Marill
Gold

The tip of its tail, which con­ tains oil that is lighter than wa­ ter, lets it swim without drowning.

Silver

The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.

Crystal

The fur on its body naturally repels water. It can stay dry, even when it plays in the water.

Evolution Chain

azurill
Azurill
😊
High Friendship
marill
Marill
Level 18
azumarill
Azumarill

Pokédex & Training Data

Classification Aqua Mouse Pokémon
Height 0.4 m (1'04")
Weight 8.5 kg (18.7 lbs)
Abilities N/A in Gen II
EV Yield +2 hp
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Water1, Fairy

Pokédex Numbers

Johto (G/S/C) #130
Hoenn (R/S/E) #055
Sinnoh (D/P) #125
Sinnoh (Plat.) #125
Johto (HG/SS) #132
Unova (B2/W2) #031
Kalos (Central) #042
Hoenn (OR/AS) #056
Paldea (S/V) #047
National #183
Isle of Armor #140

Game Locations

Johto Route 42 Area
Mt Mortar 1f
Mt Mortar B1f
Mt Mortar Lower Cave
Mt Mortar Upper Cave

Learned Moves

Level Up Moves

Gold/Silver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Defense Curl
— — 40 Raises user’s Defense by one stage.
6 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
10 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
15 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
21 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
28 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
36 Rain Dance
— — 5 Changes the weather to rain for five turns.
Crystal
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Defense Curl
— — 40 Raises user’s Defense by one stage.
6 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
10 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
15 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
21 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
28 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
36 Rain Dance
— — 5 Changes the weather to rain for five turns.

TM/HM Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM06 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM01 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
TM02 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM03 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
TM04 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM13 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM16 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM31 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM34 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM35 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM39 Swift
60 — 20 Never misses.
TM40 Defense Curl
— — 40 Raises user’s Defense by one stage.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Tutor Moves

Crystal
Name Class Power Acc. PP Effect
Ice Beam
90 100% 10 Has a 10% chance to freeze the target.

Egg Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Belly Drum
— — 10 User pays half its max HP to max out its Attack.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Future Sight
120 100% 10 Hits the target two turns later.
Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
Perish Song
— — 5 User and target both faint after three turns.
Present
— 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Supersonic
— 55% 20 Confuses the target.

Base Stats

Hp 70
Attack 20
Defense 50
Sp. Atk 20
Sp. Def 50
Speed 40
Total 250

Type Defenses

(vs. Gen 6+ rules)

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