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Marshadow

In-battle formes

HP:90
Attack:125
Defense:80
Sp. Atk:90
Sp. Def:90
Speed:125
Min (-ve nature, 0 IVs)229
Default286
Max Neutral349
Max Positive383
Max Neutral (+1)523
Max Positive (+1)574
Max Neutral (+2)698
Max Positive (+2)766
Uber
Offensive Cleaner (Adamant)349
Offensive Cleaner (Jolly)383
Choice Band383

Strategies

Written by Manaphy

Overview

Thanks to its unresisted STAB combination, strong attacks, and good Speed, Marshadow is one of the best wallbreakers and sweepers in Ubers. It can pressure common defensive Pokemon such as Eternatus and Yveltal regardless of its set. Even checks to Marshadow, such as Ho-Oh and Zygarde, have to be extremely wary of Marshadow's coverage options. Additionally, Technician-boosted Shadow Sneak easily dispatches Calyrex-S and does good damage to many Speed-boosting threats such Necrozma-DM, while Spectral Thief can halt other setup sweepers such as Coil Zygarde, Calm Mind Kyogre, and Cosmic Power Eternatus. These moves allow Marshadow to be an effective revenge killer; only Choice Scarf Calyrex-S can compare to Marshadow's utility in this regard. Marshadow's major flaw is that it is frail and has to rely on pivots and smart double switches to come into battle.

Offensive Cleaner

Move 1
  • Spectral Thief
    Steals target's boosts before dealing damage.
    TypeGhost
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 2
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
Move 3
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 4
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Rock Tomb
    100% chance to lower the target's Speed by 1.
    TypeRock
    CategoryPhysical
    Power60 BP
    Accuracy95%
  • Bulk Up
    Raises the user's Attack and Defense by 1.
    TypeFighting

When equipped with a Life Orb or Spell Tag, Marshadow is great at cleaning up weakened teams. Spectral Thief is used over Poltergeist for its consistent power, accuracy, and utility against set-up sweepers such as Calm Mind Kyogre, while Low Kick is chosen over Close Combat as the majority of the Ubers tier is very heavy. Shadow Sneak makes Marshadow a useful revenge killer and prevents Calyrex-S from threatening it. The last moveslot is customizable based on team need. Ice Punch is a strong option for hitting Zygarde, which can otherwise wall Marshadow or use it as a setup opportunity, as well as easing prediction against Yveltal and Eternatus. Notably, Life Orb Jolly sets have a chance to 2HKO Eternatus with Ice Punch. Rock Tomb OHKOes Ho-Oh and heavily damages Yveltal; the Speed drop also helps Adamant Marshadow outspeed checks like Eternatus. Bulk Up is Marshadow's only good boosting move, and it works best in tandem with Spell Tag. Marshadow's longevity is significantly improved without Life Orb recoil, letting it survive attacks from Eternatus, Necrozma-DM, and Yveltal and potentially power through them. Life Orb is usually preferred on sets with four attacks, but Spell Tag is still a valid option for longevity. Note that Ho-Oh needs to be chipped before Spell Tag Marshadow can OHKO it. Jolly nature can be used especially for outspeeding Eternatus, but the power drop is definitely notable. Adamant works best when paired with paralysis support.

This set requires strong wallbreakers as teammates. Kyogre can notably put pressure on Eternatus, Hone Claws Yveltal can lure in Eternatus and Buzzwole, and Dragon Dance Necrozma-DM has great synergy, as it can take out Ho-Oh and Yveltal with Stone Edge and set up on Xerneas and Eternatus. Ferrothorn's Spikes can help Marshadow pressure its checks, such as giving Jolly Marshadow a greater chance to 2HKO Eternatus. Necrozma-DM is a highly recommended teammate to switch into Eternatus and Xerneas and set up Stealth Rock, helping Marshadow sweep much more easily. Eternatus and Zygarde provide synergy by switching into Ho-Oh and statusing the opposing team. Eternatus also forces out Buzzwole. Xerneas, Buzzwole, and Zarude can switch into Zygarde-C and force it out. Blissey can switch Marshadow in with Teleport, heal Life Orb recoil with Wish, and provide cleric support. Ho-Oh easily switches in on Xerneas and Buzzwole. Additionally, both Thunder Wave Kyogre and Ho-Oh can lure Eternatus and paralyze it, helping Adamant Marshadow take it out.

Choice Band

Move 1
  • Spectral Thief
    Steals target's boosts before dealing damage.
    TypeGhost
    CategoryPhysical
    Power90 BP
    Accuracy100%
Move 2
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
Move 3
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 4
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Rock Tomb
    100% chance to lower the target's Speed by 1.
    TypeRock
    CategoryPhysical
    Power60 BP
    Accuracy95%
  • Poltergeist
    Fails if the target has no held item.
    TypeGhost
    CategoryPhysical
    Power110 BP
    Accuracy90%

Choice Band's power allows Marshadow to be more flexible in the attacks it runs. For example, with Choice Band, Marshadow can run Spectral Thief with a Jolly nature and comfortably 2HKO the vast majority of Eternatus sets, not needing Poltergeist or Adamant to 2HKO. Shadow Sneak is a useful priority move to revenge kill threats, especially when boosted by Choice Band. In the last slot, Ice Punch or Rock Tomb is used to heavily damage checks such as Zygarde and Ho-Oh. Poltergeist is a useful in-between option, as it's Marshadow's strongest Ghost-type attack, and it hits both the aforementioned foes for good damage. However, Poltergeist has notable flaws in its accuracy and vulnerability to foes with consumed items. While an Adamant nature is possible, Jolly is greatly preferred for letting Marshadow outspeed and 2HKO Eternatus, a very common switch-in. Despite Choice Band's power, be careful when locking into a move, since Zygarde-C, Xerneas, Landorus-T, Necrozma-DM, Buzzwole, and Zarude can often set up for free against certain moves.

This set works well on teams that want a revenge killer that isn't Calyrex-S. Certain setup sweepers appreciate this set's focus on wallbreaking power. Zygarde-C and Kyogre enjoy Marshadow heavily pressuring Eternatus, Groudon appreciates it continuously bashing Zygarde-C with Ice Punch, and offensive Necrozma-DM loves it taking out Ho-Oh with Rock Tomb. Other setup sweepers that enjoy Marshadow removing Eternatus are Zarude and Buzzwole. Checks to Pokemon such as Groudon, Zygarde-C, and Zekrom are much appreciated teammates, such as Xerneas and Landorus-T, as those foes can all take a hit from Marshadow if need be. Pivots such as U-turn Yveltal and Teleport Blissey help Marshadow come into the game much more easily and check Calyrex-S, which can force Marshadow out if it is locked into a move besides Shadow Sneak. They appreciate Marshadow's ability to force out setup sweepers like Cosmic Power Eternatus and SubCM Kyogre, and U-turn Yveltal and Marshadow together can keep SubSeed Calyrex-S in check. Blissey is also good for cleric support, as are Xerneas and Clefable. If Marshadow runs Poltergeist, make sure none of its teammates have Knock Off on their sets.

Other Options

Iron Head or Acrobatics gives Marshadow a lure option against Xerneas or Buzzwole. Focus Punch can be used on Adamant Choice Band Marshadow sets, as it will OHKO fast utility Yveltal switch-ins. Close Combat gives more damage on foes such as Magearna, but Low Kick is almost always better, as Ubers is filled with heavy Pokemon, and it gets boosted by Technician when it isn't full power. Swagger is usable to both confuse the opponent and let Marshadow steal the boost with Spectral Thief, and works well with paralysis support, but it is very luck-reliant. Focus Sash is extremely popular, so it should be mentioned; however, while it may seem tempting to use, Marshadow desperately needs the power from Choice Band, Life Orb, or Spell Tag. Not to mention, Focus Sash is a very unreliable item, as it is invalidated by any passive damage, especially from entry hazards.

Checks and Counters

Xerneas: Defensive Xerneas can take anything Marshadow can throw at it and OHKO back with Moonblast.

Buzzwole: Buzzwole resists Low Kick and is bulky enough to take even Choice Band Poltergeist without being 2HKOed, and thus it completely walls Marshadow.

Zygarde-C: Zygarde-C has the bulk to tank anything Marshadow uses with the exception of Ice Punch.

Ho-Oh: Ho-Oh resists Low Kick and will have the bulk to survive most of Marshadow's Ghost-type attacks, but Choice Band or Life Orb Marshadow will OHKO with Rock Tomb.

Eternatus and Yveltal: While rare, physically defensive Eternatus has the bulk and Speed to force Marshadow out. The more common specially defensive Eternatus is usually EVed to outspeed Adamant Marshadow and switch into a predicted Low Kick. Specially defensive Yveltal has the HP and Defense investment to pivot into many of Marshadow's attacks; Sucker Punch Yveltal is also very threatening. Both of these sets must be very careful of switching into the wrong STAB attack or Ice Punch, lest they be 2HKOed.

Physically Defensive Tanks: While they often lack recovery, Pokemon such as Groudon, Landorus-T, and Zekrom can take a neutral hit if need be and force Marshadow out.

Regenerator Pivots: Tangrowth and Toxapex have the physical bulk to take most of Marshadow's attacks and damage it back with Rocky Helmet.

Status and Passive Damage: Marshadow is frail and thus cannot take repeated damage over time well. Life Orb recoil, poison, entry hazard damage, and Rocky Helmet damage all limit Marshadow's ability to consistently pressure foes. Paralysis and burn both severely lower Marshadow's offensive presence.

Single-use Items: Poltergeist Marshadow has the unique problem of being checked by Pokemon using single-use items such as Air Balloon, Power Herb, and Sitrus Berry, commonly Eternatus and Xerneas. A lack of item will prevent Poltergeist from working, invalidating a powerful option from Marshadow.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
85
Accuracy
90%
PP
10
High critical hit ratio. 10% chance to burn.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Uses the last move used in the battle.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
60
Accuracy
100%
PP
10
30% chance to paralyze the target.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
110
Accuracy
90%
PP
5
Fails if the target has no held item.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
90
Accuracy
100%
PP
10
Steals target's boosts before dealing damage.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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