EDIT: Still working on this, trying to do a little while I have the time.
[Overview]
<p>Initially, Maractus doesn't look that good; overall she has low stats, her move-pool is a bit shallow, and the NU tier has just about every other Grass Pokemon that people would ever consider using. However, upon closer inspection one notices that she has a nice SpAtk stat of 106, the ability Chlorophyll, and the moves Growth and Spikes. What this indicates is that Maractus was built for one thing and one thing only: abusing the Sun. While under the Sun, Chlorophyll Maractus is the fastest user of Spikes in the entire tier, and with Growth her SpAtk stat can be boosted by 2 stages, making her much more intimidating. Whether used as a supporter or as a set-up sweeper, Maractus is a unique and rarely-seen Pokemon that all Sun teams should try at least once.</p>
[SET]
Name: Sunny Spikes
Move 1: Sunny Day
Move 2: Spikes
Move 3: Giga Drain / Leech Seed
Move 4: Hidden Power Fire / Toxic
Item: Heat Rock
Ability: Chlorophyll
Nature: Timid
EVs: 252 HP / 4 SpAtk / 252 Spe
[Set Comments]
<p>Maractus should only be used on a Sun team, and this set allows her to support a Sun team to the best of her ability. Technically, this set cannot be outclassed by another Pokemon because Maractus is the only Pokemon in the tier that can run it. Maractus needs to either be used as a lead or come in on something that isn't going to threaten her, after which she needs to summon the Sun. With Heat Rock equipped, the Sun will be high in the sky for 9 more turns, during which Maractus is faster than Timid max Spe Choice Scarf Jynx (although it shouldn't be staying in on this threat), something few Pokemon can boast. With her speed boosted, Maractus lays down Spikes faster than anything else in the entire tier, and that's exactly what she should be doing. If Maractus is still alive by the time she's dropped down her Spikes, she can use her decent SpAtk stat to harm whatever is against her, although it's probably smarter to switch out. Her other 2 move slots are for damaging the opponent in the best way possible; Giga Drain heals a slight amount of damage and Hidden Power Fire is boosted by the Sun, while Leech Seed and Toxic provide healing and damage respectively while crippling walls and giving your next Pokemon a small amount of added support</p>
[Additional Comments]
<p>The given EV's allow Maractus to take hits and outpace everything in the tier under Choice Scarf Jynx after the Sun has been summoned. Timid is the nature this set should always run, as the extra speed is vital to the set. Heat Rock is the primary item to be used, as it lengthens the amount of time the Sun will be up. Moves you can use other than those listed are few and far between, but Synthesis stands out as being great for healing if you'd rather not use Giga Drain or Leech Seed and also heals by a far greater amount due to the Sun.</p>
<p>Obviously, the first Pokemon that you'd want as Maractus's teammates are Pokemon that can abuse the Sun. Magmortar and Camerupt compliment Maractus's Grass typing while also having their Fire moves strengthened by the Sun, and Chlorophyll abusers such as Exeggutor, Victreebel, and Leafeon become threatening sweepers while the Sun is up. Stealth Rockers such as Golem and Regirock also make great partners due not only to the extra hazards they can lay but also the type synergy they have with Maractus. Toxic Spikes are also appreciated, but the only things in the tier that can use them are Garbodor and Tentacool. Counters to this set aren't very hard to find; Pranksters with Taunt, set-up sweepers, and enemy Magmortar can easily stop Maractus from doing anything useful for your team and KO her. Beware of Ninjask, as it can outpace Maractus after one turn of Speed Boost, and can OHKO with X-Scissor.</p>
[SET]
Name: Growth Spurt
Move 1: Growth
Move 2: Giga Drain
Move 3: Hidden Power Fire / Hidden Power Rock
Move 4: Spikes / Sucker Punch
Item: Life Orb
Ability: Chlorophyll
Nature: Timid / Modest
EVs: 64 Def / 252 SpAtk / 192 Spe
[Set Comments]
<p>This set aims to make Maractus as volatile as things like Shiftry and Victreebel by abusing Chlorophyll and Growth while the Sun is up. Like any set-up sweeper, you want to come in on something you can force out easily like Quagsire or Golem, and then use Growth to raise your Atk and SpAtk +2.
-Uses Growth while in the Sun to attempt a sweep
-Giga Drain heals off Life Orb damage
-Shallow movepool forces it to run HP Fire/HP Rock, but Fire hits very hard while Sun is up
-Depending on the nature it can out-speed everything slower than Jolly Choice Scarf Sawk (Timid) or Jolly Choice Scarf Braviary (Modest)
-Spike if you find the opportunity/need hazards more than immediate power
-Sucker Punch can be used over Spikes if you'd rather be purely offensive
[Additional Comments]
-Petal Dance or SolarBeam possibly over Giga Drain, but Maractus really needs the extra healing
-EV's are to outspeed as many standard sets as possible, while also retaining a small amount of bulk, use 20 Def / 252 SpAtk / 236 Spe if you choose Modest.
-Really needs team support to succeed, not an easy set to use effectively
-Entry Hazard support is also appreciated, especially Stealth Rock, which can cripple incoming Flying or Fire types who are trying to stop Maractus's assault
-Teammates include Camerupt and Torkoal, who both can set rocks and abuse the sun, something to summon the Sun (pranksters, Mesprit, etc.), and Rock types such as Golem and Gigalith who have good type synergy and can also set up rocks
-Without Sun support it will die, period
[Other Options]
-It can heal with Synthesis
-Physical movepool includes Wood Hammer and Sucker Punch, but it's lower Atk stat and lack of physical coverage moves make a physical set unappealing
-Acupressure and GrassWhistle if you're feeling lucky
-You can try subseeding, but Maractus doesn't have the bulk for it
-Other ability is Water Absorb, which makes Cacturne completely outclass its first set and Shiftry completely outclass its second set
[Checks and Counters]
-Lickilicky has enough SpDef to take a hit and phaze you out with Dragon Tail
-Magmortar, as well as most Flying types, will wall sets without Hidden Power Rock
-Steel, Grass, and Ice types will wall sets without Hidden Power Fire
-If the Sun isn't up, anything faster with passable offense threatens to 2HKO it
-Priority Ice moves
-Ninjask with Focus Sash shits all over you
[Dream World]
-Storm Drain could be useful, as it grants Maractus a water immunity and a boost to its SpAtk, but the Chloro-Growth set gets more Spe and SpAtk while under the Sun
[Overview]
<p>Initially, Maractus doesn't look that good; overall she has low stats, her move-pool is a bit shallow, and the NU tier has just about every other Grass Pokemon that people would ever consider using. However, upon closer inspection one notices that she has a nice SpAtk stat of 106, the ability Chlorophyll, and the moves Growth and Spikes. What this indicates is that Maractus was built for one thing and one thing only: abusing the Sun. While under the Sun, Chlorophyll Maractus is the fastest user of Spikes in the entire tier, and with Growth her SpAtk stat can be boosted by 2 stages, making her much more intimidating. Whether used as a supporter or as a set-up sweeper, Maractus is a unique and rarely-seen Pokemon that all Sun teams should try at least once.</p>
[SET]
Name: Sunny Spikes
Move 1: Sunny Day
Move 2: Spikes
Move 3: Giga Drain / Leech Seed
Move 4: Hidden Power Fire / Toxic
Item: Heat Rock
Ability: Chlorophyll
Nature: Timid
EVs: 252 HP / 4 SpAtk / 252 Spe
[Set Comments]
<p>Maractus should only be used on a Sun team, and this set allows her to support a Sun team to the best of her ability. Technically, this set cannot be outclassed by another Pokemon because Maractus is the only Pokemon in the tier that can run it. Maractus needs to either be used as a lead or come in on something that isn't going to threaten her, after which she needs to summon the Sun. With Heat Rock equipped, the Sun will be high in the sky for 9 more turns, during which Maractus is faster than Timid max Spe Choice Scarf Jynx (although it shouldn't be staying in on this threat), something few Pokemon can boast. With her speed boosted, Maractus lays down Spikes faster than anything else in the entire tier, and that's exactly what she should be doing. If Maractus is still alive by the time she's dropped down her Spikes, she can use her decent SpAtk stat to harm whatever is against her, although it's probably smarter to switch out. Her other 2 move slots are for damaging the opponent in the best way possible; Giga Drain heals a slight amount of damage and Hidden Power Fire is boosted by the Sun, while Leech Seed and Toxic provide healing and damage respectively while crippling walls and giving your next Pokemon a small amount of added support</p>
[Additional Comments]
<p>The given EV's allow Maractus to take hits and outpace everything in the tier under Choice Scarf Jynx after the Sun has been summoned. Timid is the nature this set should always run, as the extra speed is vital to the set. Heat Rock is the primary item to be used, as it lengthens the amount of time the Sun will be up. Moves you can use other than those listed are few and far between, but Synthesis stands out as being great for healing if you'd rather not use Giga Drain or Leech Seed and also heals by a far greater amount due to the Sun.</p>
<p>Obviously, the first Pokemon that you'd want as Maractus's teammates are Pokemon that can abuse the Sun. Magmortar and Camerupt compliment Maractus's Grass typing while also having their Fire moves strengthened by the Sun, and Chlorophyll abusers such as Exeggutor, Victreebel, and Leafeon become threatening sweepers while the Sun is up. Stealth Rockers such as Golem and Regirock also make great partners due not only to the extra hazards they can lay but also the type synergy they have with Maractus. Toxic Spikes are also appreciated, but the only things in the tier that can use them are Garbodor and Tentacool. Counters to this set aren't very hard to find; Pranksters with Taunt, set-up sweepers, and enemy Magmortar can easily stop Maractus from doing anything useful for your team and KO her. Beware of Ninjask, as it can outpace Maractus after one turn of Speed Boost, and can OHKO with X-Scissor.</p>
[SET]
Name: Growth Spurt
Move 1: Growth
Move 2: Giga Drain
Move 3: Hidden Power Fire / Hidden Power Rock
Move 4: Spikes / Sucker Punch
Item: Life Orb
Ability: Chlorophyll
Nature: Timid / Modest
EVs: 64 Def / 252 SpAtk / 192 Spe
[Set Comments]
<p>This set aims to make Maractus as volatile as things like Shiftry and Victreebel by abusing Chlorophyll and Growth while the Sun is up. Like any set-up sweeper, you want to come in on something you can force out easily like Quagsire or Golem, and then use Growth to raise your Atk and SpAtk +2.
-Uses Growth while in the Sun to attempt a sweep
-Giga Drain heals off Life Orb damage
-Shallow movepool forces it to run HP Fire/HP Rock, but Fire hits very hard while Sun is up
-Depending on the nature it can out-speed everything slower than Jolly Choice Scarf Sawk (Timid) or Jolly Choice Scarf Braviary (Modest)
-Spike if you find the opportunity/need hazards more than immediate power
-Sucker Punch can be used over Spikes if you'd rather be purely offensive
[Additional Comments]
-Petal Dance or SolarBeam possibly over Giga Drain, but Maractus really needs the extra healing
-EV's are to outspeed as many standard sets as possible, while also retaining a small amount of bulk, use 20 Def / 252 SpAtk / 236 Spe if you choose Modest.
-Really needs team support to succeed, not an easy set to use effectively
-Entry Hazard support is also appreciated, especially Stealth Rock, which can cripple incoming Flying or Fire types who are trying to stop Maractus's assault
-Teammates include Camerupt and Torkoal, who both can set rocks and abuse the sun, something to summon the Sun (pranksters, Mesprit, etc.), and Rock types such as Golem and Gigalith who have good type synergy and can also set up rocks
-Without Sun support it will die, period
[Other Options]
-It can heal with Synthesis
-Physical movepool includes Wood Hammer and Sucker Punch, but it's lower Atk stat and lack of physical coverage moves make a physical set unappealing
-Acupressure and GrassWhistle if you're feeling lucky
-You can try subseeding, but Maractus doesn't have the bulk for it
-Other ability is Water Absorb, which makes Cacturne completely outclass its first set and Shiftry completely outclass its second set
[Checks and Counters]
-Lickilicky has enough SpDef to take a hit and phaze you out with Dragon Tail
-Magmortar, as well as most Flying types, will wall sets without Hidden Power Rock
-Steel, Grass, and Ice types will wall sets without Hidden Power Fire
-If the Sun isn't up, anything faster with passable offense threatens to 2HKO it
-Priority Ice moves
-Ninjask with Focus Sash shits all over you
[Dream World]
-Storm Drain could be useful, as it grants Maractus a water immunity and a boost to its SpAtk, but the Chloro-Growth set gets more Spe and SpAtk while under the Sun