Marill
Diamond

Using its tail as a float, it dives underwater. It likes eating plants that grow on river bottoms.

Pearl

The tip of its tail is filled with oil that is lighter than water, so it acts as a float.

Platinum

The oil-filled end of its tail floats on water. It keeps MARILL from drowning even in a strong current.

Heartgold

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

Soulsilver

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

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

Great Marsh Area 1
Great Marsh Area 2
Great Marsh Area 3
Great Marsh Area 4
Great Marsh Area 5
Great Marsh Area 6
Johto Safari Zone Zone Meadow
Mt Mortar 1f
Sinnoh Route 212 North Towards Hearthome City
Sinnoh Route 215 Area

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
2 Defense Curl
— — 40 Raises user’s Defense by one stage.
7 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.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
23 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
27 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
32 Rain Dance
— — 5 Changes the weather to rain for five turns.
37 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
42 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
2 Defense Curl
— — 40 Raises user’s Defense by one stage.
7 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.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
23 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
27 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
32 Rain Dance
— — 5 Changes the weather to rain for five turns.
37 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
42 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
2 Defense Curl
— — 40 Raises user’s Defense by one stage.
7 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.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
23 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
27 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
32 Rain Dance
— — 5 Changes the weather to rain for five turns.
37 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
42 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Diamond/PearlPlatinum
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.
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.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.
HeartGold/SoulSilver
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.
HM05 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
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.
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.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
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.
Knock Off
65 100% 20 Target drops its held item.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Swift
60 — 20 Never misses.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
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.
Knock Off
65 100% 20 Target drops its held item.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Swift
60 — 20 Never misses.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
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.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
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.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Supersonic
— 55% 20 Confuses the target.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
Belly Drum
— — 10 User pays half its max HP to max out its Attack.
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
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.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
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.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
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