#0802
Marshadow
fightingghost0.7 m · 22.2 kg
Base stats — 600 total
- HP
- 90
- Atk
- 125
- Def
- 80
- SpA
- 90
- SpD
- 90
- Spe
- 125
Abilities
- Technician
Learnset
What Marshadow learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level18
- 1CopycatnormalStatus20 PPUses the target’s last used move.
- 1CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
- 1FeintnormalPhysical30 BP100% acc10 PPHits through Protect and Detect.
- 1Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
- 1Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
- 1Shadow SneakghostPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
- 1Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
- 9Role PlaypsychicStatus10 PPCopies the target’s ability.
- 18Shadow PunchghostPhysical60 BP20 PPNever misses.
- 27Force PalmfightingPhysical60 BP100% acc10 PPHas a chance to paralyze the target.
- 36AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
- 45Sucker PunchdarkPhysical70 BP100% acc5 PPOnly works if the target is about to use a damaging move.
- 54Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
- 63Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
- 72Spectral ThiefghostPhysical90 BP100% acc10 PPSteals the target’s stat increases, then inflicts damage.
- 81Laser FocusnormalStatus30 PPGuarantees a critical hit with the user’s next move.
- 90EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
- 99Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
TM/HM53
- AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
- AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
- AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
- Aura SpherefightingSpecial80 BP20 PPNever misses.
- Blaze KickfirePhysical85 BP90% acc10 PPHas an increased chance for a critical hit and a chance to burn the target.
- BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
- Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
- Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
- Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
- Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
- Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
- EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- False SwipenormalPhysical40 BP100% acc40 PPCannot lower the target’s HP below 1.
- Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
- FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
- Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
- Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
- Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
- HexghostSpecial65 BP100% acc10 PPHas double power if the target has a major status ailment.
- Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
- Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
- Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
- Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
- Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
- Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
- OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
- PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
- Phantom ForceghostPhysical90 BP100% acc10 PPUser vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
- Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- RevengefightingPhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
- ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
- 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.
- RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
- Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
- Shadow ClawghostPhysical70 BP100% acc15 PPHas an increased chance for a critical hit.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
- Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
- 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.
- SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
- SwiftnormalSpecial60 BP20 PPNever misses.
- ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
- Throat ChopdarkPhysical80 BP100% acc15 PPPrevents the target from using sound-based moves for two turns.
- Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
- Will O WispfireStatus85% acc15 PPBurns the target.
- Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.
- Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
Tutor3
- CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
- PoltergeistghostPhysical110 BP90% acc5 PPFails if the target has no held item.
- Skitter SmackbugPhysical70 BP90% acc10 PPLowers the target’s Special Attack by one stage.
Appears in — 3 games
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield