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Marill (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Marill
By
leveling up
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Tackle
Normal
Physical
040
40
100
100%
35
01
1
Water Gun
Water
Special
040
40
100
100%
25
02
2
Tail Whip
Normal
Status
0000
—
100
100%
30
05
5
Water Sport
Water
Status
0000
—
00—
—%
15
07
7
Bubble
Water
Special
040
40
100
100%
30
10
10
Defense Curl
Normal
Status
0000
—
00—
—%
40
10
10
Rollout
Rock
Physical
030
30
090
90%
20
13
13
Bubble Beam
Water
Special
065
65
100
100%
20
16
16
Helping Hand
Normal
Status
0000
—
00—
—%
20
20
20
Aqua Tail
Water
Physical
090
90
090
90%
10
23
23
Play Rough
Fairy
Physical
090
90
090
90%
10
28
28
Aqua Ring
Water
Status
0000
—
00—
—%
20
31
31
Rain Dance
Water
Status
0000
—
00—
—%
5
37
37
Double-Edge
Normal
Physical
120
120
100
100%
15
40
40
Superpower
Fighting
Physical
120
120
100
100%
5
47
47
Hydro Pump
Water
Special
110
110
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
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM01
TM01
Work Up
Normal
Status
0000
—
00—}}
—%
30
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM07
TM07
Hail
Ice
Status
0000
—
00—}}
—%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM13
TM13
Ice Beam
Ice
Special
090
90
100}}
100%
10
TM14
TM14
Blizzard
Ice
Special
110
110
070}}
70%
5
TM16
TM16
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM55
TM55
Scald
Water
Special
080
80
100}}
100%
15
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM86
TM86
Grass Knot
Grass
Special
0000
—
100}}
100%
20
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM94
TM94
Surf
Water
Special
090
90
100}}
100%
15
TM98
TM98
Waterfall
Water
Physical
080
80
100}}
100%
15
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
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 VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Amnesia
Psychic
Status
—
—%
20
Aqua Jet
Water
Physical
40
100%
20
Belly Drum
Normal
Status
—
—%
10
Body Slam
Normal
Physical
85
100%
15
Camouflage
Normal
Status
—
—%
20
Copycat
†
Normal
Status
—
—%
20
Encore
†
Normal
Status
—
100%
5
Fake Tears
†
Dark
Status
—
100%
20
Future Sight
*
Psychic
Special
120
100%
10
Muddy Water
Water
Special
90
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
—
100%
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 VII
Moves marked with a dagger (†) can only be bred onto Marill if it hatches as an
Azurill
, and cannot be obtained otherwise.
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 VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Aqua Tail
Water
Physical
90
90%
10
S
M
US
UM
Bounce
Flying
Physical
85
85%
5
S
M
US
UM
Covet
Normal
Physical
60
100%
25
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Helping Hand
Normal
Status
—
—%
20
S
M
US
UM
Hyper Voice
Normal
Special
90
100%
10
S
M
US
UM
Ice Punch
Ice
Physical
75
100%
15
S
M
US
UM
Icy Wind
Ice
Special
55
95%
15
S
M
US
UM
Iron Tail
Steel
Physical
100
75%
15
S
M
US
UM
Knock Off
Dark
Physical
65
100%
20
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Superpower
Fighting
Physical
120
100%
5
S
M
US
UM
Water Pulse
Water
Special
60
100%
20
A black or white 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 VII
Other generations:
III
-
IV
-
V
-
VI
-
VIII
-
IX
Stage
Move
Type
Cat.
Pwr.
Acc.
PP
Splash
Normal
Status
—
—%
40
Charm
Fairy
Status
—
100%
20
Slam
Normal
Physical
80
75%
20
Bounce
S
M
Flying
Physical
85
85%
5
*
Uproar
US
UM
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
Special moves
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Event
Move
Type
Cat.
Pwr.
Acc.
PP
Island Scan
S
M
Aqua Jet
Water
Physical
40
100%
20
A superscript level indicates that Marill can learn this move normally in Generation VII
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
By
transfer
from another generation
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
II
III
IV
V
VI
Captivate
Normal
Status
0000
—
100}}
100%
20
II
III
IV
V
VI
Curse
Ghost
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Dig
Ground
Physical
080
80
100}}
100%
10
II
III
IV
V
VI
Dive
Water
Physical
080
80
100}}
100%
10
II
III
IV
V
VI
Dynamic Punch
Fighting
Physical
100
100
050}}
50%
5
II
III
IV
V
VI
Endure
Normal
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Foresight
Normal
Status
0000
—
00—}}
—%
40
II
III
IV
V
VI
Headbutt
Normal
Physical
070
70
100}}
100%
15
II
III
IV
V
VI
Mega Kick
Normal
Physical
120
120
075}}
75%
5
II
III
IV
V
VI
Mega Punch
Normal
Physical
080
80
085}}
85%
20
II
III
IV
V
VI
Mimic
Normal
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Mud-Slap
Ground
Special
020
20
100}}
100%
10
II
III
IV
V
VI
Natural Gift
Normal
Physical
0000
—
100}}
100%
15
II
III
IV
V
VI
Power-Up Punch
Fighting
Physical
040
40
100}}
100%
20
II
III
IV
V
VI
Rock Smash
Fighting
Physical
040
40
100}}
100%
15
II
III
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
II
III
IV
V
VI
Seismic Toss
Fighting
Physical
0000
—
100}}
100%
20
II
III
IV
V
VI
Strength
Normal
Physical
080
80
100}}
100%
15
II
III
IV
V
VI
Swift
Normal
Special
060
60
00—}}
—%
20
II
III
IV
V
VI
Whirlpool
Water
Special
035
35
085}}
85%
15
A striped background indicates a generation in which the move can only be obtained via event or as a special move
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 transfer-only moves for other generations