Marill
No entry available for this game era.

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

Brooklet Hill Main

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
2 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
5 Water Sport
— — 15 Halves all Fire-type damage.
7 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
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 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
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 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
40 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
47 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
2 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
5 Water Sport
— — 15 Halves all Fire-type damage.
7 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
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 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
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 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
40 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
47 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
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.
Camouflage
— — 20 User’s type changes to match the terrain.
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