge killing.

Set Details

252 Speed EVs and a Jolly nature maximize Mega Metagross' speed, allowing it to Speed tie other base 110 Speed Pokemon such as Latios and outpace anything slower, including major metagame threats such as Garchomp and Kartana. 252 Atk EVs maximize Metagross' damage output and make it hard to switch into. Tough Claws boosts the damage of Mega Metagross' contact moves, making it harder to wall, while Clear Body is used pre-mega evolution to ignore stat drops such as Intimidate and Sticky Webs.

Usage Tips

When fighting versus offensive teams, keep Mega Metagross around until the late game whenever possible so it can pull off a sweep. Use Mega Metagross liberally versus stall and balance teams to wear down its checks and counters throughout the match. If the foe has Sticky Webs on the field and you cannot sweep outright, or multiple Intimidate users, it can sometimes be beneficial not to Mega Evolve and retain Clear Body, but the loss of power is very noticeable. If sketching a coverage move such as Bolt Strike, try not to reveal it the first time an answer such as Slowbro comes in, as they may be scouting for that move and be more cautious with it in the future. Don't switch Mega Metagross in regularly, as while it very bulky it has no recovery and is vulnerable to being worn down.

Team Options

Hazard setters such as Ferrothorn and Skarmory to wear down switchins and help Mega Metagross break walls, allowing it to break stall and balance teams reliably. Other powerful wallbreakers such as Tapu Lele and Kartana are useful to wear down shared checks and counters such as Celesteela. Trappers such as Dugtrio and Magnezone also pair well with Mega Metagross, as they can remove bulky walls such as Celesteela or Suicune for it. Slow pivots such as Rotom-W and Landorus-T are handy to bring in Mega Metagross safely on things that it beats, like Clefable and Venusaur. Status Absorbers such as Chansey and Clefable are also good teammates, as they can take Will-o-Wisps and Scalds for Mega Metagross.

Umm. What does Dugtrio do to Suicune? You mention Dugtrio to trap Suicune, but how does Dugtrio beat Suicune. It's bulky and one Scald 1HKos you.

Strategy Comments

Other Options


Heavy Slam is another option to hit hard right off the bat, but is switch-in bait for heavy Pokemon such as Celesteela and doesn't add any coverage. Swords Dance is a decent Sketch option to make Metagross immensely threatening, but outspeeding faster Pokemon such as Pheromosa is generally more important. Bullet Punch can be used to give Mega Metagross a way of revenge KOing faster foes, particularly on Sword Dance sets, but 110 base Speed is usually enough for most purposes and Metagross needs the coverage.
Hammer Arm and Earthquake can both be used to hit Steel-type Pokemon without sketching V-Create, but are weak and easy to wall. Power Whip may be used to hit Water-type Pokemon hard while covering Quagsire, but is weaker and cannot take out Celesteela. Sketching a recovery move can be handy on balance teams for more longevity and switch-in opportunities, but Metagross usually prefers coverage or setup. U-Turn is a decent sketch move to wear down switch-ins and gain momentum, but does little damage and is usually suboptimal compared with hitting switch-ins super effectively.

I think you should list Grass Knot as possible option. It's legal, meaning doesn't take your Sketch option, so it can be used to break Quagsire in case you carry Shift Gear. It's also the only special move that is boosted by Tough Claws.

Checks and Counters

Bulky Water-type Pokemon: Bulky Water-type Pokemon such as Slowbro or Suicune resist Meteor Mash, allowing them to pivot into Mega Metagross. They can then proceed to Burn Metagross with Scald or heal, often with Regenerator. Quagsire in particular is annoying, as it is also immune to Metagross's Electric-type coverage and can ignore any boosting, but even it may be worn down into KO range.

Burns: Burns halve Mega Metagross's Attack and damage it each turn, allowing it to be checked by far more Pokemon. It also makes it especially more difficult for Mega Metagross to deal with Transform Pokemon or Unaware.

Bulky Steel-type Pokemon: Bulky Steel-type Pokemon such as Celesteela and Scizor can take on Mega Metagross with ease. Metagross's only response is to use V-create, which doesn't let it defeat Heatran and forces it to switch out afterwards.

Faster Pokemon: Any Pokemon with a higher base Speed stat, such as Greninja or Pheromosa, can take out Mega Metagross without being damaged. While Mega Metagross can often take a hit and KO in return, or use Shift Gear to outspeed, these Pokemon still greatly decrease its effectiveness.

Priority: While Mega Metagross's excellent bulk lets it live most priority moves, string attacks such as Bisharp's Sucker Punch or Azumarill's Aqua Jet can take it out after it has been injured setting up and can hit first no matter how many Shift Gears Metagross has used.
Not a lot to add. Anyway, comments in Bold and Underlined. QC 3/3.

Zephyr Dragon Lord Why Nerdy

Corrected everything you guys said but have a few comments for Why Nerdy:

I know that while Shift Gear doesn't do much in terms of outspeeding on paper, but I've experimented with both SG and SD and found that I was getting beaten far more often using SD. I'll give in and put 252+ in speed on the first set but I strongly believe Awak would benefit more from taking more hits than outspeeding a few more things.
While SD is a risky move its fine if you are use is at the right times, aka some sort of setup fodder, hazard setter, or a normal-type espeed sketcher, among others.
K then. QC 2/3.

I'll QC Scarfnaut later.



 
Alolan-Marowak,
QC [2/3]

Overview


Alolan-Marowak has good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Marowak's signature item, the Thick Club, brings Marowak-Alola's already respectable Base Attack of 80 to boast a huge Base Attack of around 209. Alolan-Marowak carries two useful abilities in Rock Head and Lightning Rod, where Rock Head gives recoil-free 120 BP STAB Flare Blitz and Lightning Rod provides tan ttttttelectric immunity; Alolan-Marowak makes players think twice before choosing an electric-type move. Immune to Extreme Speed from non-ate users, Alolan-Marjowak can also be immune to Alolan-Golem Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate. Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric), which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who would otherwise outspeed and easily kill. however, Knock Off is particularly crippling to Alolan-Marowak dealing super-effective damage and knocking off its Thick Club, rendering it nearly useless. Despite its nuclear attack, when unboosted, Marowak-Alola's speed is too low to outspeed many things in the meta, making it susceptible to super-effective coverage moves and revenge killing. Poor Special bulk and weak to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Alolan-Marowak is weak to entry hazards, most notably Stealth Rock, which will do 25% damage on each switch-in, and as Marowak has no recovery this cannot be made up.

Shift Gear Sweeper
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Shift Gear

Moves

Flare Blitz is Alolan-Marowak's primary STAB attack, and when boosted can hit like a truck and still be easily spammable. Bonemerang, the Marowak evolution line's signature move, has the same BP as Earthquake with the unique ability to break substitutes at the cost of some accuracy. Shadow Bone is Marowak-Alola's secondary STAB move, its signature Ghost-type physical move that is useful for fire resists and those weak to Ghost. Shift Gear is arguably the best boosting move currently allowed in Sketchmons, boosting Attack by one stage and Speed by two with each use. Repeated uses of Shift Gear can help make up for Alolan-Marowak's poor base Speed stat.

Set Details

248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4. 252 Attack gives Alolan-Marowak the highest Attack possible to ensure that every attack hits hard. Rock Head allows for 120 BP Flare Blitz which can be used often without the fear of recoil damage. Thick Club doubles Alolan-Marowak's attack which gives it an astronomically high base of approximately 209.

V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Moves
V-Create is now Alolan-Marowak's primary STAB attack of 180 BP, however has the drawback of making Alolan-Marowak even more frail. Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy. Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost. Swords Dance can allow for Marowak-Alola to wallbreak with V-Create. Stealth Rock can be used as an entry hazard if you lead with Alolan-Marowak, as opponents often switch to a fire resist, giving free rocks. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies since V-Create cannot burn.

Set Details

248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4. 252 Attack and Adamant nature gives Alolan-Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives an electric immunity to compliment the other defensive typing perks of Alolan-Marowak. Thick Club doubles Alolan-Marowak's attack which gives it an astronomical base of 209.

Usage Tips
Alolan-Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan-Marowak's massive attack stat, which allows it to break all but the toughest physical walls. Using Alolan-Marowak as a lead allows it to often set rocks or use a switch as setup fodder, due to many Pokemon not being able to handle the sheer power of it. After setting up, Alolan-Marowak can send huge waves of power if it has set up enough, making it difficult to revenge kill due to its typing and its only weakness is being outspeeded. Keep Stealth Rock off the field whenever possible so that Alolan-Marowak can take as many hits as possible as it carries no recovery, not even in the form of leftovers as the item slot should be taken by the Thick Club.

Team Options

Alolan-Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but is complimented by any strong Special attacker to help it defeat the opponent's defensive core. Alolan-Marowak always appreciates Hazard removers due to the rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses. Specially Bulky Pokemon that resist Alolan-Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water and Ground type attacks while Marowak can take Electric type attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Virizion, (Mega) Gyarados, and Keldo. Dark-types, Fairy-types, and Fighting-types can also be of use to Alolan-Marowak as they resist Alolan-Marowak's most typically found weakness in Dark. Fighting-Types with the ability Justified can also get an attack boost from switching into a Dark-type move.


Strategy Comments

Other Options

Running an 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and 132 Speed EV's give Marowak-Alola a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan-Golem, Gumshoos, and others. Running 248 HP / 8 Def / 252 SpD EV's will allow Alolan-Marowak to live longer if a more unconventional support moveset was used. Alolan-Marowak could have a niche on Trick Room teams because of its slow speed. Shadow Force could be ran as a heavy hitting Ghost type STAB, however the two-turn move is not highly reccomended as it is easy for the opponent to switch into a resist or immunity. Extreme Speed is also a viable option, making Marowak-Alola a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit can be deadly for Alolan-Marowak as it constantly has to switch out if it is not boosted enough to outspeed and kill a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola. Knock off can either kill Alolan-Marowak or render it impotent as it does super-effective damage and knocks off its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan-Marowak's STAB attacks with Dark/Dragon typing and impressive 223/53 physical bulk. Also a threat because either can sketch Pursuit to completely beat Alolan-Marowak. Hydreigon also shares the STAB resistances and can use Alolan-Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan-Marowak's moves, and can quickly dispose of Marowak-Alola with STAB Water-type moves.

Physically Bulky Ground-types: Ground types with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan-Marowak with STAB sketched Ground moves such as Thousand Arrows or Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
Official Fissure, this has been ready for a while now, sorry for not tagging you.
 

Fissure

Cotton Candy Thighs
is a Tiering Contributor Alumnus
Notes are in Blue.
Alolan-Marowak,
QC [2/3]

Overview


Alolan-Marowak has good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Marowak's signature item, the Thick Club, brings Marowak-Alola's already respectable Base Attack of 80 to boast a huge Base Attack of around 209. Alolan-Marowak carries two useful abilities in Rock Head and Lightning Rod, where Rock Head gives recoil-free 120 BP STAB Flare Blitz and Lightning Rod provides an electric immunity; Alolan-Marowak makes players think twice before choosing an electric-type move. Immune to Extreme Speed from non-ate users, Alolan-Marowak can also be immune to Alolan-Golem Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate. Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric), which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who would otherwise outspeed and easily kill. however, Knock Off is particularly crippling to Alolan-Marowak dealing super-effective damage and knocking off its Thick Club, rendering it nearly useless. Despite its nuclear attack, when unboosted, Marowak-Alola's speed is too low to outspeed many things in the meta, making it susceptible to super-effective coverage moves and revenge killing. Poor Special bulk and weak to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Alolan-Marowak is weak to entry hazards, most notably Stealth Rock, which will do 25% damage on each switch-in, and as Marowak has no recovery this cannot be made up.

Shift Gear Sweeper
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Shift Gear

Moves

Flare Blitz is Alolan-Marowak's primary STAB attack, and when boosted can hit like a truck and still be easily spammable. Bonemerang, the Marowak evolution line's signature move, has the same BP as Earthquake with the unique ability to break substitutes at the cost of some accuracy. Shadow Bone is Marowak-Alola's secondary STAB move, its signature Ghost-type physical move that is useful for fire resists and those weak to Ghost. Shift Gear is arguably the best boosting move currently allowed in Sketchmons, boosting Attack by one stage and Speed by two with each use. Repeated uses of Shift Gear can help make up for Alolan-Marowak's poor base Speed stat.

Set Details

248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4. 252 Attack gives Alolan-Marowak the highest Attack possible to ensure that every attack hits hard. Rock Head allows for 120 BP Flare Blitz which can be used often without the fear of recoil damage. Thick Club doubles Alolan-Marowak's attack which gives it an astronomically high base of approximately 209.

V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp
(Having 4 evs in HP gives Marowak-A a total of 262. I personally don't like having an even number of hp on mons weak to stealth rock since they take 25% so i would put that 4 evs into either physical defense or special defense.)
Moves
V-Create is now Alolan-Marowak's primary STAB attack of 180 BP, however has the drawback of making Alolan-Marowak even more frail. Bonemerang, the Marowak evolution line's signiture move, has the same BP as Earthquake with the unique ability to break subsititutes at the cost of some accuracy. Shadow Bone is Marowak-Alola's secondary STAB move, its signiture Ghost-type physical move that is useful for fire resists and those weak to Ghost. Swords Dance can allow for Marowak-Alola to wallbreak with V-Create. Stealth Rock can be used as an entry hazard if you lead with Alolan-Marowak, as opponents often switch to a fire resist, giving free rocks. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies since V-Create cannot burn.

Set Details
( This set does not have 248 HP...) (Forgot to change it when you copy-pasted it from the previous set detail?)
248 HP gives Alolan-Marowak an odd base HP stat, which will allow it to switch into Stealth Rock 5 times instead of 4. 252 Attack and Adamant nature gives Alolan-Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives an electric immunity to compliment the other defensive typing perks of Alolan-Marowak. Thick Club doubles Alolan-Marowak's attack which gives it an astronomical base of 209.

Usage Tips
Alolan-Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan-Marowak's massive attack stat, which allows it to break all but the toughest physical walls. Using Alolan-Marowak as a lead allows it to often set rocks or use a switch as setup fodder, due to many Pokemon not being able to handle the sheer power of it. After setting up, Alolan-Marowak can send huge waves of power if it has set up enough, making it difficult to revenge kill due to its typing and its only weakness is being outspeeded. Keep Stealth Rock off the field whenever possible so that Alolan-Marowak can take as many hits as possible as it carries no recovery, not even in the form of leftovers as the item slot should be taken by the Thick Club. ( Mention how you shouldn't just switch it in willy nilly in case of knock off.)

Team Options

Alolan-Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but is complimented by any strong Special attacker to help it defeat the opponent's defensive core. Alolan-Marowak always appreciates Hazard removers due to the rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses. Specially Bulky Pokemon that resist Alolan-Marowak's weaknesses are useful for switching into when a fast Special attacker comes in. A good option is Mantine, which can soak up Water and Ground type attacks while Marowak can take Electric type attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Virizion, (Mega) Gyarados, and Keldo. (I'm not sure if it is just me, but the way that you have this makes me think that these mons go with the previous sentence about specially bulky pokemon when these mons are knock off absorbers. Instead of saying " Other options could include but are not limited to" say how these mons can be switched into potential knock offs since knock off severely weakens marowak.) Dark-types, Fairy-types, and Fighting-types can also be of use to Alolan-Marowak as they resist Alolan-Marowak's most typically found weakness in Dark. Fighting-Types with the ability Justified can also get an attack boost from switching into a Dark-type move. (Just remove that sentence)


Strategy Comments

Other Options

Running an 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and 132 Speed EV's give Marowak-Alola a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan-Golem, Gumshoos, and others. Running 248 HP / 8 Def / 252 SpD EV's will allow Alolan-Marowak to live longer if a more unconventional support moveset was used. Alolan-Marowak could have a niche on Trick Room teams because of its slow speed. Shadow Force could be ran as a heavy hitting Ghost type STAB, however the two-turn move is not highly reccomended as it is easy for the opponent to switch into a resist or immunity. (Remove the shadow force sentence.) Extreme Speed is also a viable option, making Marowak-Alola a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit can be deadly for Alolan-Marowak as it constantly has to switch out if it is not boosted enough to outspeed and kill a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola. Knock off can either kill Alolan-Marowak or render it impotent as it does super-effective damage and knocks off its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan-Marowak's STAB attacks with Dark/Dragon typing and impressive 223/53 physical bulk. Also a threat because either can sketch Pursuit to completely beat Alolan-Marowak. Hydreigon also shares the STAB resistances and can use Alolan-Marowak as setup fodder. ( Hydreigon is honestly flat out better than guzzlord when it comes to this role. either give guzzlord a recovery move (Which it needs severely) over pursuit or just omit it completely)

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan-Marowak's moves, and can quickly dispose of Marowak-Alola with STAB Water-type moves.

Physically Bulky Ground-types: Ground types with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan-Marowak with STAB sketched Ground moves such as Thousand Arrows or Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
QC 3/3
 

dhelmise

banend doosre
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DurzaOffTopic you're going to have to do something about updating this soon. The main set is completely based around a banned move, and there are mentions of other banned moves and Pokemon throughout the analysis. Please update this and get another QC check before moving it to GP.
 
DurzaOffTopic since you made major content changes, did you ask a qc member to look over it? isn't useful if i gp this only to find out that (lots of) changes need to be made lol
I didn't actually make any content changes, I just removed the set around the banned move, as well as mentions of the banned move. I already got QC 3/3 but I was rejected for GP due to not having full reqs for both sets, now that there is only one set there is no problem.
 

Sobi

Banned deucer.
Overview

Alolan Marowak (there's no hyphen) has a good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Alolan Marowak's signature item, the Thick Club, brings boosts Alolan Marowak's its already respectable base 80 Attack of 80 to boast a huge Base Attack of around 209, making it a threatening wallbreaker. (or something like that, but you need to explain why this is relevant) Alolan Marowak carries two useful abilities in Rock Head and Lightning Rod, where Rock Head the former of which gives it recoil-free 120 BP 120-Base Power STAB Flare Blitz and Lightning Rod the latter of which provides an Electric immunity;(RSC) makes , (AC) making players think twice before choosing an Electric-type move. It's immune to Extreme Speed from non-ate users, can also be immune to as well as Galvanize Alolan Golem's Extreme Speed with Lightning Rod, and resists Refrigerate and Pixilate. Its typing in combination with the Lightning Rod ability also grants Alolan Marowak a useful set of resistances (Fire, Grass, Bug, Ice, Fairy, Poison, Steel) and immunities (Normal, Fighting, Electric), which allows that allow it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana (I don't find it particularly necessary to list all the resistances, perhaps maybe the ones relevant wrt the examples given but this overview is starting to list basic dex info !_!). A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, who which would otherwise outspeed and easily KO it kill.

(Line break for readability) However, Knock Off is particularly crippling to Alolan Marowak, (AC) dealing super-effective super effective damage and knocking off removing its Thick Club, rendering it nearly useless. Despite its nuclear impressive Attack, when an unboosted, (RC) Alolan Marowak's speed is too slow to outspeed many things Pokemon in the metagame, making it susceptible to super-effective super effective coverage moves and revenge killing. Its poor special bulk and weaknesses to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Finally, Alolan Marowak is weak to entry hazards, most notably Stealth Rock, which wear it down will do 25% damage on each switch-in, (they all don't do that? plus you should avoid stating these kinds of information and instead say what the impact it) and as Marowak has no recovery, (AC) this cannot be made up.

V-Create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-O-Wisp

Moves
V-Create is now Alolan Marowak's primary STAB attack of with 180 Base Power, however but it has the drawback of making Alolan Marowak even more frail. Bonemerang, (RC) the Marowak evolution line's signiture move, (RC) has the same Base Power as Earthquake but has with the unique ability to break Subsititutes at the cost of some accuracy. Shadow Bone is Alolan Marowak's secondary STAB move, (RC) its signiture Ghost-type physical move that is and is useful for Fire-resists Fire-resistant and Ghost-weak Pokemon and those weak to Ghost. Swords Dance can allow for Alolan Marowak to wallbreak with V-Create. Stealth Rock can be used as an entry hazard if you lead with Alolan Marowak, as opponents often switch to a Fire-resistant Pokemon, giving a free chance to set it up rocks. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies, (AC) since V-Create cannot burn.

Set Details

248 HP gives give Alolan Marowak an odd base HP stat, which will allow it to switch into Stealth Rock five times instead of four. 252 Attack and an Adamant nature gives give Alolan Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives an Electric immunity to complement the other defensive typing perks of Alolan Marowak. Thick Club doubles Alolan Marowak's Attack, (AC) which gives it an astronomical base Attack stat of 209.

Usage Tips
Alolan Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and a sweeper, (RC) depending on the set and playstyle. The trait that makes it such a good wallbreaker is Alolan Marowak's massive Attack stat, which allows it to break all but the toughest physical walls. Using Alolan Marowak as a lead allows it to often set rocks Stealth Rock or use a switch as setup fodder, (RC) due to many Pokemon not being able to handle the sheer power of it. After setting up, Alolan Marowak can send huge waves of power if it has set up enough, making it difficult to revenge kill due to its typing, (AC) and its only weakness is being outsped outspeeded. Keep Stealth Rock off the field whenever possible so that Alolan Marowak can take as many hits as possible, (AC) as it carries no recovery, not even in the form of Leftovers, (AC) as the item slot should be taken by the Thick Club (is leftovers that significant? because it falls under "recovery" + and this part is obvious so i'd remove it). It also requires caution when switching in, (AC) as switching into Knock Off can cripple it beyond repair.

Team Options

Alolan Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but it is complemented by any strong special attacker to help it defeat the opponent's defensive core. Alolan Marowak always appreciates entry hazard removers, such as Skarmory, Tapu Fini, Mantine, and Pheromosa, that don't share weaknesses due to the its Rock weakness factoring in Stealth Rock. Some options could include Skarmory, Tapu Fini, Mantine, and Pheromosa, due to non-shared weaknesses. Specially bulky Pokemon that resist Alolan Marowak's weaknesses are useful for switching into when a fast special attacker comes in. A good option is Mantine, which can soak up Water- (AH) and Ground-type (AH) attacks while Lightning Rod Marowak can take Electric-type (AH) attacks if it uses the ability Lightning Rod. Other options could include but are not limited to Virizion, (Mega) Gyarados, and Keldeo. Dark-, Fairy-, and Fighting-types can also be of use to Alolan Marowak, (AC) as they resist Alolan Marowak's most typically found weakness in Dark. They can also switch into potential Knock-Off's Knock Offs without taking much damage.


Strategy Comments

Other Options

Running an EV spread of 248 HP / 16 Atk / 112 SpD / 132 Spe EV spread is useful for being able to take more hits on switch in, and ; (SC) 132 Speed EVs give Alolan Marowak a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as outspeeding Alolan Golem, (RC) and Gumshoos, and others. Running a spread of 248 HP / 8 Def / 252 SpD EV's will allow Alolan Marowak to live longer if a more unconventional support moveset was used. Alolan Marowak could have a niche on Trick Room teams because of its slow Speed. Extreme Speed is also a viable option, making Alolan Marowak a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit from Tyranitar, Weavile, Absol, and Alolan Muk can be deadly for Alolan Marowak, as it constantly has to switch out if it is not boosted enough to outspeed and kill KO a threat. Notable users could include Tyranitar, Weavile, Absol, and Muk-Alola. Knock Off can either kill KO Alolan Marowak or render it impotent, (AC) as it does super-effective (RH) damage and knocks off removes its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan Marowak's STAB attacks with thanks to its Dark(space)/(space)Dragon typing and impressive 223/53 physical bulk. Hydreigon is also a threat because either it can also (is this what you mean?) Sketch Pursuit to completely beat Alolan Marowak. Hydreigon also shares the STAB resistances and can use Alolan Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan Marowak's moves, (RC) and can quickly dispose of Alolan Marowak with STAB Water-type moves.

Physically Bulky Ground-types: Physically bulky Ground-types (AH) such as Mudsdale, Landorus-T, and Gliscor with Physical Bulk can usually take a Flare Blitz if not boosted enough and then threaten Alolan Marowak with STAB Sketched Ground-type moves such as Thousand Arrows or and Thousand Waves. Some notable users are Mudsdale, Landorus-Therian, and Gliscor.
implement this carefully + also read my comments please, there were some parts I didn't quite understand so try and clarify any issues there. lmk on discord if anything's wrong. tag me once implemented and i'll check this again :]
 
Overview

Alolan Marowak has a good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Alolan Marowak's signature item, the Thick Club, boosts Alolan Marowak-Alola's already respectable base 80 attack to 209 (doesn't Thick Club double it? 80 * 2 doesn't make 209, last I checked), making it a threatening wallbreaker. Alolan Marowak carries two useful abilities in Rock Head and Lightning Rod, the former of which gives it a recoil-free 120 Base-Power (Flare Blitz always has 120 Base Power) STAB Flare Blitz and the latter provides an eElectric immunity, making players think twice before choosing an Electric-type move. Its typing in combination with the Lightning Rod ability also grants Alolan Marowak a useful set of resistances and immunities, including an immunity to Extreme Speed from non-ate users as well as Galvanize Alolan Golem's Extreme Speed, and resists Refrigerate and Pixilate. Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances to Ice and immunities Fairy, which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, which would otherwise outspeed and easily kill KO it.

However, Knock Off is particularly crippling to Alolan Marowak, dealing super effective damage and removing its Thick Club, rendering it Alolan Marowak nearly useless. Despite its impressive Attack, (AC) Alolan Marowak-Alola's Speed is too slow to outspeed many Pokemon in the metagame, making it susceptible to super effective coverage moves and revenge killing. Its poor special bulk and weaknesses to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Finally, Alolan Marowak is weak to entry hazards, most notably Stealth Rock, which will deal large amounts of damage on switch in, and as Marowak it has no form of (optional) recovery, this cannot be made up.

V-create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- V-create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-O-Wisp

Moves
V-create is now Alolan Marowak's primary STAB attack with 180 Base Power, but it has the drawback of making Alolan Marowak even more frail. Bonemerang has the same BP as Earthquake but has the unique ability to break Substitutes at the cost of some accuracy. Shadow Bone is Alolan Marowak's secondary STAB move and is useful for Fire-resistant and Ghost-weak Pokemon. Swords Dance can allow Marowak Alola to wallbreak with V-create. Stealth Rock can be used as an entry hazard if you lead with Alolan Marowak, as opponents often switch to a Fire-resistant Pokemon, giving it a free chance to set Stealth Rocks. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies, since V-create cannot burn.

Set Details

248 HP give Alolan Marowak an odd base HP stat, which will allow it to switch into Stealth Rock five times instead of four. 252 Attack and an Adamant nature gives Alolan Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives Alolan Marowak an Electric immunity to complement the other defensive typing perks of Alolan Marowak granted by its typing. Thick Club doubles Alolan Marowak's attack, which gives it an astronomical Attack stat of 209.

Usage Tips
Alolan-_Marowak (RH) has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and or a sweeper depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan-_Marowak's (RH) massive Attack stat, which allows it to break all but the toughest physical walls. Using Alolan-_Marowak (RH) as a lead allows it to often set Stealth Rocks or use a switch as setup fodder due to many Pokemon not being able to handle theits sheer power of it. After setting up, Alolan-_Marowak (RH) can send huge waves of power if it has set up enough (how much?), making it difficult to revenge kill due to its typing, and its only weakness is being outsped. Keep Stealth Rock off the field whenever possible so that Alolan-_Marowak (RH) can take as many hits as possible, (AC) as it carries no recovery, not even in the form of Leftovers, as the item slot should be taken by the Thick Club. It also requires caution when switching in, as Knock Off can cripple it beyond repair.

Team Options

Alolan Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but it is complemented by any strong special attacker to help it defeat the opponent's defensive core. Alolan Marowak always appreciates entry hazard removers such as Skarmory, Tapu Fini, Mantine, and Pheromosa, (RC) that don't share weaknesses (to what?) due to itsStealth Rock weakness factoring in Stealth Alolan Marowak's Rock weakness. Specially bulky Pokemon that resist Alolan Marowak's weaknesses are useful for switching into when a fast special attacker comes in. A good option is Mantine, which can soak up Water- and Ground-type attacks while Marowak can take Electric-type attacks. Other options could include, (AC) but are not limited to, (AC) Virizion, (Mega) Gyarados, and Keldeo. Dark-, Fairy-, and Fighting-types (such as...) can also be of use to Alolan Marowak, as they resist Alolan Marowak's most typically-found (AH) weakness in Dark. They and can also switch into potential Knock Offs without taking much damage.


Strategy Comments

Other Options

Running an EV spread of 248 HP / 16 Atk / 112 SpD / 132 Spe is useful for being able to take more hits upon switching in; 132 Speed EVs give Alolan Marowak a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as and allows it to outspeeding Alolan Golem and Gumshoos. Running a spread of 248 HP / 8 Def / 252 SpD will allow Alolan Marowak to live longer if a more unconventional support moveset was is used. Alolan Marowak could have a niche (does it or does it not?) on Trick Room teams because of its low Speed. Extreme Speed is also a viable option, making Alolan Marowak a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit from Tyranitar, Weavile, Absol, and Alolan Muk can be deadly for Alolan Marowak, (AC) as it constantly has to switch out if it is not boosted enough to outspeed and KO a threat. Knock Off can either KO Alolan-_Marowak (RH) or render it impotent, as it does super effective damage and removes its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan Marowak's STAB attacks thanks to its Dark / Dragon typing and impressive 223/53 physical bulk. Hydreigon also shares the STAB resistances and can use Alolan Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan Marowak's moves and can quickly dispose of Alolan Marowak with STAB Water-type moves.

Physically Bulky Ground-types: Physically Bulky Ground types such as Mudsdale, Landorus Therian-T (AH), and Gliscor can possibly take a V-create and then threaten Alolan Marowak with STAB Sketched Ground moves such as Thousand Arrows, Precipice Blades, and Thousand Waves.
 

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
DurzaOffTopic i was looking at Zrp's check and then Sobi's check and i realised you didnt implement the first check properly. there are a lot of things that you missed from the first check. check out this short video that shows you how to implement everything properly
spo.ink/gpvideo
 
Overview

Alolan Marowak has a good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Alolan Marowak's signature item, the Thick Club, boosts Alolan Marowak-Alola's already respectable base 80 attack to 209 (doesn't Thick Club double it? 80 * 2 doesn't make 209, last I checked), making it a threatening wallbreaker. Alolan Marowak carries two useful abilities in Rock Head and Lightning Rod, the former of which gives it a recoil-free 120 Base-Power (Flare Blitz always has 120 Base Power) STAB Flare Blitz and the latter provides an eElectric immunity, making players think twice before choosing an Electric-type move. Its typing in combination with the Lightning Rod ability also grants Alolan Marowak a useful set of resistances and immunities, including an immunity to Extreme Speed from non-ate users as well as Galvanize Alolan Golem's Extreme Speed, and resists Refrigerate and Pixilate. Its typing in combination with the Lightning Rod ability also grants Marowak-Alola a useful set of resistances to Ice and immunities Fairy, which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, which would otherwise outspeed and easily kill KO it.

However, Knock Off is particularly crippling to Alolan Marowak, dealing super effective damage and removing its Thick Club, rendering it Alolan Marowak nearly useless. Despite its impressive Attack, (AC) Alolan Marowak-Alola's Speed is too slow to outspeed many Pokemon in the metagame, making it susceptible to super effective coverage moves and revenge killing. Its poor special bulk and weaknesses to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Finally, Alolan Marowak is weak to entry hazards, most notably Stealth Rock, which will deal large amounts of damage on switch in, and as Marowak it has no form of (optional) recovery, this cannot be made up.

V-create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- V-create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-O-Wisp

Moves
V-create is now Alolan Marowak's primary STAB attack with 180 Base Power, but it has the drawback of making Alolan Marowak even more frail. Bonemerang has the same BP as Earthquake but has the unique ability to break Substitutes at the cost of some accuracy. Shadow Bone is Alolan Marowak's secondary STAB move and is useful for Fire-resistant and Ghost-weak Pokemon. Swords Dance can allow Marowak Alola to wallbreak with V-create. Stealth Rock can be used as an entry hazard if you lead with Alolan Marowak, as opponents often switch to a Fire-resistant Pokemon, giving it a free chance to set Stealth Rocks. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies, since V-create cannot burn.

Set Details

248 HP give Alolan Marowak an odd base HP stat, which will allow it to switch into Stealth Rock five times instead of four. 252 Attack and an Adamant nature gives Alolan Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives Alolan Marowak an Electric immunity to complement the other defensive typing perks of Alolan Marowak granted by its typing. Thick Club doubles Alolan Marowak's attack, which gives it an astronomical Attack stat of 209.

Usage Tips
Alolan-_Marowak (RH) has surprising versatility in the fact that it can be used as a wallbreaker, a lead, and or a sweeper depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan-_Marowak's (RH) massive Attack stat, which allows it to break all but the toughest physical walls. Using Alolan-_Marowak (RH) as a lead allows it to often set Stealth Rocks or use a switch as setup fodder due to many Pokemon not being able to handle theits sheer power of it. After setting up, Alolan-_Marowak (RH) can send huge waves of power if it has set up enough (how much?), making it difficult to revenge kill due to its typing, and its only weakness is being outsped. Keep Stealth Rock off the field whenever possible so that Alolan-_Marowak (RH) can take as many hits as possible, (AC) as it carries no recovery, not even in the form of Leftovers, as the item slot should be taken by the Thick Club. It also requires caution when switching in, as Knock Off can cripple it beyond repair.

Team Options

Alolan Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but it is complemented by any strong special attacker to help it defeat the opponent's defensive core. Alolan Marowak always appreciates entry hazard removers such as Skarmory, Tapu Fini, Mantine, and Pheromosa, (RC) that don't share weaknesses (to what?) due to itsStealth Rock weakness factoring in Stealth Alolan Marowak's Rock weakness. Specially bulky Pokemon that resist Alolan Marowak's weaknesses are useful for switching into when a fast special attacker comes in. A good option is Mantine, which can soak up Water- and Ground-type attacks while Marowak can take Electric-type attacks. Other options could include, (AC) but are not limited to, (AC) Virizion, (Mega) Gyarados, and Keldeo. Dark-, Fairy-, and Fighting-types (such as...) can also be of use to Alolan Marowak, as they resist Alolan Marowak's most typically-found (AH) weakness in Dark. They and can also switch into potential Knock Offs without taking much damage.


Strategy Comments

Other Options

Running an EV spread of 248 HP / 16 Atk / 112 SpD / 132 Spe is useful for being able to take more hits upon switching in; 132 Speed EVs give Alolan Marowak a jump over defensive Pokemon like Clefable and Impostor Chansey, as well as and allows it to outspeeding Alolan Golem and Gumshoos. Running a spread of 248 HP / 8 Def / 252 SpD will allow Alolan Marowak to live longer if a more unconventional support moveset was is used. Alolan Marowak could have a niche (does it or does it not?) on Trick Room teams because of its low Speed. Extreme Speed is also a viable option, making Alolan Marowak a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off, and Pursuit users: Pursuit from Tyranitar, Weavile, Absol, and Alolan Muk can be deadly for Alolan Marowak, (AC) as it constantly has to switch out if it is not boosted enough to outspeed and KO a threat. Knock Off can either KO Alolan-_Marowak (RH) or render it impotent, as it does super effective damage and removes its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan Marowak's STAB attacks thanks to its Dark / Dragon typing and impressive 223/53 physical bulk. Hydreigon also shares the STAB resistances and can use Alolan Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan Marowak's moves and can quickly dispose of Alolan Marowak with STAB Water-type moves.

Physically Bulky Ground-types: Physically Bulky Ground types such as Mudsdale, Landorus Therian-T (AH), and Gliscor can possibly take a V-create and then threaten Alolan Marowak with STAB Sketched Ground moves such as Thousand Arrows, Precipice Blades, and Thousand Waves.
implemented, thanks
DurzaOffTopic i was looking at Zrp's check and then Sobi's check and i realised you didnt implement the first check properly. there are a lot of things that you missed from the first check. check out this short video that shows you how to implement everything properly
spo.ink/gpvideo
oof

I swear i did all the stuff from my first check and I just forgot to hit save or something
 
add remove comments
Overview

Alolan Marowak has a good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a has seemingly mediocre stat line stats, Alolan Marowak's signature item, the (fluff) Thick Club, (RC) boosts Alolan Marowak's already respectable base 80 attack to 209, making it a threatening wallbreaker. Alolan Marowak carries two useful abilities in Rock Head and Lightning Rod, the former of which gives it a recoil-free STAB Flare Blitz and the latter of which provides an electric Electric immunity, making players think twice before choosing an Electric-type move. Its typing in combination with the Lightning Rod ability also grants Alolan Marowak a useful set of resistances and immunities, including an immunity to Extreme Speed from non-ate users as well as and Galvanize Alolan Golem's Extreme Speed and resistances to Ice and Fairy, which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, which would otherwise outspeed and easily KO it.

However, Knock Off is particularly (you haven't yet brought up anything else that's crippling to alolanwak) crippling to Alolan Marowak, dealing super effective damage and removing its Thick Club, rendering Alolan Marowak nearly useless. Despite its impressive Attack, Alolan Marowak's Speed is too slow to outspeed many Pokemon in the metagame, making it susceptible to super effective coverage moves and revenge killing. Its poor special bulk and weakness to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for against many teams. Finally, Alolan Marowak is weak to entry hazards, most notably Stealth Rock, which will deal large amounts of damage on switch in, and as it has no form of recovery (rest? leftovers? I think you mean no form of reliable recovery), this cannot be made up damage cannot be healed.

V-create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 Def
Jolly Nature
- V-Create
- Bonemerang
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp

Moves
V-create is Alolan Marowak's primary STAB attack with and has (it doesnt have any other stab attacks w/ 180 bp) 180 Base Power, but it has the drawback of making Alolan Marowak even more frail. Bonemerang has the same BP Base Power as Earthquake but has the unique ability to break Substitutes at the cost of some accuracy. Shadow Bone is Alolan Marowak's secondary STAB move and is useful for Fire-resistant and Ghost-weak Pokemon. Swords Dance can allow Marowak Alola allows Alolan Marowak to wallbreak with V-create. Stealth Rock can be used as an entry hazard if you lead with Alolan Marowak, as opponents often switch to a Fire-resistant Pokemon, giving it a free chance to set Stealth Rock. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies, since V-create cannot burn.

Set Details

248 HP give Alolan Marowak an odd HP stat, which will allow allows it to switch into Stealth Rock five times instead of four. 252 Attack and an Adamant nature gives Alolan Marowak the most attacking offensive presence to ensure and ensures that every attack hits hard. Lightning Rod gives Alolan Marowak an Electric immunity to complement the other defensive perks granted by its typing. Thick Club doubles Alolan Marowak's attack, which gives it an astronomical base Attack stat of 209.

Usage Tips
Alolan Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, or a sweeper depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan Marowak's Alolan Marowak is a good wallbreaker because of its massive Attack stat, which allows it to break all but the toughest physical walls. Using Alolan Marowak as a lead allows it to often set Stealth Rock or use a switch as setup fodder due to many Pokemon not being able to handle its sheer power. Alolan Marowak can send huge waves of power is very powerful (this what you meant?), making it difficult to revenge kill due to its typing, and its only weakness is being outsped. Keep Stealth Rock off the field whenever possible so that Alolan Marowak can take as many hits as possible, as it carries no recovery, not even in the form of Leftovers, as the item slot should be taken by the Thick Club. It also requires caution when switching in, as Knock Off can cripple it beyond repair.

Team Options

Alolan Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but it is complemented by any strong special attacker to help it defeat the opponent's defensive core. Alolan Marowak always appreciates entry hazard removers such as Skarmory, Tapu Fini, Mantine, and Pheromosa that don't share weaknesses with it due to Stealth Rock factoring in its Rock its Stealth Rock weakness. Specially bulky Pokemon that resist Alolan Marowak's weaknesses are useful for switching into when a fast Special special attacker comes in. A good option is Mantine, which can soak up Water- and Ground-type attacks while Marowak can take Electric-type attacks. Other options could include, but are not limited to, ("include" makes this clear enough) Virizion, (Mega) Mega Gyarados, and Keldeo. Dark-, Fairy-, and Fighting-types can also be of use to Alolan Marowak, as they resist Alolan Marowak's most typically-found common weakness in Dark, (RC) and can also switch into potential Knock Offs Knock Off without taking much damage. Alolan Marowak has a niche on Trick Room teams because of its low Speed. (maybe list partners that work well on TR teams?)


Strategy Comments

Other Options
Running an An
EV spread of 248 HP / 16 Atk / 112 SpD / 132 Spe is useful for being able to take more hits upon switching in; 132 Speed EVs give Alolan Marowak a jump over defensive Pokemon like Clefable and Impostor Imposter Chansey, (RC) and allows it to outspeed Alolan Golem and Gumshoos. Running a spread of 248 HP / 8 Def / 252 SpD will allow allows Alolan Marowak to live longer if a more unconventional support moveset is used. Alolan Marowak has a niche on Trick Room teams because of its low Speed. (doesn't belong here) Extreme Speed is also a viable option, making Alolan Marowak a potent revenge killer and wallbreaker.

Checks and Counters

Dark-types, Knock Off users, and Pursuit users: Pursuit from Tyranitar, Weavile, Absol, and Alolan Muk can be deadly for Alolan Marowak, as it constantly has to switch out if it is has not boosted enough to outspeed and KO a threat. Knock Off can either KO Alolan Marowak or render it impotent, as it does super effective damage and removes its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan Marowak's STAB attacks thanks to its Dark / Dragon typing and impressive 223/53 223 / 53 physical bulk. Hydreigon also shares the STAB resistances to Alolan Marowak's STAB attacks and can use Alolan Marowak it as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini (ur not tapu fini) have little trouble with Alolan Marowak's moves and can quickly dispose of Alolan Marowak with STAB Water-type moves.

Physically Bulky Ground-types: Physically Bulky Ground types bulky Ground-types such as Mudsdale, Landorus-T, and Gliscor can possibly take a V-create and then threaten Alolan Marowak with STAB Sketched Ground Ground-type moves such as Thousand Arrows, Precipice Blades, and Thousand Waves.

DurzaOffTopic there were several changes from Sobi's check that were still not implemented. Please use the method in the video below to avoid missing stuff out by mistake. Tag me when you're done so I can check that this has been implemented properly.
 

MZ

And now for something completely different
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Ok, I'm sorry to have to do this after the GP check finally comes but this analysis is severely outdated and lacking in several places. It's simply been sitting around too long, and the rest of the team agreed (as soon as I pointed it out and got myself onto the team) that it'd be better for me to do one more QC check before this gets to go into GP. Sorry DeathByWobbuffet, wish I got this up earlier. Anyway, there's a full check in the reply below so please get through this before working on the grammar stuff DurzaOffTopic.
Overview

Alolan Marowak has a good offensive typing combined with a well-endowed STAB movepool, making it a feared threat in the metagame. Though it owns a seemingly mediocre stat line, Alolan Marowak's signature item, the Thick Club, boosts Alolan Marowak's already respectable base 80 attack to 209 more of a GP thing but did you just go from base attack to stat? seems weird. also this is mostly useless fluff that I'd tone down, especially since the overview is 2 whole paragraphs, making it a threatening wallbreaker. Alolan Marowak carries two useful abilities in Rock Head and Lightning Rod, the former of which gives it a recoil-free STAB Flare Blitz and the latter provides an electric immunity lightning rod is far more relevant than rock head, i wouldn't even mention rock head in the overview tbh. it's not worth running, making players think twice before choosing an Electric-type move. Its typing in combination with the Lightning Rod ability also grants Alolan Marowak a useful set of resistances and immunities, including an immunity Extreme Speed from non-ate users as well as Galvanize Alolan Golem's Extreme Speed and resistances to Ice and Fairy, which allows it to beat many common threats such as Tapu Koko, Porygon-Z, and Kartana. A positive side effect of Marowak's Ghost typing is that it cannot be trapped by Dugtrio, which would otherwise outspeed and easily KO it. this is supposed to be the positives section i suppose but honestly after reading this the only positive I'm getting is that it has good resistance and... nice stab attacks? I'm not seeing anything about a good offensive rock setter, it's unclear that alolawak is an incredibly strong breaker that finds switchin opportunities thanks to being able to check quite a few relevant threats, and I'm not getting that it has a very very strong Espeed. this isn't really poorly written, but it's a lot of fluff with no real substance about the mon

However, Knock Off is particularly crippling to Alolan Marowak, dealing super effective damage and removing its Thick Club, rendering Alolan Marowak nearly useless. Despite its impressive Attack, Alolan Marowak's Speed is too slow to outspeed many Pokemon in the metagame, making it susceptible to super effective coverage moves and revenge killing. Its poor special bulk and weakness to common coverage types such as Ground, Rock, Water, Dark, and Ghost make it a liability or setup fodder for many teams. Finally, Alolan Marowak is weak to entry hazards, most notably Stealth Rock, which will deal large amounts of damage on switch in, and as it has no form of recovery, this cannot be made up.
this part of the analysis is even more concerning because it's ridiculously generic. you've told me it's slow, has weaknesses, doesn't like knock off, and is weak to rocks. I can learn all of these from looking at the mon's stats and typing at the top of the page. there's no specific examples here, nothing that gives me any idea what it's weaknesses are in a practical situation. And it's split into 2 paragraphs for no apparent reason. The information you should be trying to get across is that a lot of strong /type advantaged mons can come in and threaten it really easily thanks to lots of weaknesses+shitty speed, so it'll die to like everything other than the mons u listed above that it checks. something about common psychic terrain making espeed less useful would be nice too since that's gonna get on the main set. I think this is the kind of thing you should be fine with fixing on your own, but it's because of sections like this that I'm not going to stamp until I get to see the finished product.

V-create Powerhouse
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 Def 252 Atk / 4 Def / 252 Spe
Jolly Adamant Nature
- V-Create / Flare Blitz
- Bonemerang Earthquake / Extreme Speed
- Shadow Bone
- Swords Dance / Stealth Rock / Will-o-Wisp Stealth Rock / Extreme Speed / Swords Dance

the set (and consequentially moves and set details) is really just out of date. this isn't on you, this really really shouldn't have gotten 3 stamps in the state it's in (0 speed jolly nature in particular was a major red flag). So for moves- mention that flare blitz is only run if ur opting to sketch espeed and not v-create. EQ > bonemerang because multihit simply isn't that useful, bonemerang is gonna go in other options. Swords Dance should only be run if ur sketching espeed and not V-Create, it's just really shitty without priority. Willo is just a waste of time, why cripple things when you've got v-create to murder them

Moves

V-create is Alolan Marowak's primary STAB attack with 180 Base Power you don't need to say the base power, if anything it's an abstraction of the very important fact that it's bonkers powerful, but it has the drawback of making Alolan Marowak even more frail. Bonemerang has the same BP as Earthquake but has the unique ability to break Substitutes at the cost of some accuracy. Shadow Bone is Alolan Marowak's secondary STAB move and is useful for Fire-resistant and Ghost-weak Pokemon. Swords Dance can allow Marowak Alola to wallbreak with V-create. Stealth Rock can be used as an entry hazard if you lead with Alolan Marowak, as opponents often switch to a Fire-resistant Pokemon, giving it a free chance to set Stealth Rock. Will-O-Wisp can be used to halve a foe's Attack and wear down enemies, since V-create cannot burn.

Set Details

248 HP give Alolan Marowak an odd HP stat, which will allow it to switch into Stealth Rock five times instead of four. 252 Attack and an Adamant nature gives Alolan Marowak the most attacking presence to ensure that every attack hits hard. Lightning Rod gives Alolan Marowak an Electric immunity to complement the other defensive perks granted by its typing. Thick Club doubles Alolan Marowak's attack, which gives it an astronomical Attack stat of 209.
interestingly you also had adamant nature here, so i supposed jolly is a random error that literally nobody caught and wouldve been uploaded. Anyway, once again mentioning the exact stat of 209 is unnecessary and doesn't really enhance understanding of how strong alolawak is. oh and also say if opting to run this on trick room, it should be 0 speed brave

Usage Tips (spacing!)
Alolan Marowak has surprising versatility in the fact that it can be used as a wallbreaker, a lead, or a sweeper depending on the set and playstyle. The thing that makes it such a good wallbreaker is Alolan Marowak's massive Attack stat, which allows it to break all but the toughest physical walls. Using Alolan Marowak as a lead allows it to often set Stealth Rock or use a switch as setup fodder due to many Pokemon not being able to handle its sheer power. Alolan Marowak can send huge waves of power, making it difficult to revenge kill due to its typing, and its only weakness is being outsped. Keep Stealth Rock off the field whenever possible so that Alolan Marowak can take as many hits as possible, as it carries no recovery, not even in the form of Leftovers, as the item slot should be taken by the Thick Club. It also requires caution when switching in, as Knock Off can cripple it beyond repair.
brutal honesty time- only the sentence about keeping rocks off is worth keeping. the rest provide no useful information for someone trying to understand how to use marowak. it's purely abstractions and jargon- look at stuff like "can be a wallbreaker or sweeper" or "be careful of switching because knock off". I looked back and the bullet points for this section really don't help either. What you should try to get across is 1. rocks 2. if you have rocks, try to set them as early as possible 3. if ur v-create, nuke things a lot early game to break stuff for later 4. if ur SD, try to eliminate leles before sweeping 5. marowak is the kind of mon that normally dies early, but if they've got something like koko or a-golem then you might want to keep it around for later 6. marowak doesn't switch into much so you'll often want to get it in through double switches (on stuff like kartana). You might be able to think of more stuff, but it needs to be practical and examples make everything better (really important point). the fact that you don't name a single pokemon in this section might be the most concerning part, look at any other analysis to see examples of this stuff.

Team Options

Alolan Marowak can work surprisingly well independently as an attacker thanks to its good offensive typing, Thick Club-boosted Attack, and effective movepool, but it is complemented by any strong special attacker to help it defeat the opponent's defensive core. Marowak breaks through pretty much everything, this is far from a necessity. Alolan Marowak always appreciates entry hazard removers such as Skarmory, Tapu Fini, Mantine, and Pheromosa remove the last 2 lol that don't share weaknesses due to Stealth Rock factoring in its Rock weakness. Specially bulky Pokemon that resist Alolan Marowak's weaknesses are useful for switching into when a fast Special attacker comes in attackers such as what? examples are super important. A good option is Mantine, which can soak up Water- and Ground-type attacks while Marowak can take Electric-type attacks. Other options could include, but are not limited to, Virizion, (Mega) Gyarados, and Keldeo virizion isnt a thing. Dark-, Fairy-, and Fighting-types can also be of use to Alolan Marowak, as they resist Alolan Marowak's most typically-found weakness in Dark, and can also switch into potential Knock Offs without taking much damage.
i don't see mentions of heatran checks or ground checks, which are the only things normally living v-creates other than bulky waters which you kind of covered but honestly i wanna see more about water checks too. don't forget that t-arrows makes ground checks different than they might be in standard tiers. also there should be some mention of sweepers that appreciate marowak's ability to break up defensive cores. stuff to check lele would be nice too since it messes w/espeed, and maybe a general mention to blanket checks like celesteela or fini which cover a wide variety of mons that might want to revenge kill marowak. this is just way too short, it's not that independent of a mon. also mention trick room mons, that's something it likes. You can also mention things that appreciate marowak's support, like koko weak mons or w/e

(spacing here as well)
Strategy Comments

Other Options

Running an EV spread of 248 HP / 16 Atk / 112 SpD / 132 Spe is useful for being able to take more hits upon switching in; 132 Speed EVs give Alolan Marowak a jump over defensive Pokemon like Clefable and Impostor Chansey, and allows it to outspeed Alolan Golem and Gumshoos. Running a spread of 248 HP / 8 Def / 252 SpD will allow Alolan Marowak to live longer if a more unconventional support moveset is used. Alolan Marowak has a niche on Trick Room teams because of its low Speed. Extreme Speed is also a viable option, making Alolan Marowak a potent revenge killer and wallbreaker. delete all of this. unless you think either of the spreads are good and can convince me of that then they ought to go (i have literally no idea what they do from reading your analysis and outspeeding gumshoos isn't my idea of relevant), and espeed is getting bumped to the main set. mention bonemerang, mention bolt strike lures things like fini but otherwise is way worse than other things u can sketch, and i suppose you can mention willo wisp here too
e: oh yeah and u can say wak can sketch trick room too but it's better for other mons to do so bc u lose how good v-c in TR is


Checks and Counters

This section really makes no sense whatsoever. If you already have a dark types section, why are guzz and hydrei (2 mons i consider unviable right now) in a separate section? Why's it just bulky waters and not offensive ones? same with ground types? This is just a total guess but it seems like you've only opted for counters and not checks, but both are very important. There's only things that can switch in with no mention of the legions of stuff that can revenge kill you. None of them are particularly well-written either, I don't get a great idea about how they check/counter alolawak or even many great examples of what these pokemon are (only 1 water mentioned, mudsdale). Here again I highly reccomend that you check out other analyses for an example of how to do this right, since my best advice for this section is really to just delete everything you have and start over.

As far as sections I think you actually ought to have, I'd do Water-types / Ground-types / Dark-types / Faster Attackers / Chip Damage (in that order since this should be ordered by threat level). Water types encompasses both offensive ones that check it and defensive ones that counter, ground types should have more viable examples like zygarde, rhyperior and garchomp as well as the ones that cant switch in at all like exca, dark-types should not mention hydreigon, absol or guzzlord but can go over pursuit mons (although alolan muk is outsped and dies lol) and give more examples like hoopa-u and mention that mega sab can trade with it but doesn't like dying to take out one mon. No specific knock mention is required. faster attackers is the part where u say pretty much anything quicker without a type disadvantage beats marowak before it beats u and mention random stuff like pinsir and lele and mence. Chip Damage should refer to marowak being weakened by rocks, toxic, spikes, flare blitz chip, whatever because that's a problematic way alolawak can get weakened and KOd real fast

Dark-types, Knock Off, and Pursuit users
: Pursuit from Tyranitar, Weavile, Absol, and Alolan Muk can be deadly for Alolan Marowak, as it constantly has to switch out if it is not boosted enough to outspeed and KO a threat. Knock Off can either KO Alolan Marowak or render it impotent, as it does super effective damage and removes its Thick Club.

Guzzlord and Hydreigon: Guzzlord resists and eats up both of Alolan Marowak's STAB attacks thanks to its Dark / Dragon typing and impressive 223/53 physical bulk. Hydreigon also shares the STAB resistances and can use Alolan Marowak as setup fodder.

Bulky Water-types: Bulky Water-types like Tapu Fini have little trouble with Alolan Marowak's moves and can quickly dispose of Alolan Marowak with STAB Water-type moves.

Physically Bulky Ground-types: Physically Bulky Ground types such as Mudsdale, Landorus-T, and Gliscor can possibly take a V-create and then threaten Alolan Marowak with STAB Sketched Ground moves such as Thousand Arrows, Precipice Blades, and Thousand Waves.
Let me know when this is done and I'm gonna look over this again before approving it for GP
 
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