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#183 Marill | |
This database deals with Contests ONLY, for the battle version, Click here |
Picture |
Name |
Other Names |
No. |
Gender Ratio |
Type |
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Marill |
Japan: | Mariru マリル |
French: | Marill |
German: | Marill |
Korean: | 마릴 |
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National: | #183 |
Central Kalos: | #042 |
Coastal Kalos: | #--- |
Mountain Kalos: | #--- |
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Classification |
Height |
Weight |
Capture Rate |
Base Egg Steps |
Aquamouse Pokémon |
1'04"
0.4m |
18.7lbs
8.5kg | 190 | 2,560 |
Abilities: Thick Fat - Huge Power - Sap Sipper (Hidden Ability) |
Thick Fat: Fire and Ice-type moves deal 50% damage.
Huge Power: The Pokémon's Attack stat is doubled while it has this ability.
Hidden Ability (Available): Sap Sipper: Attack is raised by one stage when the Pokémon is hit by a Grass-type move. User receives no damage from Grass-type attacks. |
Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
800,000 Points Fast |
70 | 2 HP Point(s)
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Not Eligible/Known
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Evolutionary Chain |
| To get Azurill, you will need to breed while holding the Sea Incense |
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Locations - In-Depth Details |
X |
Route 3 - Surf | Details |
Y |
Route 3 - Surf | Details |
Omega Ruby |
Route 102, Route 111, Route 114, Route 117, Route 120, Route 123 | Details |
Alpha Sapphire |
Route 102, Route 111, Route 114, Route 117, Route 120, Route 123 | Details |
Trainer Locations | |
Details |
X & Y Level Up | |
— |
Tackle |
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| Quite an appealing move. |
— |
Water Gun |
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| Quite an appealing move. |
2 |
Tail Whip |
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| Works great if the user goes last this turn. |
5 |
Water Sport |
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| Excites the audience in any kind of contest. |
7 |
Bubble |
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| Quite an appealing move. |
10 |
Defense Curl |
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| Prevents the user from being startled one time this turn. |
10 |
Rollout |
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| An appealing move that can be used repeatedly without boring the audience. |
13 |
Bubble Beam |
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| Badly startles the last Pokémon to act before the user. |
16 |
Helping Hand |
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| Quite an appealing move. |
20 |
Aqua Tail |
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| Quite an appealing move. |
23 |
Double-Edge |
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| A very appealing move, but after using this move, the user is more easily startled. |
28 |
Aqua Ring |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
31 |
Rain Dance |
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| Works better the more the crowd is excited. |
37 |
Superpower |
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| A very appealing move, but after using this move, the user is more easily startled. |
40 |
Hydro Pump |
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| Works better the more the crowd is excited. |
45 |
Play Rough |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
ΩRαS Level Up | |
— |
Tackle |
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| Quite an appealing move. |
— |
Water Gun |
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| Quite an appealing move. |
2 |
Tail Whip |
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| Works great if the user goes last this turn. |
5 |
Water Sport |
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| Excites the audience in any kind of contest. |
7 |
Bubble |
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| Quite an appealing move. |
10 |
Defense Curl |
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| Prevents the user from being startled one time this turn. |
10 |
Rollout |
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| An appealing move that can be used repeatedly without boring the audience. |
13 |
Bubble Beam |
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| Badly startles the last Pokémon to act before the user. |
16 |
Helping Hand |
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| Quite an appealing move. |
20 |
Aqua Tail |
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| Quite an appealing move. |
23 |
Play Rough |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
28 |
Aqua Ring |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
31 |
Rain Dance |
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| Works better the more the crowd is excited. |
37 |
Double-Edge |
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| A very appealing move, but after using this move, the user is more easily startled. |
40 |
Superpower |
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| A very appealing move, but after using this move, the user is more easily startled. |
47 |
Hydro Pump |
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| Works better the more the crowd is excited. |
TM & HM Attacks | |
TM06 |
Toxic |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM07 |
Hail |
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| Badly startles all Pokémon that successfully showed their appeal. |
TM10 |
Hidden Power |
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| An appealing move that can be used repeatedly without boring the audience. |
TM13 |
Ice Beam |
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| Badly startles the last Pokémon to act before the user. |
TM14 |
Blizzard |
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| Badly startles the last Pokémon to act before the user. |
TM16 |
Light Screen |
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| Prevents the user from being startled one time this turn. |
TM17 |
Protect |
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| Prevents the user from being startled one time this turn. |
TM18 |
Rain Dance |
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| Works better the more the crowd is excited. |
TM21 |
Frustration |
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| Badly startles the last Pokémon to act before the user. |
TM27 |
Return |
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| Quite an appealing move. |
TM28 |
Dig |
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| Prevents the user from being startled one time this turn. |
TM31 |
Brick Break |
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| Quite an appealing move. |
TM32 |
Double Team |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM42 |
Facade |
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| Works great if the user goes last this turn. |
TM44 |
Rest |
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| Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
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| Makes the remaining Pokémon nervous. |
TM48 |
Round |
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| Works well if it is the same type as the move used by the last Pokémon. |
TM55 |
Scald |
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| Makes the remaining Pokémon nervous. |
TM56 |
Fling |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM86 |
Grass Knot |
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| Works better the later it is used in a turn. |
TM87 |
Swagger |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
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| Effectiveness varies depending on when it is used. |
TM90 |
Substitute |
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| Prevents the user from being startled one time this turn. |
TM94 (XY) HM06 (ΩRαS) |
Rock Smash |
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| Quite an appealing move. |
TM94 (ΩRαS) |
Secret Power |
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| Works well if the user is pumped up. |
TM98 |
Power-Up Punch |
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| Works well if the user is pumped up. |
TM100 |
Confide |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
HM03 |
Surf |
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| Startles all of the Pokémon to act before the user. |
HM04 |
Strength |
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| Quite an appealing move. |
HM05 |
Waterfall |
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| Quite an appealing move. |
HM07 (ΩRαS) |
Dive |
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| Prevents the user from being startled one time this turn. |
Omega Ruby/Alpha Sapphire Move Tutor Attacks | |
Aqua Tail |
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| Quite an appealing move. |
Bounce |
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| Prevents the user from being startled until the turn ends. |
Covet |
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| Affected by how well the previous Pokémon's move went. |
Focus Punch |
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| Works great if the user goes last this turn. |
Helping Hand |
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| Quite an appealing move. |
Hyper Voice |
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| Startles all of the Pokémon to act before the user. |
Ice Punch |
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| Quite an appealing move. |
Icy Wind |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
Iron Tail |
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| Quite an appealing move. |
Knock Off |
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| Badly startles all of the Pokémon to act before the user. |
Snore |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
Superpower |
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| A very appealing move, but after using this move, the user is more easily startled. |
Water Pulse |
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| Makes audience expect little of other contestants. |
Pre-Evolution Only Moves | Splash |
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| Lv. 1 | |
Makes the audience quickly grow bored when an appeal move has little effect. | Charm |
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| Lv. 10 | |
Badly startles Pokémon that the audience has high expectations of. | Slam |
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| Lv. 20 | |
Quite an appealing move. | Bounce |
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| Lv. 23 | |
Prevents the user from being startled until the turn ends. | Copycat |
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Affected by how well the previous Pokémon's move went. | Encore |
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Makes the remaining Pokémon nervous. | Fake Tears |
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Makes the audience quickly grow bored when an appeal move has little effect. | Sing |
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Makes the remaining Pokémon nervous. | Slam |
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Quite an appealing move. | Soak |
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Badly startles Pokémon that the audience has high expectations of. | Tickle |
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Brings down the energy of any Pokémon that have already used a move this turn. |
Transfer Only Moves (Details) | |
Work Up |
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Gen V TM83 |
Excites the audience a lot if used first. | Dive |
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Gen V HM06 |
Prevents the user from being startled one time this turn. | Endure |
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Gen IV 203 |
Causes the user to move later on the next turn. | Captivate |
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Gen IV 445 |
Makes the audience quickly grow bored when an appeal move has little effect. | Natural Gift |
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Gen IV 363 |
Works better the more the crowd is excited. | Whirlpool |
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Gen IV 250 |
Temporarily stops the crowd from growing excited. | Dive |
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Move Tutor - PtHGSS |
Prevents the user from being startled one time this turn. | Swift |
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Move Tutor - PtHGSS |
Works great if the user goes first this turn. | Mud-slap |
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Move Tutor - PtHGSS |
Makes audience expect little of other contestants. | Headbutt |
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Move Tutor - HGSS |
Quite an appealing move. | Mega Punch |
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| Move Tutor - FRLG |
An appealing move that can be used repeatedly without boring the audience. | Mega Kick |
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| Move Tutor - FRLG |
Works better the more the crowd is excited. | Seismic Toss |
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| Move Tutor - FRLG |
An appealing move that can be used repeatedly without boring the audience. | Mimic |
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| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. | Dynamic Punch |
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Move Tutor - Emerald |
Badly startles Pokémon that the audience has high expectations of. | Endure |
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Move Tutor - Emerald |
Causes the user to move later on the next turn. | Mud-slap |
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Move Tutor - Emerald |
Makes audience expect little of other contestants. | Swift |
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Move Tutor - Emerald |
Works great if the user goes first this turn. |
Stats |
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HP |
Attack |
Defense |
Sp. Attack |
Sp. Defense |
Speed |
Base Stats - Total: 250 |
70 |
20 |
50 |
20 |
50 |
40 |
Max Stats Hindering Nature |
Lv. 50 |
130 - 177 |
22 - 64 |
49 - 91 |
22 - 64 |
49 - 91 |
40 - 82 |
Lv. 100 |
250 - 344 |
40 - 125 |
94 - 179 |
40 - 125 |
94 - 179 |
76 - 161 |
Max Stats Neutral Nature |
Lv. 50 |
130 - 177 |
25 - 72 |
55 - 102 |
25 - 72 |
55 - 102 |
45 - 92 |
Lv. 100 |
250 - 344 |
45 - 139 |
105 - 199 |
45 - 139 |
105 - 199 |
85 - 179 |
Max Stats Beneficial Nature |
Lv. 50 |
130 - 177 |
27 - 79 |
60 - 112 |
27 - 79 |
60 - 112 |
49 - 101 |
Lv. 100 |
250 - 344 |
49 - 152 |
115 - 218 |
49 - 152 |
115 - 218 |
93 - 196 |
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