National Dex Nat dex ubers team please help i suck marshadow core


Marshadow @ Focus Sash
Ability
: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs
: 0 Atk (for minimizing confusion damage)

  • Spectral Thief
  • Poltergeist
  • Low Kick
  • Shadow Sneak
Role: Marshadow serves as a fast physical attacker, utilizing Technician to boost priority moves like Shadow Sneak and offensive options like Poltergeist. It can also function as a utility with Spectral Thief to steal stat boosts from setup sweepers. Low Kick allows it to deal with bulky Steel- or Rock-types, while the Focus Sash ensures it can survive at least one hit, enabling it to retaliate or disrupt setup sweepers. Tera Ghost allows it to boost the power of its Ghost-type moves, making it more deadly.


Necrozma-Dusk-Mane @ Solganium Z
Ability
: Prism Armor
Tera Type: Psychic
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature

  • Dragon Dance
  • Sunsteel Strike
  • Earthquake
  • Stone Edge
Role: Necrozma-Dusk-Mane is a bulky offensive threat that uses Dragon Dance to boost both its Attack and Speed. Once set up, it can unleash devastating attacks with Sunsteel Strike, powered further by the Solganium Z item for a powerful Z-move. Earthquake provides coverage against Steel- and Fire-types, while Stone Edge helps deal with Flying-types. The Prism Armor ability reduces damage from special attacks, giving Necrozma added survivability.


Arceus-Water @ Splash Plate
Ability
: Multitype
Tera Type: Fairy
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
IVs
: 0 Atk (for minimizing physical attack damage)

  • Judgment
  • Toxic
  • Stealth Rock
  • Recover
Role: Arceus-Water functions as a bulky, utility-oriented Pokémon. With a defensive spread and Recover, it can act as a reliable tank, setting up Stealth Rock and spreading Toxic to wear down foes. Judgment is a reliable STAB move boosted by the Splash Plate. The Fairy Tera Type gives it additional offensive coverage, especially against Dragon- and Dark-types, while also allowing it to check Fighting-type threats more effectively.


Ferrothorn @ Leftovers
Ability
: Iron Barbs
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs
: 0 Spe (to ensure Ferrothorn moves last for Leech Seed)

  • Power Whip
  • Stealth Rock
  • Leech Seed
  • Protect
Role: Ferrothorn acts as a defensive pivot and utility support, capable of setting up Stealth Rock and healing through Leech Seed. Its Iron Barbs ability punishes physical attackers with chip damage, while Protect helps it stall for recovery or scout the opponent's moves. Tera Water boosts Ferrothorn's resistance to Fire-type attacks, making it more durable in battle. Power Whip is its main offensive move, allowing it to hit bulky Water- and Ground-types.


Baxcalibur @ Loaded Dice
Ability
: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature

  • Swords Dance
  • Icicle Spear
  • Scale Shot
  • Zen Headbutt
Role: Baxcalibur is a potent physical attacker designed to break through foes with its multi-hit moves. Loaded Dice maximizes the effectiveness of Icicle Spear, ensuring it hits 5 times, making Baxcalibur a major offensive threat. Swords Dance boosts its attack, while Scale Shot not only deals damage but also raises its Speed, allowing it to outspeed threats. Zen Headbutt provides coverage against Fighting- and Poison-types. The Thermal Exchange ability allows Baxcalibur to boost its Attack stat when hit by Fire-type moves, encouraging a defensive playstyle that can fuel its offense.


Diancie @ Diancite
Ability
: Clear Body
Tera Type: Rock
EVs: 108 HP / 184 SpA / 216 Spe
Hasty Nature

  • Diamond Storm
  • Moonblast
  • Explosion
  • Spikes
Role: Diancie serves as a fast offensive presence with the potential to either support the team with hazards or deal massive damage. Upon Mega Evolving, it gains increased bulk and offensive power, making its Diamond Storm a deadly move, capable of raising its Defense. Moonblast provides strong Fairy-type coverage against Dragon- and Dark-types. Spikes sets hazards, increasing the pressure on opposing teams. Explosion can be used to sacrifice Diancie in critical situations, dealing heavy damage to clear out an opponent or create openings for other team members.


This team features a blend of utility, offensive threats, and defensive staples that balance well in various battle scenarios.
 
Hello, I'll try my best to help improve this team:

:marshadow:Marshadow
First of all, I can start of by mentioning that Focus Sash Marshadow is unviable and otherwise outclassed in the metagame, its lack of damage output without an item like :Life orb:Life Orb or :choice band:Choice Band results on an inability to wallbreak properly, with its "niche" of being a setup check being very inconsistent by the threat of Stealth Rock and then being outsped and KOed afterwards,, more details are in a Flying Press article I wrote regarding this topic if you're interested. Also, 0 Atk IVs defeats the point of using a physical attacker, especially as there's no meta-relevant confusion spreaders in the tier, it should just be the standard max IVs.

:necrozma-dusk-mane:Necrozma-DM
This appears to be using an standard set, no complaints in a vacuum. I'll get onto potential changes depending on your preference to address other issues later on this post.

:arceus-water:Arceus-Water
The only "Fighting-type" threats in the tier are :marshadow:Marshadow and the far more niche :pheromosa:Pheromosa, with :arceus-water:Arceus-Water not being a good addition as a check on the softer side when the team has no reliable switch-in to :marshadow:Marshadow at all, with :arceus-water:Arceus-Water being overwhelmed by Choice Band Tera Ghost Poltergeist.

:ferrothorn:Ferrothorn
A standard set for the most part, but Stealth Rock is redundant with :arceus-water:Arceus-Water filling such role already, Spikes is more desirable to reduce its passivity while also providing even more utility for the team, in particular easing the matchup against offense by blocking Mortal Spin from :smeargle:Smeargle and :glimmora:Glimmora to keep the entry hazards on the foe's side.

:baxcalibur:Baxcalibur
This Pokemon is entirely outclassed by :kyurem-black:Kyurem-B, it does the exact same niche here while also having better unresisted coverage in Fusion Bolt and actual bulk to withstand some neutral attacks. Zen Headbutt is also irrelevant when the only relevant Poison-type in the tier (:eternatus:Eternatus) is weak to Dragon and Ice anyways, while for Fighting-types, neither :marshadow:Marshadow or :pheromosa:Pheromosa withstand a STAB attack well anyways.

:diancie-mega:Mega Diancie
What you just described role-wise is an offensive support Pokemon, and Mega Diancie is not that, namely as its niche lies as being a dedicated anti-lead for hyper offense teams, ensuring their side gets no hazards in the early-game thanks to Magic Bounce while also having a positive matchup against all hazard removers (including :ho-oh:Ho-Oh, :yveltal:Yveltal, and :giratina-origin:Giratina-O) to keep its hazards on the field.

Overall, besides the descriptions boiling down to explaining general type chart stuff, in practice not really justifying the intent for each member role-wise and how each one complements each other as a team, results in a team that appears to try to combine hyper offense with balance to end up with a ton of anti-synergy, for example defensive Pokemon like :ferrothorn:Ferrothorn do not keep the offensive pressure to keep entry hazards set by an offensive lead, the defensive core of :arceus-water:Arceus-Water plus :ferrothorn:Ferrothorn is weak to Fighting and thus not checking :marshadow:Marshadow consistently without burning the Tera slot, a lack of hazard removal further limiting the defensive infrastructure, etc.

As for my suggestions to actually improve my team, here they are, as I've said before the changes required are fairly large and thus I will just provide you with multiple options:

:diancie-mega:Mega Diancie -> :groudon-primal:Primal Groudon
:baxcalibur:Baxcalibur -> :zygarde:Zygarde
:necrozma-dusk-mane:Necrozma-DM -> :ho-oh:Ho-Oh
:arceus-water:Arceus-Water: :hard stone:Stealth Rock -> :mental herb:Taunt
:ferrothorn:Ferrothorn: :hard stone:Stealth Rock -> :sharp beak:Spikes
:marshadow:Marshadow: :focus sash:Focus Sash, 0 Atk IVs -> :life orb:Life Orb, 31 Atk IVs

The original team has issues with :zacian-crowned:Zacian-C, :ho-oh:Ho-Oh, :marshadow:Marshadow, offensive :Eternatus:Eternatus, :necrozma-ultra:Ultra Necrozma, :yveltal:Yveltal, and :zygarde:Zygarde

:groudon-primal:Primal Groudon provides crucial role compression to check the first four Pokemon, all while also doing role compression as a :hard stone:Stealth Rock setter.

:necrozma-dusk-mane:Necrozma-DM doesn't fit too well for a more defensively oriented purpose as it's mainly a sweeper for offense teams, and while a defensive set exists, it's way more niche and would overlap with :ferrothorn:Ferrothorn a lot, therefore, :ho-oh:Ho-Oh acts as a secondary check for offensive :eternatus:Eternatus, :zacian-crowned:Zacian-C, and after Terastallizing, :kyogre-primal:Primal Kyogre, and :zygarde:Zygarde too.

With :groudon primal:Primal Groudon now providing Stealth Rock, :Arceus-water:Arceus-Water can afford Taunt for an easier matchup on :zygarde:Zygarde and :groudon-primal:Primal Groudon by preventing them from setting up as much, while also potentially allowing to keep entry hazards already laid out by its allies on Pokemon like :giratina-origin:Giratina-O.

:zygarde:Zygarde acts as a bulky win condition to enable sweeping, backing up :arceus-water:Arceus-Water as a check to :groudon-primal:Primal Groudon, and being a blanket physical wall for threats like :marshadow:Marshadow, and potentially others depending on context if you'd want to use another Tera type.

With the other changes being covered previously in the prior section overall analyzing the team, the details are done, and here's a Pokepaste link with the team updated to the stuff above. If you're unsure on how to use any of the newly added Pokemon feel free to check the pertinent Smogdex pages as they explain in detail their way of use.

:diancie-mega:Mega Diancie -> :star sweet:Fine as is!
:baxcalibur:Baxcalibur -> :kyurem-black:Kyurem-B
:ferrothorn:Ferrothorn -> :zacian-crowned:Zacian-C
:necrozma-dusk-mane:Necrozma-DM -> :solganium-Z:Solganium Z, Sunsteel Strike, 132 HP / 252 Atk / 124 Spe -> :ultranecrozium z:Ultranecrozium Z, Photon Geyser, 24 HP / 248 Atk / 92 Def / 4 SpD / 140 Spe
:arceus-water:Arceus-Water: :hard stone:Stealth Rock, :toxic orb:Toxic, Tera Fairy 248 HP / 136 Def / 124 Spe (Bold) -> :soothe bell:Calm Mind, :soft sand:Earth Power, Tera Ground, 4 Def / 252 SpA / 252 Spe (Timid)
:marshadow:Marshadow: :focus sash:Focus Sash, Poltergeist, 0 Atk IVs -> :life orb:Life Orb, Bulk Up, 31 Atk IVs

Instead of going too deeply on defensive profiles, by nature offense teams want to prioritize having as much offensive pressure as possible, with no real reliance on a defensive core as the team does not want to concede momentum, to prevent the foe from trying to set up themselves or remove entry hazards.

:zacian-crowned:Zacian-C provides relevant Speed control, revenge killing potential by resisting most means of priority in the tier, and is a potent Tera abuser.

Given this team doesn't enable the more lure-based nature of :solganium z:Solganium Z :necrozma-dusk-mane:Necrozma-DM, a more standard :ultranecrozium z:Ultranecrozium Z set is desired here, especially as a type change without actually Terastallizing is handy here to be more self sufficient at doing its role here, all while complementing :kyurem-black:Kyurem-B to try to overwhelm each other's checks, ranging from :groudon-primal:Primal Groudon to a Terastallized :zygarde:Zygarde.

:arceus-Water:Arceus-Water being a setup sweeper of the bulkier end should help in the late-game when the other team has minimal ways to break past it, especially as it is vulnerable to stuff like :ferrothorn:Ferrothorn, :giratina-origin:Giratina-O, and Tera Grass :Ho-Oh:Ho-Oh.

:marshadow:Marshadow appreciates the wallbreaking power of Bulk Up + Life Orb to hit surprisingly hard while also not being choice locked to avoid requiring to switch when facing a Normal or Ghost-type and using the undesired move out of the Choice lock, Spectral Thief in particular is picked here as the main STAB of choice over Poltergeist for the easier :zygarde:Zygarde matchup as it bypasses Substitute.

With the other changes being already justified in the team analysis I did previously, here's a Pokepaste with the proposed team if you're more into this archetype. If you're unsure on how to use any of the newly added Pokemon feel free to check the pertinent Smogdex pages as they explain in detail their way of use.
 
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