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Marshtomp sprite

#0259

Marshtomp

waterground0.7 m · 28.0 kg

Base stats — 405 total

HP
70
Atk
85
Def
70
SpA
60
SpD
70
Spe
50

Abilities

  • Torrent
  • Damp hidden

Learnset

What Marshtomp learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level15

  • —Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • 1GrowlnormalStatus100% acc40 PPLowers the target’s Attack by one stage.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Water GunwaterSpecial40 BP100% acc25 PPInflicts regular damage with no additional effect.
  • 9Rock ThrowrockPhysical50 BP90% acc15 PPInflicts regular damage with no additional effect.
  • 12ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • 15SupersonicnormalStatus55% acc20 PPConfuses the target.
  • 20Water PulsewaterSpecial60 BP100% acc20 PPHas a chance to confuse the target.
  • 25Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • 30Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • 35AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • 40Muddy WaterwaterSpecial90 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • 45ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 50EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • 55Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.

Egg12

  • Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.
  • BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Mirror CoatpsychicSpecial100% acc20 PPInflicts twice the damage the user received from the last special hit it took.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • SludgepoisonSpecial65 BP100% acc20 PPHas a chance to poison the target.
  • StompnormalPhysical65 BP100% acc20 PPHas a chance to make the target flinch.
  • Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.
  • YawnnormalStatus10 PPTarget sleeps at the end of the next turn.

TM/HM46

  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • AvalancheicePhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Chilling WaterwaterSpecial50 BP100% acc20 PPThe user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Icy WindiceSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • LiquidationwaterPhysical85 BP100% acc10 PPHas a chance to lower the target’s Defense by one stage.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • Muddy WaterwaterSpecial90 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Sand TombgroundPhysical35 BP85% acc15 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Sludge WavepoisonSpecial95 BP100% acc10 PPHas a chance to poison the target.
  • Stealth RockrockStatus20 PPCauses damage when opposing Pokémon switch in.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Water PledgewaterSpecial80 BP100% acc10 PPWith Grass Pledge, halves opposing Pokémon’s Speed for four turns.
  • Water PulsewaterSpecial60 BP100% acc20 PPHas a chance to confuse the target.
  • WaterfallwaterPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • WhirlpoolwaterSpecial35 BP85% acc15 PPPrevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

Appears in — 17 games

Click a game to see the learnset as it works there; click again to go back to the latest.

Marshtomp — RunLocke Pokédex