Marowak
Red/Blue

The bone it holds is its key weapon. It throws the bone skillfully like a boomerang to KO targets.

Yellow

Small and weak, this POKéMON is adept with its bone club. It has grown more vicious over the ages.

Evolution Chain

cubone
Cubone
Level 28
marowak
Marowak

Pokédex Data

Classification Bone Keeper Pokémon
Height 1.0 m (3'03")
Weight 45.0 kg (99.2 lbs)
Abilities N/A in Gen I

Held Items

None in this generation.

Game Locations

  • Cerulean Cave 2f
  • Cerulean Cave B1f
  • Kanto Safari Zone Area 1 East
  • Kanto Safari Zone Area 3 West
  • Kanto Victory Road 2 1f
  • Kanto Victory Road 2 2f

Training

EV Yield +2 defense
Catch Rate 75
Base Friendship 70
Growth Rate medium

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Focus Energy
30 Increases the user's chance to score a critical hit.
1 Bone Club
65 85% 20 Has a 10% chance to make the target flinch.
25 Leer
100% 30 Lowers the target's Defense by one stage.
33 Focus Energy
30 Increases the user's chance to score a critical hit.
41 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
48 Bonemerang
50 90% 10 Hits twice in one turn.
55 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Bone Club
65 85% 20 Has a 10% chance to make the target flinch.
10 Bone Club
65 85% 20 Has a 10% chance to make the target flinch.
13 Tail Whip
100% 30 Lowers the target's Defense by one stage.
18 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
25 Leer
100% 30 Lowers the target's Defense by one stage.
33 Focus Energy
30 Increases the user's chance to score a critical hit.
41 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
48 Bonemerang
50 90% 10 Hits twice in one turn.
55 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM05 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM11 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
TM12 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
TM18 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
TM19 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Fissure
30% 5 Causes a one-hit KO.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM40 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 60
Attack 80
Defense 110
Sp. Atk 50
Sp. Def 80
Speed 45
Total 425

Type Defenses

(vs. Gen 6+ rules)

2x
2x
0x
2x
0.5x
0.5x