Marill (Pokémon)/Generation V learnset

Revision as of 22:36, 5 October 2019 by Spriteit (talk | contribs) (→‎By [[Move Tutor|tutoring]]: Superpower PP 5)

← Marill Marill

By leveling up

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
BW B2W2 Move Type Cat. Power Accuracy PP
0011 0011 Tackle Normal Physical 05050 100}}100% 35
N/AN/A 0011 Bubble Water Special 02020 100}}100% 30
0077 0022 Tail Whip Normal Status 0000 100}}100% 30
N/AN/A 0055 Water Sport Water Status 0000 —}}—% 15
01010 0077 Water Gun Water Special 04040 100}}100% 25
0022 01010 Defense Curl Normal Status 0000 —}}—% 40
01515 01010 Rollout Rock Physical 03030 090}}90% 20
01818 01313 BubbleBeam Water Special 06565 100}}100% 20
N/AN/A 01616 Helping Hand Normal Status 0000 —}}—% 20
03737 02020 Aqua Tail Water Physical 09090 090}}90% 10
02727 02323 Double-Edge Normal Physical 120120 100}}100% 15
02323 02828 Aqua Ring Water Status 0000 —}}—% 20
03232 03131 Rain Dance Water Status 0000 —}}—% 5
N/AN/A 03737 Superpower Fighting Physical 120120 100}}100% 5
04242 04040 Hydro Pump Water Special 120120 080}}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
  • Click on the generation numbers at the top to see level-up moves from other generations

By TM/HM

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
 TM   Move   Type   Cat.   Pwr.   Acc.   PP 
  TM06 Toxic Poison Status 0000 090}}90% 10
  TM07 Hail Ice Status 0000 —}}—% 10
  TM10 Hidden Power Normal Special 0000 100}}100% 15
  TM13 Ice Beam Ice Special 09595 100}}100% 10
  TM14 Blizzard Ice Special 120120 070}}70% 5
  TM16 Light Screen Psychic Status 0000 —}}—% 30
  TM17 Protect Normal Status 0000 —}}—% 10
  TM18 Rain Dance Water Status 0000 —}}—% 5
  TM21 Frustration Normal Physical 0000 100}}100% 20
  TM27 Return Normal Physical 0000 100}}100% 20
  TM28 Dig Ground Physical 08080 100}}100% 10
  TM31 Brick Break Fighting Physical 07575 100}}100% 15
  TM32 Double Team Normal Status 0000 —}}—% 15
  TM42 Facade Normal Physical 07070 100}}100% 20
  TM44 Rest Psychic Status 0000 —}}—% 10
  TM45 Attract Normal Status 0000 100}}100% 15
  TM48 Round Normal Special 06060 100}}100% 15
  TM55 Scald Water Special 08080 100}}100% 15
  TM56 Fling Dark Physical 0000 100}}100% 10
  TM83 Work Up Normal Status 0000 —}}—% 30
  TM86 Grass Knot Grass Special 0000 100}}100% 20
  TM87 Swagger Normal Status 0000 090}}90% 15
  TM90 Substitute Normal Status 0000 —}}—% 10
  TM94 Rock Smash Fighting Physical 04040 100}}100% 15
  HM03 Surf Water Special 09595 100}}100% 15
  HM04 Strength Normal Physical 08080 100}}100% 15
  HM05 Waterfall Water Physical 08080 100}}100% 15
  HM06 Dive Water Physical 08080 100}}100% 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
  • Click on the generation numbers at the top to see TM moves from other generations

By breeding

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
 Father   Move   Type   Cat.   Pwr.   Acc.   PP 
Amnesia Psychic Status —% 10
Aqua Jet Water Physical 40 100% 20
Belly Drum Normal Status —% 10
Body Slam Normal Physical 85 100% 15
Encore Normal Status 100% 5
Fake Tears Dark Status 100% 20
Future Sight* Psychic Special 100 100% 10
Muddy Water Water Special 95 85% 10
Perish Song Normal Status —% 5
Present Normal Physical 90% 15
Refresh Normal Status —% 20
Sing Normal Status 55% 15
Slam Normal Physical 80 75% 20
Soak Water Status —% 20
Superpower Fighting Physical 120 100% 5
Supersonic Normal Status 55% 20
Tickle Normal Status 100% 20
Water Sport Water Status —% 15
  • Moves marked with an asterisk (*) must be chain bred onto Marill in Generation V
  • Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
  • Moves marked with a superscript game abbreviation can only be bred onto Marill in that game.
  • 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
  • Click on the generation numbers at the top to see Egg moves from other generations

By tutoring

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
 Game   Move   Type   Cat.   Pwr.   Acc.   PP 
B W B2 W2 Aqua Tail Water Physical 90 90% 10
B W B2 W2 Bounce Flying Physical 85 85% 5
B W B2 W2 Covet Normal Physical 60 100% 40
B W B2 W2 Helping Hand Normal Status —% 20
B W B2 W2 Hyper Voice Normal Special 90 100% 10
B W B2 W2 Ice Punch Ice Physical 75 100% 15
B W B2 W2 Icy Wind Ice Special 55 95% 15
B W B2 W2 Iron Tail Steel Physical 100 75% 15
B W B2 W2 Knock Off Dark Physical 20 100% 20
B W B2 W2 Sleep Talk Normal Status —% 10
B W B2 W2 Snore Normal Special 40 100% 15
B W B2 W2 Superpower Fighting Physical 120 100% 5
  • A black abbreviation in a colored box indicates that Marill can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Marill cannot be tutored the move in that game
  • 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
  • Click on the generation numbers at the top to see Move Tutor moves from other generations

By a prior evolution

Generation V
Other generations:
III - IV - VI - VII - VIII - IX
 Stage   Move   Type   Cat.   Pwr.   Acc.   PP 
  Splash Normal Status —% 40
  Charm Normal Status 100% 20
  BubbleBW Water Special 20 100% 30
  Slam Normal Physical 80 75% 20
 * UproarB2W2 Normal Special 90 100% 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
  • Click on the generation numbers at the top to see moves from other generations

Dream World moves

Generation V
Other generations:
II - III - IV - VI - VII - VIII - IX
 Event   Move   Type   Cat.   Pwr.   Acc.   PP 
Pleasant Forest Aqua Jet Water Physical 40 100% 20
Pleasant Forest Ice Punch Ice Physical 75 100% 15
  • A superscript level indicates that Marill can learn this move normally in Generation V at that level
  • 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
  • Click on the generation numbers at the top to see event moves from other generations