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Marowak


Main Pokédex page | Flavor text and images

General

Marowak
ground

Abilities

Lightningrod
This Pokémon takes damage from Electric moves aimed at its partner.
Rock Head
This Pokémon does not receive any recoil from moves.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
105
Gold/Silver/Crystal Johto
204
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
n/a

Names

Japanese
ガラガラ
Romaji
Garagara

Flavor

Height
3'3.4" or 1 m
Weight
99.2 lb or 45 kg
Species
Bone Keeper
Color
brown
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
145 or 0x91

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
1: Monster
Steps to hatch
5,120
Compatible with
25 families; 63 total Pokémon

In the Wild

Base EXP
124 or 0x7c
Capture rate
75 or 0x4b
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 Defense
Wild held items
Thick Club (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
104 Cubone Base form 105 Marowak Raise to level 28

Stats

Stat Base Max Stat %ile
L50 L100
HP
60
167 324 36.1
Attack
80
132 259 56.4
Defense
110
162 319 89.5
Special Attack
50
102 199 27.8
Special Defense
80
132 259 65.7
Speed
45
97 189 23.5
Average
70.8
- - 52.3

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl From its birth, this savage Pokémon constantly holds bones. It is skilled in using them as weapons.

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Marowak's Attack is higher, so it will inflict more damage with physical () moves.

Marowak gets the STAB from ground moves.

Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- -- -- -- -- Bone Club ground physical 20 65 85% Has a 10% chance to make the target Flinch.
-- -- -- -- -- Growl normal none 40 -- 100% Lowers the target's Attack.
-- -- -- -- Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
-- -- Tail Whip normal none 30 -- 100% Lowers the target's Defense.
-- -- 5 3 Tail Whip normal none 30 -- 100% Lowers the target's Defense.
9 7 Bone Club ground physical 20 65 85% Has a 10% chance to make the target Flinch.
13 11 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
-- -- -- 17 13 Leer normal none 30 -- 100% Lowers the target's Defense.
33 33 -- 21 17 Focus Energy normal none 30 -- 100% Increases the critical hit counter by 1 until the user leaves battle.
-- 25 21 Bonemerang ground physical 10 50 90% Hits twice in one turn.
32 32 23 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
39 39 27 False Swipe normal physical 40 40 100% Cannot lower the target's HP below 1.
41 41 46 46 33 Thrash normal physical 20 90 100% Hits every turn for 2-3 turns, then Confuses the user.
37 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
53 53 43 Bone Rush ground physical 10 25 80% Hits 2-5 times in one turn.
48 48 Bonemerang ground physical 10 50 90% Hits twice in one turn.
49 Endeavor normal physical 5 varies 100% Lowers the target's HP to equal the user's.
55 55 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
61 53 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Platinum Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Platinum ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Swords Dance normal none 30 -- 100% Raises the user's Attack by two levels.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Crystal Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
Crystal Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
EmeraldFire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Platinum Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Platinum Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Platinum Outrage dragon physical 15 120 100% Hits every turn for 2-3 turns, then Confuses the user.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Platinum Fury Cutter bug physical 20 10 95% Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Platinum Uproar normal special 10 50 100% Prevents any Pokemon from Sleeping for 2-5 turns.
Platinum Knock Off dark physical 20 20 100% Target drops its held item.
Platinum Endeavor normal physical 5 varies 100% Lowers the target's HP to equal the user's.
Platinum Iron Defense steel none 15 -- 100% Raises the user's Defense by two levels.
Platinum Earth Power ground special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Miscellaneous moves
xd Sing normal none 15 -- 55% Puts the target to Sleep.
Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum TMs and HMs
Chains 40 40 Aerial Ace flying physical 20 60 100% Never misses.
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 34 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Chains 14 14 14 14 14 Blizzard ice special 5 120 70% Has a 10% chance to Freeze the target. Chance to hit becomes 100% during Hail.
Chains 08 08 Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 11 11 BubbleBeam water special 20 65 100% Has a 10% chance to lower the target's Speed.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 18 18 Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 43 Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 28 28 28 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 10 10 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 26 26 26 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 54 False Swipe normal physical 40 40 100% Cannot lower the target's HP below 1.
Chains 38 38 38 38 38 Fire Blast fire special 5 120 85% Has a 10% chance to Burn the target.
Chains 48 Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Chains 27 27 Fissure ground physical 5 varies 30% Causes a one-hit KO.
Chains 35 35 Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 52 Focus Blast fighting special 5 120 70% Has a 10% chance to lower the target's Special Defense.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 13 13 13 13 Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
Chains 16 Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 05 05 Mega Kick normal physical 5 120 75% Inflicts regular damage.
Chains 01 01 Mega Punch normal physical 20 80 85% Inflicts regular damage.
Chains 31 31 Mimic normal none 10 -- 100% Copies the target's last used move.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 20 20 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Chains 44 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains H8 Rock Climb normal physical 20 90 85% Has a 20% chance to Confuse the target.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains 08 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 37 37 37 Sandstorm rock none 10 -- 100% Changes the weather to a sandstorm for five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 19 19 Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Chains 40 40 Skull Bash normal physical 15 100 100% Raises the user's Defense. User charges for one turn before attacking.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 76 Stealth Rock rock none 20 -- 0% Causes damage when Pokemon switch in to where the target is now.
Chains 71 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
Chains H4 H4 H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 17 17 Submission fighting physical 25 80 80% User receives 1/4 the damage it inflicts in recoil.
Chains 50 50 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 75 Swords Dance normal none 30 -- 100% Raises the user's Attack by two levels.
Chains 09 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 46 46 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 41 ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Chains 06 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 12 12 Water Gun water special 25 40 100% Inflicts regular damage.

Marowak in other Pokédexes