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Marshtomp


Main Pokédex page | Flavor text and images

General

Marshtomp
water ground

Abilities

Torrent
When this Pokémon's HP is 1/3 its max or lower, its Water moves do 50% more damage.

Damage Taken

Dex Numbers

Generation
Ruby/Sapphire/Emerald RSE
Red/Blue/Yellow Kanto
259
Gold/Silver/Crystal Johto
n/a
Ruby/Sapphire/Emerald Hoenn
8
Diamond/Pearl Sinnoh
n/a

Names

Japanese
ヌマクロー
Romaji
Numakuroo

Flavor

Height
2'3.6" or 0.7 m
Weight
61.7 lb or 28 kg
Species
Mud Fish
Color
blue
Cry
mp3 here
Fire Red/Leaf Green Habitat
Water's edge
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
⅞ male; ⅛ female (code: 31 or 0x1f)
Breeding groups
1: Monster
2: Water 1
Steps to hatch
5,120
Compatible with
54 families; 132 total Pokémon

In the Wild

Base EXP
143 or 0x8f
Capture rate
45 or 0x2d
Base happiness
70 or 0x46
Growth rate
poly
Effort points
2 Attack
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
258 Mudkip Base form 259 Marshtomp Raise to level 16 260 Swampert Raise to level 36

Stats

Stat Base Max Stat %ile
L50 L100
HP
70
177 344 56.2
Attack
85
137 269 65.5
Defense
70
122 239 53.5
Special Attack
60
112 219 39.6
Special Defense
70
122 239 53.1
Speed
50
102 199 28.8
Average
67.5
- - 42.6

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl Its sturdy legs give it sure footing, even in mud. It burrows into dirt to sleep.

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Marshtomp's Attack is higher, so it will inflict more damage with physical () moves.

Marshtomp gets the STAB from water and ground moves.

Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- Growl normal none 40 -- 100% Lowers the target's Attack.
-- -- Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
-- -- Tackle normal physical 35 35 95% Inflicts regular damage.
-- -- Water Gun water special 25 40 100% Inflicts regular damage.
6 6 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
10 10 Water Gun water special 25 40 100% Inflicts regular damage.
15 15 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
16 16 Mud Shot ground special 15 55 95% Has a 100% chance to lower the target's Speed.
20 20 Foresight normal none 5 -- 100% Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it is a Ghost.
25 Mud Bomb ground special 10 65 85% Has a 30% chance to lower the target's Accuracy.
25 Mud Sport ground none 15 -- 100% All damage from Electric moves is halved until the end of the battle.
31 31 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
37 37 Muddy Water water special 10 95 85% Has a 30% chance to lower the target's Accuracy.
42 42 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
46 46 Earthquake ground physical 10 100 100% Inflicts regular damage.
53 53 Endeavor normal physical 5 varies 100% Lowers the target's HP to equal the user's.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
EmeraldFire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 14 14 Blizzard ice special 5 120 70% Has a 10% chance to Freeze the target. Chance to hit becomes 100% during Hail.
Chains 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains H8 Dive water physical 10 80 100% User dives underwater, dodging all attacks, and hits next turn.
Chains 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 07 07 Hail ice none 10 -- 100% Changes the weather to a hailstorm for five turns.
Chains 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 13 13 Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
Chains 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 76 Stealth Rock rock none 20 -- 0% Causes damage when Pokemon switch in to where the target is now.
Chains H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains H3 H3 Surf water special 15 95 100% Inflicts regular damage.
Chains 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 03 03 Water Pulse water special 20 60 100% Has a 20% chance to Confuse the target.
Chains H7 H7 Waterfall water physical 15 80 100% Has a 20% chance to make the target Flinch.

Marshtomp in other Pokédexes