Marill
Ruby

MARILL’s oil-filled tail acts much like a life preserver. If you see just its tail bobbing on the water’s surface, it’s a sure indication that this POKéMON is diving beneath the water to feed on aquatic plants.

Sapphire

When fishing for food at the edge of a fast-running stream, MARILL wraps its tail around the trunk of a tree. This POKéMON’s tail is flexible and configured to stretch.

Emerald

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.

Firered

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

Leafgreen

The tip of its tail, which contains oil that is lighter than water, lets it swim without drowning.

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
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

Four Island Area
Hoenn Route 102 Area
Hoenn Route 104 Area
Hoenn Route 111 Area
Hoenn Route 112 Area
Hoenn Route 114 Area
Hoenn Route 117 Area
Hoenn Route 120 Area
Hoenn Safari Zone Expansion South
Icefall Cave Entrance
Petalburg City Area
Ruin Valley Area

Learned Moves

Level Up Moves

Ruby/Sapphire
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.
45 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Emerald
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.
45 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
FireRed/LeafGreen
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.
45 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM08 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
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.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
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.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
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

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Defense Curl
— — 40 Raises user’s Defense by one stage.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Mimic
— — 10 Copies the target’s last used move.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Swift
60 — 20 Never misses.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Mimic
— — 10 Copies the target’s last used move.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
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.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
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.
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.
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.
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