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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

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 Sun / Moon. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level16

  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Water GunwaterSpecial40 BP100% acc25 PPInflicts regular damage with no additional effect.
  • 2Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 5Water SportwaterStatus15 PPHalves all Fire-type damage.
  • 7BubblewaterSpecial40 BP100% acc30 PPHas a chance to lower the target’s Speed by one stage.
  • 10Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 10RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 13Bubble BeamwaterSpecial65 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • 16Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • 20Aqua TailwaterPhysical90 BP90% acc10 PPInflicts regular damage with no additional effect.
  • 23Play RoughfairyPhysical90 BP90% acc10 PPHas a chance to lower the target’s Attack by one stage.
  • 28Aqua RingwaterStatus20 PPRestores 1/16 of the user’s max HP each turn.
  • 31Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • 37Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 40SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • 47Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.

Egg13

  • 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.
  • CamouflagenormalStatus20 PPUser’s type changes to match the terrain.
  • 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/HM26

  • 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.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • 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.
  • 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.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • 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

  • Gold / Silver
  • Crystal
  • Ruby / Sapphire
  • Emerald
  • Colosseum
  • XD
  • FireRed / LeafGreen
  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Brilliant Diamond / Shining Pearl
  • Scarlet / Violet