Best Marshadow build
FightingGhost A Pokédex entry →
Generated from the game rules and this Pokémon's move pool: a solid default for a 30-minute run. Swap moves to match the cards you are offered.
Moves (4 slots)
| Slot | Move | Kind | Why | Evolves into |
|---|---|---|---|---|
| 1Core (starting move) | Karate Chop Fighting | Melee | A sharp, powerful blow straight ahead. | Close Combatneeds Power · ×1.9 damage, more range and hits in 360° |
| 2Crowd clear | Hex Ghost | Chain | A curse that jumps between enemies. Much more damage if they are burned, poisoned or slowed. | Poltergeistneeds Magnet · ×1.7 damage and +3 jumps |
| 3Flex / damage | Lick Ghost | Melee | A ghostly lick that briefly paralyzes. | Shadow Punchneeds Power · ×1.9 damage, more range and hits in 360° |
| 4Flex / damage | Hyper Voice Normal | Burst | A sound wave that spreads in every direction. | Uproarneeds Reflexes · +6 projectiles, ×1.6 damage and +1 pierce |
How to play the run
- Level Karate Chop first. It is your only attack at the start. Push it to level 5 with upgrade cards.
- Take Power once (+10% damage with every move.) so a golden card turns Karate Chop into Close Combat (×1.9 damage, more range and hits in 360°).
- Add Hex for the hordes. Only your active move fires, so switch to it (1–4, Q/E or tap) when you are surrounded.
- Enter every rift you can. Beating the legendary gives a bond: fuse Karate Chop with Hex so both fire together from one slot.
- Hold Life Orb: +30% damage, but each attack costs a little HP. Held items drop from chests and bosses; you keep one at a time.
- Before minute 30, stack damage and defense: the Judgment of Arceus sends ever-stronger legendaries until you fall.
Level-up card priority
- Power — +10% damage with every move.evolution
- Magnet — +30% experience pickup radius.evolution
- Reflexes — -8% cooldown on every move.evolution
- Vigor — +20 max HP (and heals it).
Items
Life Orb — +30% damage, but each attack costs a little HP.
Alternative: Choice Band — +40% damage, but you can't switch moves.
Permanent upgrades first
- Repertoire (Start with 2 moves, 1,500 coins to max)
- Strength (+4% damage, 5,050 coins to max)
- Reflexes (-3% cooldown, 3,340 coins to max)
- Critical Hit (+3% critical chance (x1.5 damage), 6,300 coins to max)
Best weather
Fog: Ghost, Fairy and Psychic are boosted.
Super effective against
NormalIcePsychicRockGhostDarkSteel
Best rift arenas for this build
- Gloomy Graveyard (Giratina, Hoopa, Lunala, Marshadow…)
- Mind Temple (Mewtwo, Mew, Lugia, Celebi…)
- Eternal Meadow (Regigigas, Arceus, Meloetta, Type: Null…)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Marshadow build in PokéSurvivor?
Karate Chop, Hex, Lick, Hyper Voice, holding Life Orb. Take Power, Magnet, Reflexes so the moves can evolve at max level.
What item should Marshadow hold?
Life Orb (+30% damage, but each attack costs a little hp.) If you find Choice Band first, it is a good alternative.
How do Marshadow's moves evolve?
Karate Chop → Close Combat (needs Power); Hex → Poltergeist (needs Magnet); Lick → Shadow Punch (needs Power); Hyper Voice → Uproar (needs Reflexes).
Game data from PokéSurvivor · Last updated