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No. 0802 A
Marshadow

Marshadow

Region
Alola · 7ª generation
Rarity
Legendary
Attack side
Physical
  • Legendary
Recommended build A
  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Rolling Kick → High Jump Kick

Group damage 9,516/s (3,423 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Karate Chop → Close Combat Melee · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Body Slam → Giga Impact Melee · evolves with Power
  4. Bond 3: add to the group Rolling Kick → High Jump Kick Spin · evolves with Sprint

Group damage 9,516/s (3,423 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Sprint 1 is enough (unlocks the evolution)
  4. Armor up to 9
  5. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Lick → Shadow Punch
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Lick → Shadow Punch
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Karate Chop Fighting Physical Melee 77 501 1,375Power
Shadow Ball Ghost Special Projectile 59 342 1,322Reflexes
Body Slam Normal Physical Melee 79 385 1,055Power
Rolling Kick Fighting Physical Spin 77 342 993Sprint
Aura Sphere Fighting Special Projectile 33 215 939Reflexes
Tackle Normal Physical Melee 61 340 934Vigor
Quick Attack Normal Physical Dash 93 387 920Sprint
Hex Ghost Special Chain 72 393 918Magnet
Hyper Beam Normal Special Charge 162 482 867Power
Lick Ghost Physical Melee 57 310 851Power
Shadow Sneak Ghost Physical Homing 43 292 842Reflexes
Rapid Spin Normal Physical Spin 63 278 807Sprint
Ominous Wind Ghost Special Vortex 75 320 743Magnet
Hyper Voice Normal Special Nova 53 237 618Reflexes
Substitute Normal Physical Turret 39 221 559Armor
Vacuum Wave Fighting Special Shove 76 272 523Armor
Dynamic Punch Fighting Physical Stun 56 185 482Power
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Flying×1.6
  • Psychic×1.6
  • Ghost×1.6
  • Fairy×1.6

Resists

  • Normal×0.3
  • Fighting×0.3
  • Bug×0.36
  • Poison×0.6
  • Rock×0.6
  • Dark×0.96

Sprites by

Caitemis, Dejais. SpriteCollab, CC BY-NC 4.0.