Hello everyone and welcome to my 125th analysis, this time featuring Warthak the Skullcrusher.
This form of Warthak is the weakest in nearly all aspects, but his Earth moves are stronger and he has Quicksand, plus he is cheaper than the other two. Warthak's moves may not have impressive effects like the other Nemeses, but his trait more than makes up for it by making him a good answer to almost any denier. Even though his stats aren't good compared to other Nemeses, when you compare it to other monster, he is very good. However, Warthak is still prone to Mega Stun, Stamina Drain, CDs Activated(maybe) and Stop Time, which, even while being found on few monsters, are threats. Blind and Daze are also annoyances to a lesser extent.
(If you have all Group 3 moves learned on a Nemesis monster at the same time, the next time you'd normally learn a Group 3 move, a Group 4 move will show up instead. Using this method it's possible to have 2 Group 4 moves on a level 100 Nemesis, by replacing the 4th move you have with the Group 4 you're offered, then replacing one of the Group 3 moves with the other Group 4.)
-Dawson Ghost
-Skullcrusher Stroke
-Restored Petroglyph
-Single-Handed Skullcrusher
Runes: 2 Strength 1 Speed

This moveset represents Warthak without his Group 4 moves, and admittedly, is not as bad as, say, Lucifire's version. Dawson Ghost deals hefty damage to its target, removes all positive effects on it-which is nice considering its ability to remove Shields, Double Life and Return Damage- and applies Damage Reduction. Skullcrusher Stroke has 0 CD, is a Light move and has 55 Base Power-in addition, it applies Quicksand to target. Restored Petroglyph has an awesome 40 Base Power, blocks and removes all Shields from the enemy team for 3 turns, and interestingly has 100 accuracy, which is a godsend for an AOE. Lastly, Single-Handed Skullcrusher will knock out most monsters without Life runes in one-hit and if they survive, applies Quicksand to them. 2 Strength 1 Speed maximizes damage.

(For this next moveset, I'll consider the move Marikana Wraith as an AOE because it's ridiculously obvious that it is)
-Two-Handed Skullcrusher
-Perfect Petroglyph
-Marikana Wraith
-Skullcrusher Stroke
Runes: 2 Strength 1 Speed

This is the moveset Warthak has at Rank 3. Pick up the Group 4 moves in this order: Marikana Wraith, Two-Handed Skullcrusher, Perfect Petroglyph. Two-Handed Skullcrusher is an upgrade to Single-Handed Skullcrusher that is even more guaranteed to kill with the same side effect in addition to removing Shields. Perfect Petroglyph is the perfect AOE move: it has the golden 45 Base Power and 100 accuracy. Marikana Wraith has a great 40 Base Power, is unresisted, and removes all positive effects from the enemy team in addition to applying Damage Reduction, which greatly improves his already good matchup vs. Fire monsters. Lastly, Skullcrusher Stroke is chosen instead of Single-Handed Skullcrusher because one of the few ways Warthak can get denied is CDs Activated, and this move makes it so that doesn't happen. 2 Speed 1 Strength for the same reasons.

Teammates: Warthak is the definition of a one-man army, but who doesn't want teammates? Demise can allow his single target attacks to kill anything with Strength From Beyond. The biggest threat to Warthak is Stamina Drain, which is found on many Water monsters, so Frostbite in a Water War will greatly help with Arctic Boost. General Ingvar can remove all negative effects on him and also gives him Stamina Regen, which solves all of his weird deny effect problems.

Countering Warthak the Skullcrusher: Among Earth monsters, Hiroim the Tenacious and Brontes stand as the best counters since Warthak isn't immune to Mega Stun, though the AI may not be as smart as you are if Warthak is on the attacking player's team. Pigredo can activate his CDs, but his Sunbringer Stroke will still do tons of damage. Among other elements, use monsters that can use the status effects I listed in the beginning of my analysis(Stop Time, Mega Stun,etc.).