Marshadow [QC 2/3]

Sinnoh Sunlight

Banned deucer.
[OVERVIEW]

Marshadow separates itself from other common picks by having unresisted STAB's, combined with reliable and strong hitting STAB options. It has a great speed tier that allows it to outpace Mega Rayquaza and any variant of Arceus. Marshadow's Fighting type, immunity to Extreme Speed, and its ability to steal stat boosts allow it to revenge kill Swords Dance Arceus Forms, and check Calm Mind sweepers. It also has access to a fantastic ability in Technician, allowing it to boost the power of moves such as Rock Tomb, Shadow Sneak, Hidden Power Ice, and Pursuit. Marshadow also gets access to a 195 BP STAB Z-move, allowing it to break through archetypes such as stall and balance. Spectral Thief is an amazing STAB move, due to the prevalence of boosting moves in the metagame. This allows Marshadow to be a great weapon against Hyper Offense. Because Marshadow gets a great priority move in Shaodw Sneak, it allows it to threaten faster pokemon such as Ultra Necrozma and Mega Gengar. It also gets Bulk Up, which allows it to be a frighteningly powerful wallbreaker after a boost. Marshadow has a decent attack stat, but struggles to break defensive walls it can't hit super effectively. Marshadow suffers from having poor defensive utility, meaning it can't switch in to many of the pokemon it checks. It also is weak to common threats, such as Arceus Fairy and Yveltal, both of which threaten it out with their respective STAB options. Because of its middling attack stat, it can be walled by pokemon such as Arceus Poison, Primal Groudon, Arceus Ground, Arceus Water, and Zygarde.


[SET]
name: Life Orb Attacker
move 1: Spectral Thief
move 2: Shadow Sneak
move 3: Close Combat
move 4: Rock Tomb / Hidden Power Ice / Pursuit
item: Life Orb
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Spectral Thief is Marshadow's quintessential STAB move, giving it good coverage, allowing it to steal boosts, and it goes through Substitute. Shadow Sneak is a good priority option boosted by Technician, giving it effectively 90 BP. Close Combat is Marshadow's hardest hitting STAB option, and with Life Orb, allows Marshadow to OHKO many pokemon that are weak to it. Rock Tomb is boosted to 90 BP with Technician, making it hit very hard, while also allowing marshadow to hit pokemon like Ho-oh and scarf Yveltal on the switch. Rock Tomb also allows for speed control, which can aid slower sweepers on the team. Hidden Power Ice can be used to KO Zygarde after little chip, however, it doesn't have much more utility than that. Pursuit can also be used to trap mons such as mega gengar, Deoxys, and weakened opponents, though it needs the opponent to switch for it to be effective.

Set Details
========

Life Orb is used to boost Marshadow's power, allowing it to OHKO pokemon such as Arceus forms weak to its STABs, which it can't do otherwise. Ev's in attack and speed allow Marshadow to hit as hard as possible without sacrificing its crucial speed tier. A Jolly nature is used if lacking Hidden Power Ice, However Hasty is used if running it, as to not weaken the attack.

Usage Tips
========


Marshadow must be played with caution. Overpredictions can often cost games due to how valuable Marshadow is to most teams. Players should be hesitant to switch Marshadow into pokemon, due to its frailty. Playing cautiously for the start of the game allows you to scout sets to better prepare you to beat the opposing team. Do not use a coverage move if the pokemon it beats are already covered by the majority of your team. There is no need to waste a move slot for additional coverage against a pokemon that isn't a threat to your team. Additionally, revealing a coverage move at the start of the game can defeat the purpose of it, as said pokemon will be more cautious around Marshadow. Scouting a team is essential for Marshadow to function. Forcing Dusk Mane to Ultra Burst, the opponent to reveal steelceus or darkceus all benefit Marshadow, since you know to keep it alive for these threats. Looking for scarf on Mega Rayquaza, and Chople Berry on Normalceus are also very important, as not switching can lead to you losing Marshadow early. Marshadow struggles to break bulkier opponents, so wait to play it until those foes are weakened down enough.

Team Options
========

Arceus Fairy is a good option for Marshadow, checking threats to it such as Yveltal, Mega Rayquaza, and opposing Marshadows. Arceus' access to Defog also helps, as Marshadow is greatly hindered by Sticky Web. Zygarde Complete is another good team member, as it assists in checking Physical Set up sweepers, whether by Coil or Haze. This helps alleviate pressure on Marshadow from pokemon such as Chople Berry Ekiller. Not only that, but Zygarde checks Arceus Poison, Primal Groudon, and Mega Rayquaza. Primal Groudon and Primal Kyogre are also good options as both threaten support Arceus forms. Groudon can do this either with toxic or a special set, and Kyogre's monstrously high Special Attack allow it to easily 2HKO every viable support Arceus form. Additionally, Groudon gets access to Stealth Rocks, which aids Marshadow by providing guaranteed chip. Specially Defensive Necrozma Dusk Mane beats any variant of Arceus Fairy, Marshadow's biggest boon, while also spreading status, setting Rocks, and having access to reliable recovery. Mega Gengar can trap support Arceus forms that trouble Marshadow, including fairceus and poisonceus. Mega Rayquaza can deal extensive damage to supportceus on switchins, which can pave the way for Marshadow to break the team.

[SET]
name: Set-Up Wallbreaker
move 1: Spectral Thief
move 2: Bulk Up
move 3: Shadow Sneak / Substitute
move 4: Close Combat
item: Marshadium Z
ability: Technician
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Bulk Up is an absolute necessity on Z-move Marshadows. Boosting by one stage allows Marshadow to OHKO many walls with a little bit of prior damage. Spectral Thief and Close Combat are obligatory STAB moves that hit very hard. Shadow Sneak is a good priority option that hits hard, however without chip it cannot kill Ultra Necrozma without a boost. Substitute is another option that allows Marshadow to dodge Will-o-Wisp, one of its biggest boons while setting up. It also turns Arceus Poison; one of Marshadow's most reliable checks, into set-up fodder.

Set Details
========

Marshadow's Marshadium Z gives it access to Soul Stealing Seven Star Strike, off of Spectral Thief. This allows it to break through many threats that it could not before, including Mega Rayquaza, Arceus Fairy, and Primal Kyogre. Jolly nature is preferred on this set as it boosts the speed of Marshadow while not lowering any important stats of Marshadow.

Usage Tips
========

Marshadow greatly appreciates entry hazards, as it relies on weakening down checks to properly operate. Avoid boosting until said checks are worn down enough to be put in range. This allows you to properly break the team, instead of the opponent already knowing what set you are. Play cautiously with your Z move, as it is Marshadow's biggest weapon. The opponent will often try and switchin weakened pokemon to sack to get in their check to Marshadow. Marshadium Z can be a threat versus stall if it's played carefully and sets up at the right time.

Team Options
========

Marshadow appreciates Spikes and Rocks support, as it can get the chip it needs on threats to it. Mega Rayquaza is a good partner for Marshadow, breaking scarf Yveltal, Primal Groudon, Primal Kyogre, and Zygarde Complete, depending on the set. Eliminating these Pokemon assist in a sweep. Arceus Steel is a good offensive option, as it switches into both Yveltal and Arceus Fairy, and threatens many teams due to the lack of reliable checks to it. Gothitelle is a good partner, as it traps support Arceus forms and renders them useless to stopping Marshadow. It also allows you to hard switch into Marshadow when the trapped pokemon has been PP stalled, and get free set up.

[STRATEGY COMMENTS]
Other Options
=============

Marshadow can also run a sash set with Endeavor, however this is completely unreliable due to Entry Hazards and it being incredibly weak, and unable to break through many common pokemon. A Scarf set with Pursuit is a niche option to guarantee revenge kill Deoxys and often kill Mega Gengar. It can also surprise faster pokemon and steal their boosts, such as Dragon Dance Mega Rayquaza, and Swords Dance Ultra Necrozma. However this set lacks power and can be easily switched into. Substitute Swagger with Leftovers can be used to force switch outs, however this set needs entry hazards to properly function, and it can be hard to initially set up. It also heavily relies on RNG, making it rather unreliable

Checks and Counters
===================

**Support Arceus Forms**: Support Arceus forms aren't 2HKO'ed by any of Marshadow's attacks, and can retaliate with Judgment's that put Marshadow under half, or status it with Thunder Wave or Will-o-Wisp, halving one of Marshadow's most important stats. Arceus Fairy and Arceus Poison are particularly dangerous, as they resist Close Combat and can either kill it with Judgment, or Wisp it, however, they still have to be wary of getting broken through by Marshadium Z.

**Choice Scarf Users**: The three most common Scarf user, Yveltal, Xerneas, and Mega Rayquaza, all threaten Marshadow out with their STAB's and can take most hits from it. They aren't bothered by priority and can additionally switchin to an attack if need be.

**Zygarde-Complete**: Zygod can beat every Marshadow set besides HP Ice variants, due to its immense physical bulk, and access to crippling moves, such as Dragon Tail and Glare. Zygarde still needs to scout for HP Ice, however, as it reliably OHKO's with some prior chip.

**Flying Types**: Pokemon such as Ho-oh, Arceus Flying, and Yveltal can all take a Spectral Thief quite comfortably, and Yveltal can eat a Close Combat. Marshadow can circumvent this by carrying Rock Tomb, however this fails to OHKO all but Ho-oh, and is then killed by their STAB.

[CREDITS]
- Written by: [[,Sinnoh Sunlight,467940 ]]
- Quality checked by: [[Pigeons, 253393 ], [,Megazard, 202117 ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
not sure if youre writing it as a joke or not, but sash is not getting a set. you should remove it before writing any more, the other two sets are fine. will probably play around with slashes but def no sash marsh
 

Pigeons

pidge pidge
is a Tiering Contributoris a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
[OVERVIEW]
  • Marshadow separates itself from the pack by having unresisted STABs, allowing it to beat a plethora of common threats
  • Its great speed tier allows it to outspeed Mega Rayquaza and all Arceus Formes
  • Marshadow's Fighting type, immunity to ExtremeSpeed, and its ability to steal stat boosts allow it to counter Swords Dance Arceus and check Calm Mind sweepers it doesn't counter Swords Dance Arceus. It can revenge kill both, but make sure you specify that it only does this for the ones it hits supereffectively
  • It also has access to a fantastic ability in Technician, allowing it to boost the power of moves such as Rock Tomb, Shadow Sneak, Hidden Power Ice, and Pursuit
  • Marshadow also gets access to a 195 BP STAB Z-move, allowing it to break through archetypes such as stall and balance.
  • Unfortunately, Marshadow has a lackluster attack stat, which means it can't reliably hit pokemon without Super Effective damage this really isn't the case, I'd change the wording of this. Marshadow hits decently hard, but isn't quite powerful enough to get past defensive Pokemon not weak to its stabs.
  • Marshadow suffers from having poor defensive utility, meaning it can't switch in to many of the pokemon it checks
  • Marshadow gets outsped by key Pokemon such as Mega Gengar and Ultra Necrozma, therefore relying on its priority move to check these threats
  • It also is weak to common threats, such as Arceus Fairy and Yveltal, both of which threaten it out with their respective STAB options. Because of its middling attack stat, it can be walled by pokemon such as Arceus Poison, Primal Groudon, Arceus Ground, Arceus Water, and Zygarde
  • It also does not get very proficient boosting moves, relying on Swagger and Bulk Up remove Swagger, it's not a consistent option
Spectral Thief needs its own bullet. Setup is very prevalent in AG, being able to punish it makes it an excellent tool against hyper offense combined with its great speed tier.

[SET]
name: Life Orb Attacker
move 1: Spectral Thief
move 2: Shadow Sneak / Substitute
move 3: Close Combat
move 4: Rock Tomb / HP Ice / Pursuit
item: Life Orb
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe OR 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Spectral Thief is Marshadow's quintessential STAB move, giving it good coverage, allowing it to steal boosts, and being the hardest hitting physical ghost move bar Shadow Force the bit about Shadow Force isn't necessary. just something like " and is its hardest hitting Ghost-type STAB"
  • Shadow Sneak is a good priority option boosted by Technician, giving it effectively 90 BP. Alternatively, substitute can be used to avoid getting revenge killed, while also lowering the HP of Life Orb attackers don't slash substitute on the LO set, leave this for other options
  • Close Combat is Marshadow's hardest hitting STAB option, and with Life Orb, allows Marshadow to OHKO many threats such as normalceus, steelceus, darkceus, and chansey Just change the wording of this to "allows Marshadow to 1hko most Pokemon that are weak to it"
  • Rock Tomb is boosted to 90 BP with Technician, making it hit very hard, while also allowing marshadow to hit pokemon like Ho-oh and scarf yveltal on the switch. Rock Tomb also allows for speed control, which can aid slower sweepers on the team. Alternatively, Hidden Power Ice can be used to KO Zygarde after little chip, however, it doesn't have much more utility than that. Pursuit can also be used to trap mons such as mega gengar, Deoxys, and weakened opponents, though it can be detrimental if the opponent does not switch. Break all 3 moves into separate bullets. Pursuit isn't just for trapping, it also chips things like Rayquaza and Chansey when they get forced out which can put them in range of something else.

Set Details
========
  • Life Orb is used to boost Marshadow's power, allowing it to OHKO pokemon it couldn't before. Be more specific, mention that it can 1hko Arceus forms weak to it which it can't do otherwise
  • Ev's in attack and speed allow Marshadow to hit as hard as possible without sacrificing its crucial speed tier
  • A Jolly nature is used if lacking Hidden Power Ice, However Hasty is used if running it, as to not weaken the attack
  • Technician is Marshadow's only accessible ability, however this greatly improves Marshadow, boosting the power of key coverage moves and its priority move in Shadow Sneak

Usage Tips
========
  • Marshadow is a pokemon that often relies on predictions, due to both of its STAB's not affecting one type the other is Super Effective against this isn't the case. Nobody pivots Ghost-types or Normal-types into Marshadow. Delete this bullet entirely
  • As such, Marshadow must be played with caution. Overpredictions can often cost games due to how valuable Marshadow is to most teams
  • Players should be hesitant to switch Marshadow into pokemon, due to its frailty. Playing cautiously for the start of the game allows you to scout sets to better prepare you to beat the opposing team.
  • Do not use a coverage move if the pokemon it beats are already covered by the majority of your team. There is no need to waste a move slot for additional coverage against a pokemon that isn't a threat to your team
  • Always be aware of Marshadow's health. If there is a way you can avoid a recover war with a support arceus form, do it. Marshadow's health is often critical to the overall game This bullet doesn't make sense. There's no such thing as a "recover war" when play Marshadow vs an Arceus unless you're just playing it poorly. I'd remove this.
  • Scouting a team is essential for Marshadow to function. Forcing Dusk Mane to Ultra Burst, the opponent to reveal steelceus or darkceus all benefit Marshadow, since you know to keep it alive for these threats.
  • You should almost never lead Marshadow. Due to its poor defenses, it struggles with common leads such as Primal Groudon and Arceus Fairy. It often allows them free rocks, too
This section kind of misses the point. You should be focusing on how Marshadow can be used most effectively. Mention that you should be scouting vs Mega Rayquaza, EKiller and Ultra Necrozma to see if they have Scarf, Chople Berry or Ultranecronium Z respectively so Marshadow doesn't get prematurely knocked out. Also mention that if it has the appropriate coverage move for a certain threat on the opponent's team, it shouldn't be revealed right away (try and get the opponent to feel safe before using it). Lastly, you should include that Marshadow can't KO a lot of bulkier Pokemon so sometimes it's best to preserve it until those are weakened. You kind of address these but they should be the main focus.

Team Options
========
  • Arceus Fairy is a good option for marshadow, checking threats to it such as Yveltal, Mega Rayquaza, and opposing Marshadows. Arceus' access to Defog also helps, as Marshadow is greatly hindered by Sticky Web
  • Zygarde Complete is another good team member, as it assists in checking Physical Set up sweepers, whether by Coil or Haze. This helps alleviate pressure on Marshadow from pokemon such as Chople Berry Ekiller. Not only that, but Zygarde checks Arceus Poison, Primal Groudon, and Mega Rayquaza. Zygarde's ability to spread Paralysis is also appreciated, since marshadow often needs multiple attacks to finish off bulkier opponents Marshadow doesn't benefit that much from paralysis so I'd drop that.
  • Primal Groudon and Primal Kyogre are good options as both threaten support Arceus forms. Groudon can do this either with toxic or a special set, and Kyogre's monstrously high Special Attack allow it to easily 2HKO every viable support Arceus form. Additionally, Groudon gets access to Stealth Rocks, which aids Marshadow by providing guaranteed chip
  • Specially Defensive Necrozma Dusk Mane beats any variant of Arceus Fairy, Marshadow's biggest boon, while also spreading status, setting Rocks, and having access to reliable recovery
Mention offensive partners. Mega Gengar for example to trap Fairyceus, or Mega Rayquaza to put pressure on bulky Arceus forms.

[SET]
name: Set-Up Wallbreaker
move 1: Spectral Thief
move 2: Bulk Up
move 3: Shadow Sneak / Substitute
move 4: Close Combat
item: Marshadium Z
ability: Technician
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Spectral Thief operates as a strong STAB move that can go through substitutes and steal boosts
  • Bulk Up is an absolute necessity on Z-move Marshadows. Boosting Marshadow's attack by one stage allows it to break through many bulky walls, making it one of the best wallbreakers in all of Anything Goes Marshadow doesn't actually get past most walls unless they've got some chip, so edit this to reflect that
  • Shadow Sneak is a good priority option that hits hard, however, it cannot pick off some of the threats it needs to check without a Bulk UP, so Marshadow can alternatively run Substitute to set up on bulkier walls, taking advantage of their passivity You need to be more specific, I can't think of anything Marshadow fails to KO with Sneak without a Bulk Up so I'd remove that. Sneak is still for picking off
  • Close Combat becomes absolutely monstrous with a boost, OHKOing threats more safely than Life Orb can. It is rather weak without a boost, though
Reorder these, Bulk Up should come first, then Spectral and Close Combat and Sub / Shadow Sneak last.
Give Substitute it's own bullet here. Explain more in-depth why it's worth using (avoids status + sets up vs Arc Poison)


Set Details
========
  • Marshadow's Marshadium Z gives it access to Soul Stealing Seven Star Strike, off of Spectral Thief. This allows it to break through many threats that it could not before, including Mega Rayquaza, Arceus Fairy, and Primal Kyogre
  • Jolly nature is preferred on this set as it boosts the speed of Marshadow while not lowering any important stats of Marshadow
  • Technician is still good on this set, due to powering up Shadow Sneak, however, if running Substitute, this ability is rendered useless this isn't necessary

Usage Tips
========
  • Marshadow must be used with entry hazards. Due to only having access to Bulk Up as a boosting moves, it relies on chip to break through the bulkiest of threats Reword this, chip can also come from a partner. Mention that it appreciates hazards, then make a separate bullet on how it's usually ideal to boost once checks are weakened a bit.
  • Marshadow is strictly a wallbreaker. While it can pull of late game sweeps, due to only being able to use its Z-move once, it can still lack power. Treating it as a sweeper can help your opponent Remove this bullet. Marshadow is perfectly capable of cleaning late-game and saying it's strictly a wallbreaker just isn't the case. A bullet on how it can also act as an early-game breaker is fine.
  • Once again, playing cautious is the key. Getting an opportunity to break through a threat to your team requires careful plays and smart moves. Aggressive playing in the beginning can be detrimental to the game Make this a general point about how you have to play carefully with your Z-move because the opponent will try and play around it.
  • Z- Bulk Up is a fantastic breaker of stall. Avoiding Toxic and switching in on their Chansey or Blissey can be the opportunity Marshadow needs to break the team. Note that you must be careful of when to unleash your Z-move. The opponent will often double into Chansey/Blissey to avoid the Z. Bulking up on the switch can be even better for your breaking It's not quite "fantastic", it can be effective against certain stall builds but still needs to be played carefully (wasting z-move means it no longer breaks). Again I'd reword this a bit.
  • Note the skill level of your opponent. Do not overpredict on someone who doesn't strictly know what they're doing remove this, or reword it entirely.
Note Gothitelle or Band Rayquaza as partners. Both of these deal with support Arceus forms which aids Marshadow.

Team Options
========
  • Marshadow still struggles with breaking Arceus Fairy and Yveltal. Ferrothorn can not only check these threats, but set up Spikes or Stealth Rocks, which Marshadow almost always needs to effectively Wallbreak Ferrothorn doesn't check Yveltal. Just make this a point about how Spikes / Rocks are useful
  • Mega Rayquaza is a good partner for Marshadow, breaking scarf Yveltal, Primal Groudon, Primal Kyogre, and Zygarde Complete, depending on the set. Eliminating these Pokemon assist in a sweep More importantly it can break down support Arceus forms if it's band, or take advantage of a support Arceus Marshadow has weakened
  • Celesteela is another good option, checking Fairceus, Mega Rayquaza, Zygarde Complete, Arceus Ground, and Xerneas, all hindrances to Marshadow Celesteela doesn't check Zygarde, I'd remove this bullet because it offers nothing to Marshadow outside of switching into some stuff
Again, this should focus more on offensive threats that synergize with Marshadow. For example Steelceus, it pivots into Yveltal and Fairyceus and is generally threatening. You can also mention Gothitelle, because it removes support Arceus forms and can open up setup chances

[STRATEGY COMMENTS]
Other Options
=============
  • Marshadow can also run a sash set with Endeavor, however this is completely unreliable due to Entry Hazards and it being apparently obvious what item it is its item isn't that obvious because it bluffs Z to an extent. Mention that Sash is incredibly weak same as Scarf
  • A Scarf set with Pursuit is a niche option to guarantee revenge kill Deoxys and Mega Gengar, however this set lacks power and can be easily switched into Scarf isn't a guaranteed revenge kill vs Mega Gengar. Mention that it can trap weakened Gengar or revenge faster sweepers like Swords Dance Necrozma (Ultra and Dusk Mane) or Dragon Dance Mega Rayquaza
  • Substitute Swagger with Leftovers can be used to force switch outs, however this set needs entry hazards to properly function, and it can be hard to initially set up Change this a bit. Mention that the set is somewhat rng-reliant and therefore unreliable,

Checks and Counters
===================

**Fairy Types**: The two main Fairy types of Anything Goes, Xerneas and Arceus Fairy, both check Marshadow quite reliably. Xerneas can set up a Geomancy and outspeed and OHKO with Moonblast, and Arceus Fairy has the defenses and reliable recovery to easily 1v1 any Marshadow sets. The only way Marshadow can beat these pokemon is with chip and its Z move. Xerneas also often runs Scarf to outspeed and KO Marshadow

**Yveltal**: Yveltal's great Dark-Flying type means that it can reliably find switchins and OHKO Marshadow. Defensive sets can shrug off Close Combats and kill with Foul Play, Life Orb sets can risk either Sucker Punch or have enough HP to take a Fighting move, and Scarf Sets outpace and kill. Marshadow relies on Stealth Rocks and the hope that they switchin to a Close Combat or Rock Tomb to beat Yveltal

This needs to be way more expanded. I'd order it like this:

Support Arceus Forms - switch in and aren't 2hkod by any of Marshadow's attacks, can cripple it with status or threaten with Judgment. Give particular mention to Arceus-Fairy and Arceus-Poison because they resist Close Combat.

Choice Scarf users - (Yveltal, Xerneas, Mega Rayquaza) outspeed and 1hko, don't lose to priority and can switch in if needed

Zygarde-Complete - beats all physically-oriented sets and DTails them out or cripples with Glare. Loses to HP Ice (needs this scouted for)

Flying-types - (Ho-Oh, Yveltal, Arceus-Flying) resist Close Combat and can take a Spectral Thief, but need to be wary of Rock Tomb

[CREDITS]
- Written by: [[,Sinnoh Sunlight,467940 ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Sorry for taking so long to get to this! This one is definitely a little bit rough, implement these changes for QC 1/3 and we'll go from there. Please try and fix the capitalization in this as well, I know I'm not gp but as is there's a lot that needs fixing. You can give the grammar standards a read here for some help. PM me on Showdown if you need help with anything.
 
Last edited:

Sinnoh Sunlight

Banned deucer.
Sorry for taking so long to get to this! This one is definitely a little bit rough, implement these changes for QC 1/3 and we'll go from there. Please try and fix the capitalization in this as well, I know I'm not gp but as is there's a lot that needs fixing. You can give the grammar standards a read here for some help. PM me on Showdown if you need help with anything.
Implemented, ready for QC 2/3
 

pulsar512b

ss ou fangirl
is a Pre-Contributor
I'm not a QC guy, but id like you to note sash marshadow w/o endeavor, as well as burns crippling it, and the requirement of spectral thief to OHKO opposing marsh. Opposing marsh doesnt get killed by shadow sneak.
 

Sinnoh Sunlight

Banned deucer.
I'm not a QC guy, but id like you to note sash marshadow w/o endeavor, as well as burns crippling it, and the requirement of spectral thief to OHKO opposing marsh. Opposing marsh doesnt get killed by shadow sneak.
As an other option, It wouldn't make sense to talk about sash marsh this much. Sash marsh w/o endeavor also isn't a set, so there's absolutely no need to mention that.
 
I would mention it as like "Focus sash marshadow with or without endeavor... etc etc.
I'm not a QC guy, but id like you to note sash marshadow w/o endeavor, as well as burns crippling it, and the requirement of spectral thief to OHKO opposing marsh. Opposing marsh doesnt get killed by shadow sneak.
The problem with sash marsh is that without life orb or some sort of setup marshadow really doesn't hit that hard. Endeavor is nice, but sash gets broken once rocks are up so marsh will require support as well. I mean, there's Drain Punch but nobody runs that in AG.
 

pulsar512b

ss ou fangirl
is a Pre-Contributor
The problem with sash marsh is that without life orb or some sort of setup marshadow really doesn't hit that hard. Endeavor is nice, but sash gets broken once rocks are up so marsh will require support as well. I mean, there's Drain Punch but nobody runs that in AG.
I can't really argue with this point, which is exactly why we should put it in other options, perhaps with a note that says basically what you said. Also, rocks are less common than in other tiers (at least in my experience, your mileage may vary).
 

MZ

And now for something completely different
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no. there is no reason to mention sash marsh without endeavor. sash marsh without endeavor isn't good or relevant whatsoever, and we're trying to limit other options to things that one might conceivably want to run. even sub swagger is a way more relevant use of space. there's also zero reason to have a big back and forth in the thread like this
[OVERVIEW]
  • Marshadow separates itself from the pack by having unresisted STABs, allowing it to beat a plethora of common threats I woudlnt really say it's the unresisted stab that beats everything, it's more strong and good stab moves
  • Its great speed tier allows it to outspeed Mega Rayquaza and all Arceus Formes
  • Marshadow's Fighting type, immunity to ExtremeSpeed, and its ability to steal stat boosts allow it to revenge kill Swords Dance Arceus that it hits for super effective damage idk what the "it hits for super effective damage" bit is supposed to mean. if you mean marsh hits ekiller for SE damage, no shit that's not worth mentioning, and if you mean ekiller can hit it for SE damage, I also don't know why that's worth mentioning and check Calm Mind sweepers
  • It also has access to a fantastic ability in Technician, allowing it to boost the power of moves such as Rock Tomb, Shadow Sneak, Hidden Power Ice, and Pursuit
  • Marshadow also gets access to a 195 BP STAB Z-move, allowing it to break through archetypes such as stall and balance.
  • Spectral Thief is an amazing STAB move, due to the prevalence of boosting moves in the metagame. Combined with a great speed tier, this allows Marshadow to be a great weapon against Hyper Offense
  • Marshadow has a decent attack stat, but struggles to break defensive walls it can't hit super effectively
  • Marshadow suffers from having poor defensive utility, meaning it can't switch in to many of the pokemon it checks
  • Marshadow gets outsped by key Pokemon such as Mega Gengar and Ultra Necrozma, therefore relying on its priority move to check these threats but having priority to check them is still nice
  • It also is weak to common threats, such as Arceus Fairy and Yveltal, both of which threaten it out with their respective STAB options. Because of its middling attack stat, it can be walled by pokemon such as Arceus Poison, Primal Groudon, Arceus Ground, Arceus Water, and Zygarde
  • It also does not get a very proficient boosting move, relying on Bulk Up having access to bulk up is a plus, not a minus

honestly this just needs a lot of condensing, many of these points can easily fit together or aren't super worth mentioning. there's multiple different movepool points and some of those minuses are really good things for marsh, its only real downsides are the middling stats leading to a lack of bulk and power. the overview could just be a lot shorter and easier to read

[SET]
name: Life Orb Attacker
move 1: Spectral Thief
move 2: Shadow Sneak
move 3: Close Combat
move 4: Rock Tomb / HP Ice this isn't how you write hidden powers, it should be "Hidden Power Ice" / Pursuit
item: Life Orb
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe OR 252 Atk / 4 SpA / 252 Spe this isn't really necessary, it's a 4 point difference. just get rid of the 2nd spread

[SET COMMENTS]
Moves
========
  • Spectral Thief is Marshadow's quintessential STAB move, giving it good coverage, allowing it to steal boosts, and its hardest hitting Ghost type STAB don't need to mention that it's marsh's hardest hitting ghost stab. however, hitting through subs is a nice thing to point out
  • Shadow Sneak is a good priority option boosted by Technician, giving it effectively 90 BP.
  • Close Combat is Marshadow's hardest hitting STAB option, and with Life Orb, allows Marshadow to OHKO many pokemon that are weak to it
  • Rock Tomb is boosted to 90 BP with Technician, making it hit very hard, while also allowing marshadow to hit pokemon like Ho-oh and scarf yveltal on the switch. Rock Tomb also allows for speed control, which can aid slower sweepers on the team.
  • Hidden Power Ice can be used to KO Zygarde after little chip, however, it doesn't have much more utility than that.
  • Pursuit can also be used to trap mons such as mega gengar, Deoxys, and weakened opponents, though it can be detrimental if the opponent does not switch. It can also chip pokemon like a weakened it can chip non-weakened ray too, i think more of what ur going for is that marsh needs to force a switch for the move to be useful Mega Rayquaza and Chansey
Set Details
========
  • Life Orb is used to boost Marshadow's power, allowing it to OHKO pokemon such as Arceus forms weak to its STABs, which it can't do otherwise
  • Ev's in attack and speed allow Marshadow to hit as hard as possible without sacrificing its crucial speed tier
  • A Jolly nature is used if lacking Hidden Power Ice, However Hasty is used if running it, as to not weaken the attack
  • Technician is Marshadow's only accessible ability, however this greatly improves Marshadow, boosting the power of key coverage moves and its priority move in Shadow Sneak don't need to mention technician, only ability and it's v clear what it does

Usage Tips
========

  • Marshadow must be played with caution. Overpredictions can often cost games due to how valuable Marshadow is to most teams
  • Players should be hesitant to switch Marshadow into pokemon, due to its frailty. Playing cautiously for the start of the game allows you to scout sets to better prepare you to beat the opposing team.
  • Do not use a coverage move if the pokemon it beats are already covered by the majority of your team. There is no need to waste a move slot for additional coverage against a pokemon that isn't a threat to your team
  • Additionally, revealing a coverage move at the start of the game can defeat the purpose of it, as said pokemon will be more cautious around Marshadow
  • Scouting a team is essential for Marshadow to function. Forcing Dusk Mane to Ultra Burst, the opponent to reveal steelceus or darkceus all benefit Marshadow, since you know to keep it alive for these threats. Looking for scarf on Mega Rayquaza, and Chople Berry on Normalceus are also very important, as not switching can lead to you losing Marshadow early
  • You should almost never lead Marshadow. Due to its poor defenses, it struggles with common leads such as Primal Groudon and Arceus Fairy. It often allows them free rocks, too this point is something I'd just remove, leads are p conditional for most ag teams and if someone is new enough to not know when marsh should lead then laying down strong lines on when something should lead probably isnt super useful
  • Marshadow struggles to break bulkier opponents, so wait to play it until those foes are weakened down enough

Team Options
========
  • Arceus Fairy is a good option for marshadow, checking threats to it such as Yveltal, Mega Rayquaza, and opposing Marshadows. Arceus' access to Defog also helps, as Marshadow is greatly hindered by Sticky Web
  • Zygarde Complete is another good team member, as it assists in checking Physical Set up sweepers, whether by Coil or Haze. This helps alleviate pressure on Marshadow from pokemon such as Chople Berry Ekiller. Not only that, but Zygarde checks Arceus Poison, Primal Groudon, and Mega Rayquaza.
  • Primal Groudon and Primal Kyogre are good options as both threaten support Arceus forms. Groudon can do this either with toxic or a special set, and Kyogre's monstrously high Special Attack allow it to easily 2HKO every viable support Arceus form. Additionally, Groudon gets access to Stealth Rocks, which aids Marshadow by providing guaranteed chip
  • Specially Defensive Necrozma Dusk Mane beats any variant of Arceus Fairy, Marshadow's biggest boon, while also spreading status, setting Rocks, and having access to reliable recovery
  • Mega Gengar can trap support arceus forms that trouble Marshadow, including fairceus and poisonceus
  • Mega Rayquaza can deal extensive damage to supportceus on switchins, which can pave the way for Marshadow to break the team.


[SET]
name: Set-Up Wallbreaker
move 1: Spectral Thief
move 2: Bulk Up
move 3: Shadow Sneak / Substitute
move 4: Close Combat
item: Marshadium Z
ability: Technician
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

  • Bulk Up is an absolute necessity on Z-move Marshadows. Boosting by one stage allows Marshadow to OHKO many walls with a little bit of prior damage
  • Spectral Thief operates as a strong STAB move that can go through substitutes and steal boosts
  • Close Combat becomes absolutely monstrous with a boost, OHKOing threats more safely than Life Orb can. It is rather weak without a boost, though
  • Shadow Sneak is a good priority option that hits hard, however without chip it cannot kill Ultra Necrozma without a boost
  • Substitute is another option that allows Marshadow to dodge Will-o-Wisp, one of its biggest boons while setting up. It also turns Arceus Poison; one of Marshadow's most reliable checks, into set-up fodder
at this point it's very obvious what cc and spectral do, you could really just combine them into a generic stab combo sentence

Set Details
========
  • Marshadow's Marshadium Z gives it access to Soul Stealing Seven Star Strike, off of Spectral Thief. This allows it to break through many threats that it could not before, including Mega Rayquaza, Arceus Fairy, and Primal Kyogre
  • Jolly nature is preferred on this set as it boosts the speed of Marshadow while not lowering any important stats of Marshadow
  • Technician powers up Shadow Sneak, making its priority hit harder


Usage Tips
========
  • Marshadow greatly appreciates entry hazards, as it relies on weakening down checks to properly operate
  • Avoid boosting until said checks are worn down enough to be put in range. This allows you to properly break the team, instead of the opponent already knowing what set you are
  • Play cautiously with your Z move, as it is Marshadow's biggest weapon. The opponent will often try and switchin weakened pokemon to sack to get in their check to Marshadow
  • Z- Bulk Up is a good breaker of stall this might be a bit strong about how good vs stall this set is, it can be a threat if played carefully and marsh sets up at an opportune time is what I'd go for, due to general stall builds not having surefire Marshadow checks. However, it still needs to be played carefully as to avoid not wasting the Z move on a Chansey switchin


Team Options
========
  • Marshadow appreciates Spikes and Rocks support, as it can get the chip it needs on threats to it
  • Mega Rayquaza is a good partner for Marshadow, breaking scarf Yveltal, Primal Groudon, Primal Kyogre, and Zygarde Complete, depending on the set. Eliminating these Pokemon assist in a sweep
  • Arceus Steel is a good offensive option, as it switches into both Yveltal and Arceus Fairy, and threatens many teams due to the lack of reliable checks to it
  • Gothitelle is a good partner, as it traps support Arceus forms and renders them useless to stopping Marshadow. It also allows you to hard switch into Marshadow after the Arceus has been properly dealt with this is very unclear, i think u mean when you've PP stalled it out of moves that threaten marsh but im not certain, and if that is the case a new player wouldnt know that, and give easy set up

[STRATEGY COMMENTS]
Other Options
=============
  • Marshadow can also run a sash set with Endeavor, however this is completely unreliable due to Entry Hazards and it being incredibly weak, and unable to break through many common pokemon
  • A Scarf set with Pursuit is a niche option to guarantee revenge kill Deoxys and often kill Mega Gengar. It can also surprise faster pokemon and steal their boosts, such as Dragon Dance Mega Rayquaza, and Swords Dance Ultra Necrozma. However this set lacks power and can be easily switched into
  • Substitute Swagger with Leftovers can be used to force switch outs, however this set needs entry hazards to properly function, and it can be hard to initially set up. It also heavily relies on RNG, making it rather unreliable


Checks and Counters
=================== spacing is off here, there should be a full line between each section of checks and counters

**Support Arceus Forms**: Support Arceus forms aren't 2HKO'ed by any of Marshadow's attacks, and can retaliate with Judgment's that put Marshadow under half, or status it with Thunder Wave or Will-o-Wisp, halving one of Marshadow's most important stats. Arceus Fairy and Arceus Poison are particularly dangerous, as they resist Close Combat and can either kill it with Judgment, or Wisp it however they need to be careful since they can be broken through by a +1 soul stealing 7 star strike
**Choice Scarf Users**: The three most common Scarf user, Yveltal, Xerneas, and Mega Rayquaza, all threaten Marshadow out with their STAB's and can take most hits from it. They aren't bothered by priority and can additionally switchin to an attack if need be
**Zygarde-Complete**: Zygod can beat every Marshadow set besides HP Ice variants, due to its immense physical bulk, and access to crippling moves, such as Dragon Tail and Glare. Zygarde still needs to scout for HP Ice, however, as it reliably OHKO's with some prior chip
**Flying Types**: Pokemon such as Ho-oh, Arceus Flying, and Yveltal can all take a Spectral Thief quite comfortably, and Yveltal can eat a Close Combat. Marshadow can circumvent this by carrying Rock Tomb, however this fails to OHKO all but Ho-oh, and is then killed by their STAB

[CREDITS]
- Written by: [[,Sinnoh Sunlight,467940 ]]
- Quality checked by: [[Pigeons, 253393 ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
stamp.gif
2/3
 
[OVERVIEW]

Marshadow separates itself from other common picks by having unresisted STAB's, combined with reliable and strong hitting STAB options. It has a great speed tier that allows it to outpace Mega Rayquaza and any variant of ArceusArceus forme. Marshadow's Fighting type, immunity to Extreme Speed, and its ability to steal stat boosts allow it to revenge kill Swords Dance Arceus Forms, and check some Calm Mind sweepers. It also has access to a fantastic ability in Technician, allowing it to boost the power of moves such as Rock Tomb, Shadow Sneak, Hidden Power Ice, and Pursuit. Marshadow also gets access to a 195 BP STAB Z-move, allowing it to break through archetypes such asBulky Defenders stall and balance. Spectral Thief is an amazing STAB move, due to the prevalence of boosting moves in the metagame. This allows Marshadow to be a great weapon against Hyper Offense. Because Marshadow gets a great priority move in Shaodw Sneak, it allows it to threaten faster pokemon such as Ultra Necrozma and Mega Gengar. It also gets Bulk Up, which allows it to be a frighteningly powerful wallbreaker after a boost. Marshadow has a decent attack stat, but struggles to break defensive walls it can't hit super effectively. Marshadow suffers from having poor defensive utility, meaning it can't switch in to many of the pokemon it checks. It also is weak to common threats, such as Arceus-Fairy and Yveltal, both of which threaten it out with their respective STAB options. Because of its middling attack stat, it can be walled by pokemon such as Arceus-Poison, Primal Groudon, Arceus-Ground, Arceus-Water, and Zygarde. Don't actually mention arceus-water and arceus-ground, since marsh can actually just CC them twice to 2hko if they're chipped
While marsh can't really come in on attacks, it can do a great job of revenge killing and threatening offensive teams through a double, but it's kinda hard to bring it in


[SET]
name: Life Orb Attacker
move 1: Spectral Thief
move 2: Shadow Sneak
move 3: Close Combat
move 4: Rock Tomb / Hidden Power Ice / Pursuit
item: Life Orb
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Spectral Thief is Marshadow's quintessential STAB move, giving it good coverage, allowing it to steal boosts, and it goes through Substitute. Shadow Sneak is a good priority option boosted by Technician, giving it effectively 90 BPit can revenge kill mega ray, most important part. Close Combat is Marshadow's hardest hitting STAB option, and with Life Orb, allows Marshadow to OHKO many pokemon that are weak to it. Rock Tomb is boosted to 90 BP with Technician, making it hit very hard, while also allowing marshadow to hit pokemon like Ho-oh and scarf Yveltal on the switch. Rock Tomb also allows for speed control, which can aid slower sweepers on the team. Hidden Power Ice can be used to KO Zygarde after little chip, however, it doesn't have much more utility than that. Pursuit can also be used to trap mons such as mega gengar, LunalaDeoxys, and weakened opponents, though it needs the opponent to switch for it to be effective.

Set Details
========

Life Orb is used to boost Marshadow's power, allowing it to OHKO pokemon such as Arceus forms weak to its STABs, which it can't do otherwise. Ev's in attack and speed allow Marshadow to hit as hard as possible without sacrificing its crucial speed tier. A Jolly nature is used if lacking Hidden Power Ice, However Hasty is used if running it, as to not weaken the attack.weaken the special defense so it can take less from neutral judgements

Usage Tips
========


Marshadow must be played with caution. Overpredictions can often cost games due to how valuable Marshadow is to most teams. Players should be hesitant to switch Marshadow into pokemon, due to its frailty. Playing cautiously for the start of the game allows you to scout sets to better prepare you to beat the opposing team. Do not use a coverage move if the pokemon it beats are already covered by the majority of your team. There is no need to waste a move slot for additional coverage against a pokemon that isn't a threat to your team. Additionally, revealing a coverage move at the start of the game can defeat the purpose of it, as said pokemon will be more cautious around Marshadow. Scouting a team is essential for Marshadow to function. Forcing Dusk Mane to Ultra Burst, the opponent to reveal steelceus or darkceus all benefit Marshadow, since you know to keep it alive for these threats. Looking for scarf on Mega Rayquaza, and Chople Berry on Normalceus are also very important, as not switching can lead to you losing Marshadow early. Marshadow struggles to break bulkier opponents, so wait to play it until those foes are weakened down enough.way too much mentioning of scouting, mention more of being able to revenge kill important threats like dragon dance ray and check calm mind arceus forms such as arceus-dark and arceus-steel

Team Options
========

Arceus Fairy is a good option for Marshadow, checking threats to it such as Yveltal, Mega Rayquaza, and opposing Marshadows. Arceus' access to Defog also helps, as Marshadow is greatly hindered by Sticky Web. Zygarde Complete is another good team member, as it assists in checking Physical Set up sweepers, whether by Coil or Haze. This helps alleviate pressure on Marshadow from pokemon such as Chople Berry Ekiller. Not only that, but Zygarde checks Arceus Poison, Primal Groudon, and Mega Rayquaza. Primal Groudon and Primal Kyogre are also good options as both threaten support Arceus forms. Groudon can do this either with toxic or a special set, and Kyogre's monstrously high Special Attack allow it to easily 2HKO every viable support Arceus form. Additionally, Groudon gets access to Stealth Rocks, which aids Marshadow by providing guaranteed chip. Specially Defensive Necrozma Dusk Mane beats any variant of Arceus Fairy, Marshadow's biggest boon, while also spreading status, setting Rocks, and having access to reliable recovery. Mega Gengar can trap support Arceus forms that trouble Marshadow, including fairceus and poisonceus. Mega Rayquaza can deal extensive damage to supportceus on switchins, which can pave the way for Marshadow to break the team.
Mega ray is really good with marsh, and mention steel types since fairy types are the biggest hindrance to marsh

[SET]
name: Set-Up Wallbreaker
move 1: Spectral Thief
move 2: Bulk Up
move 3: Shadow Sneak / Substitute
move 4: Close Combat
item: Marshadium Z
ability: Technician
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Bulk Up is an absolute necessity on Z-move Marshadows. Boosting by one stage allows Marshadow to OHKO many walls with a little bit of prior damage. Spectral Thief and Close Combat are obligatory STAB moves that hit very hard. Shadow Sneak is a good priority option that hits hard, however without chip it cannot kill Ultra Necrozma without a boost. Substitute is another option that allows Marshadow to dodge Will-o-Wisp, one of its biggest boons while setting up. It also turns Arceus-Poison, one of Marshadow's most reliable checks, into set-up fodder.

Set Details
========

Marshadow's Marshadium Z gives it access to Soul Stealing Seven Star Strike, off of Spectral Thief. This allows it to break through many threats that it could not before, including Mega Rayquaza, Arceus Fairy, and Primal Kyogre. Jolly nature is preferred on this set as it boosts the speed of Marshadow while not lowering any important stats of Marshadow.

Usage Tips
========

Marshadow greatly appreciates entry hazards, as it relies on weakening down checks to properly operate. Avoid boosting until said checks are worn down enough to be put in range. This allows you to properly break the team, instead of the opponent already knowing what set you are. Play cautiously with your Z move, as it is Marshadow's biggest weapon. The opponent will often try and switchin weakened pokemon to sack to get in their check to Marshadow. Marshadium Z can be a threat versus stall if it's played carefully and sets up at the right time.

Team Options
========

Marshadow appreciates Spikes and Rocks support, as it can get the chip it needs on threats to it. Mega Rayquaza is a good partner for Marshadow, breaking scarf Yveltal, Primal Groudon, Primal Kyogre, and Zygarde Complete, depending on the set. Eliminating these Pokemon assist in a sweep. Arceus Steel is a good offensive option, as it switches into both Yveltal and Arceus Fairy, and threatens many teams due to the lack of reliable checks to it. Gothitelle is a good partner, as it traps support Arceus forms and renders them useless to stopping Marshadow. It also allows you to hard switch into Marshadow when the trapped pokemon has been PP stalled, and get free set up.

[STRATEGY COMMENTS]
Other Options
=============

Marshadow can also run a sash set with Endeavor, however this is completely unreliable due to Entry Hazards and it being incredibly weak, and unable to break through many common pokemon. A Scarf set with Pursuit is a niche option to guarantee revenge kill Deoxys and often kill Mega Gengar. It can also surprise faster pokemon and steal their boosts, such as Dragon Dance Mega Rayquaza, and Swords Dance Ultra Necrozma. However this set lacks power and can be easily switched into. Substitute Swagger with Leftovers can be used to force switch outs, however this set needs entry hazards to properly function, and it can be hard to initially set up. It also heavily relies on RNG, making it rather unreliable.

Checks and Counters
===================

**Support Arceus Forms**: Support Arceus forms aren't 2HKO'ed by any of Marshadow's attacks, and can retaliate with Judgment's that put Marshadow under half, or status it with Thunder Wave or Will-o-Wisp, halving one of Marshadow's most important stats. Arceus Fairy and Arceus Poison are particularly dangerous, as they resist Close Combat and can either kill it with Judgment, or Wisp it, however, they still have to be wary of getting broken through by Marshadium Z. Mention specifically Arceus-Fairy and Arceus-Poison, the rest are shaky checks since CC threatens out

**Choice Scarf Users**: The three most common Scarf user, Yveltal, Xerneas, and Mega Rayquaza, all threaten Marshadow out with their STAB's and can take most hits from it. They aren't bothered by priority and can additionally switchin to an attack if need be.

**Zygarde-Complete**: Zygod can beat every Marshadow set besides HP Ice variants, due to its immense physical bulk, and access to crippling moves, such as Dragon Tail and Glare. Zygarde still needs to scout for HP Ice, however, as it reliably OHKO's with some prior chip.

**Flying Types**: Pokemon such as Ho-oh, Arceus Flying, and Yveltal can all take a Spectral Thief quite comfortably, and Yveltal can eat a Close Combat. Marshadow can circumvent this by carrying Rock Tomb, however this fails to OHKO all but Ho-oh, and is then killed by their STAB.

Can mention other physically defensive pokemon such as Skarmory, Toxapex, and Mega Sableye since they don't get 2hkoed by marsh's stabs

[CREDITS]
- Written by: [[,Sinnoh Sunlight,467940 ]]
- Quality checked by: [[Pigeons, 253393 ], [,Megazard, 202117 ], [, ]]
- Grammar checked by: [[, ], [, ]]


Good work overall, QC 3/3 after implementing everything.
 
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