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Marill Moves & Learnsetin Pokémon Emerald Legacy

water44 total moves

Complete moveset and learnset for Marill in Pokémon Emerald Legacy. Learn which moves Marill can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

12
Level Up
24
TM/HM
0
Move Tutor
8
Egg Moves
44
Total

Level Up Moves (12)

Moves that Marill learns naturally as it levels up.

TackleLevel: 1normal
3510035
Charges the foe with a full- body tackle.
Defense CurlLevel: 3normal
0040
Curls up to conceal weak spots and raise DEFENSE.
Tail WhipLevel: 6normal
010030
Wags the tail to lower the foe's DEFENSE.
Water GunLevel: 10water
4010025
Squirts water to attack the foe.
RolloutLevel: 15rock
309020
An attack lasting 5 turns with rising intensity.
Bubble BeamLevel: 22water
6510020
Forcefully sprays bubbles that may lower SPEED.
Take DownLevel: 26normal
9510020
A reckless charge attack that also hurts the user.
Rain DanceLevel: 33water
0010
Boosts the power of WATER- type moves for 5 turns.
Double EdgeLevel: 36normal
12010015
A life-risking tackle that also hurts the user.
SuperpowerLevel: 39fighting
1201005
Boosts strength sharply, but lowers abilities.
Hydro PumpLevel: 42water
120855
Blasts water at high power to strike the foe.
Belly DrumLevel: 45normal
0010
Maximizes ATTACK while sacrificing HP.

Egg Moves (8)

Moves that Marill can learn through breeding with compatible Pokémon.

Light Screenpsychic
0030
Creates a wall of light that lowers SP. ATK damage.
Presentnormal
19015
A gift in the form of a bomb. May restore HP.
Amnesiapsychic
0020
Forgets about something and sharply raises SP. DEF.
Future Sightpsychic
12010015
Heightens inner power to strike 2 turns later.
Belly Drumnormal
0010
Maximizes ATTACK while sacrificing HP.
Perish Songnormal
005
Any POKéMON hearing this song faints in 3 turns.
Supersonicnormal
07020
Emits bizarre sound waves that may confuse the foe.
Substitutenormal
0010
Creates a decoy using 1/4 of the user's maximum HP.

TM/HM Moves (24)

Moves that Marill can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
A powerful loyalty attack. The user flinches if hit.
Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Ice Beamice
9510015TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
120705TM14
Hits the foe with an icy storm that may freeze it.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Iron Tailsteel
1009015TM23
Attacks with a rock-hard tail. May lower DEFENSE.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Digground
7010020TM28
Digs underground the first turn and strikes next turn.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Surfwater
9510015HM03
Creates a huge wave, then crashes it down on the foe.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Rock Smashfighting
6010015HM06
A rock-crushing attack that may lower DEFENSE.
Waterfallwater
7010015HM07
Charges the foe with speed to climb waterfalls.
Divewater
8010015HM08
Dives underwater the first turn and strikes next turn.