National Dex Ubers Choice Band Marshadow [QC 2/2] [GP 1/1]

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Bobsican

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[SET]
name: Choice Band
move 1: Poltergeist / Spectral Thief
move 2: Spectral Thief / Rock Tomb / Ice Punch
move 3: Low Kick
move 4: Shadow Sneak
item: Choice Band
ability: Technician
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Ghost

[SET COMMENTS]

* Choice Band Marshadow is one of the best wallbreakers and revenge killers in the tier; thanks to its virtually unresisted STAB combination and sufficient Speed to outspeed crucial targets like Arceus and Palkia-O, it is able to 2HKO a good portion of the metagame with minimal support.
* Poltergeist easily wears down the opposing team with minimal prior momentum, notably 2HKOing defensive Eternatus, defensive Ho-Oh, and defensive Primal Kyogre. Spectral Thief is a slightly weaker yet more accurate alternative that instead discourages slower setup sweepers such as utility Swords Dance Primal Groudon and Coil Zygarde from staying on the field and is more difficult to PP stall. With the main checks to Ghost-type STAB moves from Marshadow being Arceus, Yveltal, Zygarde, and Arceus-Dark, it's viable to run both moves at once.
* Rock Tomb OHKOes Ho-Oh and provides utility to cripple foes on a predicted switch, but Ice Punch is an alternative to 2HKO Zygarde and OHKO Mega Salamence and Rayquaza.
* As most of the tier is rather heavy, Low Kick is functionally a 120-BP attack with minimal downsides.
* Tera Ghost lets Marshadow OHKO defensive Necrozma-DM with Poltergeist and 2HKO most utility Arceus formes as well as defensive Primal Groudon. Tera Ghost Spectral Thief, after Stealth Rock, can also OHKO wallbreaker Primal Kyogre and 2HKO defensive Arceus-Fairy. Terastallizing also ensures that Shadow Sneak OHKOes Mewtwo and Ultra Necrozma.
* Marshadow is best used in the mid-game once the opposing checks to either its Ghost- or Fighting-type STAB moves have been taken care of or put into OHKO range for Marshadow. In such a scenario, or if the opposing team lacks such checks, Marshadow can use the same move multiple times without being punished as a result of becoming Choice-locked, capitalizing on breaking defensive cores to eventually pave the way for a sweep.
* Against hyper offense, Marshadow is a potent revenge killer thanks to its immunity to Extreme Speed and its priority in Shadow Sneak, which threatens faster foes such as Ultra Necrozma, Mega Mewtwo Y, and Deoxys-A; therefore, it's desirable to keep Marshadow for long-term use when facing such teams.
* Because Marshadow can't consistently handle foes such as Ultra Necrozma, Zacian-C, and Yveltal, checks such as Arceus-Fairy, Primal Groudon, and Ditto make for good allies. In return, Marshadow offensively pressures foes such as Primal Kyogre and Eternatus for them.
* As Marshadow is rather frail for the tier, it appreciates pivots such as Yveltal and Alomomola to let it safely enter the field. More offensive teams may instead want a suicide lead such as Glimmora or Shuckle, as they provide a safe switch upon being KOed and let Marshadow KO more foes with the extra damage from entry hazards or the support from Sticky Web.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/bananatimez.538620/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
https://www.smogon.com/forums/members/zrp200.327515/
 
Last edited:
1/2 when implemented
add remove comment
[SET]
name: Choice Band
move 1: Poltergeist / Spectral Thief
move 2: Spectral Thief / Rock Tomb / Ice Punch
move 3: Low Kick
move 4: Shadow Sneak
item: Choice Band
ability: Technician
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Ghost

[SET COMMENTS]

* Choice Band Marshadow is one of the best wallbreakers in the tier thanks to its virtually unresisted STAB combination, sufficient Speed to outspeed crucial targets like Arceus and Palkia-O, and is a solid revenge killer as well thanks to Shadow Sneak. Mention how it is incredibly difficult to switch into because it can 2HKO nearly the entire tier.
* Poltergeist is a strong STAB move of choice to easily wear down the opposing team with minimal momentum, notably 2HKOing defensive Eternatus, defensive Ho-Oh, and defensive Primal Kyogre. Spectral Thief is a slightly weaker alternative that instead lets Marshadow discourage slower setup sweepers from staying on the field, such as utility Swords Dance Primal Groudon and Coildefensive Zygarde. With the only consistent switch-ins to Ghost in the tier being Arceus, Yveltal, and Arceus-Dark, it's viable to run both moves at once. The last sentence could be reworded. Coil Zygarde is is a pesudo Ghost resist due to the bulk. It is also worth mentioning that Spectral Thief is still strong while being 100% accurate and doesn't run into PP issues that Poltergeist can against bulkier teams.
* Rock Tomb OHKOes Ho-Oh and provides utility to cripple foes on a predicted switch, but Ice Punch is an alternative to 2HKO Zygarde and OHKO Mega Salamence and Rayquaza.
* As most of the tier is rather heavy, Low Kick is the Fighting STAB move of choice,(ac) as in practice it is functionally a 120 BP attack with minimal downside. It may be worth mentioning that Chansey / Chi-Yu are the only meaningful exceptions as everything else (i.e. Ho-Oh) resists it.
* Tera Ghost lets Marshadow OHKO with Poltergeist defensive Necrozma-DM, 2HKO defensive Arceus-Fairy and defensive Primal Groudon, and ensures that Shadow Sneak OHKOes Mewtwo and Ultra Necrozma. Would utility Arceus Formes be better? Dark is the exception, but that might fall under 'its really obvious'. Are there any calcs w/ Spectral Thief worth mentioning?
* Marshadow is best used in the mid-game once the opposing checks to either its Ghost or Fighting STAB moves have been taken care of or put into OHKO range for Marshadow. In such a scenario, or if the opposing team lacks never had such checks, with minimal momentum Marshadow can just use multiple times the same move without being punishable by the choice lock. Mention its matchup v HO and how it revenges certain threats i.e. Zacian-C. The last sentence should be reworded as it is a bit awkward to read. It could be bundled into a point talking about Marshadow's efficacy in cleaning up weakened teams. Marshadow breaking defensive cores should also be mentioned.
* Marshadow can't handle consistently foes such as Ultra Necrozma, Zacian-C, and Yveltal, checks such as Arceus-Dark, Primal Groudon, and Ditto make for good allies. Is this bullet missing a few sentences? Arceus-Fairy is a better example to use since Arceus-Dark needs to have Toxic and a Timid nature to check Yveltal whereas Arceus-Fairy blanket checks it.
* As Marshadow is rather frail for the tier, it appreciates pivots to let it safely enter the field such as Yveltal and Alomomola. More offensive teams may instead want a suicide lead such as Shuckle or Glimmora, as they provide a safe switch upon being KOed and let Marshadow KO more foes with the extra damage from entry hazards or the support from Sticky Web.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:
2/2 when implemented, stamped by bumboclaat
add remove comment
[SET]
name: Choice Band
move 1: Poltergeist / Spectral Thief
move 2: Spectral Thief / Rock Tomb / Ice Punch
move 3: Low Kick
move 4: Shadow Sneak
item: Choice Band
ability: Technician
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Ghost

[SET COMMENTS]

* Choice Band Marshadow is one of the best wallbreakers and revenge killers in the tier thanks to its virtually unresisted STAB combination and sufficient Speed to outspeed crucial targets like Arceus and Palkia-O, allowing it to 2HKO a good portion of the metagame with minimal support.
* Poltergeist is a strong STAB move of choice to easily wear down the opposing team with minimal momentum, notably 2HKOing defensive Eternatus, defensive Ho-Oh, and defensive Primal Kyogre. Spectral Thief is a slightly weaker yet more accurate alternative that instead lets Marshadow discourage slower setup sweepers from staying on the field, such as utility Swords Dance Primal Groudon and Coil Zygarde, and is more difficult to PP stall. With the main checks to Ghost STAB moves from Marshadow being Arceus, Yveltal, Terastallized Zygarde, (tera doesnt seem necessary here especially since ice punch is a tertiary option and doesnt even ohko zyggy pre transform, and the rest of the checks can also be taken advantage of with predictions) and Arceus-Dark, it's viable to run both moves at once.
* Rock Tomb OHKOes Ho-Oh and provides utility to cripple foes on a predicted switch, but Ice Punch is an alternative to 2HKO Zygarde and OHKO Mega Salamence and Rayquaza.
* As most of the tier is rather heavy, Low Kick is the Fighting STAB move of choice, as it is functionally a 120 BP attack with minimal downside, namely having far less damage output against the niche Chansey, Blissey, and Chi-Yu.
* Tera Ghost lets Marshadow OHKO with Poltergeist defensive Necrozma-DM with Poltergeist, 2HKO most utility Arceus formes and defensive Primal Groudon. Tera Ghost Spectral Thief after Stealth Rock can also OHKO wallbreaker Primal Kyogre and 2HKO defensive Arceus-Fairy. Terastallizing also ensures that Shadow Sneak OHKOes Mewtwo and Ultra Necrozma.
* Marshadow is best used in the mid-game once the opposing checks to either its Ghost or Fighting STAB moves have been taken care of or put into OHKO range for Marshadow. In such a scenario, or if the opposing team lacks such checks, with minimal momentum Marshadow can just use multiple times the same move multiple times without being punishable punished by the choice lock, capitalizing on breaking defensive cores to eventually ease an sweep.
* Against hyper offense, Marshadow is a potent revenge killer out of its immunity to Extreme Speed and priority in Shadow Sneak, threatening faster foes such as Ultra Necrozma, Mega Mewtwo Y, and Deoxys-A, therefore it's desirable to keep Marshadow for long term use when facing such sort of teams.
* Marshadow can't handle consistently handle foes such as Ultra Necrozma, Zacian-C, and Yveltal,. (period) Checks such as Arceus-Fairy, Primal Groudon, and Ditto make for good allies,. (period) In return Marshadow offensively pressures foes such as Primal Kyogre and Eternatus for them.
* As Marshadow is rather frail for the tier, it appreciates pivots to let it safely enter the field such as Yveltal and Alomomola. More offensive teams may instead want a suicide lead such as Shuckle or Glimmora, as they provide a safe switch upon being KOed and let Marshadow KO more foes with the extra damage from entry hazards or the support from Sticky Web.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/bananatimez.538620/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
[/QUOTE]
 
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[SET]
name: Choice Band
move 1: Poltergeist / Spectral Thief
move 2: Spectral Thief / Rock Tomb / Ice Punch
move 3: Low Kick
move 4: Shadow Sneak
item: Choice Band
ability: Technician
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Ghost

[SET COMMENTS]

* Choice Band Marshadow is one of the best wallbreakers and revenge killers in the tier; (ASC) thanks to its virtually unresisted STAB combination and sufficient Speed to outspeed crucial targets like Arceus and Palkia-O, allowing dangling modifier it is able to to 2HKO a good portion of the metagame with minimal support.
* Poltergeist is a strong STAB move of choice to fluff easily wear wears down the opposing team with minimal prior momentum assuming you're referring to your own *prior* momentum, notably 2HKOing defensive Eternatus, defensive Ho-Oh, and defensive Primal Kyogre. Spectral Thief is a slightly weaker yet more accurate alternative that instead lets Marshadow discourage discourages slower setup sweepers from staying on the field, such as utility Swords Dance Primal Groudon and Coil Zygarde, (RC) from staying on the field and is more difficult to PP stall. With the main checks to Ghost STAB moves from Marshadow being Arceus, Yveltal, Zygarde, and Arceus-Dark, it's viable to run both moves at once.
* Rock Tomb OHKOes Ho-Oh and provides utility to cripple foes on a predicted switch, but Ice Punch is an alternative to 2HKO Zygarde and OHKO Mega Salamence and Rayquaza.
* As most of the tier is rather heavy, Low Kick is the Fighting STAB move of choice, as it is fluff functionally a 120 BP attack with minimal downside downsides.
* Tera Ghost lets Marshadow OHKO defensive Necrozma-DM with Poltergeist, (RC) and 2HKO most utility Arceus formes and as well as avoiding duplicating and defensive Primal Groudon. Tera Ghost Spectral Thief after Stealth Rock can also OHKO wallbreaker Primal Kyogre and 2HKO defensive Arceus-Fairy. Terastallizing also ensures that Shadow Sneak OHKOes Mewtwo and Ultra Necrozma.
* Marshadow is best used in the mid-game once the opposing checks to either its Ghost or Fighting STAB moves have been taken care of or put into OHKO range for Marshadow. In such a scenario, or if the opposing team lacks such checks, with minimal prior momentum Marshadow can use the same move multiple times without being punished by the Choice lock, capitalizing on breaking defensive cores to eventually ease an sweep.
* Against hyper offense, Marshadow is a potent revenge killer out of its immunity to Extreme Speed and its priority in Shadow Sneak, threatening dangling modifier which threatens faster foes such as Ultra Necrozma, Mega Mewtwo Y, and Deoxys-A, (RC); (ASC) therefore it's desirable to keep Marshadow for long-term use when facing such sort of teams.
* Because Marshadow can't consistently handle foes such as Ultra Necrozma, Zacian-C, and Yveltal. (RP), (AC) links the two sentences logically checks such as Arceus-Fairy, Primal Groudon, and Ditto make for good allies. In return, (AC) Marshadow offensively pressures foes such as Primal Kyogre and Eternatus for them.
* As Marshadow is rather frail for the tier, it appreciates pivots such as Yveltal and Alomomola to let it safely enter the field such as Yveltal and Alomomola. More offensive teams may instead want a suicide lead such as Shuckle Glimmora or Glimmora Shuckle swapped the order, since while both can provide entry hazards, only Shuckle can provide Sticky Web, as they provide a safe switch upon being KOed and let Marshadow KO more foes with the extra damage from entry hazards or the support from Sticky Web.
 
zrp check add remove comment
my changes add remove comment
[SET]
name: Choice Band
move 1: Poltergeist / Spectral Thief
move 2: Spectral Thief / Rock Tomb / Ice Punch
move 3: Low Kick
move 4: Shadow Sneak
item: Choice Band
ability: Technician
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
tera type: Ghost

[SET COMMENTS]

* Choice Band Marshadow is one of the best wallbreakers and revenge killers in the tier; (ASC) thanks to its virtually unresisted STAB combination and sufficient Speed to outspeed crucial targets like Arceus and Palkia-O, allowing dangling modifier it is able to 2HKO a good portion of the metagame with minimal support.
* Poltergeist is a strong STAB move of choice to fluff easily wear wears down the opposing team with minimal prior momentum assuming you're referring to your own *prior* momentum, notably 2HKOing defensive Eternatus, defensive Ho-Oh, and defensive Primal Kyogre. Spectral Thief is a slightly weaker yet more accurate alternative that instead lets Marshadow discourage discourages slower setup sweepers from staying on the field, such as utility Swords Dance Primal Groudon and Coil Zygarde, (RC) from staying on the field and is more difficult to PP stall. With the main checks to Ghost-type STAB moves from Marshadow being Arceus, Yveltal, Zygarde, and Arceus-Dark, it's viable to run both moves at once.
* Rock Tomb OHKOes Ho-Oh and provides utility to cripple foes on a predicted switch, but Ice Punch is an alternative to 2HKO Zygarde and OHKO Mega Salamence and Rayquaza.
* As most of the tier is rather heavy, Low Kick is the Fighting STAB move of choice, as it is fluff functionally a 120-BP (ah) attack with minimal downside downsides.
* Tera Ghost lets Marshadow OHKO defensive Necrozma-DM with Poltergeist, (RC) and 2HKO most utility Arceus formes and as well as avoiding duplicating and defensive Primal Groudon. Tera Ghost Spectral Thief, (ac) after Stealth Rock, (ac) can also OHKO wallbreaker Primal Kyogre and 2HKO defensive Arceus-Fairy. Terastallizing also ensures that Shadow Sneak OHKOes Mewtwo and Ultra Necrozma.
* Marshadow is best used in the mid-game once the opposing checks to either its Ghost- (ah) or Fighting-type STAB moves have been taken care of or put into OHKO range for Marshadow. In such a scenario, or if the opposing team lacks such checks, with minimal momentum Marshadow can use the same move multiple times with minimal prior momentum (not sure this phrase adds much here, so you could also just remove it entirely) without being punished by the choice lock as a result of becoming Choice-locked, capitalizing on breaking defensive cores to eventually ease an pave the way for a sweep.
* Against hyper offense, Marshadow is a potent revenge killer out of thanks to its immunity to Extreme Speed and its priority in Shadow Sneak, threatening dangling modifier which threatens faster foes such as Ultra Necrozma, Mega Mewtwo Y, and Deoxys-A, (RC); (ASC) therefore, (ac) it's desirable to keep Marshadow for long-term use when facing such sort of teams.
* Because Marshadow can't consistently handle foes such as Ultra Necrozma, Zacian-C, and Yveltal. (RP), (AC) links the two sentences logically checks such as Arceus-Fairy, Primal Groudon, and Ditto make for good allies. In return, (AC) Marshadow offensively pressures foes such as Primal Kyogre and Eternatus for them.
* As Marshadow is rather frail for the tier, it appreciates pivots such as Yveltal and Alomomola to let it safely enter the field such as Yveltal and Alomomola. More offensive teams may instead want a suicide lead such as Shuckle Glimmora or Glimmora Shuckle swapped the order, since while both can provide entry hazards, only Shuckle can provide Sticky Web, as they provide a safe switch upon being KOed and let Marshadow KO more foes with the extra damage from entry hazards or the support from Sticky Web.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/bananatimez.538620/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
https://www.smogon.com/forums/members/zrp200.327515/
added credits for myself and Zrp200, GP Team done

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