Generation II · #0183 — Aqua Mouse Pokémon
Marill, the Aqua Mouse Pokémon, is a dual-type Water and Fairy-type Pokémon introduced in Generation II that has become a beloved staple of aquatic-themed teams since its debut in the Johto region. Originally classified as a pure Water-type before the introduction of Fairy-typing in Generation VI, Marill represents the middle stage of a three-stage evolutionary line beginning with the baby Pokémon Azurill and culminating in the powerful Azumarill. With a National Pokédex number of 183, this diminutive creature stands just 0.4 meters tall and weighs a mere 8.5 kilograms, making it one of the smaller Water-type Pokémon available to trainers. Despite its modest stature, Marill possesses remarkable adaptability to aquatic environments and boasts a respectable base stat total of 250, distributed in a way that emphasizes its defensive capabilities and special resilience while maintaining adequate HP for survival in competitive play.
0.4m
8.5kg
Aqua Mouse Pokémon
Male 50% / Female 50%
blue
upright
waters-edge
Halves damage from fire and ice moves.
Doubles Attack in battle.
Absorbs grass moves, raising Attack one stage.
Marill is characterized by its distinctive spherical body structure, featuring predominantly blue coloration with a contrasting white belly that gives it a charming, rotund appearance. Its most notable anatomical feature is the blue, bubble-like ball at the tip of its zigzagging tail, which contains oil lighter than water and serves as a natural buoy to keep the Pokémon afloat even in treacherous aquatic conditions. This remarkable adaptation is extensively documented across multiple Pokédex entries, which consistently emphasize the tail's life-preserving properties and its ability to keep Marill safe from drowning in strong currents. The Pokémon's body is covered entirely with water-repellent fur, an evolutionary adaptation that allows it to traverse aquatic environments at considerable speed without experiencing the resistance that would normally impede movement through water. Marill possesses round, sensitive ears with distinctive red insides that are capable of detecting distant sounds with remarkable acuity, while its short arms and feet, which lack visible digits, are perfectly suited for its semi-aquatic lifestyle. The blue ball at the tip of its tail possesses the remarkable ability to glow during attacks, adding a spectacular visual element to its combat displays.
Marill exhibits a perfectly balanced gender ratio of fifty percent male and fifty percent female, providing equal breeding opportunities regardless of which individual a trainer selects for their team. The species belongs to both the Water 1 and Fairy egg groups, a dual classification that reflects its Water and Fairy typing and provides flexibility in breeding chains with other Pokémon sharing these groups. With a base friendship value of 70, Marill begins with a moderately positive disposition toward its trainer, though patience and care are still required to foster the high friendship necessary for Azurill to evolve into Marill. The species hatches relatively quickly from its egg, requiring only 10 cycles (equivalent to approximately 2,314 to 2,570 steps) to complete incubation, making it an accessible Pokémon for trainers interested in breeding mechanics. The fast growth rate that Marill shares with its evolutionary relatives means that leveling up to the required level 18 for evolution into Azumarill progresses swiftly, allowing trainers to complete the evolutionary line relatively quickly once they have obtained or bred an Azurill.
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Marill occupies the crucial middle position in a three-stage evolutionary line that begins with Azurill, a baby Pokémon that evolves into Marill only when raised with high friendship. This evolution mechanic emphasizes the bond between trainer and Pokémon, requiring players to invest time and care into their Azurill before achieving the transformation. Upon reaching level 18, Marill undergoes its final evolution into Azumarill, a substantially larger and more powerful Pokémon that retains the Water and Fairy typing while dramatically improving its offensive capabilities. The transition from Azurill to Marill represents a significant power spike in the evolutionary line, with base stats increasing from Azurill's modest 250 total to maintain the same total while redistributing values, though the subsequent evolution to Azumarill at level 18 provides the most dramatic improvements, particularly in Attack and Special Attack statistics that jump from Marill's paltry 20 base values to much more respectable numbers. This three-stage evolution line makes Marill an excellent stepping stone for trainers seeking to develop a competitive water-type team, as it provides a balanced intermediate form that can be used effectively in mid-game encounters before advancing to Azumarill's superior stats.
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Marill exhibits a distinctly aquatic lifestyle, thriving in freshwater environments including streams, rivers, and bodies of water where it forages for aquatic plants and other food sources. According to Ruby and Sapphire era Pokédex entries, when fishing for food at the edge of fast-running streams, Marill demonstrates remarkable intelligence by wrapping its flexible, stretchable tail around tree trunks to anchor itself against powerful currents while it searches for sustenance. The species shows considerable adaptability to different water conditions, as evidenced by its base stat distribution that grants it 70 HP and balanced defensive stats of 50 in both Defense and Special Defense, allowing it to withstand environmental pressures with ease. Marill's water-repellent fur provides not only protection from water but also enables enhanced locomotion, permitting the Pokémon to maintain high swimming speeds without experiencing drag. The Pokémon has demonstrated remarkable physical capabilities as well, including the surprising ability to bounce on its tail as showcased in the anime episode "Abandon Ship!" This behavioral flexibility, combined with its natural buoyancy system, makes Marill an exceptionally competent aquatic Pokémon capable of thriving in diverse water environments.
The tip of its tail, which con tains oil that islighter than wa ter, lets it swim without drowning.
The end of its tail serves as a buoy that keepsit from drowning, even in a vicious current.
The fur on its body naturally repels water. Itcan stay dry, even when it plays in the water.
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.
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.
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.
The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.
The tip of its tail, which contains oil that is lighter than water, lets it swim without drowning.
Using its tail as a float, it dives underwater. It likes eating plants that grow on river bottoms.
The tip of its tail is filled with oil that is lighter than water, so it acts as a float.
The oil-filled end of its tail floats on water. It keeps MARILL from drowning even in a strong current.
The tip of its tail, which contains oil that is lighter than water, lets it swim without drowning.
The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.
The oil-filled end of its tail floats on water. It keeps Marill from drowning even in a strong current.
The oil-filled tail functions as a buoy, so it’s fine even in rivers with strong currents.
The fur on its body naturally repels water. It can stay dry, even when it plays in the water.
The tip of its tail is filled with oil that is lighter than water, so it acts as a float.
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.
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.
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.
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.
The name Marill is derived from a combination of "Marine," referencing its aquatic nature, and "Rill," a small stream or creek, creating a fitting nomenclature for this water-dwelling creature. The Japanese name "Maril" follows a similar derivation from "Marine" and "Mussel," though the mussel reference is particularly fitting given the Pokémon's pearl-like tail ball that resembles an oyster's precious gem. The design itself appears inspired by real-world aquatic mammals, particularly mice and rats adapted for water environments, with the oversized tail ball serving as both a biological and design marvel that makes Marill instantly recognizable among Water-type Pokémon. The bubble-like appendage functions as the signature identifier of the species, appearing across all official artwork and creating a silhouette that is distinctive even at small scale. The color palette of blue and white reflects its aquatic habitat, with the white belly providing natural countershading common in actual aquatic species, while the red inner ear structures add visual interest and echo design elements found in other Generation II Pokémon introduced alongside it in the Johto region.
Marill can learn 88 moves:
Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|
| amnesia | psychic | Status | — | — | 20 |
| aqua jet | water | Physical | 40 | 100 | 20 |
| aqua ring | water | Status | — | — | 20 |
| aqua tail | water | Physical | 90 | 90 | 10 |
| attract | normal | Status | — | 100 | 15 |
| belly drum | normal | Status | — | — | 10 |
| blizzard | ice | Special | 110 | 70 | 5 |
| body slam | normal | Physical | 85 | 100 | 15 |
| bounce | flying | Physical | 85 | 85 | 5 |
| brick break | fighting | Physical | 75 | 100 | 15 |
| bubble | water | Special | 40 | 100 | 30 |
| bubble beam | water | Special | 65 | 100 | 20 |
| camouflage | normal | Status | — | — | 20 |
| captivate | normal | Status | — | 100 | 20 |
| charm | fairy | Status | — | 100 | 20 |
| copycat | normal | Status | — | — | 20 |
| covet | normal | Physical | 60 | 100 | 25 |
| curse | ghost | Status | — | — | 10 |
| defense curl | normal | Status | — | — | 40 |
| dig | ground | Physical | 80 | 100 | 10 |
| dive | water | Physical | 80 | 100 | 10 |
| double team | normal | Status | — | — | 15 |
| double edge | normal | Physical | 120 | 100 | 15 |
| dynamic punch | fighting | Physical | 100 | 50 | 5 |
| encore | normal | Status | — | 100 | 5 |
| endure | normal | Status | — | — | 10 |
| facade | normal | Physical | 70 | 100 | 20 |
| fake tears | dark | Status | — | 100 | 20 |
| fling | dark | Physical | — | 100 | 10 |
| focus punch | fighting | Physical | 150 | 100 | 20 |
| foresight | normal | Status | — | — | 40 |
| frustration | normal | Physical | — | 100 | 20 |
| future sight | psychic | Special | 120 | 100 | 10 |
| grass knot | grass | Special | — | 100 | 20 |
| hail | ice | Status | — | — | 10 |
| headbutt | normal | Physical | 70 | 100 | 15 |
| helping hand | normal | Status | — | — | 20 |
| hidden power | normal | Special | 60 | 100 | 15 |
| hydro pump | water | Special | 110 | 80 | 5 |
| hyper voice | normal | Special | 90 | 100 | 10 |
| ice beam | ice | Special | 90 | 100 | 10 |
| ice punch | ice | Physical | 75 | 100 | 15 |
| icy wind | ice | Special | 55 | 95 | 15 |
| iron tail | steel | Physical | 100 | 75 | 15 |
| knock off | dark | Physical | 65 | 100 | 20 |
| light screen | psychic | Status | — | — | 30 |
| mega kick | normal | Physical | 120 | 75 | 5 |
| mega punch | normal | Physical | 80 | 85 | 20 |
| metronome | normal | Status | — | — | 10 |
| mimic | normal | Status | — | — | 10 |
| mud shot | ground | Special | 55 | 95 | 15 |
| mud slap | ground | Special | 20 | 100 | 10 |
| muddy water | water | Special | 90 | 85 | 10 |
| perish song | normal | Status | — | — | 5 |
| present | normal | Physical | — | 90 | 15 |
| protect | normal | Status | — | — | 10 |
| rain dance | water | Status | — | — | 5 |
| refresh | normal | Status | — | — | 20 |
| rest | psychic | Status | — | — | 5 |
| return | normal | Physical | — | 100 | 20 |
| rock smash | fighting | Physical | 40 | 100 | 15 |
| rollout | rock | Physical | 30 | 90 | 20 |
| secret power | normal | Physical | 70 | 100 | 20 |
| seismic toss | fighting | Physical | — | 100 | 20 |
| sing | normal | Status | — | 55 | 15 |
| slam | normal | Physical | 80 | 75 | 20 |
| sleep talk | normal | Status | — | — | 10 |
| snore | normal | Special | 50 | 100 | 15 |
| soak | water | Status | — | 100 | 20 |
| splash | normal | Status | — | — | 40 |
| strength | normal | Physical | 80 | 100 | 15 |
| substitute | normal | Status | — | — | 10 |
| superpower | fighting | Physical | 120 | 100 | 5 |
| supersonic | normal | Status | — | 55 | 20 |
| surf | water | Special | 90 | 100 | 15 |
| swagger | normal | Status | — | 85 | 15 |
| swift | normal | Special | 60 | — | 20 |
| tackle | normal | Physical | 40 | 100 | 35 |
| tail whip | normal | Status | — | 100 | 30 |
| take down | normal | Physical | 90 | 85 | 20 |
| tickle | normal | Status | — | 100 | 20 |
| toxic | poison | Status | — | 90 | 10 |
| uproar | normal | Special | 90 | 100 | 10 |
| water gun | water | Special | 40 | 100 | 25 |
| water pulse | water | Special | 60 | 100 | 20 |
| water sport | water | Status | — | — | 15 |
| waterfall | water | Physical | 80 | 100 | 15 |
| whirlpool | water | Special | 35 | 85 | 15 |
In competitive Pokémon battles, Marill occupies a niche role primarily in lower-tier competitive formats, as its base stat total of 250 falls short of what higher-level competitive play demands, though it serves admirably in Doubles formats and casual competitive environments. The species' exceptional versatility stems from its three available abilities, each suited to different strategic applications: Thick Fat reduces damage from Fire and Ice-type moves by fifty percent, making it an excellent choice for defensive teams dealing with these prevalent move types; Huge Power, the more offensively-oriented option, doubles Marill's Attack stat in battle, transforming its anemic 20 base Attack into a respectable 40, creating unexpected offensive pressure; and Sap Sipper, its hidden ability, absorbs Grass-type moves while raising Marill's Attack, providing a defensive advantage against Grass-types while simultaneously boosting offensive capability. With base Special Attack and Attack both sitting at 20, Marill relies heavily on its Huge Power ability or physical move coverage through breeding to generate meaningful damage output, making physical move selection critical to competitive success. The balanced bulk provided by its 70 HP and 50 defense stats in both categories allows Marill to survive hits from common competitive threats when combined with appropriate abilities, though trainers must carefully select move coverage to compensate for the species' limited raw power, making items like Choice Scarf or Life Orb essential equipment choices to maximize its competitive potential.
Marill is a water and fairy type Pokemon.
Marill evolves into azumarill.
Marill is weak to poison, grass and electric type moves.
Marill can be found in mt mortar (johto), johto route 42 (johto) and hoenn route 120 (hoenn) and 27 other locations.
Marill has achieved considerable cultural significance within the Pokémon franchise, appearing prominently in both the anime and trading card game since its debut, where it has captured the affection of trainers worldwide with its cute, approachable design and distinctive tail ball. The character Tracey Sketchit from the original Pokémon anime series famously captured and trained a Marill, establishing the species as a memorable part of the show's legacy, with the character appearing in multiple episodes and adventures throughout the Johto region saga. In the Pokémon Trading Card Game, Marill has appeared across numerous sets and eras, sometimes featuring its unique tail-spinning attack as depicted in TCG artwork, introducing generations of players to the species through card mechanics and illustrations. The Pokémon's design has proven sufficiently appealing to merit appearances in other Pokémon media, including the Pokémon Masters animated trailer and various manga adaptations such as Pokémon Adventures, where it has served important narrative roles in character development and team composition. The species' status as a somewhat underutilized but charismatic Water-type has earned it a dedicated fanbase within the broader Pokémon community, with enthusiasts appreciating both its biological design and its role as an accessible early-game Water-type option in multiple generation titles.
Marill's availability varies significantly across the numerous Pokémon games released over multiple generations, though it has consistently appeared in most mainline titles since its Generation II debut in Gold, Silver, and Crystal versions. In the Johto region games, Marill appears as a Natural Pokédex entry 130, available through evolution of Azurill with proper friendship development or captured directly in water-based locations, establishing it as an essential regional water-type option early in these games' narratives. The species maintained prominent availability throughout subsequent generations, appearing in Ruby and Sapphire as Pokédex entry 055, in Diamond and Pearl as entry 125, and continuing this pattern through HeartGold and SoulSilver, Black 2 and White 2, and modern generation titles including X and Y, Omega Ruby and Alpha Sapphire, Sword and Shield's Isle of Armor DLC, and most recently Scarlet and Violet as entry 047. Its capture rate of 190, classified as relatively high on the Pokémon capture scale, makes Marill significantly easier to catch than many other species when encountered in the wild, reducing the quantity of Poké Balls required to successfully capture an individual. The base experience yield provides steady progression for training purposes, varying slightly across different generation specifications but generally offering adequate experience gains during the mid-game portions of adventure where Marill typically appears in a trainer's journey.