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Marill sprite

#0183

Marill

waterfairy0.4 m · 8.5 kg

Base stats — 250 total

HP
70
Atk
20
Def
50
SpA
20
SpD
50
Spe
40

Abilities

  • Thick Fat
  • Huge Power
  • Sap Sipper hidden

Learnset

What Marill learns in Black / White. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games. Hacks rebalance individual moves — Blaze Black / Volt White's docs are the authority on exact numbers.

Level11

  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 2Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 7Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 10Water GunwaterSpecial40 BP100% acc25 PPInflicts regular damage with no additional effect.
  • 15RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 18Bubble BeamwaterSpecial65 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • 23Aqua RingwaterStatus20 PPRestores 1/16 of the user’s max HP each turn.
  • 27Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 32Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • 37Aqua TailwaterPhysical90 BP90% acc10 PPInflicts regular damage with no additional effect.
  • 42Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.

Egg12

  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • Aqua JetwaterPhysical40 BP100% acc20 PPInflicts regular damage with no additional effect.
  • Belly DrumnormalStatus10 PPUser pays half its max HP to max out its Attack.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.
  • Muddy WaterwaterSpecial90 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • Perish SongnormalStatus5 PPUser and target both faint after three turns.
  • PresentnormalPhysical90% acc15 PPRandomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
  • RefreshnormalStatus20 PPCleanses the user of a burn, paralysis, or poison.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • SupersonicnormalStatus55% acc20 PPConfuses the target.
  • Water SportwaterStatus15 PPHalves all Fire-type damage.

TM/HM28

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • DivewaterPhysical80 BP100% acc10 PPUser dives underwater, dodging all attacks, and hits next turn.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • HailiceStatus10 PPChanges the weather to a hailstorm for five turns.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • ScaldwaterSpecial80 BP100% acc15 PPHas a chance to burn the target.
  • StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • WaterfallwaterPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.

Appears in — 19 games

Click a game to see the learnset as it works there; click again to go back to the latest.