Competitive Information for Marshadow [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Marshadow marshadow
Base Stats for Marshadow

Fighting / Ghost

Abilities:
TechnicianTechnician: This Pokemon's moves of 60 power or less have 1.5x power. Includes Struggle.


Evolutions / Family:
Marshadow

Weakness Chart for Fighting/Ghost-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.25x
  
  
  
2x
0x
  
2x
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
0x
0.5x
2x
0.5x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MarshadowVisit Serebii's Pokedex for location, breeding, and other game details about MarshadowVisit Bulbapedia for more information about Marshadow

Movesets for Singles


What is a good competitive moveset for Marshadow? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Marshadow is an interesting Fighting and Ghost-typed Pokemon. It's common to find yourself dealing with Marshadow when battling in the 7th generation meta. Marshadow is weak to Fairy, Flying, Ghost, and Psychic-typed attacks.


Species: Marshadow
Item: Fightinium Z / Life Orb
Ability: Technician
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Superpower / Close Combat
- Spectral Thief / Shadow Claw
- Outrage
- Return

Physical Sweeper Marshadow (Technician)

Marshadow is a legendary Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Marshadow's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Technician, Marshadow's moves of 60 power or less have 1.5x power. includes struggle.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Marshadow's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Marshadow's defense and special defense by 1 stage).
Spectral Thief is a physical STAB-boosted 90-base power Ghost-type move (steals target's boosts before dealing damage).
Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Marshadow afterwards).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).



Movesets for Doubles


What is a good doubles moveset for Marshadow? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Marshadow
Item: Fightinium Z / Life Orb
Ability: Technician
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Close Combat / Superpower
- Rock Slide
- Spectral Thief
- Outrage

Doubles Physical Sweeper Marshadow (Technician)

Marshadow is a legendary Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Marshadow's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Technician, Marshadow's moves of 60 power or less have 1.5x power. includes struggle.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Marshadow's defense and special defense by 1 stage).
Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Marshadow's attack and defense by 1 stage).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Spectral Thief is a physical STAB-boosted 90-base power Ghost-type move (steals target's boosts before dealing damage).
Outrage is a physical 120-base power Dragon-type move (lasts 2-3 turns. confuses your Marshadow afterwards).



Movepool


Wondering what moves can Marshadow learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Force Palm
60
100%
10
30% chance to paralyze the target.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Jump Kick
100
95%
10
User is hurt by 50% of its max HP if it misses.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Last Resort
140
100%
5
Fails unless each known move has been used.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Rolling Kick
60
85%
15
30% chance to flinch the target.
Shadow Claw
70
100%
15
High critical hit ratio.
Shadow Punch
60
--
20
This move does not check accuracy.
Shadow Sneak
40
100%
30
Usually goes first.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Spectral Thief
90
100%
10
Steals target's boosts before dealing damage.
Stone Edge
100
80%
5
High critical hit ratio.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thief
60
100%
25
If the user has no item, it steals the target's.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Copycat
--
--
20
Uses the last move used in the battle.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Will-O-Wisp
--
85%
15
Burns the target.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Marshadow can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Marshadow

Create a build


Have an idea in mind for Marshadow that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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