Essentials

Marill

Marill

water

Abilities

Thick Fat

Halves damage from fire and ice moves.

Huge Power

Doubles Attack in battle.

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
  • ??? 1

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

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

Breeding

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

Compatibility

  • Squirtle
  • Pikachu
  • Clefairy
  • Jigglypuff
  • Psyduck
  • Poliwag
  • Slowpoke
  • Seel
  • Chansey
  • Horsea
  • Lapras
  • Omanyte
  • Kabuto
  • Dratini
  • Totodile
  • Togetic
  • Marill
  • Hoppip
  • Wooper
  • Snubbull
  • Corsola
  • Remoraid
  • Delibird
  • Mantine
  • Mudkip
  • Lotad
  • Wingull
  • Surskit
  • Shroomish
  • Skitty
  • Mawile
  • Plusle
  • Minun
  • Roselia
  • Corphish
  • Feebas
  • Castform
  • Snorunt
  • Spheal
  • Clamperl
  • Relicanth
  • Piplup
  • Bidoof
  • Pachirisu
  • Buizel
  • Cherubi
  • Shellos

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

Evolution

Baby Basic Stage 1 Stage 2
AzurillAzurill Marill Marill Level up, with at least 220 happiness AzumarillAzumarill Level up, starting at level 18

Stats

Pctile Min IVs Max IVs
HP
70
60.7 313 344
Attack
20
2.0 108 139
Defense
50
27.7 168 199
Special Attack
20
1.8 108 139
Special Defense
50
25.8 168 199
Speed
40
19.4 148 179
Total
250
7.0

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.

Sprites

Marill Marill Marill Marill

Miscellany

Species
Aqua Mouse Search:
Color
blue Search:
Cry
Habitat Generation 3
water's edge Search:
Pawprint
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

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 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Tackle normal Physical 35 35 95%

Inflicts regular damage with no additional effect.

3 3 2 2 Defense Curl normal None 40 0 100%

Raises user's Defense by one level.

6 6 7 7 Tail Whip normal None 30 0 100%

Lowers the target's Defense by one level.

10 10 10 10 Water Gun water Special 25 40 100%

Inflicts regular damage with no additional effect.

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 BubbleBeam water Special 20 65 100%

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

23 23 Aqua Ring water None 20 0 0%

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

28 28 27 27 Double-Edge normal Physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

36 36 32 32 Rain Dance water None 5 0 0%

Changes the weather to rain for five turns.

37 37 Aqua Tail water Physical 10 90 90%

Inflicts regular damage with no additional effect.

45 42 42 Hydro Pump water Special 5 120 80%

Inflicts regular damage with no additional effect.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Amnesia psychic None 20 0 100%

Raises the user's Special Defense by two levels.

Aqua Jet water Physical 20 40 100% 1

Inflicts regular damage with no additional effect.

Belly Drum normal None 10 0 100%

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 None 40 0 100%

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 15 80 90%

Hits the target two turns later.

Light Screen psychic None 30 0 100%

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

Perish Song normal None 5 0 100%

User and target both faint after three turns.

Present normal Physical 15 1 90%

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

Refresh normal None 20 0 100%

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

Substitute normal None 10 0 100%

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Superpower fighting Physical 5 120 100%

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

Supersonic normal None 20 0 55%

Confuses the target.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver 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 None 40 0 100%

Raises user's Defense by one level.

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 None 10 0 100% 3

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 None 20 0 100% 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 level.

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 None 10 0 100%

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 level.

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 1 100%

Inflicts damage equal to the user's level.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sleep Talk normal None 10 0 100%

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 None 10 0 100%

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Superpower fighting Physical 5 120 100%

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

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swagger normal None 15 0 90%

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

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swift normal Special 20 60 100%

Never misses.

Generation 2 Generation 3 Diamond, Pearl
Platinum
HeartGold, SoulSilver 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 ??? None 10 0 100%

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 Toxic poison None 10 0 85%

Badly poisons the target, inflicting more damage every turn.

07 07 07 Hail ice None 10 0 100%

Changes the weather to a hailstorm for five turns.

10 10 10 10 Hidden Power normal Special 15 1 100%

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

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 Blizzard ice Special 5 120 70%

Has a 10% chance to freeze the target.

16 Icy Wind ice Special 15 55 95%

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

17 17 17 17 Protect normal None 10 0 0% 3

Prevents any moves from hitting the user this turn.

18 18 18 18 Rain Dance water None 5 0 0%

Changes the weather to rain for five turns.

20 Endure normal None 10 0 100% 3

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

21 21 21 21 Frustration normal Physical 20 1 100%

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 level.

27 27 27 27 Return normal Physical 20 1 100%

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 level.

28 28 28 Dig ground Physical 10 80 100%

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

31 31 31 Brick Break fighting Physical 15 75 100%

Destroys Reflect and Light Screen.

32 32 32 32 Double Team normal None 15 0 100%

Raises the user's Evasion by one level.

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 None 15 0 90%

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

35 Sleep Talk normal None 10 0 100%

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

39 Swift normal Special 20 60 100%

Never misses.

40 Defense Curl normal None 40 0 100%

Raises user's Defense by one level.

44 44 44 44 Rest psychic None 10 0 100%

User sleeps for two turns, completely healing itself.

45 45 45 45 Attract normal None 15 0 100%

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

56 56 Fling dark Physical 10 1 100%

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

58 58 Endure normal None 10 0 100% 3

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

78 78 Captivate normal None 20 0 100%

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

82 82 Sleep Talk normal None 10 0 100%

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

83 83 Natural Gift normal Physical 15 1 100%

Power and type depend on the held berry.

86 86 Grass Knot grass Special 20 1 100%

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

87 87 Swagger normal None 15 0 90%

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

90 90 Substitute normal None 10 0 100%

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

H3 H3 H3 H3 Surf water Special 15 95 100%

Inflicts regular damage and can hit Dive users.

H4 H4 H4 Strength normal Physical 15 80 100%

Inflicts regular damage with no additional effect.

H6 H5 Whirlpool water Special 15 15 70%

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 level.

H7 H7 H7 H7 Waterfall water Physical 15 80 100%

Has a 20% chance to make the target flinch.

H8 Dive water Physical 10 80 100%

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

External Links