Competitive Information for Cacturne [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Cacturne cacturne
Base Stats for Cacturne

Grass / Dark

Abilities:
Sand VeilSand Veil: If Sandstorm is active, this Pokemon's evasiveness is 1.25x; immunity to Sandstorm.
,
Water AbsorbWater Absorb: This Pokemon heals 1/4 of its max HP when hit by Water moves; Water immunity.


Evolutions / Family:
Cacnea
Cacturne

Weakness Chart for Grass/Dark-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
4x
0.5x
  
0.5x
2x
2x
2x
0.5x
0.5x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
2x
  
2x
0x
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for CacturneVisit Serebii's Pokedex for location, breeding, and other game details about CacturneVisit Bulbapedia for more information about Cacturne

Movesets for Singles


What is a good competitive moveset for Cacturne? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Cacturne is a wonderful Grass and Dark-typed Pokemon. It's a super common sight to see Cacturne out in the 5th generation battlefield. Cacturne is weak to Bug, Fighting, Fire, Flying, Ice, and Poison-typed attacks.


Species: Cacturne
Item: Life Orb / Focus Sash
Ability: Water Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Foul Play / Sucker Punch
- Double-Edge
- Seed Bomb
- Superpower

Physical Sweeper Cacturne (Water Absorb)

Cacturne is a fabulous Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Focus Sash helps protect Cacturne from being one-shotted and allowing it to atleast use a crucial move when brought out. With Water Absorb, Cacturne heals 1/4 of its max hp when hit by water moves; water immunity.

Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Sucker Punch is a physical STAB-boosted priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a hefty amount of damage.
Superpower is a physical 120-base power Fighting-type move (lowers your Cacturne's attack and defense by 1 stage).




Species: Cacturne
Item: Life Orb / Focus Sash
Ability: Water Absorb
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Giga Drain
- Dark Pulse
- Hyper Beam
- Venoshock

Special Sweeper Cacturne (Water Absorb)

Cacturne is pretty popular Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Cacturne from being one-shotted and allowing it to atleast use a crucial move when brought out. With Water Absorb, Cacturne heals 1/4 of its max hp when hit by water moves; water immunity.

Energy Ball is a special STAB-boosted 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Giga Drain is a special STAB-boosted 75-base power Grass-type move (Cacturne recovers 50% of the damage dealt).
Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).
Hyper Beam is a special 150-base power Normal-type move (Cacturne cannot move next turn).
Venoshock is a special 65-base power Poison-type move (power doubles if the target is poisoned).




Species: Cacturne
Item: Red Card
Ability: Water Absorb
Nature: Modest (+SpA, -Atk)
EVs: 231 Hp / 231 SpA / 48 Spe
Moveset:
- Nasty Plot
- Energy Ball
- Focus Blast
- Dark Pulse

Cacturne Special Tank (Nasty Plot Cacturne)

Cacturne is a spectacular Special Tank. It's goal is to take a hefty amount of hits from special attacks while dealing some decent damage. With Water Absorb, Cacturne heals 1/4 of its max hp when hit by water moves; water immunity.

Nasty Plot is a status move (raises your Cacturne's special attack by 2 stages).
Energy Ball is a special STAB-boosted 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Focus Blast is a special 120-base power Fighting-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).



Movesets for Doubles


What is a good doubles moveset for Cacturne? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Species: Cacturne
Item: Life Orb / Focus Sash
Ability: Water Absorb
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Foul Play / Sucker Punch
- Double-Edge
- Seed Bomb
- Superpower

Doubles Physical Sweeper Cacturne (Water Absorb)

Cacturne is a stupendous Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Focus Sash helps protect Cacturne from being one-shotted and allowing it to atleast use a crucial move when brought out. With Water Absorb, Cacturne heals 1/4 of its max hp when hit by water moves; water immunity.

Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Sucker Punch is a physical STAB-boosted priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a considerable amount of damage.
Superpower is a physical 120-base power Fighting-type move (lowers your Cacturne's attack and defense by 1 stage).




Species: Cacturne
Item: Life Orb / Focus Sash
Ability: Water Absorb
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Giga Drain
- Dark Pulse
- Acid
- Hyper Beam

Doubles Special Sweeper Cacturne (Water Absorb)

Cacturne is a decent Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Cacturne from being one-shotted and allowing it to atleast use a crucial move when brought out. With Water Absorb, Cacturne heals 1/4 of its max hp when hit by water moves; water immunity.

Energy Ball is a special STAB-boosted 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Giga Drain is a special STAB-boosted 75-base power Grass-type move (Cacturne recovers 50% of the damage dealt).
Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).
Acid is a special 40-base power Poison-type move (10% chance to lower the foes special defense by 1 stage).
Hyper Beam is a special 150-base power Normal-type move (Cacturne cannot move next turn).



Movepool


Wondering what moves can Cacturne learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Absorb
20
100%
25
User recovers 50% of the damage dealt.
Acid
40
100%
30
10% chance to lower the foe(s) Sp. Def by 1.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Energy Ball
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Magical Leaf
60
--
20
This move does not check accuracy.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Venoshock
65
100%
10
Power doubles if the target is poisoned.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bullet Seed
25
100%
30
Hits 2-5 times in one turn.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Cut
50
95%
30
No additional effect.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
20
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Needle Arm
60
100%
15
30% chance to flinch the target.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pin Missile
14
85%
20
Hits 2-5 times in one turn.
Poison Jab
80
100%
20
30% chance to poison the target.
Poison Sting
15
100%
35
30% chance to poison the target.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Secret Power
70
100%
20
Effect varies with terrain. (30% chance acc -1)
Seed Bomb
80
100%
15
No additional effect.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Smelling Salts
60
100%
10
Power doubles if target is paralyzed, and cures it.
Strength
80
100%
15
No additional effect.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Cotton Spore
--
100%
40
Lowers the target's Speed by 2.
Destiny Bond
--
--
5
If an opponent knocks out the user, it also faints.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Grass Whistle
--
55%
15
Causes the target to fall asleep.
Growth
--
--
40
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Ingrain
--
--
20
Traps/grounds user; heals 1/16 max HP per turn.
Leech Seed
--
90%
10
1/8 of target's HP is restored to user every turn.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Spikes
--
--
20
Hurts grounded foes on switch-in. Max 3 layers.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Switcheroo
--
100%
10
User switches its held item with the target's.
Swords Dance
--
--
30
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Teeter Dance
--
100%
20
Confuses adjacent Pokemon.
Toxic
--
90%
10
Badly poisons the target.
Worry Seed
--
100%
10
The target's Ability becomes Insomnia.

Combo List


These are a list of several common move combinations Cacturne can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Cacturne

Create a build


Have an idea in mind for Cacturne that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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