Marshadow • Generation VIII Pokédex

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Marshadow
Pokédex Page for Marshadow

This is the Marriland Pokédex page for Marshadow, showing its information and moves in Pokémon Sword & Shield. Marshadow is not available in Pokémon Brilliant Diamond or Shining Pearl and cannot be used in or sent to those versions.

Marshadow

Marshadow
Sprite of Marshadow in Pokémon HOME

Marshadow's Type

FIGHTING
GHOST

Marshadow's Pokédex #s

National #
802

Marshadow's Base Stats

HP:
90
Attack:
125
Defense:
80
Sp. Atk:
90
Sp. Def:
90
Speed:
125
Total:
600

Misc. Info

Height:
2'4" (0.7m)
Weight:
48.9 lbs. (22.2 kg)
Gender Ratio:
Egg Groups:
Undiscovered
EXP At Lv. 100:
1,250,000
EV Yield:
2 Attack, 1 Speed
Base EXP:
270
Catch Rate:
3

Marshadow's Abilities

Here is what ability Marshadow has, along with its effect.
Technician
All of Marshadow's moves with a base power of 60 or less have their power increased by 50%.

Weaknesses & Resistances

Below is a list of what Marshadow's weakness and resistance is to various types.
FLYING
PSYCHIC
GHOST
FAIRY
½
POISON
ROCK
¼
BUG
immune
NORMAL
FIGHTING

Marshadow's Evolution Line

Marshadow does not evolve into any other known or available Pokémon.

Marshadow's Moves in Sword & Shield

Below is a list of all of the moves that Marshadow can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Marshadow learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Thunder Punch
Has a 10% chance to paralyze the target.
ELECTRIC
PHYSICAL
75 100% 15 One Target
1
Fire Punch
Has a 10% chance to burn the target.
FIRE
PHYSICAL
75 100% 15 One Target
1
Ice Punch
Has a 10% chance to freeze the target.
ICE
PHYSICAL
75 100% 15 One Target
1
Copycat
Copies the last used move of any Pokémon and uses it immediately.
NORMAL
STATUS
-- -- 20 User
1
Shadow Sneak
Has higher priority.
GHOST
PHYSICAL
40 100% 30 One Target
1
Feint
Strikes first and breaks through the target's Protect-like moves.
NORMAL
PHYSICAL
30 100% 10 One Target
1
Counter
Counters Physical-based damage received this turn.
FIGHTING
PHYSICAL
varies 100% 20 Counter
9
Role Play
Copies the target's ability.
PSYCHIC
STATUS
-- -- 10 One Target
18
Shadow Punch
Doesn't miss the target.
GHOST
PHYSICAL
60 -- 20 One Target
27
Force Palm
Has a 30% chance to paralyze the target.
FIGHTING
PHYSICAL
60 100% 10 One Target
36
Assurance
Does double damage if the target was already damaged this turn.
DARK
PHYSICAL
60 100% 10 One Target
45
Sucker Punch
Has +1 priority. Fails unless the target uses a damaging move.
DARK
PHYSICAL
70 100% 5 One Target
54
Drain Punch
Heals Marshadow by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
63
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
72
Spectral Thief
Removes any positive stat modifiers on the target and adds them to Marshadow's instead.
GHOST
PHYSICAL
90 100% 10 One Target
81
Laser Focus
Marshadow's next move will be a critical hit.
NORMAL
STATUS
-- -- 30 User
90
Endeavor
Does damage to set the target's HP equal to Marshadow's. Fails if Marshadow has more HP.
NORMAL
PHYSICAL
varies 100% 5 One Target
99
Close Combat
Lowers Marshadow's Defense and Special Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target

TM Moves

Here are all of the moves that Marshadow can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM00
Mega Punch
Damages the target.
NORMAL
PHYSICAL
80 85% 20 One Target
TM01
Mega Kick
Damages the target.
NORMAL
PHYSICAL
120 75% 5 One Target
TM03
Fire Punch
Has a 10% chance to burn the target.
FIRE
PHYSICAL
75 100% 15 One Target
TM04
Ice Punch
Has a 10% chance to freeze the target.
ICE
PHYSICAL
75 100% 15 One Target
TM05
Thunder Punch
Has a 10% chance to paralyze the target.
ELECTRIC
PHYSICAL
75 100% 15 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM21
Rest
Marshadow restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM23
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Marshadow from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM38
Will-O-Wisp
Burns the target.
FIRE
STATUS
-- 85% 15 One Target
TM39
Facade
Does double damage if Marshadow is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM42
Revenge
Attacks last; if damaged this turn, hits for double damage.
FIGHTING
PHYSICAL
60 100% 10 One Target
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM48
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM52
Bounce
Can't be hit on the first turn, attacks on the second turn. Has a 30% chance of paralyzing the target.
FLYING
PHYSICAL
85 85% 5 One Target
TM57
Payback
Does double damage if Marshadow attacks after the target.
DARK
PHYSICAL
50 100% 10 One Target
TM58
Assurance
Does double damage if the target was already damaged this turn.
DARK
PHYSICAL
60 100% 10 One Target
TM59
Fling
Throws Marshadow's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM63
Drain Punch
Heals Marshadow by half the damage dealt.
FIGHTING
PHYSICAL
75 100% 10 One Target
TM65
Shadow Claw
Has a higher critical hit rate. (+1 stage.)
GHOST
PHYSICAL
70 100% 15 One Target
TM75
Low Sweep
Lowers the target's Speed by one stage.
FIGHTING
PHYSICAL
65 100% 20 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM77
Hex
Deals double damage if the target is affected by a major status condition.
GHOST
SPECIAL
65 100% 10 One Target
TM78
Acrobatics
Damage is doubled if Marshadow has no held item when this attack hits.
FLYING
PHYSICAL
55 100% 15 One Target
TM86
Phantom Force
Can't be hit on the first turn, attacks on the second turn. Gets around Protect/Detect/etc.
GHOST
PHYSICAL
90 100% 10 One Target
TM94
False Swipe
Cannot knock out a Pokémon.
NORMAL
PHYSICAL
40 100% 40 One Target

TR Moves

Here are all of the moves that Marshadow can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR07
Low Kick
Does more damage depending on how heavy the target is.
FIGHTING
PHYSICAL
varies 100% 20 One Target
TR12
Agility
Raises Marshadow's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR20
Substitute
Costs 25% of Marshadow's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR21
Reversal
Does more damage when Marshadow's HP is low.
FIGHTING
PHYSICAL
varies 100% 15 One Target
TR24
Outrage
Confuses Marshadow after 2–3 turns.
DRAGON
PHYSICAL
120 100% 10 Random Enemy
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Marshadow's moves at random.
NORMAL
STATUS
-- -- 10 User
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR39
Superpower
Lowers Marshadow's Attack and Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
TR41
Blaze Kick
10% chance of burning the target. Higher crit rate. (+1 stage.)
FIRE
PHYSICAL
85 90% 10 One Target
TR48
Bulk Up
Raises Marshadow's Attack and Defense by one stage.
FIGHTING
STATUS
-- -- 20 User
TR49
Calm Mind
Raises Marshadow's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR53
Close Combat
Lowers Marshadow's Defense and Special Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
TR56
Aura Sphere
Doesn't miss the target.
FIGHTING
SPECIAL
80 -- 20 One Target
TR57
Poison Jab
Has a 30% chance to poison the target.
POISON
PHYSICAL
80 100% 20 One Target
TR64
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR74
Iron Head
Has a 30% chance of causing the target to flinch.
STEEL
PHYSICAL
80 100% 15 One Target
TR75
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR81
Foul Play
Foul Play uses the target's Attack stat instead of Marshadow's to calculate damage.
DARK
PHYSICAL
95 100% 15 One Target
TR85
Work Up
Raises Marshadow's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User
TR95
Throat Chop
Prevents the target from using any sound-based moves for the next two turns.
DARK
PHYSICAL
80 100% 15 One Target

Move Tutor Moves

Here are all of the moves that Marshadow can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Coaching
Raises the Attack and Defense of Marshadow's allies by one stage each.
FIGHTING
STATUS
-- -- 10 User
TUTOR
Skitter Smack
100% chance of lowering the target's Sp. Atk by one stage.
BUG
PHYSICAL
70 90% 10 One Target
TUTOR
Poltergeist
Fails if the target is not holding an item.
GHOST
PHYSICAL
110 90% 5 One Target

Marshadow's Detailed Stats

Below you'll find a more detailed table containing Marshadow's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Marshadow's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Marshadow is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
290 321 353 384 90
Attack
255 286 318 349 125
Defense
165 196 228 259 80
Sp. Atk
185 216 248 279 90
Sp. Def
185 216 248 279 90
Speed
255 286 318 349 125
Total
600

Where to Find Marshadow in Sword & Shield

If you're looking for where to find Marshadow, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Marshadow in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Marshadow

Only available from events or promotions, or from transferring via Pokémon HOME.

Pokédex Entries for Marshadow

Generation 8 Pokédex Entries

Sword
By slipping into the shadow of a martial arts master and copying their movements, this Pokémon learned the ultimate techniques.
Shield
This Pokémon can conceal itself in any shadow, so it went undiscovered for a long time.

Generation 7 Pokédex Entries

Sun
Able to conceal itself in shadows, it never appears before humans, so its very existence was the stuff of myth.
Moon
It lurks in the shadows of others, copying their movements and powers. This Pokémon is craven and cowering.
Ultra Sun
It slips into the shadows of others and mimics their powers and movements. As it improves, it becomes stronger than those it's imitating.
Ultra Moon
It sinks into the shadows of people and Pokémon, where it can understand their feelings and copy their capabilities.
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