Essentials

Marill

Marill

Water

Abilities

Thick Fat

Halves damage from Fire and Ice moves.

Huge Power

Doubles Attack in battle.

Dream Ability

Sap Sipper

Absorbs Grass moves, raising Attack one stage.

Damage Taken

  • Bug 1
  • Dark 1
  • Dragon 1
  • Electric 2
  • Fighting 1
  • Fire ½
  • Flying 1
  • Ghost 1
  • Grass 2
  • Ground 1
  • Ice ½
  • Normal 1
  • Poison 1
  • Psychic 1
  • Rock 1
  • Steel ½
  • Water ½

Pokédex Numbers

Introduced in
Generation 2
National
183
Original Johto
130 Gold, Silver, Crystal
Hoenn
55 Ruby, Sapphire, Emerald
Original Sinnoh
125 Diamond, Pearl
Extended Sinnoh
125 Platinum
Updated Johto
132 HeartGold, SoulSilver

Names

Chinese
瑪力露
German
Marill
French
Marill
Korean
마릴
Japanese
マリル (mariru)
Official Roomaji
Maril

Breeding

Gender
½ male, ½ female Search:
Egg groups
  • Water 1
  • Fairy
Search:
Hatch counter
10 Search:
Steps to hatch
2805 / 1530

Compatibility

Training

Base EXP
58 Search:
828 EXP at level
Effort points
  • 2 HP
Capture rate
190 Search:
Base happiness
70 Search:
Growth rate
fast Search:

Wild held items

Generation 3 nothing
Generation 4 nothing
Generation 5 nothing

Evolution

Baby Basic Stage 1 Stage 2
Azurill Either parent must hold Sea Incense Marill Level up, with at least 220 happiness Azumarill Level up, starting at level 18

Stats

Pctile Min IVs Max IVs
HP
70
58.6 313 344
Attack
20
1.5 108 139
Defense
50
25.9 168 199
Special Attack
20
1.5 108 139
Special Defense
50
25.5 168 199
Speed
40
19.0 148 179
Total
250
5.3

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★✯✯☆
Power
★★✯✯☆
Skill
★✯☆
Stamina
★✯☆
Jump
★★✯
Total
7/14/18

Flavor

Flavor Text

Generation 4
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.

Generation 5
Black, White

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

Sprites

Marill Marill Marill Marill

Miscellany

Species
Aqua Mouse Search:
Color
Blue Search:
Cry
Habitat FireRed, LeafGreen
water's edge Search:
Footprint
Marill
Shape
Sciurine Search:

Height

${_("Trainer dude")}

Marill
4

1'3.7"
0.4 m

Weight

${_("Trainer dudette")}

Marill
85

18.7 lb
8.5 kg

Locations

Ruby Ruby
Sapphire Sapphire
Emerald Emerald
LeafGreen LeafGreen
Diamond Diamond
Pearl Pearl
Platinum Platinum
HeartGold HeartGold
SoulSilver SoulSilver

Moves

Water moves get STAB, and have their type highlighted in green.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

3 3 2 2 2 Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

6 6 7 7 7 Tail Whip Normal non-damaging 30 100%

Lowers the target's Defense by one stage.

10 10 10 10 10 Water Gun Water special 25 40 100%

Inflicts regular damage with no additional effect.

15 15 15 15 15 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

21 21 18 18 18 BubbleBeam Water special 20 65 100%

Has a 10% chance to lower the target's Speed by one stage.

23 23 23 Aqua Ring Water non-damaging 20

Restores 1/16 of the user's max HP each turn.

28 28 27 27 27 Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

36 36 32 32 32 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

37 37 37 Aqua Tail Water physical 10 90 90%

Inflicts regular damage with no additional effect.

45 42 42 42 Hydro Pump Water special 5 120 80%

Inflicts regular damage with no additional effect.

Level up, learned by Azurill but not Marill
Splash Normal non-damaging 40

Does nothing.

3 2 2 2 Charm Normal non-damaging 20 100%

Lowers the target's Attack by two stages.

10 10 10 10 Bubble Water special 30 20 100%

Has a 10% chance to lower the target's Speed by one stage.

15 15 15 15 Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
• • • • • Amnesia Psychic non-damaging 20

Raises the user's Special Defense by two stages.

• • • Aqua Jet Water physical 20 40 100% 1

Inflicts regular damage with no additional effect.

• • • • • Belly Drum Normal non-damaging 10

User pays half its max HP to max out its Attack.

• • Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

• Foresight Normal non-damaging 40

Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.

• • • • • Future Sight Psychic special 10 100 100%

Hits the target two turns later.

• • • • Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

• Muddy Water Water special 10 95 85%

Has a 30% chance to lower the target's accuracy by one stage.

• • • • • Perish Song Normal non-damaging 5

User and target both faint after three turns.

• • • • • Present Normal physical 15 * 90%

Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.

• • • Refresh Normal non-damaging 20

Cleanses the user of a burn, paralysis, or poison.

• • • Substitute Normal non-damaging 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 Fighting physical 5 120 100%

Lowers the user's Attack and Defense by one stage after inflicting damage.

• • • • • Supersonic Normal non-damaging 20 55%

Confuses the target.

• Water Sport Water non-damaging 15

Halves all Fire-type damage.

Egg, learned by Azurill but not Marill
• • • • Encore Normal non-damaging 5 100%

Forces the target to repeat its last used move every turn for 2 to 6 turns.

• • • Fake Tears Dark non-damaging 20 100%

Lowers the target's Special Defense by two stages.

• Refresh Normal non-damaging 20

Cleanses the user of a burn, paralysis, or poison.

• • • • Sing Normal non-damaging 15 55%

Puts the target to sleep.

• • • • Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

• Soak Water non-damaging 20 100%

Changes the target's type to Water.

• • • • Tickle Normal non-damaging 20 100%

Lowers the target's Attack and Defense by one stage.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Aqua Tail Water physical 10 90 90%

Inflicts regular damage with no additional effect.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Dive Water physical 10 80 100%

User dives underwater, dodging all attacks, and hits next turn.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver DynamicPunch Fighting physical 5 100 50%

Has a 100% chance to confuse the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Helping Hand Normal non-damaging 20 5

Ally's next move inflicts half more damage.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Ice Beam Ice special 10 95 100%

Has a 10% chance to freeze the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Icy Wind Ice special 15 55 95%

Has a 100% chance to lower the target's Speed by one stage.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Knock Off Dark physical 20 20 100%

Target drops its held item.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mega Kick Normal physical 5 120 75%

Inflicts regular damage with no additional effect.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mega Punch Normal physical 20 80 85%

Inflicts regular damage with no additional effect.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mimic Normal non-damaging 10

Copies the target's last used move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Seismic Toss Fighting physical 20 * 100%

Inflicts damage equal to the user's level.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Substitute Normal non-damaging 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.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Superpower Fighting physical 5 120 100%

Lowers the user's Attack and Defense by one stage after inflicting damage.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swift Normal special 20 60

Never misses.

Tutor, learned by Azurill but not Marill
Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Uproar Normal special 10 90 100%

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
01 01 01 Focus Punch Fighting physical 20 150 100% -3

If the user takes damage before attacking, the attack is canceled.

03 03 03 Water Pulse Water special 20 60 100%

Has a 20% chance to confuse the target.

01 DynamicPunch Fighting physical 5 100 50%

Has a 100% chance to confuse the target.

02 Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

03 Curse Ghost non-damaging 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

04 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

06 06 06 06 06 Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

07 07 07 07 Hail Ice non-damaging 10

Changes the weather to a hailstorm for five turns.

10 10 10 10 10 Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

13 13 13 13 Ice Beam Ice special 10 95 100%

Has a 10% chance to freeze the target.

13 Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

14 14 14 14 14 Blizzard Ice special 5 120 70%

Has a 10% chance to freeze the target.

16 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

16 Icy Wind Ice special 15 55 95%

Has a 100% chance to lower the target's Speed by one stage.

17 17 17 17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

18 18 18 18 18 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

20 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

21 21 21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

23 23 23 23 Iron Tail Steel physical 15 100 75%

Has a 30% chance to lower the target's Defense by one stage.

27 27 27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

31 Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

28 28 28 28 Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

31 31 31 31 Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

32 32 32 32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

42 42 42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

33 Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

34 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

35 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

39 Swift Normal special 20 60

Never misses.

40 Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

44 44 44 44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

45 45 45 45 45 Attract Normal non-damaging 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

55 Scald Water special 15 80 100%

Has a 30% chance to burn the target.

56 56 56 Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

83 Work Up Normal non-damaging 30

Raises the user's Attack and Special Attack by one stage each.

58 58 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

78 78 Captivate Normal non-damaging 20 100%

Lowers the target's Special Attack by two stages if it's the opposite gender.

82 82 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

86 86 86 Grass Knot Grass special 20 * 100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

87 87 87 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

90 90 90 Substitute Normal non-damaging 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.

94 Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

H3 H3 H3 H3 H3 Surf Water special 15 95 100%

Inflicts regular damage and can hit Dive users.

H4 H4 H4 H4 Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

H5 Waterfall Water physical 15 80 100%

Has a 20% chance to make the target flinch.

H6 H5 Whirlpool Water special 15 35 85%

Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

H6 H6 H6 Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

H7 H7 H7 H7 Waterfall Water physical 15 80 100%

Has a 20% chance to make the target flinch.

H8 H6 Dive Water physical 10 80 100%

User dives underwater, dodging all attacks, and hits next turn.

External Links