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Marill Moves & Learnsetin Pokémon Modern Emerald

waterfairy56 total moves

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

Move Summary

16
Level Up
24
TM/HM
0
Move Tutor
16
Egg Moves
56
Total

Level Up Moves (16)

Moves that Marill learns naturally as it levels up.

TackleLevel: 1normal
4010035
Charges the foe with a full- body tackle.
BubbleLevel: 1water
3010030
An attack using bubbles. May lower the foe's Speed.
Helping HandLevel: 1normal
010020
Boosts the power of the recipient's moves.
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.
CharmLevel: 9fairy
010020
Charms the foe and sharply reduces its Attack.
Water GunLevel: 10water
4010025
Squirts water to attack the foe.
SlamLevel: 12normal
807520
Slams the foe with a long tail, vine, etc.
RolloutLevel: 15rock
309020
An attack lasting 5 turns with rising intensity.
BounceLevel: 18flying
85855
Bounces up, then down the next turn. May paralyze.
Bubble BeamLevel: 21water
6510020
Forcefully sprays bubbles that may lower Speed.
Play RoughLevel: 23fairy
909010
Plays rough with the foe. May lower Attack.
Double EdgeLevel: 28normal
12010015
A life-risking tackle that also hurts the user.
Rain DanceLevel: 36water
005
Boosts the power of Water- type moves for 5 turns.
SuperpowerLevel: 40fighting
1201005
Boosts strength sharply, but lowers abilities.
Hydro PumpLevel: 45water
120805
Blasts water at high power to strike the foe.

Egg Moves (16)

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
12010010
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
05520
Emits bizarre sound waves that may confuse the foe.
Substitutenormal
0010
Creates a decoy using 1/4 of the user's maximum HP.
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
12010010
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
05520
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
07010TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
Ice Beamice
9010010TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
110705TM14
Hits the foe with an icy storm that may freeze it.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Digground
8010010TM28
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
005TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Surfwater
9010015HM03
Creates a huge wave, then crashes it down on the foe.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Rock Smashfighting
4010015HM06
A rock-crushing attack that may lower Defense.
Waterfallwater
8010015HM07
Charges the foe with speed to climb waterfalls.
Divewater
9010010HM08
Dives underwater the first turn and strikes next turn.