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The official site of Pokemon NFE battling.
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Marshtomp
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Tier-OU
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Abilities:
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Torrent: Increases
power of Water-type attacks by x1.5 when 33% or less health is
remaining.
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HP
Atk
Def
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Sp Atk
Sp Def
Spd
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Stealth Rock
Ice Punch
Earthquake
Surf / Muddy Water
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252 HP / 156 Def / 96 Sp Def / 4 Spd
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This set works much like Swampert
in OU, where Marshtomp's sturdy defenses allow it to get up Stealth
Rock relatively easy if it isn't met with a Grass-type attack. Ice
Punch hits lead Golbat and Gligar for a 2HKO, while dealing heavier
damage to Dragonair than Ice Beam. Surf 2HKOs the standard lead
Graveler, as well as Onix and Rhydon. Earthquake provides Marshtomp a
main STAB attack, and covers Magmar, Charmeleon and Electabuzz. The
choice of Muddy Water or Surf is a matter of risk and reward, where the
90% accuracy drop could mean an accuracy loss for the foe, which at
times could save Marshtomp from an attack that otherwise would harm it.
Marshtomp gains no key OHKOs or 2HKOs aganist any particularly common
NFE leads without significant Attack or Special Attack investment, so
defenses are maximized to give Marshtomp the best tanking ability. 4
Speed allows Marshtomp to outpace a neutral-natured, 0 Speed Piloswine,
Shelgon and Metang to allow it to attack with the appropriate move if
the foe is using such a variant of the listed Pokemon.
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Choice |
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Adamant |
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Choice
Band |
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Ice Punch
Waterfall
Earthquake
Return
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252 HP / 252 Atk / 4 Spd
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Marshtomp's access to the most
common type weaknesses in the game makes it a potent attacker,
especially with its naturally high defenses to take a hit or two. This
set works best on teams that have an easier time dealing with bulky
Water-types, in particular Mantyke, unless one predicts well with
Return. This set demands more team synergy than other Marshtomp sets,
as once the foe discovers or predicts that Marshtomp has a Choice Band,
they will likely send in Water-types to block off Ice Punch or
Waterfall, or Flying-types/Levitating Pokemon if Earthquake is chosen.
Electric-types work well with this set because of this, particularly
Electabuzz.
Maximum Attack is invested, of course, to bulk up Marshtomp's already
passable Attack power. The remaining EVs are delegated to defenses, as
Marshtomp has little need for other EVs, other than the 4 Speed to
allow Marshtomp to outspeed Piloswine, who is still 2HKOed even with a
Choice Banded Waterfall in most cases.
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With Marshtomp's only notable
weakness being Grass, and having enough defenses to shrug off most
other attacks, it makes a very effective lure. Using Pokemon such as
Golbat, Shelgon, Yanma, Roselia and Haunter as teammates for Marshtomp
allows said Pokemon to switch in with relative ease, and attack or set
up. Roselia is notable, as its access to Spikes alongside Marshtomp's
Stealth Rock works well in setting up multiple entry hazards, and
Roselia can switch to Marshtomp when faced with a Fire attack. In
general, most other Grass-types work well, as they resist Marshtomp's
main weakness, Grass, and can switch to Marshtomp when faced with a
Fire, Poison, and even some Ice attacks. Grovyle is notable, as it can
use the switch-in turn to set up Swords Dance to attempt a late-game
sweep, or set-up variants of Grotle, who demand a turn or two to set up
before attempting something toward a foe's team.
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Bulky Grass-types such as Grotle,
Ivysaur, Tangela, Weepinbell and Bayleef work best, as Marshtomp has a
very exploitable x4 Grass weakness, although one should be wary of Ice
Punch. Lombre is arguably Marshtomp's best counter, only fearing a
neutral Ice Punch, and being able to hit with a STAB Energy Ball.
Grovyle and Haunter are frailer options, but both can hit Marshtomp
with Energy Ball for a KO, while the latter can switch into a predicted
Earthquake.
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