Doubles Marshadow

talkingtree

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[OVERVIEW]

With high Attack and Speed stats, a great offensive typing, and a useful ability in its arsenal, Marshadow has all the tools it needs to thrive in Doubles. The STAB combination of Ghost / Fighting is unresisted in the metagame and notably provides strong hits on every Trick Room setter, which is crucial for a fast attacker that could otherwise struggle against the archetype. Technician boosts Shadow Sneak to give Marshadow a way to clean up weakened foes that naturally outspeed it; the ability is also crucial in legitimizing Hidden Power Ice as a coverage option despite Marshadow's lower Special Attack. Spectral Thief offers yet another boon to Marshadow's effectiveness, as the move's boost-stealing effect turns Marshadow into an easy check to slow setup of any kind. Despite all of these assets, the ubiquity of Intimidate and Fairy-types keeps Marshadow in check. Although Marshadow has the tools to take on more threats than most other Pokemon in Doubles, fast or bulky Pokemon that aren't weak to Marshadow's attacks are somewhat common, so it's not likely to run through the opposition unimpeded.

[SET]
name: All-out Attacker
move 1: Spectral Thief
move 2: Close Combat
move 3: Shadow Sneak / Hidden Power Ice
move 4: Protect
item: Life Orb / Marshadium Z
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe

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

Marshadow's signature move, Spectral Thief, provides a tremendous amount of utility by bypassing a potential Substitute, stealing any of the target's stat raises, and then attacking using the stolen boosts in the damage calculation. Even without this utility, Spectral Thief is a reasonably strong 90-Base Power STAB attack, useful for taking out Psychic- and Ghost-types that would otherwise threaten Marshadow. Close Combat offers a strong hit on any non-resistant targets, even OHKOing some foes like Mega Diancie and Hoopa-U that are neutrally effected by Fighting-type moves. Between Spectral Thief and Close Combat, Marshadow is able to hit every Pokemon in the metagame at least neutrally. Thus, Marshadow's last attacking move is dedicated to taking on specific threats by taking advantage of its ability, Technician. Shadow Sneak allows Marshadow to take on faster Pokemon such as Mega Gengar, Deoxys-A, and Choice Scarf Tapu Lele provided that Psychic Terrain is not set. With the boosts from Technician and Life Orb, it guarantees an OHKO on each of those three threats and greatly improves Marshadow's ability to clean. However, if Mega Salamence or Landorus-T are a particular issue for Marshadow's team, Hidden Power Ice is another solid option that, despite the lack of investment in Special Attack, can OHKO offensive variants of each. Finally, Protect improves Marshadow's ability to control positioning, stall out field effects, and shield itself from damage while its ally takes out a threat.

Set Details
========

Marshadow's focus is dealing lots of damage as quickly as possible, so its Attack and Speed EVs should be maximized. A Jolly nature is typically Marshadow's best option, ensuring that it outspeeds Mega Metagross and other Pokemon near that Speed tier. If Marshadow is running Hidden Power Ice, a Hasty nature should be used instead, which guarantees that the attack can OHKO uninvested Mega Salamence. A Life Orb allows Marshadow to OHKO Mega Gengar with Shadow Sneak and deal respectable damage with Hidden Power Ice. Alternatively, Marshadium Z allows Marshadow to use Soul-Stealing 7-Star Strike, an absurdly powerful STAB move that helps it break through bulkier foes. Technician boosts the power of both Shadow Sneak and Hidden Power Ice to respectable levels.

Usage Tips
========

Marshadow can be effective throughout the match, though Life Orb sets are slightly better suited to cleaning late-game and Marshadium Z sets are more equipped to break through teams early-game. Marshadow's effectiveness is primarily measured by the amount of pressure it is able to apply—as a strong and fast attacker with great offensive typing, it should be easy to find times that Marshadow can make life hard for the opposition. Spectral Thief's ability to steal boosted stats is invaluable, so unless Close Combat is Marshadow's only way to take out a set-up threat, it should use Spectral Thief to take advantage of said threat. Intimidate cuts Marshadow's ability to punch through the opposition, so it is important to switch out to reset Attack drops whenever possible. Despite its passable defenses, Marshadow typically works best when it only has to switch in on fairly weak resisted attacks such as Landorus-T's Rock Slide. If the opponent has a slow setup Pokemon such as Coil Milotic or Curse Ferrothorn, be cautious with Marshadow until that threat is removed to retain the ability to prevent a sweep. Shadow Sneak's priority prevents it from being used in Psychic Terrain, so either switch in a different Terrain setter to nullify its effects or avoid using Shadow Sneak.

Team Options
========

Marshadow has a variety of qualities that make it usable on most teams, provided that such teams are equipped to handle its checks. At the forefront of these are Fairy-types, especially Tapu Fini. Steel-types like Ferrothorn and Mega Metagross work well in this role, as they typically have the bulk to work as a switch-in to it and also appreciate Marshadow taking on opposing Steel-types. Steel-types also help against Tapu Lele + Deoxys-A teams, which are otherwise a troubling matchup for Marshadow. Amoonguss and Landorus-T also tend to take Marshadow's attacks pretty well, so teammates such as Volcanion and Kyurem-B are important to keep Marshadow from being stuck. Island Guardians that can remove Psychic Terrain are helpful for similar reasons, and all three have decent synergy with Marshadow. Dark-types, primarily Hoopa-U and Tyranitar, take on Mega Gengar quite well, which easily takes out non-Shadow Sneak variants of Marshadow. On the other hand, Shadow Sneak variants lack Hidden Power Ice and thus any ability to deal with Mega Salamence, so those sets need teammates to fill that gap. Zapdos is particularly notable, as it has the bulk and recovery to check these threats throughout the match and provides Tailwind support to help Marshadow deal with the few Pokemon that would otherwise outspeed it. Other methods of dealing with these faster Pokemon, such as Tapu Koko, Shaymin-S, and Choice Scarf users, including Icy Wind support from Kyurem-B or a Choice Scarf attacker of your own are also invaluable. Stealth Rock from teammates like Landorus-T and Ferrothorn helps Marshadow fulfill its role as a cleaner by knocking many foes into range of its attacks. Rain teams appreciate Marshadow's ability to take on Ferrothorn without relying on a Fire-type move; however, Marshadow only adds to their tendency to struggle with breaking through Tapu Fini. Any teammate that struggles with opposing Steel-types, including Mega Diancie, Mega Salamence, and Tapu Lele, can benefit from Marshadow's support.

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

Focus Sash is an item typically dedicated to especially frail attackers; though Marshadow doesn't fall into this category, Focus Sash has a different form of utility for Marshadow in allowing it to get off a near-guaranteed Spectral Thief on a boosted foe. Without Life Orb or Marshadium Z, Marshadow's offenses are slightly less threatening, but the extra insurance against setup threats can come in handy. Feint provides a different form of Technician-boosted priority than Shadow Sneak. Though the move is significantly less powerful, the ability to break Protect or Wide Guard for a teammate can make up for this deficit.

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

**Fairy-types**: Every Island Guardian has some way to take on Marshadow—Tapu Lele's Choice Scarf set outruns and OHKOes Marshadow without fear of Shadow Sneak, Tapu Koko naturally outspeeds it, and Tapu Bulu and Tapu Fini have the bulk to take a hit and retaliate. Though Diancie isn't resistant to Close Combat, it has the bulk to be able to take one hit and either OHKO with Moonblast or set up Trick Room.

**Flying-types**: Without Hidden Power Ice, Marshadow can't do much to Mega Salamence and is easily OHKOed by Aerilate-boosted Double-Edge. Intimidate as a pre-Mega ability further helps Mega Salamence take on Marshadow. Zapdos takes Marshadow's attacks fairly easily and uses Roost to heal any damage. Shaymin-S naturally outspeeds Marshadow and does significant damage with Air Slash.

**Faster Pokemon**: Choice Scarf Tapu Lele is immune to Shadow Sneak thanks to its summoned Terrain and OHKOes Marshadow with Psychic or Moonblast. Deoxys-A is typically used with Psychic Terrain support to prevent Shadow Sneak and easily takes out Marshadow with Psycho Boost. Mega Gengar, though OHKOed by Shadow Sneak, outspeeds Hidden Power Ice variants of Marshadow and OHKOes them with Shadow Ball. Weather sweepers like Kingdra, Excadrill, and Mega Swampert all threaten Marshadow with a hard hit. Faster setup users like Mega Salamence, Zygarde, and Volcarona outspeed Marshadow after a boost and knock it out before Marshadow can steal their boosts.

**Intimidate**: Marshadow is a primarily physical attacker, so Intimidate greatly lowers its ability to exert offensive pressure. With Hidden Power Ice, Marshadow is unable to hit Landorus-T and Mega Salamence, and though Marshadow always has a winning matchup against Scrafty, the drop in Attack makes it easier for other foes to take it on.

**Speed Control**: One of Marshadow's strongest traits is its high Speed; take that away, through Tailwind users like Zapdos, Trick Room setters like Hoopa-U, which are typically used with Amoonguss support, or Icy Wind users like Milotic, and Marshadow becomes far less potent.
 
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amcheck here

Overview
Maybe say something about marshadow being a good offensive check to tr teams, since ghost+fighting hits psychic, ghost and normals which are the most common setting types.

Usage tips
A mention on the fact that marshadow ends up being more of a deterrent to setup and so should be used as such - dont throw it away too early and give your opp free reign to set up. More important for LO set as that doesnt have the breaking power the z move does.

Team options
Id say something about mons that appreciate steel types being gone/heavily weakened since marshadow can deal 60% min to p much every viable steel. Something like mmence with intimidate to give marsh more effective bulk. Or m diancie who can finish them off with earth power/d storm. I feel like this bit is esp important since good steel (in particular ferro) checks can be slightly hard to come by.

Stuff that beats the faster things than marsh. I.e the kokos, skymins etc. Rain does a good job of this and likes the cc for ferro. Deo a on psyspam too and likes dark types gone.

I think just add to the mmence checks bit that zapdos can set tw reliably too to let marsh outspeed those faster threats.

OO
sash can be a good emergency check vs dd mence which outspeeds after one boost. Also can be nice if you need a heavy hit in tr. Lose out on a lot of power/breaking ability.

I guess while not so important, mentioning that rock tomb lowers speed is worth because if you catch a slightly weakened scarf lando t you can outspeed and pick up the ko after rock tomb.

Checks and counters
Intimidate needs to be here, marsh isnt the strongest thing to begin with and intimidate really lowers its damage output. Mence can set up dds easier and lando can u turn on the expected switch.

A speed control tag might be worth too. If tr goes up then marsh is gonna struggle, but setters need to be ready to take a heavy hit.
Tw too, means lots of stronger but lower stuff can hit hard like mmetagross.
 
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Just a little touch. In my opinion, Feint can be put into OO. I know that players like xpatriette uses it. Basically, its Technician-boosted Priority move that breaks through opponents' attempts to stall (use protect or such similar moves). At the moment, I'd say it's strategically surprising and definitely useful.
 

GenOne

DOU main. GMT-7. PS!: GenOne
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AuraRayquaza's amcheck is good for QC 1/2 (great work AuraRayquaza!). Additionally, a few small tweaks from me:
Overview
  • When you say Ghost/Fighting fantastic coverage, elaborate and mention that nothing in DOU is able to resist both of Marshadow's STABs. (In fact, Ghost-type attacks are of the least-resisted types in the game offensively, really only struggling to hit Normal-types and Dark-types. Incidentally, Fighting-type attacks bop both of those :)
Other Options
  • When you talk about Rock Tomb, one selling point for this move on Rain teams is that Marshadow basically becomes Sun check, Ferro check and TTar check in one slot, which is pretty useful. A lot of rain teams use Lele, and either way you generally have enough fast attackers that Shadow Sneak isn't as nessesary.
  • (Optional): Add Feint in if you want. It sounds kind of neat but I haven't seen much of it. You get QC 1/2 regardless of whether this is implemented.
Checks and Counters
  • Change **Fast Psychic-types** to **Faster attackers**. Marshadow's main advantage on the battlefield is its speed, and there are no shortage of faster Pokemon that can pick off Marshadow given the chance. Besides Deo and Scarf Lele, other examples would include Shaymin-S, rain attackers like Kingdra/Ludicolo/Mega Swampert, Tapu Koko, and Mega Salamence/Zygarde/Volcarona after a Dragon Dance/Quiver Dance.
  • In my opinion there should also be a tag for **Opposing Marshadow**. It's an interesting dynamic, but because they're evenly matched in speed and kill each other off with their STAB attacks, having two Marshadows on the field basically induces a game of "chicken"; you're basically forced to either Shadow Sneak the opposing Marshadow, protect yours, or call the opponent's bluff and ignore the potential threat of being sniped down.
 

shaian

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[Overview]
- "Especially fast or bulky Pokemon that aren't weak to Marshadow's attacks are somewhat common, so although Marshadow has the tools to take on more threats than most other Pokemon in Doubles, it's not likely to run through the opposition unimpeded." structure of this sentence is kinda awkward if ya' feel me. Changing it to, "although Marshadow has the tools to take on more threats than most other Pokemon in Doubles, especially fast or bulky Pokemon that aren't weak to Marshadow's attacks are somewhat common, it's not likely to run through the opposition unimpeded," makes it flow much better.

[Set Details]
- If using Hidden Power Ice use 176 Atk / 80 SpA / 252 Spe Jolly to guarantee the OHKO on 4 HP / 0 SpD Mega Salamence

[Team Options]
- Add SR here since Rocks put a lot of common threats in range of an OHKO from Marshadow and threatens the KO on a ton of switchins. AV Kyub is at a 2/3 chance to be OHKOed by non-LO Marshadow, Koko has a 1/5 chance to be KOed if it switches in on Spectral Thief, Mega Salamence is a guaranteed 2HKO after Rocks so it has to avoid switching in, Sash Deo-A is effectively removed if it isnt in yet, etc.

Otherwise looks gucci. 2/2
 

Idyll

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[1:33 PM] Memoric: by eving out off attack
[1:33 PM] talkingtree: not worth dropping 76 atk
[1:33 PM] talkingtree: cool
[1:33 PM] Memoric: Hidden Power Ice is another solid option that, despite the negative Special Attack nature, can OHKO offensive variants of each.
[1:33 PM] Memoric: fix that line then
[1:33 PM] Memoric: slash hasty
[1:33 PM] talkingtree: ooh good catch ye
[1:33 PM] talkingtree: i forgot to look in moves
[1:34 PM] Memoric: A positive Speed nature is crucial in allowing Marshadow to outrun Mega Salamence, Mega Diancie, and Mega Metagross; as a physical attacker, Marshadow's best option is Jolly
[1:34 PM] Memoric: can't you just say "A Jolly nature" or something?
[1:34 PM] Memoric: idk if this is a gp thing
[1:34 PM] talkingtree: i think i got bored with the same sentence structure
[1:34 PM] Memoric: just seems unnecessarily verbose
[1:34 PM] talkingtree: and tried to be too creative
[1:35 PM] talkingtree: that was also left over from when i mentioned hasty
[1:35 PM] talkingtree: so the semicolon was a period
[1:35 PM] Memoric: If Marshadow is running Hidden Power Ice, a spread of 176 Atk / 80 SpA / 252 Spe, still with a Jolly nature to avoid lowering Marshadow's defenses, guarantees that the attack can OHKO uninvested Mega Salamence.
[1:35 PM] Memoric: dlt this
[1:35 PM] Memoric: or change the second part to something like "run hasty lol"
[1:37 PM] Memoric: i think you should emphasize applying pressure with marshadow
[1:37 PM] Memoric: like
[1:37 PM] Memoric: ghost fighting coverage with that power, regardless of lo or z, is p good at doing that
[1:38 PM] Memoric: i'd also say that both sets are p good at cleaning, but lo is better at getting kills mid-late
[1:38 PM] talkingtree: for emphasizing pressure are you thinking more in usage tips
[1:38 PM] talkingtree: or overview as well
[1:38 PM] Memoric: ut
[1:39 PM] Memoric: just saying what it has and can do is for ov, how it does the job with the tools is for ut
[1:39 PM] talkingtree: yep makes sense
[1:40 PM] Memoric: mention more than 1 steel in to
[1:42 PM] Memoric: gogs can also be useful
[1:42 PM] Memoric: vs tar
[1:42 PM] Memoric: err
[1:42 PM] Memoric: mtar + amoong cores
[1:42 PM] Memoric: though imo that and rock tomb are not oo options
[1:43 PM] Memoric: ill leave that to you though
[1:43 PM] talkingtree: having goggles against mega ttar also reveals that you're goggles anyway
[1:43 PM] Memoric: ye
[1:43 PM] Memoric: but the option gets denied
[1:43 PM] Memoric: regardless
[1:43 PM] talkingtree: true
[1:43 PM] talkingtree: i'll cut down on OO
[1:43 PM] talkingtree: marsh should really be using its main set almost every time
[1:44 PM] Memoric: ya
[1:44 PM] Memoric: i only really like
[1:44 PM] Memoric: sash and feint
[1:46 PM] Memoric: that's all from me
[1:46 PM] Memoric: excellent work
great job! QC 3/2
 

Lumari

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add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

With high Attack and Speed stats, a great offensive typing, and a useful ability in its arsenal, Marshadow has all the tools it needs to thrive in Doubles. The STAB combination of Ghost/Fighting is unresisted in the metagame and notably provides strong hits on every Trick Room setter, which is crucial for a fast attacker that could otherwise struggle against the archetype. Technician boosts Shadow Sneak to give Marshadow a way to clean up weakened foes that naturally outspeed it; Technician the ability is also crucial in legitimizing Hidden Power Ice as a coverage option despite Marshadow's lower Special Attack. Spectral Thief offers yet another boon to Marshadow's effectiveness, as the move's boost-stealing effect turns Marshadow into an easy check to slow setup of any kind. Despite all of these assets, the ubiquity of Intimidate and Fairy-types keeps Marshadow in check. Although Marshadow has the tools to take on more threats than most other Pokemon in Doubles, especially fast or bulky Pokemon that aren't weak to Marshadow's attacks are somewhat common, so it's not likely to run through the opposition unimpeded.

[SET]
name: All-out Attacker
move 1: Spectral Thief
move 2: Close Combat
move 3: Shadow Sneak / Hidden Power Ice
move 4: Protect
item: Life Orb / Marshadium Z
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe

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

Marshadow's signature move, Spectral Thief, provides a tremendous amount of utility by bypassing a potential Substitute, stealing any of the target's stat raises, and then attacking using the stolen boosts in the damage calculation. Even without this utility, Spectral Thief is a reasonably strong STAB attack with 90 Base Power, useful for taking out Psychic- and Ghost-types that would otherwise threaten Marshadow. Close Combat offers a strong hit on any non-resistant targets, even OHKOing some foes like Mega Diancie and Hoopa-U that are neutrally effected by Fighting-type moves. Between Spectral Thief and Close Combat, Marshadow is able to hit every Pokemon in the metagame at least neutrally. Thus, Marshadow's last attacking move is dedicated to taking on specific threats by taking advantage of its ability, Technician. Shadow Sneak allows Marshadow to take on faster Pokemon such as Mega Gengar, Deoxys-A, and Choice Scarf Tapu Lele provided that Psychic Terrain is not set. With the boosts from Technician and Life Orb, it is guaranteed an OHKO on each of those three threats and greatly improves Marshadow's ability to clean. However, if Mega Salamence or and Landorus-T are particular issues for Marshadow's team, Hidden Power Ice is another solid option that, despite the lack of investment in Special Attack, can OHKO offensive variants of each. Finally, Protect improves Marshadow's ability to control positioning, stall out field effects, and shield itself from damage while its ally takes out a threat.

Set Details
========

Marshadow's focus is dealing lots of damage as quickly as possible, so its Attack and Speed EVs should be maximized. A Jolly nature is typically Marshadow's best option, ensuring that it outspeeds Mega Metagross and other Pokemon near that Speed tier. If Marshadow is running Hidden Power Ice, a Hasty nature should be used instead, which guarantees that the attack can OHKO uninvested Mega Salamence. A Life Orb allows Marshadow to OHKO Mega Gengar with Shadow Sneak and deal respectable damage with Hidden Power Ice. Alternatively, Marshadium Z allows for Marshadow to use Soul-Stealing 7-Star Strike, an absurdly powerful move that helps it break through bulkier foes. Technician boosts the power of both Shadow Sneak and Hidden Power Ice to respectable levels.

Usage Tips
========

Marshadow can be effective throughout the match, though Life Orb sets are slightly better suited to cleaning late-game and Marshadium Z sets are more equipped to break through teams early-game. Marshadow's effectiveness is primarily measured by the amount of pressure it is able to apply—as a strong and fast attacker with great offensive typing, it should be easy to find times that Marshadow can make life hard for the opposition. Spectral Thief's ability to steal boosted stats is invaluable, so unless Close Combat is Marshadow's only way to take out a set-up threat, it should use Spectral Thief to take advantage. Intimidate cuts into Marshadow's ability to punch through the opposition, so it is important to switch out to reset Attack drops whenever possible. Despite its passable defenses, Marshadow typically works best when it only has to switch in on fairly weak resisted attacks such as Landorus-T's Rock Slide. If the opponent has a slow setup Pokemon such as Coil Milotic or Curse Ferrothorn, be cautious with Marshadow until that threat is removed to retain the ability to prevent a sweep. Shadow Sneak's priority prevents it from being used in Psychic Terrain, so either switch in a different terrain Terrain setter to nullify its effects or avoid using Shadow Sneak.

Team Options
========

Marshadow has a variety of qualities that make it usable on most teams, provided that such teams are equipped to handle its checks. At the forefront of these are Fairy-types, especially Tapu Fini. Steel-types like Ferrothorn and Mega Metagross work well in this role, as they typically have the bulk to work as a switch-in and also appreciate Marshadow taking on opposing Steel-types. Steel-types also help against Tapu Lele + Deoxys-A teams, which are otherwise a troubling matchup for Marshadow. Amoonguss and Landorus-T also tend to take Marshadow's attacks pretty well, so teammates such as Volcanion or and Kyurem-B are important to keep Marshadow from being stuck. Island Guardians to remove Psychic Terrain are helpful for similar reasons, and all three have decent synergy with Marshadow. Dark-types, primarily Hoopa-U and Tyranitar, (AC) take on Mega Gengar quite well, which easily takes out non-Shadow Sneak variants of Marshadow. On the other hand, Shadow Sneak variants lack Hidden Power Ice and thus any ability to deal with Mega Salamence, so those sets need teammates to fill that gap. Zapdos is particularly notable, as it has the bulk and recovery to check these threats throughout the match and provides Tailwind support to help Marshadow deal with the few Pokemon that would otherwise outspeed it. Other methods of dealing with these faster Pokemon including Tapu Koko, Shaymin-S, and Choice Scarf users including Icy Wind support from Kyurem-B or a Choice Scarf attacker of your own are also invaluable. Stealth Rock from teammates like Landorus-T or and Ferrothorn helps Marshadow fulfill its role as a cleaner by knocking many foes into range of its attacks. Rain teams appreciate Marshadow's ability to take on Ferrothorn without relying on a Fire-type move; however, Marshadow only adds to their tendency to struggle with breaking through Tapu Fini. Any teammate that struggles with opposing Steel-types, including Mega Diancie, Mega Salamence, and Tapu Lele, can benefit from Marshadow's support.

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

Focus Sash is an item typically dedicated to especially frail attackers; though Marshadow doesn't fall into this category, Focus Sash has a different form of utility for Marshadow in allowing it to get off a near-guaranteed Spectral Thief on a boosted foe. Without Life Orb or Marshadium Z, Marshadow's offenses are slightly less threatening, but the extra insurance against setup threats can come in handy. Feint provides a different form of Technician-boosted priority from Shadow Sneak. Though the move is significantly less powerful, the ability to break Protect or Wide Guard for a teammate can make up for this deficit.

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

**Fairy-types**: Every island guardian Island Guardian has some way to take on Marshadow—Tapu Lele's Choice Scarf set outruns and OHKOes Marshadow without fear of Shadow Sneak, Tapu Koko naturally outspeeds it, and Tapu Bulu and Tapu Fini have the bulk to take a hit and retaliate. Though Diancie isn't resistant to Close Combat, it has the bulk to be able to take one hit and either OHKO with Moonblast or set Trick Room.

**Flying-types**: Without Hidden Power Ice, Marshadow can't do much to Mega Salamence and is easily OHKOed by Double-Edge. Intimidate as a pre-Mega ability further helps Mega Salamence's ability to take on Marshadow. Zapdos takes Marshadow's attacks fairly easily and uses Roost to heal any damage. Shaymin-S naturally outspeeds Marshadow and does significant damage with Air Slash.

**Faster Pokemon**: Choice Scarf Tapu Lele is immune to Shadow Sneak thanks to its summoned terrain Terrain and OHKOes Marshadow with Psychic or Moonblast. Deoxys-A is typically used with Psychic Terrain support to prevent Shadow Sneak and easily takes out Marshadow with Psycho Boost. Mega Gengar, though OHKOed by Shadow Sneak, outspeeds and OHKOes Hidden Power Ice variants of Marshadow and OHKOes them with Shadow Ball. Weather sweepers like Kingdra, Excadrill, and Mega Swampert all threaten Marshadow with a hard hit. Faster setup users like Mega Salamence, Zygarde, and Volcarona outspeed Marshadow after a boost and knock it out before Marshadow can steal their boosts.

**Intimidate**: Marshadow is a primarily physical attacker, so Intimidate greatly lowers its ability to exert offensive pressure. With Hidden Power Ice, Marshadow is unable to hit Landorus-T and Mega Salamence, and though Marshadow always has a winning matchup against Scrafty, the drop in Attack makes it easier for other foes to take it on.

**Speed Control**: One of Marshadow's strongest traits is its high Speed; take that away, through Tailwind users like Zapdos, Trick Room setters like Hoopa-U which are typically used with Amoonguss support, or Icy Wind users like Milotic, and Marshadow becomes far less potent.
 
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autumn

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GP 2/2
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[OVERVIEW]

With high Attack and Speed stats, a great offensive typing, and a useful ability in its arsenal, Marshadow has all the tools it needs to thrive in Doubles. The STAB combination of Ghost (space) / (space) Fighting is unresisted in the metagame and notably provides strong hits on every Trick Room setter, which is crucial for a fast attacker that could otherwise struggle against the archetype. Technician boosts Shadow Sneak to give Marshadow a way to clean up weakened foes that naturally outspeed it; the ability is also crucial in legitimizing Hidden Power Ice as a coverage option despite Marshadow's lower Special Attack. Spectral Thief offers yet another boon to Marshadow's effectiveness, as the move's boost-stealing effect turns Marshadow into an easy check to slow setup of any kind. Despite all of these assets, the ubiquity of Intimidate and Fairy-types keeps Marshadow in check. Although Marshadow has the tools to take on more threats than most other Pokemon in Doubles, especially fast or bulky Pokemon that aren't weak to Marshadow's attacks are somewhat common, so it's not likely to run through the opposition unimpeded.

[SET]
name: All-out Attacker
move 1: Spectral Thief
move 2: Close Combat
move 3: Shadow Sneak / Hidden Power Ice
move 4: Protect
item: Life Orb / Marshadium Z
ability: Technician
nature: Jolly / Hasty
evs: 252 Atk / 4 SpD / 252 Spe

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

Marshadow's signature move, Spectral Thief, provides a tremendous amount of utility by bypassing a potential Substitute, stealing any of the target's stat raises, and then attacking using the stolen boosts in the damage calculation. Even without this utility, Spectral Thief is a reasonably strong 90-Base Power STAB attack with 90 Base Power, useful for taking out Psychic- and Ghost-types that would otherwise threaten Marshadow. Close Combat offers a strong hit on any non-resistant targets, even OHKOing some foes like Mega Diancie and Hoopa-U that are neutrally effected by Fighting-type moves. Between Spectral Thief and Close Combat, Marshadow is able to hit every Pokemon in the metagame at least neutrally. Thus, Marshadow's last attacking move is dedicated to taking on specific threats by taking advantage of its ability, Technician. Shadow Sneak allows Marshadow to take on faster Pokemon such as Mega Gengar, Deoxys-A, and Choice Scarf Tapu Lele provided that Psychic Terrain is not set. With the boosts from Technician and Life Orb, it is guaranteed guarantees an OHKO on each of those three threats and greatly improves Marshadow's ability to clean. However, if Mega Salamence or Landorus-T are a particular issue for Marshadow's team, Hidden Power Ice is another solid option that, despite the lack of investment in Special Attack, can OHKO offensive variants of each. Finally, Protect improves Marshadow's ability to control positioning, stall out field effects, and shield itself from damage while its ally takes out a threat.

Set Details
========

Marshadow's focus is dealing lots of damage as quickly as possible, so its Attack and Speed EVs should be maximized. A Jolly nature is typically Marshadow's best option, ensuring that it outspeeds Mega Metagross and other Pokemon near that Speed tier. If Marshadow is running Hidden Power Ice, a Hasty nature should be used instead, which guarantees that the attack can OHKO uninvested Mega Salamence. A Life Orb allows Marshadow to OHKO Mega Gengar with Shadow Sneak and deal respectable damage with Hidden Power Ice. Alternatively, Marshadium Z allows for Marshadow to use Soul-Stealing 7-Star Strike, an absurdly powerful STAB move that helps it break through bulkier foes. Technician boosts the power of both Shadow Sneak and Hidden Power Ice to respectable levels.

Usage Tips
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Marshadow can be effective throughout the match, though Life Orb sets are slightly better suited to cleaning late-game and Marshadium Z sets are more equipped to break through teams early-game. Marshadow's effectiveness is primarily measured by the amount of pressure it is able to apply—as a strong and fast attacker with great offensive typing, it should be easy to find times that Marshadow can make life hard for the opposition. Spectral Thief's ability to steal boosted stats is invaluable, so unless Close Combat is Marshadow's only way to take out a set-up threat, it should use Spectral Thief to take advantage of said threat. Intimidate cuts into Marshadow's ability to punch through the opposition, so it is important to switch out to reset Attack drops whenever possible. Despite its passable defenses, Marshadow typically works best when it only has to switch in on fairly weak resisted attacks such as Landorus-T's Rock Slide. If the opponent has a slow setup Pokemon such as Coil Milotic or Curse Ferrothorn, be cautious with Marshadow until that threat is removed to retain the ability to prevent a sweep. Shadow Sneak's priority prevents it from being used in Psychic Terrain, so either switch in a different Terrain setter to nullify its effects or avoid using Shadow Sneak.

Team Options
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Marshadow has a variety of qualities that make it usable on most teams, provided that such teams are equipped to handle its checks. At the forefront of these are Fairy-types, especially Tapu Fini. Steel-types like Ferrothorn and Mega Metagross work well in this role, as they typically have the bulk to work as a switch-in to it and also appreciate Marshadow taking on opposing Steel-types. Steel-types also help against Tapu Lele + Deoxys-A teams, which are otherwise a troubling matchup for Marshadow. Amoonguss and Landorus-T also tend to take Marshadow's attacks pretty well, so teammates such as Volcanion and Kyurem-B are important to keep Marshadow from being stuck. Island Guardians to that can remove Psychic Terrain are helpful for similar reasons, and all three have decent synergy with Marshadow. Dark-types, primarily Hoopa-U and Tyranitar, take on Mega Gengar quite well, which easily takes out non-Shadow Sneak variants of Marshadow. On the other hand, Shadow Sneak variants lack Hidden Power Ice and thus any ability to deal with Mega Salamence, so those sets need teammates to fill that gap. Zapdos is particularly notable, as it has the bulk and recovery to check these threats throughout the match and provides Tailwind support to help Marshadow deal with the few Pokemon that would otherwise outspeed it. Other methods of dealing with these faster Pokemon, (AC) such as including Tapu Koko, Shaymin-S, and Choice Scarf users, (AC) including Icy Wind support from Kyurem-B or a Choice Scarf attacker of your own are also invaluable. Stealth Rock from teammates like Landorus-T and Ferrothorn helps Marshadow fulfill its role as a cleaner by knocking many foes into range of its attacks. Rain teams appreciate Marshadow's ability to take on Ferrothorn without relying on a Fire-type move; however, Marshadow only adds to their tendency to struggle with breaking through Tapu Fini. Any teammate that struggles with opposing Steel-types, including Mega Diancie, Mega Salamence, and Tapu Lele, can benefit from Marshadow's support.

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

Focus Sash is an item typically dedicated to especially frail attackers; though Marshadow doesn't fall into this category, Focus Sash has a different form of utility for Marshadow in allowing it to get off a near-guaranteed Spectral Thief on a boosted foe. Without Life Orb or Marshadium Z, Marshadow's offenses are slightly less threatening, but the extra insurance against setup threats can come in handy. Feint provides a different form of Technician-boosted priority from than Shadow Sneak. Though the move is significantly less powerful, the ability to break Protect or Wide Guard for a teammate can make up for this deficit.

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

**Fairy-types**: Every Island Guardian has some way to take on Marshadow—Tapu Lele's Choice Scarf set outruns and OHKOes Marshadow without fear of Shadow Sneak, Tapu Koko naturally outspeeds it, and Tapu Bulu and Tapu Fini have the bulk to take a hit and retaliate. Though Diancie isn't resistant to Close Combat, it has the bulk to be able to take one hit and either OHKO with Moonblast or set up Trick Room.

**Flying-types**: Without Hidden Power Ice, Marshadow can't do much to Mega Salamence and is easily OHKOed by Aerilate-boosted Double-Edge. Intimidate as a pre-Mega ability further helps Mega Salamence's ability to take on Marshadow. Zapdos takes Marshadow's attacks fairly easily and uses Roost to heal any damage. Shaymin-S naturally outspeeds Marshadow and does significant damage with Air Slash.

**Faster Pokemon**: Choice Scarf Tapu Lele is immune to Shadow Sneak thanks to its summoned Terrain and OHKOes Marshadow with Psychic or Moonblast. Deoxys-A is typically used with Psychic Terrain support to prevent Shadow Sneak and easily takes out Marshadow with Psycho Boost. Mega Gengar, though OHKOed by Shadow Sneak, outspeeds Hidden Power Ice variants of Marshadow and OHKOes them with Shadow Ball. Weather sweepers like Kingdra, Excadrill, and Mega Swampert all threaten Marshadow with a hard hit. Faster setup users like Mega Salamence, Zygarde, and Volcarona outspeed Marshadow after a boost and knock it out before Marshadow can steal their boosts.

**Intimidate**: Marshadow is a primarily physical attacker, so Intimidate greatly lowers its ability to exert offensive pressure. With Hidden Power Ice, Marshadow is unable to hit Landorus-T and Mega Salamence, and though Marshadow always has a winning matchup against Scrafty, the drop in Attack makes it easier for other foes to take it on.

**Speed Control**: One of Marshadow's strongest traits is its high Speed; take that away, through Tailwind users like Zapdos, Trick Room setters like Hoopa-U, (AC) which are typically used with Amoonguss support, or Icy Wind users like Milotic, and Marshadow becomes far less potent.
 

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