Marill (Pokémon)/Generation VII learnset

← Marill Marill

By leveling up

Generation VII
Other generations:
II - III - IV - V - VI - VIII - IX
 Level   Move   Type   Cat.   Pwr.   Acc.   PP
011 Tackle Normal Physical 04040 100100% 35
011 Water Gun Water Special 04040 100100% 25
022 Tail Whip Normal Status 0000 100100% 30
055 Water Sport Water Status 0000 00——% 15
077 Bubble Water Special 04040 100100% 30
1010 Defense Curl Normal Status 0000 00——% 40
1010 Rollout Rock Physical 03030 09090% 20
1313 Bubble Beam Water Special 06565 100100% 20
1616 Helping Hand Normal Status 0000 00——% 20
2020 Aqua Tail Water Physical 09090 09090% 10
2323 Play Rough Fairy Physical 09090 09090% 10
2828 Aqua Ring Water Status 0000 00——% 20
3131 Rain Dance Water Status 0000 00——% 5
3737 Double-Edge Normal Physical 120120 100100% 15
4040 Superpower Fighting Physical 120120 100100% 5
4747 Hydro Pump Water Special 110110 08080% 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 06060 100}}100% 15
TM13  TM13 Ice Beam Ice Special 09090 100}}100% 10
TM14  TM14 Blizzard Ice Special 110110 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 07575 100}}100% 15
TM32  TM32 Double Team Normal Status 0000 00—}}—% 15
TM42  TM42 Facade Normal Physical 07070 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 06060 100}}100% 15
TM55  TM55 Scald Water Special 08080 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 09090 100}}100% 15
TM98  TM98 Waterfall Water Physical 08080 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
  BounceSM Flying Physical 85 85% 5
 * UproarUSUM 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 ScanSM 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 08080 100}}100% 10
II III IV V VI Dive Water Physical 08080 100}}100% 10
II III IV V VI Dynamic Punch Fighting Physical 100100 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 07070 100}}100% 15
II III IV V VI Mega Kick Normal Physical 120120 075}}75% 5
II III IV V VI Mega Punch Normal Physical 08080 085}}85% 20
II III IV V VI Mimic Normal Status 0000 00—}}—% 10
II III IV V VI Mud-Slap Ground Special 02020 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 04040 100}}100% 20
II III IV V VI Rock Smash Fighting Physical 04040 100}}100% 15
II III IV V VI Secret Power Normal Physical 07070 100}}100% 20
II III IV V VI Seismic Toss Fighting Physical 0000 100}}100% 20
II III IV V VI Strength Normal Physical 08080 100}}100% 15
II III IV V VI Swift Normal Special 06060 00—}}—% 20
II III IV V VI Whirlpool Water Special 03535 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