Marill • Generation VIII Pokédex

Scarlet/Violet support is in the works!

Thank you for your interest in having the Marriland Pokédex updated to support Pokémon Scarlet & Violet! This has been something that I've been wanting to update for awhile, and it is my current project to implement support for the new games and The Teal Mask DLC. Thank you for your patience as I work on this over the coming week or two!

Marill
Pokédex Page for Marill

This is the Marriland Pokédex page for Marill, showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Marill's moves and location information from, please use the toggle below, or use the toggles further down in the page.

Marill

Marill
Sprite of Marill in Pokémon HOME

Marill's Type

WATER
FAIRY

Marill's Pokédex #s

National #
183
Galar #
--
Armor #
140
Crown #
--
Sinnoh #
125

Marill's Base Stats

HP:
70
Attack:
20
Defense:
50
Sp. Atk:
20
Sp. Def:
50
Speed:
40
Total:
250

Misc. Info

Height:
1'4" (0.4m)
Weight:
18.7 lbs. (8.5 kg)
Gender Ratio:
Egg Groups:
Water 1 / Fairy
EXP At Lv. 100:
800,000
EV Yield:
2 HP
Base EXP:
88
Catch Rate:
190
Base Happiness:
70

Marill's Abilities

Here are what abilities Marill can possibly have, along with their effects.
Thick Fat
Reduces the damage Marill takes from Fire- and Ice-type moves by 50%.
Huge Power
Marill's Attack stat is doubled.
Sap Sipper
Protects Marill from Grass moves and their effects, and raises Marill's Attack by one stage after being hit by one.

Weaknesses & Resistances

Below is a list of what Marill's weakness and resistance is to various types.
ELECTRIC
GRASS
POISON
½
FIRE
WATER
ICE
FIGHTING
BUG
DARK
immune
DRAGON

Marill's Evolution Line

Below you'll find a list of all Pokémon Marill evolves from or into, along with its evolution method.
Azurill
Azurill
level up w/ held
Marill
Marill
level up w/ high happiness
Azumarill
Azumarill
at level 18

Marill's Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Marill can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Marill learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Rollout
Lose control for up to 5 turns, with each hit doing 2× as much. Doubles damage if Defense Curl was used beforehand.
ROCK
PHYSICAL
30 90% 20 One Target
1
Defense Curl
Raises Marill's Defense by one stage. Rollout and Ice Ball do double damage.
NORMAL
STATUS
-- -- 40 User
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Water Gun
Damages the target.
WATER
SPECIAL
40 100% 25 One Target
1
Tail Whip
Lowers all nearby enemies' Defense by one stage.
NORMAL
STATUS
-- 100% 30 Nearby Enemies
1
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
6
Bubble Beam
10% chance of lowering the target's Speed by one stage.
WATER
SPECIAL
65 100% 20 One Target
9
Charm
Lowers the target's Attack by two stages.
FAIRY
STATUS
-- 100% 20 One Target
12
Slam
Damages the target.
NORMAL
PHYSICAL
80 75% 20 One Target
15
Bounce
Can't be hit on the first turn, attacks on the second turn. Has a 30% chance of paralyzing the target.
FLYING
PHYSICAL
85 85% 5 One Target
19
Aqua Tail
Damages the target.
WATER
PHYSICAL
90 90% 10 One Target
21
Play Rough
10% chance of lowering the target's Attack by one stage.
FAIRY
PHYSICAL
90 90% 10 One Target
24
Aqua Ring
Restores 1/16 the user's max HP between turns.
WATER
STATUS
-- -- 20 User
27
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
30
Hydro Pump
Damages the target.
WATER
SPECIAL
110 80% 5 One Target
33
Double-Edge
Marill takes 33% of Double-Edge's damage as recoil damage.
NORMAL
PHYSICAL
120 100% 15 One Target
36
Superpower
Lowers Marill's Attack and Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target

TM Moves

Here are all of the moves that Marill can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM00
Mega Punch
Damages the target.
NORMAL
PHYSICAL
80 85% 20 One Target
TM01
Mega Kick
Damages the target.
NORMAL
PHYSICAL
120 75% 5 One Target
TM04
Ice Punch
Has a 10% chance to freeze the target.
ICE
PHYSICAL
75 100% 15 One Target
TM15
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM21
Rest
Marill restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Marill from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM27
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
TM29
Charm
Lowers the target's Attack by two stages.
FAIRY
STATUS
-- 100% 20 One Target
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM35
Hail
Changes the weather to hail for 5 turns.
ICE
STATUS
-- -- 10 Entire Field
TM36
Whirlpool
Traps the target for 2–5 turns; does 1/16 max HP per turn. Deals extra damage to targets using Dive.
WATER
SPECIAL
35 85% 15 One Target
TM39
Facade
Does double damage if Marill is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM41
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM45
Dive
Can't be hit on the first turn, attacks on the second turn.
WATER
PHYSICAL
80 100% 10 One Target
TM47
Fake Tears
Lowers the target's Special Defense by two stages.
DARK
STATUS
-- 100% 20 One Target
TM52
Bounce
Can't be hit on the first turn, attacks on the second turn. Has a 30% chance of paralyzing the target.
FLYING
PHYSICAL
85 85% 5 One Target
TM53
Mud Shot
100% chance of lowering the target's Speed by one stage.
GROUND
SPECIAL
55 95% 15 One Target
TM59
Fling
Throws Marill's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM87
Draining Kiss
Heals Marill by 75% of the damage dealt to the target.
FAIRY
SPECIAL
50 100% 10 One Target
TM89
Misty Terrain
Activates Misty Terrain for 5 turns, which protects non-airborne Pokémon from status conditions and halves damage from Dragon-type moves.
FAIRY
STATUS
-- -- 10 Entire Field
TM97
Brutal Swing
Damages all nearby Pokémon.
DARK
PHYSICAL
60 100% 20 All But Self

TR Moves

Here are all of the moves that Marill can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR01
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
TR03
Hydro Pump
Damages the target.
WATER
SPECIAL
110 80% 5 One Target
TR04
Surf
Deals extra damage to targets using Dive.
WATER
SPECIAL
90 100% 15 All But Self
TR05
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TR06
Blizzard
Has a 10% chance to freeze all nearby enemies. 100% accuracy while it is hailing.
ICE
SPECIAL
110 70% 5 Nearby Enemies
TR16
Waterfall
Has a 20% chance of causing the target to flinch.
WATER
PHYSICAL
80 100% 15 One Target
TR17
Amnesia
Raises Marill's Special Defense by two stages.
PSYCHIC
STATUS
-- -- 20 User
TR20
Substitute
Costs 25% of Marill's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Marill's moves at random.
NORMAL
STATUS
-- -- 10 User
TR30
Encore
Forces the target to use its recent move for a few turns.
NORMAL
STATUS
-- 100% 5 One Target
TR31
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TR34
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
TR35
Uproar
Lose control for up to 5 turns. While the Uproar is active, no Pokémon can be asleep.
NORMAL
SPECIAL
90 100% 10 Random Enemy
TR39
Superpower
Lowers Marill's Attack and Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
TR42
Hyper Voice
Damages all nearby enemies.
NORMAL
SPECIAL
90 100% 10 Nearby Enemies
TR45
Muddy Water
30% chance of lowering all nearby enemies' Accuracy by one stage.
WATER
SPECIAL
90 85% 10 Nearby Enemies
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR84
Scald
Has a 30% chance to burn the target.
WATER
SPECIAL
80 100% 15 One Target
TR85
Work Up
Raises Marill's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User
TR90
Play Rough
10% chance of lowering the target's Attack by one stage.
FAIRY
PHYSICAL
90 90% 10 One Target

Egg Moves

Here are all of the moves that Marill can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Marill.
Move Type Category Power Acc.% PP Target Info
EGG
Aqua Jet
Has higher priority.
WATER
PHYSICAL
40 100% 20 One Target
EGG
Belly Drum
Uses 50% of Marill's max HP to raise its Attack modifier to +6.
NORMAL
STATUS
-- -- 10 User
EGG
Copycat
Copies the last used move of any Pokémon and uses it immediately.
NORMAL
STATUS
-- -- 20 User
EGG
Perish Song
All Pokémon on the field are knocked out after 3 turns unless they switch out.
NORMAL
STATUS
-- -- 5 All Pokémon
EGG
Present
Has 40, 80, or 120 power, or heals the target.
NORMAL
PHYSICAL
varies 90% 15 One Target
EGG
Sing
Puts the target to sleep.
NORMAL
STATUS
-- 55% 15 One Target
EGG
Soak
Changes the target's type to Water until it switches out.
WATER
STATUS
-- 100% 20 One Target
EGG
Supersonic
Confuses the target.
NORMAL
STATUS
-- 55% 20 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target

Move Tutor Moves

Here are all of the moves that Marill can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Steel Roller
Steel Roller fails if used while there is no Terrain in effect. After doing damage, any active Terrain effect is removed.
STEEL
PHYSICAL
130 100% 5 One Target
TUTOR
Misty Explosion
Marill is knocked out after using Misty Explosion. Misty Explosion's power is increased by 50% if Misty Terrain is active.
FAIRY
SPECIAL
100 100% 5 All But Self

Level Up Moves

Here are all of the moves Marill learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Rollout
Lose control for up to 5 turns, with each hit doing 2× as much. Doubles damage if Defense Curl was used beforehand.
ROCK
PHYSICAL
30 90% 20 One Target
1
Defense Curl
Raises Marill's Defense by one stage. Rollout and Ice Ball do double damage.
NORMAL
STATUS
-- -- 40 User
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Water Gun
Damages the target.
WATER
SPECIAL
40 100% 25 One Target
1
Tail Whip
Lowers all nearby enemies' Defense by one stage.
NORMAL
STATUS
-- 100% 30 Nearby Enemies
1
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
1
Splash
Does nothing.
NORMAL
STATUS
-- -- 40 User
6
Bubble Beam
10% chance of lowering the target's Speed by one stage.
WATER
SPECIAL
65 100% 20 One Target
9
Charm
Lowers the target's Attack by two stages.
FAIRY
STATUS
-- 100% 20 One Target
12
Slam
Damages the target.
NORMAL
PHYSICAL
80 75% 20 One Target
15
Bounce
Can't be hit on the first turn, attacks on the second turn. Has a 30% chance of paralyzing the target.
FLYING
PHYSICAL
85 85% 5 One Target
19
Aqua Tail
Damages the target.
WATER
PHYSICAL
90 90% 10 One Target
21
Play Rough
10% chance of lowering the target's Attack by one stage.
FAIRY
PHYSICAL
90 90% 10 One Target
24
Aqua Ring
Restores 1/16 the user's max HP between turns.
WATER
STATUS
-- -- 20 User
27
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
30
Hydro Pump
Damages the target.
WATER
SPECIAL
110 80% 5 One Target
33
Double-Edge
Marill takes 33% of Double-Edge's damage as recoil damage.
NORMAL
PHYSICAL
120 100% 15 One Target
36
Superpower
Lowers Marill's Attack and Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target

TM Moves

Here are all of the moves that Marill can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM01
Focus Punch
Low priority. Charges for the turn. If hit, lose focus and do nothing for the turn.
FIGHTING
PHYSICAL
150 100% 20 One Target
TM03
Water Pulse
Has a 20% chance of confusing the target.
WATER
SPECIAL
60 100% 20 One Target
TM07
Hail
Changes the weather to hail for 5 turns.
ICE
STATUS
-- -- 10 Entire Field
TM10
Work Up
Raises Marill's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User
TM13
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TM14
Blizzard
Has a 10% chance to freeze all nearby enemies. 100% accuracy while it is hailing.
ICE
SPECIAL
110 70% 5 Nearby Enemies
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Marill from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM23
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TM28
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM31
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM32
Double Team
Raises Marill's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM42
Facade
Does double damage if Marill is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Marill restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM45
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM49
Scald
Has a 30% chance to burn the target.
WATER
SPECIAL
80 100% 15 One Target
TM56
Fling
Throws Marill's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM82
Sleep Talk
Can only be used while asleep. Uses one of Marill's moves at random.
NORMAL
STATUS
-- -- 10 User
TM86
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Marill's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM95
Surf
Deals extra damage to targets using Dive.
WATER
SPECIAL
90 100% 15 All But Self
TM96
Strength
Damages the target.
NORMAL
PHYSICAL
80 100% 15 One Target
TM98
Rock Smash
50% chance of lowering the target's Defense by one stage.
FIGHTING
PHYSICAL
40 100% 15 One Target
TM99
Waterfall
Has a 20% chance of causing the target to flinch.
WATER
PHYSICAL
80 100% 15 One Target

Egg Moves

Here are all of the moves that Marill can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Marill.
Move Type Category Power Acc.% PP Target Info
EGG
Aqua Jet
Has higher priority.
WATER
PHYSICAL
40 100% 20 One Target
EGG
Belly Drum
Uses 50% of Marill's max HP to raise its Attack modifier to +6.
NORMAL
STATUS
-- -- 10 User
EGG
Copycat
Copies the last used move of any Pokémon and uses it immediately.
NORMAL
STATUS
-- -- 20 User
EGG
Perish Song
All Pokémon on the field are knocked out after 3 turns unless they switch out.
NORMAL
STATUS
-- -- 5 All Pokémon
EGG
Present
Has 40, 80, or 120 power, or heals the target.
NORMAL
PHYSICAL
varies 90% 15 One Target
EGG
Sing
Puts the target to sleep.
NORMAL
STATUS
-- 55% 15 One Target
EGG
Soak
Changes the target's type to Water until it switches out.
WATER
STATUS
-- 100% 20 One Target
EGG
Supersonic
Confuses the target.
NORMAL
STATUS
-- 55% 20 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target
EGG
Amnesia
Raises Marill's Special Defense by two stages.
PSYCHIC
STATUS
-- -- 20 User
EGG
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
EGG
Superpower
Lowers Marill's Attack and Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
EGG
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
EGG
Muddy Water
30% chance of lowering all nearby enemies' Accuracy by one stage.
WATER
SPECIAL
90 85% 10 Nearby Enemies

Marill's Detailed Stats

Below you'll find a more detailed table containing Marill's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Marill's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Marill is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
250 281 313 344 70
Attack
45 76 108 139 20
Defense
105 136 168 199 50
Sp. Atk
45 76 108 139 20
Sp. Def
105 136 168 199 50
Speed
85 116 148 179 40
Total
250

Where to Find Marill in Brilliant Diamond & Shining Pearl

If you're looking for where to find Marill, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Marill in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Marill

Can be found as a wandering Pokémon in the Isle of Armor (DLC) in a few areas.

Getting Marill By Evolution

Evolves from Azurill when friendship is high enough and it gains a level.
Location information on where to find Marill in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Marill

Generation 8 Pokédex Entries

Sword
This Pokémon uses its round tail as a float. The ball of Marill's tail is filled with nutrients that have been turned into an oil.
Shield
Even after Marill swims in a cold sea, its water- repellent fur dries almost as soon as Marill leaves the water. That's why this Pokémon is never cold.

Generation 6 Pokédex Entries

X
The fur on its body naturally repels water. It can stay dry, even when it plays in the water.
Y
The tip of its tail is filled with oil that is lighter than water, so it acts as a float.
Omega Ruby
Marill's oil-filled tail acts much like a life preserver. If you see just its tail bobbing on the water's surface, it's a sure indication that this Pokémon is diving beneath the water to feed on aquatic plants.
Alpha Sapphire
When fishing for food at the edge of a fast-running stream, Marill wraps its tail around the trunk of a tree. This Pokémon's tail is flexible and configured to stretch.

Generation 5 Pokédex Entries

Black White
The oil-filled end of its tail floats on water. It keeps Marill from drowning even in a strong current.
Black 2 White 2
The oil-filled tail functions as a buoy, so it's fine even in rivers with strong currents.

Generation 4 Pokédex Entries

Diamond
Using its tail as a float, it dives underwater. It likes eating plants that grow on river bottoms.
Pearl
The tip of its tail is filled with oil that is lighter than water, so it acts as a float.
Platinum
The oil-filled end of its tail floats on water. It keeps MARILL from drowning even in a strong current.
HeartGold
The tip of its tail, which contains oil that is lighter than water, lets it swim without drowning.
SoulSilver
The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.

Generation 3 Pokédex Entries

Ruby
MARILL's oil-filled tail acts much like a life preserver. If you see just its tail bobbing on the water's surface, it's a sure indication that this POKéMON is diving beneath the water to feed on aquatic plants.
Sapphire
When fishing for food at the edge of a fast-running stream, MARILL wraps its tail around the trunk of a tree. This POKéMON's tail is flexible and configured to stretch.
Emerald
Its body is covered with water-repellent fur. Because of the fur, it can swim through water at high speed without being slowed by the water's resistance.
FireRed
The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.
LeafGreen
The tip of its tail, which contains oil that is lighter than water, lets it swim without drowning.

Generation 2 Pokédex Entries

Gold
The tip of its tail, which con­tains oil that is lighter than wa­ter, lets it swim without drowning.
Silver
The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.
Crystal
The fur on its body naturally repels water. It can stay dry, even when it plays in the water.
©2000–2012, 2016–2024 Marriland and its licensors. All rights reserved.
Pokémon characters and names are copyright © The Pokémon Company and/or Nintendo.