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Shadow Marshtomp counters

#0259
watergroundShadow Tier 5
Lobby CP
25,478
Attack
140
Defense
121
HP
15,000
Raid timer
5 min
300s

Caught CP range 909 - 1,015.

Marshtomp weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Marshtomp is weak to grass2.56x

  • Double weak (1)
  • Neutral (12)
  • Resists (5)

It resists poison0.625xrock0.625xsteel0.625xfire0.625xelectric0.625xβ€” bringing one of those is throwing damage away.

Best Marshtomp counters

Beating Marshtomp should take 2 trainers with Pokemon of this strength. Difficulty rating 1.83 with the best counter, 8:37 to win.

Trainers2duo
#AttackerMoveset
1Rillaboomgrassjoint top pickgrassRazor LeafgrassFrenzy Plant3,3248:371.835.961.8%
2RoseradegrasspoisongrassMagical LeafgrassGrass Knot2,9718:511.886.060.2%
3MeowscaradagrassdarkgrassLeafagegrassFrenzy Plant2,8258:551.896.059.8%
4ChesnaughtgrassfightinggrassVine WhipgrassFrenzy Plant2,9549:181.975.757.4%
5DecidueyegrassghostgrassMagical LeafgrassFrenzy Plant2,7759:181.976.057.3%
6TsareenagrassgrassMagical LeafgrassGrass Knot2,9649:282.016.056.3%
7VenusaurgrasspoisongrassVine WhipgrassFrenzy Plant2,7209:332.026.055.8%
8TangrowthgrassgrassVine WhipgrassPower Whip3,0309:442.065.854.8%
9TorterragrassgroundgrassRazor LeafgrassFrenzy Plant2,9349:512.095.854.1%
10SceptilegrassgrassBullet SeedgrassFrenzy Plant2,7579:342.036.055.7%
11BreloomgrassfightinggrassBullet SeedgrassGrass Knot2,6289:512.086.054.2%
12SimisagegrassgrassVine WhipgrassGrass Knot2,35010:092.156.052.6%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Marshtomp.

Estimator is how many trainers of this strength the fight needs. Power is the share of Marshtomp's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1groundMud Shot+poisonSludgehardest9:111.946.0100%
2waterWater Gun+poisonSludge9:101.946.0100%
3waterWater Gun+waterSurf9:021.916.0100%
4groundMud Shot+waterSurf9:011.916.0100%
5groundMud Shot+groundMud Bomb9:011.915.7100%
6waterWater Gun+groundMud Bomb9:011.915.8100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Marshtomp throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
waterWater GunSTAB5+50.5s0.30s
groundMud ShotSTAB4+60.5s0.25s

Charged moves

MovePowerEnergyDurationHits at
waterSurfSTAB60-501.5s1.20s
groundMud BombSTAB60-332.5s1.90s
poisonSludge50-332.0s1.10s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor9091,136
7/7/79201,151
8/8/89321,165
9/9/99441,180
10/10/109551,194
11/11/119671,209
12/12/129791,224
13/13/139911,239
14/14/141,0031,254
15/15/15hundo1,0151,269

Caught CP range 909 - 1,015, or 1,136 - 1,269 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 6/6/6 β€” a Shadow raid's floor is 6, not the usual 10. Anything outside the first range is not this raid's reward.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 909, not at the 955 a 10/10/10 catch would give. pokebattler.com's own page for a Shadow boss prints that 10/10/10 value as its floor β€” it is applying the standard-raid rule β€” so expect its range to start 46 CP higher than this one. LeekDuck's published band agrees with the table above.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Marshtomp is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
156
Game Master
Base Defense
133
Game Master
Base Stamina
172
ignored by a raid boss
Tier CPM
0.82
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((156 + 15) x 0.82)140Game Master base Attack, tier CPM
Defensefloor((133 + 15) x 0.82)121Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 172 unused15,000tier HP pool
Lobby CPfloor((156 + 15) x sqrt(133 + 15) x sqrt(15,000) / 10) β€” no CPM term25,478Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.82, 15,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Marshtomp's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.