#183
Marill
183
waterfairy
#183.183
Marill/Marill
183.183
waterfairy

HP
HP
ATK
ATK
DEF
DEF
SP.ATK
SP.A
SP.DEF
SP.D
SPEED
SPD
TOTAL
TOT
70
20
50
20
50
40
250

Regular
Huge Power: Its ATK stat is doubled.
Thick Fat: Takes 0.5x damage from Fire and Ice-type moves.
Hidden
Sap Sipper: Absorbs Grass-type moves for an ATK stage.

x2
electricgrasspoison
x2
x1
fairyflyingghostgroundnormalpsychicrocksteel
x1
x1/2
bugdarkfightingfireicewater
x1/2
x0
dragon
x0

#252
Azurill
252
normalfairy
Lv.15
#183
Marill
183
waterfairy
Lv.18
#184
Azumarill
184
waterfairy

Classic Mode
Kanto Daycare (gift)
Pokemon: 252
Viridian River, Evolve Azurill (Lv15)
Pokemon: 183
Mt. Mortar (static), Mt. Mortar, Viridian River, Evolve Marill (Lv18)
Pokemon: 184
Remix Mode
Kanto Daycare (gift), Route 1
Pokemon: 252
Route 7, Ruins of Alph, Safari Zone A1, A2, A3, A4, A5, Violet City, Viridian River, Evolve Azurill (Lv15)
Pokemon: 183
Mt. Mortar (static), Route 26, Mt. Mortar, Ruins of Alph, Viridian River, Evolve Marill (Lv18)
Pokemon: 184

Lv.
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Prev Evo
Bounce
flying
physical
85
85
30%
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Prev Evo
Charm
fairy
status
-
100
-
20
Lowers the target's ATK two stages.
Prev Evo
Slam
normal
physical
80
75
-
20
Inflicts regular damage.
Prev Evo
Splash
normal
status
-
-
-
40
Does nothing.
1
Tackle
normal
physical
40
100
-
35
Inflicts regular damage.
1
Water Gun
water
special
40
100
-
25
Inflicts regular damage.
2
Tail Whip
normal
status
-
100
-
30
Lowers the target's DEF one stage.
5
Water Sport
water
status
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
7
Bubble
water
special
40
100
10%
30
Can lower the target's SPEED one stage.
10
Defense Curl
normal
status
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
10
Roll­out
rock
physical
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
13
Bubble­beam
water
special
65
100
10%
20
Can lower the target's SPEED one stage.
16
Helping Hand
normal
status
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
20
Aqua Tail
water
physical
90
90
-
10
Inflicts regular damage.
23
Play Rough
fairy
physical
90
90
10%
10
Can lower the target's ATK one stage.
28
Aqua Ring
water
status
-
-
-
20
Restores 1/16 of the user's max HP each turn while on the field.
31
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
37
Double-edge
normal
physical
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
40
Super­power
fighting
physical
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
47
Hydro Pump
water
special
110
80
-
5
Inflicts regular damage.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Surf
water
special
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
Stre­ngth
normal
physical
80
100
-
15
Inflicts regular damage.
Water­fall
water
physical
80
100
20%
15
Can make the target flinch.
Dive
water
physical
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
Toxic
poison
status
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hail
ice
status
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Hidden Power
normal
special
60
100
-
15
Power and type are determined by the user's IVs.
Ice Beam
ice
special
90
100
10%
10
Can freeze the target.
Blizz­ard
ice
special
110
70
10%
5
Can freeze the target. Doesn't miss during hail.
Light Screen
psychic
status
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Protect
normal
status
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Frustra­tion
normal
physical
1
100
-
20
Power increases with unhappiness up to 102.
Return
normal
physical
1
100
-
20
Power increases with happiness, up to a maximum of 102.
Dig
ground
physical
80
100
-
10
User digs underground for one turn and hits on the second turn.
Brick Break
fighting
physical
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
Double Team
normal
status
-
-
-
15
Raises the user's evasion one stage.
Facade
normal
physical
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
psychic
status
-
-
-
10
The user falls asleep and regains all of its HP.
Attract
normal
status
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
Round
normal
special
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
Water Pulse
water
special
60
100
20%
20
Can confuse the target.
Fling
dark
physical
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
Work Up
normal
status
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
Grass Knot
grass
special
1
100
-
20
Power increases with the target's weight to a maximum of 120.
Swag­ger
normal
status
-
85
-
15
Raises the target's ATK two stages and then confuses it.
Sleep Talk
normal
status
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
Sub­stitute
normal
status
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
Rock Smash
fighting
physical
40
100
50%
15
Can lower the target's DEF one stage.
Moon­blast
fairy
special
95
100
30%
15
Can lower the target's SP.ATK one stage.
Aqua Jet
water
physical
40
100
-
20
Has +1 move priority.
Draining Kiss
fairy
special
50
100
-
10
Heals the user 75% of the damage dealt to the target.
Play Rough
fairy
physical
90
90
10%
10
Can lower the target's ATK one stage.
Focus Punch
fighting
physical
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
Power-Up Punch
fighting
physical
40
100
100%
20
Raises the user's ATK one stage.
Scald
water
special
80
100
30%
15
Can burn the target.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Bounce
flying
physical
85
85
30%
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Hyper Voice
normal
special
90
100
-
10
Inflicts regular damage.
Ice Punch
ice
physical
75
100
10%
15
Can freeze the target.
Iron Tail
steel
physical
100
75
30%
15
Can lower the target's DEF one stage.
Mud-slap
ground
special
20
100
100%
10
Lowers the target's accuracy one stage.
Roll­out
rock
physical
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Super­power
fighting
physical
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Swift
normal
special
60
-
-
20
Doesn't miss.

Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
fairy
status
-
-
-
10
For five turns, protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves.
Marill can learn.

Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Amnesia
psychic
status
-
-
-
20
Raises the user's SP.DEF two stages.
Aqua Jet
water
physical
40
100
-
20
Has +1 move priority.
Belly Drum
normal
status
-
-
-
10
User pays half its max HP to maximize its ATK stat.
Body Slam
normal
physical
85
100
30%
15
Can paralyze the target.
Encore
normal
status
-
100
-
5
Forces the target to use the last used move for 3 turns.
Fake Tears
dark
status
-
100
-
20
Lowers the target's SP.DEF two stages.
Future Sight
psychic
special
120
100
-
10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
Muddy Water
water
special
90
85
30%
10
Can lower the target's accuracy one stage.
Perish Song
normal
status
-
-
-
5
Every Pokémon on the field will faint in 3 turns.
Present
normal
physical
1
90
-
15
Randomly deals damage or heals the target.
Refresh
normal
status
-
-
-
20
Removes burn, paralysis, or poison from the user.
Sing
normal
status
-
55
-
15
Puts the target to sleep.
Slam
normal
physical
80
75
-
20
Inflicts regular damage.
Soak
water
status
-
100
-
20
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
Super­power
fighting
physical
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Super­sonic
normal
status
-
55
-
20
Confuses the target.
Tickle
normal
status
-
100
-
20
Lowers the target's ATK and DEF one stage.
Water Sport
water
status
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
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