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No. 0105 C
Marowak

Marowak

Type
Ground
Region
Kanto · 1ª generation
Rarity
Rare
Attack side
Physical
As an enemy
Jumper
Recommended build C
  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Bonemerang → Bone Rush
  4. Bond 3: add to the group Body Slam → Giga Impact

Group damage 8,882/s (3,195 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Magnitude → Drill Run Quake · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Bonemerang → Bone Rush Boomerang · evolves with Power
  4. Bond 3: add to the group Body Slam → Giga Impact Melee · evolves with Power

Group damage 8,882/s (3,195 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Sprint up to 2
  4. Armor up to 9
  5. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Bulldoze → Earthquake
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Bulldoze → Earthquake
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Magnitude Ground Physical Quake 193 621 1,454Power
Bonemerang Ground Physical Boomerang 60 365 876Power
Spikes Ground Physical Mine 41 237 875Power
Body Slam Normal Physical Melee 65 316 866Power
Sand Tomb Ground Physical Vortex 79 337 847Vigor
Tackle Normal Physical Melee 50 279 766Vigor
Quick Attack Normal Physical Dash 76 317 755Sprint
Bulldoze Ground Physical Aura 77 401 721Power
Hyper Beam Normal Special Charge 131 389 701Power
Rapid Spin Normal Physical Spin 52 228 662Sprint
Hyper Voice Normal Special Nova 43 191 499Reflexes
Substitute Normal Physical Turret 32 181 458Armor
Mud Shot Ground Special Nova 29 154 434Power
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Water×1.6
  • Grass×1.6
  • Ice×1.6

Resists

  • Electric×0.3
  • Poison×0.6
  • Rock×0.6

Sprites by

CHUNSOFT, El_Pangoro_Parse. SpriteCollab, CC BY-NC 4.0.