PokeRogue Pokedex /
Marshadow Zenith
View Marshadow Zenith's detailed stats, abilities, types, evolution and moves in PokeRogue Dex.
Marshadow Zenith Pokédex Data
key | value |
---|---|
Type | Fighting Ghost |
Starter Cost | 7 |
Weight | 22.2 kg |
Biomes | |
Ability | Technician Powers up the Pokémon's weaker moves. |
Marshadow Zenith Base Stats
key | value |
---|---|
HP | 90 |
Attack | 125 |
Defense | 80 |
Sp. Atk | 90 |
Sp. Def | 90 |
Speed | 125 |
BST | 600 |
Marshadow Zenith Evolution
Marshadow Zenith Type Chart
Fighting Type Strength
Normal
2
Fire
1
Water
1
Electric
1
Grass
1
Ice
2
Fighting
1
Poison
0.5
Ground
1
Flying
0.5
Psychic
0.5
Bug
0.5
Rock
2
Ghost
0
Dragon
1
Dark
2
Steel
2
Fairy
0.5
Ghost Type Strength
Normal
0
Fire
1
Water
1
Electric
1
Grass
1
Ice
1
Fighting
1
Poison
1
Ground
1
Flying
1
Psychic
2
Bug
1
Rock
1
Ghost
2
Dragon
1
Dark
0.5
Steel
1
Fairy
1
Fighting + Ghost Type Weakness
Normal
0
Fire
1
Water
1
Electric
1
Grass
1
Ice
1
Fighting
0
Poison
0.5
Ground
1
Flying
2
Psychic
2
Bug
0.25
Rock
0.5
Ghost
2
Dragon
1
Dark
1
Steel
1
Fairy
2
Marshadow Zenith Egg Moves
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Power-Up Punch | Fighting | Physical | 40 | 100 | 20 | Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. |
Triple Axel | Ice | Physical | 20 | 90 | 10 | A consecutive three-kick attack that becomes more powerful with each successful hit. |
Storm Throw | Fighting | Physical | 60 | 100 | 10 | The user strikes the target with a fierce blow. This attack always results in a critical hit. |
Double Iron Bash | Steel | Physical | 60 | 100 | 5 | The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch. |
Marshadow Zenith Moves learned by level up
Total 19 move
Level | Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|---|
1 | Fire Punch | Fire | Physical | 75 | 100 | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
1 | Ice Punch | Ice | Physical | 75 | 100 | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
1 | Thunder Punch | Electric | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
1 | Counter | Fighting | Physical | - | 100 | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
1 | Feint | Normal | Physical | 30 | 100 | 10 | This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves. |
1 | Copycat | Normal | Status | - | - | 20 | The user mimics the move used immediately before it. The move fails if no other move has been used yet. |
1 | Shadow Sneak | Ghost | Physical | 40 | 100 | 30 | The user extends its shadow and attacks the target from behind. This move always goes first. |
1 | Pursuit | Dark | Physical | 40 | 100 | 20 | The power of this attack move is doubled if it's used on a target that's switching out of battle. |
9 | Role Play | Psychic | Status | - | - | 10 | The user mimics the target completely, copying the target's Ability. |
18 | Shadow Punch | Ghost | Physical | 60 | - | 20 | The user throws a punch from the shadows. This attack never misses. |
27 | Force Palm | Fighting | Physical | 60 | 100 | 10 | The target is attacked with a shock wave. This may also leave the target with paralysis. |
36 | Assurance | Dark | Physical | 60 | 100 | 10 | If the target has already taken some damage in the same turn, this attack's power is doubled. |
45 | Sucker Punch | Dark | Physical | 70 | 100 | 5 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
54 | Drain Punch | Fighting | Physical | 75 | 100 | 10 | An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
63 | Psych Up | Normal | Status | - | - | 10 | The user hypnotizes itself into copying any stat change made by the target. |
72 | Spectral Thief | Ghost | Physical | 90 | 100 | 10 | The user hides in the target's shadow, steals the target's stat boosts, and then attacks. |
81 | Laser Focus | Normal | Status | - | - | 30 | The user concentrates intensely. The attack on the next turn always results in a critical hit. |
90 | Endeavor | Normal | Physical | - | 100 | 5 | This attack move cuts down the target's HP to equal the user's HP. |
99 | Close Combat | Fighting | Physical | 120 | 100 | 5 | The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats. |
Marshadow Zenith Moves learned by TM/HM
Total 71 move
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Mega Punch | Normal | Physical | 80 | 85 | 20 | The target is slugged by a punch thrown with muscle-packed power. |
Fire Punch | Fire | Physical | 75 | 100 | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
Ice Punch | Ice | Physical | 75 | 100 | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
Thunder Punch | Electric | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Mega Kick | Normal | Physical | 120 | 75 | 5 | The target is attacked by a kick launched with muscle-packed power. |
Hyper Beam | Normal | Special | 150 | 90 | 5 | The target is attacked with a powerful beam. The user can't move on the next turn. |
Low Kick | Fighting | Physical | - | 100 | 20 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. |
Counter | Fighting | Physical | - | 100 | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
Toxic | Poison | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Agility | Psychic | Status | - | - | 30 | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. |
Double Team | Normal | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Swift | Normal | Special | 60 | - | 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
Rest | Psychic | Status | - | - | 5 | The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
Rock Slide | Rock | Physical | 75 | 90 | 10 | Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
Substitute | Normal | Status | - | - | 10 | The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
Thief | Dark | Physical | 60 | 100 | 25 | The user attacks and has a 30% chance to steal the target's held item simultaneously. |
Snore | Normal | Special | 50 | 100 | 15 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Reversal | Fighting | Physical | - | 100 | 15 | An all-out attack that becomes more powerful the less HP the user has. |
Protect | Normal | Status | - | - | 10 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
Outrage | Dragon | Physical | 120 | 100 | 10 | The user rampages and attacks for two to three turns. The user then becomes confused. |