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Official artwork of Marshtomp

#0259

Marshtomp

Gen III

Mud Fish Pokémon

WaterGround

Pokédex entry · Ruby

The surface of MARSHTOMP’s body is enveloped by a thin, sticky film that enables it to live on land. This POKéMON plays in mud on beaches when the ocean tide is low.

Height
0.7 m
Weight
28 kg
Base EXP
142
Growth
Medium slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP70Attack85Defense70Speed50Sp. Def70Sp. Atk60
HP
70
Attack★
85
Defense
70
Speed
50
Sp. Def
70
Sp. Atk
60

Total 405

Medium

EV yield +2 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP130177
Attack81150
Defense67134
Speed49112
Sp. Def67134
Sp. Atk58123
Total452830

About Marshtomp

You have to look for it along the shoreline, in the mud left behind by the receding tide. The Pokédex entries all insist on the same thing: it lives buried in mud, and spending so much time there has given it legs sturdy enough to keep its balance on ground where nothing else can stand. It sleeps buried beneath the sand. When the tide is out, it plays in the mud.

A very thin, sticky film covers its entire body, allowing it to stay on land without drying out. Its hindquarters have developed enough for it to walk only on its back legs: 70 centimeters and 28 kilos on a biped that, according to its own entry, moves faster through mud than through water. That's the odd detail, and it comes from a Pokémon whose official category is the Mud Fish Pokémon.

It occupies the middle step in the Mudkip line: it joins at level 16 and leaves at 36 on the way to Swampert. Twenty levels in transit, which in a Hoenn playthrough is enough to cover the longer half of the journey without ever becoming the final form.

Combat analysis

×4

Double weakness

Grass
×½

Resistance

FirePoisonRockSteel
×0

Immunity

Electric

Marshtomp in depth

A fish that stood up

The design mixes two real animals that do the same thing by different means. Bulbapedia describes it as a bipedal amphibian resembling a salamander or a mudskipper, and both references point to the same biological trick: aquatic creatures that spend long stretches out of the water without dying. The mudskipper crawls through mangrove mud by supporting itself on its pectoral fins; the salamander breathes partly through its skin, which needs to stay moist. The species entry brings both ideas together: the sticky film that lets it live on land, and hind legs developed enough to hold it upright.

The change in posture from Mudkip is the central gesture of this stage. Mudkip walks on four legs and is a water creature; Marshtomp walks on two and is a mud creature. Swampert gains bulk again and becomes a brute-force amphibian. Across three steps, the evolution tells the story of an animal coming out of the water.

Numa, claw, swamp

The Japanese ヌマクロー is built on 沼 numa, “swamp”, and the second half allows several readings that all point in the same direction: crawl, claw, or crayfish. The English name is more direct and much more sonorous: marsh plus stomp. You can read the whole thing as a description of its movement — something that walks heavily through a marsh — which is exactly what the Pokédex entries do when they talk about its legs.

The Spanish name is not translated, as is the case with almost the whole of Generation III onward.

What it does while it waits

Muddy Water, which it learns at level 40, was a signature move of this line in Generation III, and remains its most characteristic Water-type attack even though other Pokémon now share it. It's the detail that best sums up this stage: what makes the species good isn't its numbers, but its typing.

Compared with Quagsire, which shares the same Water and Ground typing and is already evolved, Marshtomp comes off worse in everything except Attack. Whiscash has more HP and greater Special Attack. The real difference is that neither of them later becomes something with 535 points, while Marshtomp does, twenty levels later. All of its usefulness is measured against that deadline.

For anyone using it during a playthrough, move order matters. Rock Tomb at 9 and Rock Slide at 25 give it Rock-type coverage before it has even seen a TM; Take Down at 30 is the strongest thing it has for quite a while and comes with recoil; Amnesia at 35 is the move that changes specific battles, because doubling Special Defense from a base of 70 turns it into something that can take hits that used to knock it out. Screech at 45 and Endeavor at 50 arrive late, and by then it is usually evolved.

What you shouldn't expect from it is speed. With 50 points, Marshtomp moves second against almost anything at its level, and the only way that doesn't matter is if it can take the first hit. It can't take a Grass-type hit.

TCG cards

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