Marill

Type HP Attack Defense Speed Special Attack Special Defense Total
70 20 50 40 20 50 250
#54 0' 1.7"
18.74 lbs.
Aqua Mouse Pokémon Its body is covered with water-repellent fur. Because of the fur, it can swim through water at high speed without being slowed by the water's resistance.
Ability capacity:
178
Egg group(s):
Water 1
Fairy
EV Yield:
Hp: 2
Growth:
Fast
Catch Rate:
190

Evolution

Azurill
Level up with high friendshipMarill
Level 18Azumarill

Wild Encounters

Type Map Chance Level
Land Kraken Bridge 5% 9
Water Andromeda Park 25% 15
Ligeia Bridge N 30% 5
Carina Outpost 25% 5
Proteus Plant 35% 5

Trainers

Fisherman Nellie
Azurill Lv. 14
Abilities Moves
Thick Fat Water Sport
Bubble
Charm
Bubble Beam
Marill Lv. 13
Abilities Moves
Thick Fat Bubble
Defense Curl
Rollout
Bubble Beam
Poliwag Lv. 14
Abilities Moves
Water Absorb
Damp
Water Sport
Water Gun
Hypnosis
Bubble
Monophlion Lv. 13
Abilities Moves
Damp
Water Veil
Rain Dish
Leer
Confuse Ray
Minimize
Bubble Beam

Battle Frontier

Marill @ Assault Vest
Abilities Moves
Aqua Jet
Power-Up Punch
Ice Punch
Strength
Marill @ Expert Belt
Abilities Moves
Huge Power Aqua Jet
Belly Drum
Aqua Ring
Power-Up Punch

Move learnset

By leveling up

Level Move Type Cat. Pwr. Acc. PP
1 Tackle 40 100 35
1 Water Gun 40 100 25
2 Tail Whip 100 30
5 Water Sport 100 15
7 Bubble 40 100 30
10 Defense Curl 40
10 Rollout 30 90 20
13 Bubble Beam 65 100 20
16 Helping Hand 100 20
20 Aqua Tail 90 90 10
23 Play Rough 90 90 10
28 Aqua Ring 20
31 Rain Dance 5
37 Double-Edge 120 100 15
40 Superpower 120 100 5
47 Hydro Pump 110 80 5
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill

By TM

TM Move Type Cat. Pwr. Acc. PP
TM 002 Aqua Jet 40 100 20
TM 005 Toxic 90 10
TM 007 Hail 10
TM 010 Hidden Power 60 100 15
TM 013 Blizzard 110 70 5
TM 017 Protect 10
TM 027 Double Team 15
TM 035 Rest 10
TM 046 Scald 80 100 15
TM 064 Misty Terrain 10
TM 073 Bland Terrain 10
TM 076 Surf 90 100 15
TM 078 Strength 95 100 15
TM 098 Knock Off 65 100 20
TM 100 Ice Beam 90 100 10
TM 105 Water Pulse 60 100 20
TM 107 Hydro Pump 110 80 5
TM 118 Muddy Water 90 85 10
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill

By breeding

Parents Move Type Cat. Pwr. Acc. PP
Amnesia 20
Aqua Jet 40 100 20
Belly Drum 10
Body Slam 85 100 15
Camouflage 100 20
Copycat 20
Encore 100 5
Fake Tears 100 20
Foresight 40
Future Sight 120 100 10
Light Screen 30
Muddy Water 90 85 10
Perish Song 5
Present 90 15
Refresh 100 20
Sing 55 15
Slam 80 75 20
Soak 100 20
Superpower 120 100 5
Supersonic 55 20
Tickle 100 20
Water Sport 100 15
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill

By tutoring

Move Type Cat. Pwr. Acc. PP
Attract 100 15
Belly Drum 10
Blubber Bump 80 100 10
Body Slam 85 100 15
Bounce 85 85 5
Brutal Swing 90 100 20
Bubble 40 100 30
Bubble Beam 65 100 20
Camouflage 100 20
Captivate 100 20
Charm 100 20
Confide 20
Copycat 20
Covet 60 100 25
Defense Curl 40
Double-Edge 120 100 15
Draining Kiss 50 100 10
Encore 100 5
Endure 10
Facade 70 100 20
Fake Tears 100 20
Frustration 100 20
Headbutt 70 100 15
Helping Hand 100 20
Hyper Voice 90 100 10
Icy Wind 55 95 15
Iron Tail 100 75 15
Light Screen 30
Mimic 10
Mud Shot 55 95 15
Mud-Slap 20 100 10
Natural Gift 100 15
Odor Sleuth 40
Perish Song 5
Present 90 15
Rain Dance 5
Refresh 100 20
Return 100 20
Rollout 30 90 20
Round 60 100 15
Secret Power 70 100 20
Sing 55 15
Slam 80 75 20
Sleep Talk 10
Snore 50 100 15
Soak 100 20
Splash 40
Substitute 10
Supersonic 55 20
Swagger 85 15
Swift 60 20
Tail Whip 100 30
Tickle 100 20
Uproar 90 100 10
Water Gun 40 100 25
Water Sport 100 15
Waterfall 90 100 15
Whirlpool 35 85 15
Work Up 30
Alluring Voice 80 100 10
Amnesia 20
Aqua Ring 20
Aqua Tail 90 90 10
Brick Break 75 100 15
Curse 10
Dig 80 100 10
Dive 80 100 10
Dynamic Punch 100 50 5
Fling 100 10
Focus Punch 150 100 20
Foresight 40
Future Sight 120 100 10
Grass Knot 100 20
Ice Punch 75 100 15
Jet Punch 60 100 15
Mega Kick 120 75 5
Mega Punch 80 85 20
Misty Explosion 150 100 5
Play Rough 90 90 10
Power-Up Punch 40 100 20
Rock Smash 40 100 15
Seismic Toss 100 20
Steel Roller 130 100 5
Superpower 120 100 5
Tackle 40 100 35
Trailblaze 50 100 20
Victory Dance 0 10
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill

Ability Learnset

By leveling up

Level Ability Cost Description
1 Thick Fat 32 A layer of thick fat halves the damage the Pokémon takes from Fire-and Ice-type moves.
1 Huge Power 178 Doubles the Pokémon's Attack stat.
18 Pickup 1 The Pokémon may pick up the items, both during and outside of battle.
36 Cute Charm 7 Contact with the Pokémon may cause infatuation.
54 Wonder Skin 11 Makes status moves more likely to miss.
72 Hustle 33 Boosts the Attack stat, but lowers accuracy.
90 Water Bubble 78 Lowers the power of Fire-type moves done to the Pokémon and prevents it from getting a burn.
100 Sap Sipper 32 Boosts the Attack stat if hit by a Grass-type move instead of taking damage.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By Disc

Disc Ability Cost Description
Disc 02 Pickup 1 The Pokémon may pick up the items, both during and outside of battle.
Disc 08 Trace 11 When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
Disc 10 Water Veil 17 The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
Disc 11 Ball Fetch 0 If the Pokémon is not holding an item, it will fetch the first failed thrown Poké Ball.
Disc 18 Mimicry 22 Changes the Pokémon's type depending on the terrain.
Disc 26 Super Luck 35 The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.
Disc 34 Water Absorb 15 Restores HP if hit by a Water-type move instead of taking damage.
Disc 43 Limber 11 Its limber body protects the Pokémon from paralysis.
Disc 52 Damp 2 Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.
Disc 55 Regenerator 54 Restores a little HP when withdrawn from battle.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By tutoring

Ability Cost Description
Cloud Nine 32 Eliminates the effects of weather.
Cute Charm 7 Contact with the Pokémon may cause infatuation.
Defeatist -17 Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Distillize 77 Normal-type moves become Water-type moves. Their power is boosted a little.
Flawed Form -19 Halves the Pokémon's Sp. Def stat.
Friend Guard 33 Reduces damage done to allies.
Frisk 1 When it enters a battle, the Pokémon can check an opposing Pokémon's held item.
Gluttony 56 Makes the Pokémon already eat a held Berry when its HP drops to half or less.
Huge Power 178 Doubles the Pokémon's Attack stat.
Hustle 33 Boosts the Attack stat, but lowers accuracy.
Hydration 23 Heals status conditions if it's raining.
Klutz -25 The Pokémon can't use any held items.
Liquid Voice 32 All sound-based moves become Water-type moves.
Natural Cure 32 All status conditions heal when the Pokémon switches out.
Pixilate 77 Normal-type moves become Fairy-type moves. Their power is boosted a little.
Predictable -13 This Pokémon's predictable maneuvers make moves hit against it without fail.
Pure Power 178 Using its pure power, the Pokémon doubles its Sp. Attack stat.
Sap Sipper 32 Boosts the Attack stat if hit by a Grass-type move instead of taking damage.
Simple 78 The stat changes the Pokémon receives are doubled.
Slow Start -94 For five turns, the Pokémon's Attack and Speed stats are halved.
Stall -12 The Pokémon moves after all other Pokémon do.
Thick Fat 32 A layer of thick fat halves the damage the Pokémon takes from Fire-and Ice-type moves.
Truant -67 The Pokémon can't use a move if it had used a move on the previous turn.
Weak Bones -19 Halves the Pokémon's Defense stat.
Wimp Out -22 The Pokémon cowardly switches out when its HP becomes half or less.
Wonder Skin 11 Makes status moves more likely to miss.
Butterfingers -3 The Pokémon may drop its held item when hit by a damaging move.
Heavy Water 7 Boosts the Pokémon's Defensive stats in Rain.
Propeller Tail 11 Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Serene Grace 66 Boosts the likelihood of additional effects occurring when attacking.
Torrent 14 Powers up Water-type moves when the Pokémon's HP is low.
Water Bubble 78 Lowers the power of Fire-type moves done to the Pokémon and prevents it from getting a burn.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled