Cacturne QC (0/3)



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Overview
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-Good mixed attacking stats
-Access to priority in Sucker Punch allows it to heavily damage faster threats
-Godsend immunity to Scald for a physical attacker with Water Asborb
-Unique typing
-Offensive check to Rotom
-Somewhat versatile, mutliple roles including Attacker and Spikes support
-Relatively frail
-Slow
-Weak to many types, including Fairy, Fighting, Ice, Fire, Bug, Flying, and Poison

Swords Dance
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name: Swords Dance
move 1: Swords Dance
move 2: Seed Bomb
move 3: Sucker Punch
move 4: Drain Punch
ability: Water Absorb
item: Life Orb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

Moves
========

-Swords Dance quickly turns Cacturne into a huge offensive threat, doubling its Attack.
-Seed Bomb is Cacturne's reliable STAB move, hitting important threats such as Seismitoad, Kabutops, Feraligatr, and Rhydon very hard.
-Sucker Punch is a secondary STAB move that has priority, hitting anything faster than Cacturne or anything that tries to revenge kill it.
-Drain Punch is very handy for walls such as Probopass, Audino, Lickilicky. It also notably hits Pawniard and Ferroseed, who both otherwise wall Cacturne. It also provides a somewhat reliable recovery source, and mitigates Life Orb recoil.

Set Details
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-Maximum investment go into Attack and Speed, Cacturne's most important stats on this set.
-Adamant nature is used to hit hard for a large amount of damage, while Jolly can be used to outspeed Pawniard and slower variants of Feraligatr.
-Water Absorb is the ability of choice, as it grants Cacturne an immunity to Water-type attacks, including the ever-present Scald.
-Lastly, Life Orb is used to bolster damage output, and allows Cacturne to hit as hard as possible, while still being able to alternate between moves.

Usage Tips
========

-Using it with Sticky Web support is highly recommended.
-Switching in on Water-types is the best way to set up, as you can generally Swords Dance as they switch out.
-Cacturne can typically take out revenge killers with Sucker Punch, so it doesnt have to worry too much about them.

Team Options
========

-Hazard support helps a lot: Sticky Web could potentially allow for an easier sweep, while Spikes and Stealth Rock helps Cacturne nab many OHKOs it wouldn't otherwise get.
-Ground-types such as Sandslash and Seismitoad can easily beat Poison-types such as Qwilfish and Garbodor for Cacturne, as well as Fire-types like Pyroar. Additionally, Sandslash can spin away hazards for Cacturne, while both can set up Stealth Rock, helping Cacturne achieve KOs a bit easier.
-Poison-types such as Qwilfish and Garbodor make good teammates, as they can beat Fighting- and Fairy-types for Cacturne, as well as provides Spikes support, while Cacturne beats Psychic-types for them in return.
-Psychic types
-Rock types

Spikes Lead
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name: Spikes Lead
move 1: Spikes
move 2: Seed Bomb
move 3: Sucker Punch
move 4: Destiny Bond / Counter / Encore
ability: Water Absorb
item: Focus Sash
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly

Moves
========

-Spike stacking is the point of this set, so we have spikes.
-Seed Bomb
-Sucker punch can be used to play mindgames vs faster frail pokemon and get off huge damage on a Cryogonal's Rapid Spin or Freeze Dry.
-Destiny Bond allows it to act a lot like Qwilfish and Froslass as a Spikes lead and claim a kill once it gets down to sash.
-Encore can be used to force switches vs other Hazard setters / Defensive mons which grants you more layers of spikes.
-Counter can be used with Focus Sash to claim a quick kill if you predict an attack.

Set Details
========

-Focus Sash guarantees at least one layer of Spikes
-Max speed to try to maximize the number of Spikes it can set up

Usage Tips
========

-Use it as a lead on a hyper offence team to get a quick kill + some early hazards
-You can use Sucker Punch on opposing Cryogonal if they come in and try to Rapid Spin on you.

Team Options
========

-Hyper offense enjoys the spike support, so try to pair it with offensive pokemon that can make use of the extra damage on everything. Examples include Offensive Mespirit, Feraligatr, Electivire, Magmortar, Gurdurr, and Typhlosion.
-Pawniard can be used along side it to discourage Defogging, and Rotom can effectively spinblock.

Mixed Attacker
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name: Mixed Attacker
move 1: Dark Pulse
move 2: Giga Drain
move 3: Sucker Punch
move 4: Substitute
ability: Water Absorb
item: Life Orb / Leftovers
evs: 4 Atk / 252 SpA / 252 Spe
nature: Rash

Moves
========

-Giga Drain allows it to beat up on Water-types it switches in on and keep itself healthy after Substitute/ Lifeorb Damage.
-Dark Pulse used as a secondary STAB, has that juicy chance to flinch walls that are slower.
-Sucker Punch to hit frail offensive things such as Archeops and Swellow
-Sub to avoid status, and take advantage of free switches it creates. Also Sucker Punch from behind Subs is god-like.
-Destiny bond can be used over Substitute as a catch-all for faster threats and defensive mons you'd like removed.

Set Details
========

-Maximize the attacking stat that has the more reliable moves.
-The Special Attack EVs allow you to 2HKO Vileplume with Dark Pulse.
-Max Speed to try to maximize the number of things you can hit as hard as possible without resorting to Sucker Punch.
-Water absorb allows you to switch in on bulky waters like Seismitoad or Lanturn without worrying about burns.

Usage Tips
========

-Many opponents will expect a physical Cacturne, so keep this in mind and try to use it to your advantage.
-Generally Giga Drain is the most spammable move, despite it being weaker, as it recovers HP each turn.
-Try to get up a Substitute as soon as possible, it makes Cacturne a much bigger threat.

Team Options
========

-Pair with something that prefers Vileplume+Seismitoad cores broken down, as Cacturne can do that quite well. Examples of this are Hariyama, Gurdurr, Feraligatr, and pretty much any electric type.
-Poison-types make good teammates, as they can beat Fighting- and Fairy-types for Cacturne, while Cacturne beats Psychic-types for them in return.
-Psychic types
-Rock types


Other Options
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-Nasty Plot can also work, but outclassed by other NP users due to low speed and no Special Priority/Focus Blast
-Sand Veil, subpunch, encore
-Poison Jab is an option on the SD set to hit Fairy types hard, but it forces you to either drop a STAB, or be walled by Ferroseed
-Blackglasses, Dread Plate
-Mixed with Giga Drain and Dark Pulse.

Checks & Counters
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**Poison Types**: Bulky Poison-types such as Weezing, Dragalge, and Garboder can switch in with ease against the Swords Dance set, and threaten out Cacturne with their STAB attacks. Additionally, Weezing can burn Cacturne, which furthers it's ability to counter Cacturne.

**Fighting-types**: Fighting types such as Gurdurr, Hariyama, and Sawk can switch in, take a hit and knock it out, or force a switch with their STAB attacks.

**Fairy-types**: Fairy-types such as Slurpuff, Granbull, and Togetic are exceptional checks to Cacturne, and most of the time will force the switch. Granbull makes a great check to physically based variants thanks to Intimidate, and Togetic makes an especially good counter as it resists both of Cacturne's STABs.

**Super Effective STAB Attacks**: Super effective STAB attacks such as Sneasel's Ice Punch, Pyroar and Typhlosion's STAB Fire-type attacks, Swellow's Brave Bird, and Accelgor's Bug Buzz can all take Cacturne out with relative ease.

**Status**: Burns, Poison, Paralysis
 
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There should also be a Spikes/Destiny Bond/Sucker Punch/Seed Bomb set. The standard lead set you know. OO maybe?
 

Punchshroom

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There should also be a Spikes/Destiny Bond/Sucker Punch/Seed Bomb set. The standard lead set you know. OO maybe?
Um, the Spikes lead set has already been there for some time.

Also Water Drone, your EVs are not in the right order: it is always HP / Atk / Def / SpA / SpD / Spe, so no random 4 HP after your put your Atk and Spe and whatnot.

Since your Spikes set is not using Bullet Seed, change the ability back to Water Absorb; Bullet Seed was only truly needed for Omastar which is gone now, so unless you want to KO Golems that badly, the Water immunity is more useful.
 

Punchshroom

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Slash Dread Plate on the first set, boosts Sucker Punch and doesn't give recoil.
Cacturne doesn't really care about recoil, all it wants is as much power as possible with its short time on the field.

Jolly should be a slash as it can outspeed Pawniard and KO with Drain Punch.
 
Cacturne doesn't really care about recoil, all it wants is as much power as possible with its short time on the field.

Jolly should be a slash as it can outspeed Pawniard and KO with Drain Punch.
It was suggested to me by a qc member, so i thought just say it
 

Blast

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Remove Lefties from Mixed. You have Giga Drain to recover health from Sub anyway, and the loss of power isn't worth it.

Overview needs a lot of work. There isn't a single con mentioned, and half the points are super redundant with each other (there's like 3-4 points talking about resistances and 2 about Water Absorb). You literally talk more about how many types it resists than about any roles it fulfills, which is obviously not acceptable lol. Revamp the whole thing and actually explain its roles and niches, don't put like 90% of the emphasis on its defensive typing, and actually mention some negatives.

Usage Tips for all your sets are also pretty empty too, you have like 2-3 points each and most of the points listed are obvious (and some aren't really true either .-.) Play around with the sets some more because this isn't demonstrating to me you have extensive knowledge of Cacturne tbh. And a lot of Team Options is weird too, like Sandslash spinning for a Sash lead??
 
Remove Lefties from Mixed. You have Giga Drain to recover health from Sub anyway, and the loss of power isn't worth it.

Overview needs a lot of work. There isn't a single con mentioned, and half the points are super redundant with each other (there's like 3-4 points talking about resistances and 2 about Water Absorb). You literally talk more about how many types it resists than about any roles it fulfills, which is obviously not acceptable lol. Revamp the whole thing and actually explain its roles and niches, don't put like 90% of the emphasis on its defensive typing, and actually mention some negatives.

Usage Tips for all your sets are also pretty empty too, you have like 2-3 points each and most of the points listed are obvious (and some aren't really true either .-.) Play around with the sets some more because this isn't demonstrating to me you have extensive knowledge of Cacturne tbh. And a lot of Team Options is weird too, like Sandslash spinning for a Sash lead??
i might actually put this back to wip since im still kinda workin on it, but idk. I talked with soulgazer and we decided to remove mixed altogether. Either way, ill edit all this in and see where it is from there. thanks Dat Blast
 

boltsandbombers

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To be honest, I'd change the point in the overview about its attacking stats from good to great, as 115 / 115 is really damn strong. Does QC think that sub disable is worth a mention in oo? It may be too gimmicky, but idk.
 
Not QC but, imo you should probably slash Spikes alongside sub on the mixed set. Spikes is a great move on offensive teams as it allows you to put offensive pressure on teams, especially when you force the amount of switches that Cacturne does. It also makes for some interesting mindgames between the opponent switching on a Sucker Punch or giving up free Spikes.
 
Not QC but, imo you should probably slash Spikes alongside sub on the mixed set. Spikes is a great move on offensive teams as it allows you to put offensive pressure on teams, especially when you force the amount of switches that Cacturne does. It also makes for some interesting mindgames between the opponent switching on a Sucker Punch or giving up free Spikes.
Umm I don't think we're even including the mixed set, thats why its in hides. If some qc thinks otherwise, ill put that in though.
 

Punchshroom

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Cacturne cannot have Water Absorb if it has Encore.

Also, I think that the Spikes set should be specially based, or at the very least mixed. Giga Drain hits many SR leads such as Rhydon, Steelix, and Crustle so much harder and even help maintain its Sash if push comes to shove, while Dark Pulse gives Cacturne the important ability to hit Psychic-types such as Dual Screen Uxie or incoming Xatu, which Sucker Punch are ineffective against. Sucker Punch can be placed into the fourth moveslot alongside the other moves, though you can probably manage the slashes better.
 
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Blast

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Okay so I'm sure my timing for this is a little awkward / late, but Mixed is a great set and definitely worth being on the analysis. I don't think Sub is that great on it though, I think it should be:

- Dark Pulse
- Giga
- Sucker
- DBond / Spikes
nature: Rash / Naive
item: LO only

I like Destiny Bond a lot better than Sub because it lets you lure in Hariyama / Togetic / other stuff and get a surprise kill on them. Naive is also worth a slash imo so you can Destiny Bond max Speed Pangoro, which is pretty nice in this meta. I don't use Spikes much but someone did have success with it iirc (don't remember who though).
 

Blast

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Water Drone this needs to be updated for ORAS, there's tons of mentions of banned Pokemon and mixed still needs to be readded

You still need way more Usage Tips for both sets, explain how it utilizes all of its moves and (more specifically for the SD set) explain how it should play at different points in the game. Also Sticky Web really shouldn't be in there...
 

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