Shadow Malamar Great, Ultra & Master League PvP Guide

See where Shadow Malamar shines in GO Battle League. Compare its Great, Ultra and Master League rankings, find the ideal IV spread and moveset, and learn which opponents it can beat—or should avoid.

Defensive Type Chart

Shadow Malamar takes increased damage from:Shadow Malamar takes increased damage from:
+156.0%
  • BugBug
+60.0%
  • FairyFairy
Shadow Malamar takes reduced damage from:Shadow Malamar takes reduced damage from:
-75.6%
  • PsychicPsychic

Shadow Malamar in Great League

Great League League icon

Shadow Malamar is ranked 76 out of 1143 Pokémon eligible for the Great League. Shadow Malamar's best Great League moves are Psywave, Foul Play, and Superpower. Shadow Malamar's best IVs for the Great League are 1/15/15, available at level 24 and 1499 CP.

Best IVs

  • 1ATK
  • 15DEF
  • 15STA
Level 24

CP

1499 CP

ATK

116 ATK

DEF

117 DEF

HP

140 HP

Best Moveset

Fast MovePsychicPsywave Multipurpose
Charged Move 1DarkFoul Play General
Charged Move 2FightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%

Compare All Shadow Malamar PvP Move Combinations

Move set
Charge cycle info
Fast move
Charge move
Charge Time
DMG per cycle
FlyingPeck MultipurposeNormalHyper Beam Nuke10s (10)115
FlyingPeck MultipurposePsychicPsybeam General8s (8)72
FlyingPeck MultipurposeDarkFoul Play General5s (5)60
FlyingPeck MultipurposeFightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%
5s (5)63
FlyingPeck MultipurposeNormalFrustration Spam / Bait9s (9)41
PsychicPsycho Cut Fast ChargeNormalHyper Beam Nuke9s (9)105
PsychicPsycho Cut Fast ChargePsychicPsybeam General7s (7)65
PsychicPsycho Cut Fast ChargeDarkFoul Play General5s (5)55
PsychicPsycho Cut Fast ChargeFightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%
5s (5)58
PsychicPsycho Cut Fast ChargeNormalFrustration Spam / Bait8s (8)33
1 of 2

Shadow Malamar PvP Fast Moves

Name
DPT
EPT
PWR
ENG
CD
FlyingPeck Multipurpose3.004.00681s
PsychicPsycho Cut Fast Charge2.004.50491s
PsychicPsywave Multipurpose3.004.00341s

Fast attacks create energy when used, which can later be used to fire off a Charge move. Unlike Charge attacks, Fast attacks don't have special status effects.

Ideally, for fast attacks you're looking for a move that has both high EPT and high DPT, for example Dragon Breath which has 4 DPT and 3 EPT. It's widely considered that 3 DPT and 3 EPT is the rough baseline for fast attacks in PvP.

InfoFast Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • CD - How long does it take to perform this move
  • DPTDamage per turn
  • EPTEnergy per turn

Shadow Malamar PvP Charged Moves

Name
DPE 🔽
PWR
ENG
FightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%
2.138540
NormalHyper Beam Nuke1.8815080
DarkFoul Play General1.636540
PsychicPsybeam General1.177060
NormalFrustration Spam / Bait0.141070

Charge attacks cost energy to use, deal a large amount of damage, and some of them even have Special Effects that can change your or your Opponents stats.

Similar to Fast Attacks, some Charge attacks are strictly better than others. The main metric for comparing charge attacks is DPE (Damage per Energy), which describes how much damage you output per Energy point spent.

InfoCharge Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • DPEDamage per Energy

Shadow Malamar PvP IVs Explained

The best IVs for PvP are IVs which grant you the maximum amount of Defense and Stamina, and the least amount of Attack. Attack contributes to CP the most, which makes it not ideal for Trainer Battles, while high Stamina and Defense can get you through a lot more battles.

For Leagues with lower CP limits, such as the Great League, usually the best IVs you can have are 0 / 15 / 15, or something similar to that. The reasoning behind this is that we want to pack as much stats as possible in under 1500 CP, and low Attack IV allows us to do that.

For Ultra League, the situation is a bit different, as the CP cap is higher. Pokémon which top over 2500 CP will still prefer 0 / 15 / 15 and similar IVs, but Pokémon whose Max CP doesn't reach 2500 will prefer 15 / 15 / 15. Examples like Watchog whose Max CP is 2056 CP, should have 15 / 15 / 15 for Ultra League, while Scizor (3393 CP) should have 0 / 15 / 15 IVs which will result in 2499 CP, just under the cutoff point.

For Master League, where there is no CP cap, you want perfect Pokémon IVs - 15 / 15 / 15 - regardless of which Pokémon we are talking about.

In general, it is usually Pokémon with IVs you wouldn't use for Raids that are good for Trainer Battles. Also be aware that PvP IVs are important, but not as important as having correct moves and team composition.

For more guides on Pokémon GO Trainer Battles, check out our main website.

Shadow Malamar PvP Guide: Great, Ultra & Master League | Pokémon GO