Marill (Pokémon)/Generation II learnset

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By leveling up

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 Level   Move   Type   Power   Accuracy   PP 
011 Tackle Normal 03535 095}}95% 35
033 Defense Curl Normal 0000 00—}}—% 40
066 Tail Whip Normal 0000 100}}100% 30
1010 Water Gun Water 04040 100}}100% 25
1515 Rollout Rock 03030 090}}90% 20
2121 BubbleBeam Water 06565 100}}100% 20
2828 Double-Edge Normal 120120 100}}100% 15
3636 Rain Dance Water 0000 00—}}—% 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 II
Other generations:
III - IV - V - VI - VII - VIII
 TM   Move   Type   Power   Accuracy   PP 
  TM01 DynamicPunch Fighting 100 50% 5
  TM02 Headbutt Normal 70 100% 15
  TM03 Curse ??? —% 10
  TM04 Rollout Rock 30 90% 20
  TM06 Toxic Poison 85% 10
  TM10 Hidden Power Normal 100% 15
  TM13 Snore Normal 40 100% 15
  TM14 Blizzard Ice 120 70% 5
  TM16 Icy Wind Ice 55 95% 15
  TM17 Protect Normal —% 10
  TM18 Rain Dance Water —% 5
  TM20 Endure Normal —% 10
  TM21 Frustration Normal 100% 20
  TM23 Iron Tail Steel 100 75% 15
  TM27 Return Normal 100% 20
  TM31 Mud-Slap Ground 20 100% 10
  TM32 Double Team Normal —% 15
  TM33 Ice Punch Ice 75 100% 15
  TM34 Swagger Normal 90% 15
  TM35 Sleep Talk Normal —% 10
  TM39 Swift Normal 60 —% 20
  TM40 Defense Curl Normal —% 40
  TM44 Rest Psychic —% 10
  TM45 Attract Normal 100% 15
  HM03 Surf Water 95 100% 15
  HM06 Whirlpool Water 15 70% 15
  HM07 Waterfall Water 80 100% 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
  • Click on the generation numbers at the top to see TM moves from other generations

By breeding

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 Father   Move   Type   Power   Accuracy   PP 
     Amnesia Psychic —% 20
   Belly Drum Normal —% 10
  Foresight* Normal 100% 40
  Future Sight* Psychic 80 90% 15
   Light Screen Psychic —% 30
   Perish Song Normal —% 5
  Present Normal 90% 15
  Supersonic Normal 55% 20
  • Moves marked with an asterisk (*) must be chain bred onto Marill in Generation II
  • 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 II
Other generations:
III - IV - V - VI - VII - VIII
 Game   Move   Type   Power   Accuracy   PP 
C Ice Beam Ice 95 100% 10
  • 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 events

Generation II
Other generations:
III - IV - V - VI - VII - VIII
 Event   Move   Type   Power   Accuracy   PP 
New York City Pokémon Center Dizzy Punch Normal 70 100% 10
New York City Pokémon Center Hydro Pump Water 120 80% 5
New York City Pokémon Center Scary Face Normal 90% 10
  • A superscript level indicates that Marill can learn this move normally in Generation II 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