Pokemon Let's Go Marowak is a Ground Type pokemon also known as a Bone Keeper Pokémon, first discovered in the Kanto region. it's weak against Water, Grass, Ice type moves and has a Max CP of 425, 60 HP, 80 Attack, 50 SP Attack, 110 Defense, 80 SP Defense and 45 Speed. Considering it's stats, the best nature to have is Relaxed, this will increase it's Defense and decrease it's Speed stats.
Originally, it was weak and timid. After evolution, its temperament becomes violent, and it begins to wield bones as weapons.
Pokemon Lets Go Marowak Evolutions
What level does Pokemon Let's Go Marowak Evolve at?
The Unevolved Form Cubone Evolves from trading NPC into Alolan Marowak.
How to catch Marowak in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Marowak Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Marowak is in the Pokemon Tower zone, it will have a 10% chance to spawn in the area with a level range of 27-32. This also makes Pokemon Tower the best place to Catch Combo Chain hunt Shiny Marowak or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Marowak.
Best Nature for Marowak
We recommend a Relaxed Nature for Marowak, you can visit Madam Celadon to force encounter pokemon of Relaxed Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Marowak Moves
Level Up Moves
Pokemon Let's Go Marowak Moves You Learn From Leveling Up.
|0||Swords Dance||Normal||None||--||30||--||Raises the user's Attack by two stages.|
|1||Bone Club||Ground||Physical||65||20||85%||Has a 10% chance to make the target flinch.|
|1||Growl||Normal||None||--||40||100%||Lowers the target's Attack by one stage.|
|1||Leer||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|1||Screech||Normal||None||--||40||85%||Lowers the target's Defense by two stages.|
|1||Swords Dance||Normal||None||--||30||--||Raises the user's Attack by two stages.|
|1||Tail Whip||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|2||Tail Whip||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|6||Leer||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|12||Bone Club||Ground||Physical||65||20||85%||Has a 10% chance to make the target flinch.|
|14||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|18||Rage||Normal||Physical||20||20||100%||If the user is hit after using this move, its Attack rises by one stage.|
|24||Focus Energy||Normal||None||--||30||--||Increases the user's chance to score a critical hit.|
|26||Bonemerang||Ground||Physical||50||10||90%||Hits twice in one turn.|
|36||Thrash||Normal||Physical||120||10||100%||Hits every turn for 2-3 turns, then confuses the user.|
|48||Double-Edge||Normal||Physical||120||15||100%||deals damage, but the user receives 1?3 of the damage it inflicted in recoil.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Marowak can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|TM10||Dig||Ground||Physical||80||10||100%||User digs underground, dodging all attacks, and hits next turn.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM13||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM19||Iron Tail||Steel||Physical||100||15||75%||deals damage and has a 30% chance of lowering the target's Defense by one stage.|
|TM22||Rock Slide||Rock||Physical||75||10||90%||Has a 30% chance to make the target flinch.|
|TM23||Thunder Punch||Electric||Physical||75||15||100%||deals damage and has a 10% chance of paralyzing the target.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM31||Fire Punch||Fire||Physical||75||15||100%||Has a 10% chance to burn the target.|
|TM37||Flamethrower||Fire||Special||95||15||100%||Has a 10% chance to burn the target.|
|TM39||Outrage||Dragon||Physical||120||10||100%||The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.|
|TM41||Earthquake||Ground||Physical||100||10||100%||Inflicts regular damage and can hit Dig users.|
|TM46||Fire Blast||Fire||Special||120||5||85%||Has a 10% chance to burn the target.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
|TM51||Blizzard||Ice||Special||120||5||70%||Has a 10% chance to freeze the target.|
|TM55||Ice Beam||Ice||Special||95||10||100%||Has a 10% chance to freeze the target.|
|TM56||Stealth Rock||Rock||None||--||20||--||lays a trap of stones around the foe, which hurts Pokémon switching in to the opposing field.|
This Pokemon's Master Trainer is Julius