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Marill (Pokémon)/Generation II learnset
2 Languages
Italiano
中文
Revision as of 00:56, 26 November 2023 by
Oneofthosedf
(
talk
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contribs
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(
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By {{pkmn|breeding}}
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← Marill
By
leveling up
Generation II
Other generations:
III
-
IV
-
V
-
VI
-
VII
-
VIII
-
IX
Level
Move
Type
Power
Accuracy
PP
01
1
Tackle
Normal
035
35
095}}
95%
35
03
3
Defense Curl
Normal
0000
—
00—}}
—%
40
06
6
Tail Whip
Normal
0000
—
100}}
100%
30
10
10
Water Gun
Water
040
40
100}}
100%
25
15
15
Rollout
Rock
030
30
090}}
90%
20
21
21
BubbleBeam
Water
065
65
100}}
100%
20
28
28
Double-Edge
Normal
120
120
100}}
100%
15
36
36
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
-
IX
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
-
IX
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
-
IX
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
-
IX
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
Category
Pokémon learnsets (Generation II)