Pokemon Sword and Shield Marill is a Water and Fairy Type Aqua Mouse Pokémon, which makes it weak against Grass, Electric, Poison type moves. You can find and catch Marill in Brawlers' Cave with a 5% chance to appear during Normal Weather weather. The Max IV Stats of Marill are 70 HP, 20 Attack, 20 SP Attack, 50 Defense, 50 SP Defense, and 40 Speed.
List of Marill Max IV Stats in Pokemon SW SH.
Stat | Amount | Bar Graph |
---|---|---|
Total | 250 | |
HP | 70 | |
Attack | 20 | |
Defense | 50 | |
Special Attack | 20 | |
Special Defense | 50 | |
Speed | 40 |
Based on this pokemon's stats we consider the best nature for Marill to have is Calm, this will increase it's Sp. Def and decrease it's Attack stats.
Marill Abilities
Ability | Type | Effect |
---|---|---|
Thick Fat | Normal | |
Huge Power | Normal | |
Sap Sipper | Hidden |
Pokemon Sword and Shield Marill Evolutions
How do i get Marill's evolution in Pokemon Sword and Shield?
Pokemon Sword and Shield Azurill evolves into Marill with a high Friendship. Marill then evolves into its final evolution Azumarill when you reach Level 18.
Marill Locations in Pokemon Sword and Shield
Where do i find and how to get Marill?
Marill does not spawn in the wild. Instead you can catch Azurill and evolve it into Marill. A popular spawn location you can find Azurill is in the Brawlers' Cave area with a 5% chance to spawn during Normal weather.
Overworld Spawns (Visible in-game)
Pokemon Sword and Shield Marill Raids
Where do i find Marill Raids?
You can find Marill raids in the following locations: Fields of Honor, Soothing Wetlands, Forest of Focus, Insular Sea.
Pokemon Sword and Shield Marill Weakness
Marill is a Water and Fairy Type pokemon. This will cause it to take More Damage from Grass, Electric, Poison Type Moves and will take Less Damage from Fire, Water, Ice, Fighting, Bug, Dark, Dragon type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | Grass Electric Poison |
0.5x Damage | Fire Water Ice Fighting Bug Dark |
0.25x Damage | |
Immune to Damage | Dragon |
What pokemon is Marill Weak Against?
Pokemon | Type 1 | Type 2 | CP |
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What pokemon is Marill Strong Against?
Pokemon | Type 1 | Type 2 | CP |
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Pokemon SW and SH Marill Moves List
What moves can Marill learn from TMs, TRs, and Leveling?
Marill can learn the type move at level . This move Bolded Pow numbers are adjusted for this pokemon's Water and Fairy type +50% STAB damage.
Marill Level Up Moves
Lvl | Move | Type | Class | Pow | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
1 | [] Rollout | ||||||
1 | [] Defense Curl | ||||||
1 | [] Tackle | ||||||
1 | [] Water Gun | ||||||
1 | [] Tail Whip | ||||||
1 | [] Helping Hand | ||||||
6 | [] Bubble Beam | ||||||
9 | [] Charm | ||||||
12 | [] Slam | ||||||
15 | [] Bounce | ||||||
19 | [] Aqua Tail | ||||||
21 | [] Play Rough | ||||||
24 | [] Aqua Ring | ||||||
27 | [] Rain Dance | ||||||
30 | [] Hydro Pump | ||||||
33 | [] Double-Edge | ||||||
36 | [] Superpower |
TM Moves Marill can learn
TM | Move | Type | Class | Pow | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM00 | Mega Punch | Physical | 80 | 85 | 20 | ||
TM01 | Mega Kick | Physical | 120 | 75 | 5 | ||
TM04 | Ice Punch | Physical | 75 | 100 | 15 | May freeze opponent. | |
TM15 | Dig | Physical | 80 | 100 | 10 | Digs underground on first turn, attacks on second. Can also escape from caves. | |
TM17 | Light Screen | Status | — | — | 30 | Halves damage from Special attacks for 5 turns. | |
TM21 | Rest | Status | — | — | 10 | User sleeps for 2 turns, but user is fully healed. | |
TM24 | Snore | Special | 50 | 100 | 15 | Can only be used if asleep. May cause flinching. | |
TM25 | Protect | Status | — | — | 10 | Protects the user, but may fail if used consecutively. | |
TM27 | Icy Wind | Special | 55 | 95 | 15 | Lowers opponent's Speed. | |
TM29 | Charm | Status | — | 100 | 20 | Sharply lowers opponent's Attack. | |
TM31 | Attract | Status | — | 100 | 15 | If opponent is the opposite gender, it's less likely to attack. | |
TM33 | Rain Dance | Status | — | — | 5 | Makes it rain for 5 turns. | |
TM35 | Hail | Status | — | — | 10 | Non-Ice types are damaged for 5 turns. | |
TM36 | Whirlpool | Special | 52.5 | 85 | 15 | Traps opponent, damaging them for 4-5 turns. | |
TM39 | Facade | Physical | 70 | 100 | 20 | Power doubles if user is burned, poisoned, or paralyzed. | |
TM40 | Swift | Special | 60 | — | 20 | Ignores Accuracy and Evasiveness. | |
TM41 | Helping Hand | Status | — | — | 20 | In Double Battles, boosts the power of the partner's move. | |
TM43 | Brick Break | Physical | 75 | 100 | 15 | Breaks through Reflect and Light Screen barriers. | |
TM45 | Dive | Physical | 120 | 100 | 10 | Dives underwater on first turn, attacks on second turn. | |
TM47 | Fake Tears | Status | — | 100 | 20 | Sharply lowers opponent's Special Defense. | |
TM52 | Bounce | Physical | 85 | 85 | 5 | Springs up on first turn, attacks on second. May paralyze opponent. | |
TM53 | Mud Shot | Special | 55 | 95 | 15 | Lowers opponent's Speed. | |
TM59 | Fling | Physical | — | 100 | 10 | Power depends on held item. | |
TM76 | Round | Special | 60 | 100 | 15 | Power increases if teammates use it in the same turn. | |
TM87 | Draining Kiss | Special | 75 | 100 | 10 | User recovers most the HP inflicted on opponent. | |
TM89 | Misty Terrain | Status | — | — | 10 | Protects the field from status conditions for 5 turns. | |
TM97 | Brutal Swing | Physical | 60 | 100 | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. |
Marill TR Moves
TR | Move | Type | Class | Pow | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TR01 | Body Slam | Physical | 85 | 100 | 15 | May paralyze opponent. | |
TR03 | Hydro Pump | Special | 165 | 80 | 5 | ||
TR04 | Surf | Special | 135 | 100 | 15 | Hits all adjacent Pokémon. | |
TR05 | Ice Beam | Special | 90 | 100 | 10 | May freeze opponent. | |
TR06 | Blizzard | Special | 110 | 70 | 5 | May freeze opponent. | |
TR16 | Waterfall | Physical | 120 | 100 | 15 | May cause flinching. | |
TR17 | Amnesia | Status | — | — | 20 | Sharply raises user's Special Defense. | |
TR20 | Substitute | Status | — | — | 10 | Uses HP to creates a decoy that takes hits. | |
TR26 | Endure | Status | — | — | 10 | Always left with at least 1 HP, but may fail if used consecutively. | |
TR27 | Sleep Talk | Status | — | — | 10 | User performs one of its own moves while sleeping. | |
TR30 | Encore | Status | — | 100 | 5 | Forces opponent to keep using its last move for 3 turns. | |
TR31 | Iron Tail | Physical | 100 | 75 | 15 | May lower opponent's Defense. | |
TR34 | Future Sight | Special | 120 | 100 | 10 | Damage occurs 2 turns later. | |
TR35 | Uproar | Special | 90 | 100 | 10 | User attacks for 3 turns and prevents sleep. | |
TR39 | Superpower | Physical | 120 | 100 | 5 | Lowers user's Attack and Defense. | |
TR42 | Hyper Voice | Special | 90 | 100 | 10 | ||
TR45 | Muddy Water | Special | 135 | 85 | 10 | May lower opponent's Accuracy. | |
TR77 | Grass Knot | Special | — | 100 | 20 | The heavier the opponent, the stronger the attack. | |
TR84 | Scald | Special | 120 | 100 | 15 | May burn opponent. | |
TR85 | Work Up | Status | — | — | 30 | Raises user's Attack and Special Attack. | |
TR90 | Play Rough | Physical | 135 | 90 | 10 | May lower opponent's Attack. |
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