Competitive Information for Marowak [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Marowak marowak
Base Stats for Marowak

Ground

Abilities:
Lightning RodLightning Rod: This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
,
Battle ArmorBattle Armor: This Pokemon cannot be struck by a critical hit.
,
Rock HeadRock Head: This Pokemon does not take recoil damage besides Struggle/Life Orb/crash damage.

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

Movesets for Singles


What is a good competitive moveset for Marowak? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Marowak in Pokemon Sun/Moon:

Charizard-Mega-XGoodraBreloomNihilegoSlurpuffSilvallyMasquerainPersian-AlolaAbsolMagneton


Marowak is a wonderful Ground-typed Pokemon. Marowak are common Pokemon to see in the SM metagame. Marowak is weak to Grass, Ice, and Water-typed attacks.


Species: Marowak
Item: Thick Club
Ability: Battle Armor
Nature: Adamant (+Atk, -SpA)
EVs: 156 Hp / 252 Atk / 44 Def / 56 SpD
Moveset:
- Fire Punch
- Thunder Punch
- Knock Off
- Bonemerang

Physical Tank Marowak (Popular/Trending)

Marowak is a phenomenal Physical Tank. This moveset is designed to take a mighty amount of physical hits while dealing some decent damage. With Battle Armor, Marowak cannot be struck by a critical hit.

Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Bonemerang is a physical STAB-boosted 50-base power Ground-type move (hits 2 times in one turn).



Species: Marowak
Item: Groundium Z / Life Orb
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake / Bonemerang
- Outrage
- Iron Head / Thunder Punch
- Knock Off / Throat Chop

Physical Sweeper Marowak (Lightning Rod)

Marowak is a notable Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Marowak's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Marowak draws electric moves to itself to raise sp. atk by 1; electric immunity. Iron Head or Thunder Punch are added to provide additional threat coverage.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon).
Bonemerang is a physical STAB-boosted 50-base power Ground-type move (hits 2 times in one turn).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Marowak afterwards).
Iron Head is a physical 80-base power Steel-type move (30% chance to flinch the target).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Throat Chop is a physical 80-base power Dark-type move (for 2 turns, the target cannot use sound moves).



Species: Marowak
Item: Thick Club
Ability: Battle Armor
Nature: Brave (+Atk, -Spe)
EVs: 248 Hp / 252 Atk / 8 SpD
Moveset:
- Knock Off
- Brick Break / Low Kick
- Rock Slide / Stone Edge
- Earthquake / Bonemerang

Marowak Physical Tank (Megalovania)

Marowak is an awesome Physical Tank. It is designed to take a decent amount of physical hits while dealing some decent damage. With Battle Armor, Marowak cannot be struck by a critical hit.

Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).
Low Kick is a physical 0-base power Fighting-type move (more power the heavier the target).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Stone Edge is a physical 100-base power Rock-type move (high critical hit ratio).
Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon).
Bonemerang is a physical STAB-boosted 50-base power Ground-type move (hits 2 times in one turn).


Movesets for Doubles


What is a good doubles moveset for Marowak? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Marowak in Pokemon Sun/Moon:

Charizard-Mega-XGoodraBreloomNihilegoSlurpuffSilvallyMasquerainPersian-AlolaAbsolMagneton


Species: Marowak
Item: Groundium Z / Life Orb
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake / Bonemerang
- Rock Slide
- Outrage
- Iron Head / Double-Edge

Doubles Physical Sweeper Marowak (Lightning Rod)

Marowak is a fabulous Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Marowak's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Marowak draws electric moves to itself to raise sp. atk by 1; electric immunity. Iron Head was added to provide additional threat coverage.

Earthquake is a physical STAB-boosted 100-base power Ground-type move (hits adjacent pokemon).
Bonemerang is a physical STAB-boosted 50-base power Ground-type move (hits 2 times in one turn).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Marowak afterwards).
Iron Head is a physical 80-base power Steel-type move (30% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).


Movepool


Wondering what moves can Marowak 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
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
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
50
100%
15
User must be asleep. 30% chance to flinch target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Gun
40
100%
25
No additional effect.
Aerial Ace
60
--
20
This move does not check accuracy.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bone Club
65
85%
20
10% chance to flinch the target.
Bone Rush
25
90%
10
Hits 2-5 times in one turn.
Bonemerang
50
90%
10
Hits 2 times in one turn.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Chip Away
70
100%
20
Ignores the target's stat stage changes.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Fire Punch
75
100%
15
10% chance to burn the target.
Fissure
--
30%
5
OHKOs the target. Fails if user is a lower level.
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.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
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.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
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.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Submission
80
80%
20
Has 1/4 recoil.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thrash
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Perish Song
--
--
5
All active Pokemon will faint in 3 turns.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Marowak can perform in Sun/Moon. 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 SM Move and Ability Combos for Marowak

Create a build


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



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Visit Smogon's Pokedex for more competitive movesets for MarowakVisit Serebii's Pokedex for location, breeding, and other game details about MarowakVisit Bulbapedia for more information about MarowakVisit Pikalytics for competitive usage stats on Marowak