Competitive Information for Marill [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Marill marill
Base Stats for Marill

Water

Abilities:
Thick FatThick Fat: Fire/Ice-type moves against this Pokemon deal damage with a halved attacking stat.
,
Huge PowerHuge Power: This Pokemon's Attack is doubled.
,
Sap SipperSap Sipper: This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.


Evolutions / Family:
Azurill
Marill
Azumarill

Weakness Chart for Water-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
2x
  
0.5x
  
  
2x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0.5x
  
  
  
  
0.5x
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MarillVisit Serebii's Pokedex for location, breeding, and other game details about MarillVisit Bulbapedia for more information about Marill

Movesets for Singles


What is a good competitive moveset for Marill? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Marill is a marvelous Water-typed Pokemon. Marill is not a Pokemon anyone usually expects sees on the battlefield. Marill's only type-related weaknesses are Electric and Grass.


Species: Marill
Item: Eviolite / Life Orb
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Aqua Tail / Waterfall
- Double-Edge / Return
- Superpower
- Ice Punch

Physical Sweeper Marill (Huge Power)

Marill is an outstanding Physical Sweeper. It is designed to take down the opponent's team with brute physical power. Marill is not a Pokemon anyone usually expects sees on the battlefield until it was realized Eviolite would make it quite viable. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Marill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Marill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Huge Power, Marill's attack is doubled.

Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a nice amount of damage.
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Superpower is a physical 120-base power Fighting-type move (lowers your Marill's attack and defense by 1 stage).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Marill
Item: Eviolite / Life Orb
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Surf / Scald
- Ice Beam / Icy Wind
- Hyper Voice / Round
- Future Sight

Special Sweeper Marill (Sap Sipper)

Marill is a pretty decent Special Sweeper. It was designed to take down the opponent's team with high-damaging special attacks. Marill is not a Pokemon anyone usually expects sees on the battlefield but Eviolite makes it possibly stronger than it's final form. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Marill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Marill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sap Sipper, Marill's attack is raised 1 stage if hit by a grass move; grass immunity.

Surf is a special STAB-boosted 95-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Future Sight is a special 100-base power Psychic-type move (hits two turns after being used).




Species: Marill
Item: Leftovers
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 239 Hp / 245 Atk / 9 SpD / 17 Spe
Moveset:
- Aqua Jet
- Sleep Talk
- Rest
- Ice Punch

Marill Physical Tank (Godly Aquarabbit)

Marill is a spectacular Physical Tank. It's designed to take a considerable amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Marill last longer regaining it's stamina every turn. With Huge Power, Marill's attack is doubled.

Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Sleep Talk is a status move (Marill must be asleep. uses another known move).
Rest is a status move (Marill sleeps 2 turns and restores hp and status).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Marill
Item: Eviolite
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 Def
Moveset:
- Work Up
- Aqua Jet
- Brick Break
- Ice Punch

Marill Physical Tank (Bubblebutt)

Marill is an outstanding Physical Tank. It's designed to take a large amount of physical hits while dealing some decent damage. Marill is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Huge Power, Marill's attack is doubled.

Work Up is a status move (raises your Marill's attack and special attack by 1 stage).
Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Marill
Item: Grip Claw
Ability: Sap Sipper
Nature: Calm (+SpD, -Atk)
EVs: 252 Hp / 228 SpD / 28 Spe
Moveset:
- Whirlpool
- Perish Song
- Protect
- Toxic / Scald

Marill Troll (Perish Trap Azumarill)

Marill is a pretty decent Troll. With Sap Sipper, Marill's attack is raised 1 stage if hit by a grass move; grass immunity. Whirlpool is used to prevent the opposing Pokemon from switching out. The Grip claw will ensure whirlpool lasts the max amount of turns that it can while Perish Song takes the opponent's Pokemon out as long as Azumarill can survive until its last needed turn.

Whirlpool is a special STAB-boosted 35-base power Water-type move (traps and damages the target for 4-5 turns).
Perish Song is a status move (all active pokemon will faint in 3 turns).
Protect is a status move (prevents moves from affecting your Marill this turn).
Toxic is a status move (badly poisons the target).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).




Species: Marill
Item: Choice Band
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 Def
Moveset:
- Ice Punch
- Aqua Jet / Waterfall
- Superpower
- Ice Punch

Marill Physical Tank (Adoomarill)**

Marill is a fabulous Physical Tank. It is meant to take a mighty amount of physical hits while dealing some decent damage. Choice Band will increase the damage of Marill's physical moves by 1.5x at the cost of locking you into the first move you pick. With Huge Power, Marill's attack is doubled.

Aqua Jet is a physical STAB-boosted priority-increased 40-base power Water-type move (usually goes first).
Superpower is a physical 120-base power Fighting-type move (lowers your Marill's attack and defense by 1 stage).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).



Movesets for Doubles


What is a good doubles moveset for Marill? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Species: Marill
Item: Eviolite / Life Orb
Ability: Huge Power
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Aqua Tail / Waterfall
- Double-Edge / Return
- Superpower
- Ice Punch

Doubles Physical Sweeper Marill (Huge Power)

Marill is a spectacular Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Marill is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Marill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Marill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Huge Power, Marill's attack is doubled.

Aqua Tail is a physical STAB-boosted 90-base power Water-type move that deals a great amount of damage.
Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Superpower is a physical 120-base power Fighting-type move (lowers your Marill's attack and defense by 1 stage).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Marill
Item: Eviolite / Life Orb
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Surf / Scald
- Hyper Voice / Round
- Icy Wind / Ice Beam
- Future Sight

Doubles Special Sweeper Marill (Sap Sipper)

Marill is a phenomenal Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Marill is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. Focus Sash helps protect Marill from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Marill's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sap Sipper, Marill's attack is raised 1 stage if hit by a grass move; grass immunity.

Surf is a special STAB-boosted 95-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Future Sight is a special 100-base power Psychic-type move (hits two turns after being used).



Movepool


Wondering what moves can Marill learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Bubble
20
100%
30
10% chance to lower the foe(s) Speed by 1.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Future Sight
100
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hydro Pump
120
80%
5
No additional effect.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Muddy Water
95
85%
10
30% chance to lower the foe(s) accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Surf
95
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Aqua Jet
40
100%
20
Usually goes first.
Aqua Tail
90
90%
10
No additional effect.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Covet
60
100%
40
If the user has no item, it steals the target's.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
20
100%
20
Removes the target's held item.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% chance acc -1)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Slam
80
75%
20
No additional effect.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
50
100%
35
No additional effect.
Waterfall
80
100%
15
20% chance to flinch the target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Aqua Ring
--
--
20
User recovers 1/16 max HP per turn.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Hail
--
--
10
For 5 turns, hail crashes down.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Mimic
--
--
10
The last move the target used replaces this one.
Perish Song
--
--
5
All active Pokemon will faint in 3 turns.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Soak
--
100%
20
Changes the target's type to Water.
Splash
--
--
40
No competitive use.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Supersonic
--
55%
20
Causes the target to become confused.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target.
Water Sport
--
--
15
Weakens Fire-type attacks to 1/3 their power.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Marill can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Marill

Create a build


Have an idea in mind for Marill that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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