Marill
Sword

This Pokémon uses its round tail as a float. The ball of Marill’s tail is filled with nutrients that have been turned into an oil.

Evolution Chain

azurill
Azurill
😊
High Friendship
marill
Marill
Level 18
azumarill
Azumarill

Pokédex Data

Classification Aqua Mouse Pokémon
Height 0.4 m (1'04")
Weight 8.5 kg (18.7 lbs)
Abilities

Training

EV Yield +2 hp
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Water1, Fairy

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Defense Curl
40 Raises user's Defense by one stage.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Helping Hand
20 Ally's next move inflicts half more damage.
6 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
9 Charm
100% 20 Lowers the target's Attack by two stages.
12 Slam
80 75% 20 Inflicts regular damage with no additional effect.
15 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
19 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
21 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.
24 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
27 Rain Dance
5 Changes the weather to rain for five turns.
30 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
33 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
36 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
BD/SP
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Defense Curl
40 Raises user's Defense by one stage.
1 Splash
40 Does nothing.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Helping Hand
20 Ally's next move inflicts half more damage.
6 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
9 Charm
100% 20 Lowers the target's Attack by two stages.
12 Slam
80 75% 20 Inflicts regular damage with no additional effect.
15 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
19 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
21 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.
24 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
27 Rain Dance
5 Changes the weather to rain for five turns.
30 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
33 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
36 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM00 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM01 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM04 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM15 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM17 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM21 Rest
5 User sleeps for two turns, completely healing itself.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
10 Prevents any moves from hitting the user this turn.
TM27 Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM29 Charm
100% 20 Lowers the target's Attack by two stages.
TM31 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
5 Changes the weather to rain for five turns.
TM35 Hail
10 Changes the weather to a hailstorm for five turns.
TM36 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 20 Never misses.
TM41 Helping Hand
20 Ally's next move inflicts half more damage.
TM43 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM45 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM47 Fake Tears
100% 20 Lowers the target's Special Defense by two stages.
TM52 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
TM53 Mud Shot
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM59 Fling
100% 10 Throws held item at the target; power depends on the item.
TM76 Round
60 100% 15 Has double power if it's used more than once per turn.
TM87 Draining Kiss
50 100% 10 Drains 75% of the damage inflicted to heal the user.
TM89 Misty Terrain
10 For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
TM97 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TR01 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TR03 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
TR04 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TR05 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TR06 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TR16 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TR17 Amnesia
20 Raises the user's Special Defense by two stages.
TR20 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.
TR26 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TR27 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TR30 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TR31 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR35 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
TR39 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
TR42 Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
TR45 Muddy Water
90 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
TR77 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TR84 Scald
80 100% 15 Has a 30% chance to burn the target.
TR85 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TR90 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.
BD/SP
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.
TM10 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM49 Scald
80 100% 15 Has a 30% chance to burn the target.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Misty Explosion
100 100% 5 Inflicts regular damage with no additional effect.
Steel Roller
130 100% 5 Inflicts regular damage with no additional effect.

Egg Moves

Sword/Shield
Name Class Power Acc. PP Effect
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.
Copycat
20 Uses the target's last used move.
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.
Sing
55% 15 Puts the target to sleep.
Soak
100% 20 Changes the target's type to Water.
Supersonic
55% 20 Confuses the target.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
BD/SP
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.
Copycat
20 Uses the target's last used move.
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.
Sing
55% 15 Puts the target to sleep.
Soak
100% 20 Changes the target's type to Water.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Supersonic
55% 20 Confuses the target.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.

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