Marill
Black/White

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

Black 2/White 2

The oil-filled tail functions as a buoy, so it’s fine even in rivers with strong currents.

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

Abundant Shrine Area
Floccesy Ranch Inner
Floccesy Ranch Outer
Pinwheel Forest Inside
Relic Passage Relic Castle Entrance
Unova Route 11 Area
Unova Route 20 Area
Unova Route 22 Area
Unova Route 6 Area
Unova Victory Road 2 Unknown Area 71
Unova Victory Road 2 Unknown Area 75
Unova Victory Road 2 Unknown Area 78
Village Bridge Area

Learned Moves

Level Up Moves

Black/White
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.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
2 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
5 Water Sport
— — 15 Halves all Fire-type damage.
7 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
10 Defense Curl
— — 40 Raises user’s Defense by one stage.
10 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
13 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
16 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
20 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
23 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
28 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
31 Rain Dance
— — 5 Changes the weather to rain for five turns.
37 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
40 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Black/WhiteBlack 2/White 2
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 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
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.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
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.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Covet
60 100% 25 Takes the target’s item.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
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.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
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.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.

Egg Moves

Black/WhiteBlack 2/White 2
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.
Muddy Water
90 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
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.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Supersonic
— 55% 20 Confuses the target.
Water Sport
— — 15 Halves all Fire-type damage.

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