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No. 0259 C
Marshtomp

Marshtomp

Region
Hoenn · 3ª generation
Rarity
Uncommon
Attack side
Physical
As an enemy
Jumper
Recommended build C
  1. Start with this move Magnitude → Drill Run
  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 Tackle → Take Down

Group damage 8,112/s (2,918 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 Magnitude → Drill Run Quake · 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 Tackle → Take Down Melee · evolves with Vigor

Group damage 8,112/s (2,918 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. Vigor 1 is enough (unlocks the evolution)
  4. Sprint up to 1
  5. Armor up to 9
  6. 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 Magnitude → Drill Run
  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 Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

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 Magnitude → Drill Run
  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 Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

Moves it can learn

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

MovesTypeCategoryShapePower Nv1Nv5Evolution
Magnitude Ground Physical Quake 165 531 1,243Power
Water Gun Water Special Projectile 44 269 1,095Power
Body Slam Normal Physical Melee 67 324 888Power
Tackle Normal Physical Melee 52 287 786Vigor
Quick Attack Normal Physical Dash 78 326 775Sprint
Bonemerang Ground Physical Boomerang 51 312 749Power
Spikes Ground Physical Mine 35 203 748Power
Hyper Beam Normal Special Charge 139 413 744Power
Sand Tomb Ground Physical Vortex 68 288 724Vigor
Hydro Pump Water Special Beam 70 263 685Power
Rapid Spin Normal Physical Spin 53 234 680Sprint
Bulldoze Ground Physical Aura 66 343 617Power
Whirlpool Water Special Vortex 55 235 567Synthesis
Hyper Voice Normal Special Nova 46 203 530Reflexes
Substitute Normal Physical Turret 33 186 470Armor
Mud Shot Ground Special Nova 25 136 384Power
Bubble Water Special Nova 26 131 362Sprint
Bubble Beam Water Special Cone 30 105 294Power
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.
Aqua Ring Water Status Buff Deals no damage: builds health REGENERATION.

Damage taken by type

Weak

  • Grass×2.56

Resists

  • Electric×0.48
  • Fire×0.6
  • Poison×0.6
  • Rock×0.6
  • Steel×0.6
  • Water×0.96
  • Ice×0.96

Sprites by

Anonymous, CHUNSOFT. SpriteCollab, CC BY-NC 4.0.