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Bellossom #182: Bellossom
Pokémon
#184: Azumarill Azumarill
183MS
Marill
Aqua Mouse Pokémon
#183
183
Type
Water Fairy
Unknown
Abilities
Thick Fat or Huge Power
Hidden Abilities
Sap Sipper
Gender ratio
50% / 50%
Catch rate
190 (24.8%)
Breeding
Egg groups
Water1 and Fairy
Hatch time
2805 steps
Height
1'3" 0.4 m
0'0" 0 m
Weight
18.7 lbs. 8.5 kg
0 lbs. 0 kg
Base experience yield
88
Leveling rate
Fast
EV yield
Total: 2
2
HP
0
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
0
HP
0
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
Body style
Unknown
Footprint
Footprint
Pokédex color
Blue
Base friendship
70

Marill is a Water/Fairy dual type Pokemon. It evolves from Azurill with high friendship. It evolves into Azumarill starting at level 18. It evolves into Pikablu while exposed to a(n) Beta Stone. It evolves into Azumarillegg at night, if holding a(n) Beta Stone.

Pokédex entry

Pokédex entry
Its body is covered with water-repellent fur. Because of the fur, it can swim through water at high speed without being slowed by the water's resistance.

Held items

Held item(s)
None This Pokémon cannot be found holding an item.
Common
Uncommon
Rare
Always

Game locations

Availability
None This Pokémon cannot be found in the wild.
Always
Common Misty Cavern 2 (Cave),
Uncommon ROUTE 104 (Land),
Fossil
Rare
Special
Evolve
  • All species are also available through Wonder Trade and Randomizer.

Base stats

Stat Range
At Lv. 50 At Lv. 100
HP: 70
130 - 177 250 - 344
Attack: 30
31 - 90 58 - 174
Defense: 50
49 - 112 94 - 218
Sp.Atk: 40
40 - 101 76 - 196
Sp.Def: 50
49 - 112 94 - 218
Speed: 40
40 - 101 76 - 196
Total: 280   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Type effectiveness

Under normal battle conditions, this Pokémon is:
Immune to:
Normal
Fighting ½×
Flying
Poison
Ground
Rock
Bug ½×
Ghost
Steel
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark ½×
Fairy
Wood
Steam
Magma ½×
Wind
Paper
Rubber
Fear
Tech ½×
Magic ½×
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint ½×
Blood
Greasy ½×
Meme
Crystal ½×
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Doubly resistant to:
Normal
Fighting ½×
Flying
Poison
Ground
Rock
Bug ½×
Ghost
Steel
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark ½×
Fairy
Wood
Steam
Magma ½×
Wind
Paper
Rubber
Fear
Tech ½×
Magic ½×
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint ½×
Blood
Greasy ½×
Meme
Crystal ½×
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Resistant to:
Normal
Fighting ½×
Flying
Poison
Ground
Rock
Bug ½×
Ghost
Steel
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark ½×
Fairy
Wood
Steam
Magma ½×
Wind
Paper
Rubber
Fear
Tech ½×
Magic ½×
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint ½×
Blood
Greasy ½×
Meme
Crystal ½×
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Damaged normally by:
Normal
Fighting ½×
Flying
Poison
Ground
Rock
Bug ½×
Ghost
Steel
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark ½×
Fairy
Wood
Steam
Magma ½×
Wind
Paper
Rubber
Fear
Tech ½×
Magic ½×
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint ½×
Blood
Greasy ½×
Meme
Crystal ½×
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Weak to:
Normal
Fighting ½×
Flying
Poison
Ground
Rock
Bug ½×
Ghost
Steel
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark ½×
Fairy
Wood
Steam
Magma ½×
Wind
Paper
Rubber
Fear
Tech ½×
Magic ½×
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint ½×
Blood
Greasy ½×
Meme
Crystal ½×
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None
Doubly weak to:
Normal
Fighting ½×
Flying
Poison
Ground
Rock
Bug ½×
Ghost
Steel
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark ½×
Fairy
Wood
Steam
Magma ½×
Wind
Paper
Rubber
Fear
Tech ½×
Magic ½×
Light
Cosmic
Sound
Food
Zombie
Nuclear
Virus
Cyber
Glass
Plastic
Fabric
Time
Chaos
Divine
Paint ½×
Blood
Greasy ½×
Meme
Crystal ½×
Heart
Shadow
Ogre
Void
Qmarks
Wack
Bone
None

By leveling up

By Leveling up
 Level   Move   Type   Cat.   Pwr.   Acc.   PP 
1 Tackle Normal Physical 50 100% 35
1 Water Gun Water Special 40 100% 25
2 Tail Whip Normal Status 0 100% 30
5 Water Sport Water Status 0 0% 15
7 Bubble Water Special 20 100% 30
10 Defense Curl Normal Status 0 0% 40
10 Rollout Rock Physical 30 90% 20
13 BubbleBeam Water Special 65 100% 20
16 Glomp Fairy Physical 60 100% 20
20 Aqua Tail Water Physical 90 90% 10
23 Spectrum Fist Fairy Physical 75 100% 15
28 Aqua Ring Water Status 0 0% 20
31 Play Rough Fairy Physical 90 90% 10
37 Double-Edge Normal Physical 120 100% 15
40 Superpower Fighting Physical 120 100% 5
47 Hydro Pump Water Special 120 80% 5
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill
  • An accuracy of 0 means a move cannot miss, in case of status moves, it targets the user or the entire field.
  • A base power of 1 means that the move deals fixed damage or its base power varies depending on the situation.

By Breeding

By Breeding
 Father   Move   Type   Cat.   Pwr.   Acc.   PP 
Elf Shot Fairy Physical 75 95% 15
Amnesia Psychic Status 0 0% 20
Aqua Jet Water Physical 40 100% 20
Belly Drum Normal Status 0 0% 10
Body Slam Normal Physical 85 100% 15
Future Sight Psychic Special 100 100% 10
Muddy Water Water Special 95 85% 10
Perish Song Sound Status 0 0% 5
Present Normal Physical 1 90% 15
Refresh Normal Status 0 0% 20
Superpower Fighting Physical 120 100% 5
Supersonic Sound Status 0 55% 20
Water Sport Water Status 0 0% 15
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill
  • An accuracy of 0 means a move cannot miss, in case of status moves, it targets the user or the entire field.
  • A base power of 1 means that the move deals fixed damage or its base power varies depending on the situation.
  • Moves marked with an asterisk (*) must be chain bred onto Marill

By TM

By TM/HM
 TM   Move   Type   Cat.   Pwr.   Acc.   PP 
Facade Normal Physical 70 100% 20
Hail Ice Status 0 0% 10
Rest Psychic Status 0 0% 10
Round Normal Special 60 100% 15
Attract Heart Status 0 100% 15
Fling Dark Physical 1 100% 10
Hyper Voice Normal Special 90 100% 10
Wake-Up Slap Fighting Physical 60 100% 10
Surf Water Special 95 100% 15
Superpower Fighting Physical 120 100% 5
Double Team Normal Status 0 0% 15
Extinguish Water Special 70 100% 10
Blizzard Ice Special 120 70% 5
Snow Bank Ice Physical 60 100% 15
Dig Ground Physical 100 100% 10
Ice Punch Ice Physical 75 100% 15
Knock Off Dark Physical 65 100% 20
Bounce Flying Physical 85 90% 10
Icy Wind Ice Special 55 95% 15
Helping Hand Normal Status 0 0% 20
Secret Power Normal Physical 70 100% 20
Power-Up Punch Fighting Physical 40 100% 20
Break Up Heart Physical 70 100% 10
Capsize Water Physical 65 100% 20
Protect Normal Status 0 0% 10
Covet Normal Physical 60 100% 40
Light Screen Light Status 0 0% 30
Brick Break Fighting Physical 75 100% 15
Rain Dance Water Status 0 0% 5
Aqua Tail Water Physical 90 90% 10
Focus Punch Fighting Physical 150 100% 20
Frustration Normal Physical 1 100% 20
Scald Water Special 80 100% 15
Hidden Power Normal Special 1 100% 15
Dive Water Physical 100 100% 10
Waterfall Water Physical 85 95% 15
Strength Normal Physical 80 100% 20
Vacuum Cut Qmarks Special 1 100% 7
Mud-Slap Ground Special 20 100% 10
Snore Normal Special 60 100% 15
Return Normal Physical 1 100% 20
Ice Beam Ice Special 95 100% 10
Substitute Normal Status 0 0% 10
Water Pulse Water Special 60 100% 20
Swagger Normal Status 0 90% 15
Rock Smash Fighting Physical 50 100% 15
Iron Tail Steel Physical 100 80% 15
Grass Knot Grass Special 1 100% 20
Toxic Poison Status 0 90% 10
Work Up Normal Status 0 0% 30
Sleep Talk Normal Status 0 0% 10
  • Bold indicates a move that gets STAB when used by Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill
  • An accuracy of 0 means a move cannot miss, in case of status moves, it targets the user or the entire field.
  • A base power of 1 means that the move deals fixed damage or its base power varies depending on the situation.

Sprites

Front Back Front shiny Back shiny
GenderM 183 183b GenderM 183s 183sb




Trivia[]

Origin[]

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