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Official artwork of Marill

#0183

Marill

Gen II

Aqua Mouse Pokémon

WaterFairy

Pokédex entry · Gold

The tip of its tail, which con­ tains oil that is lighter than wa­ ter, lets it swim without drowning.

Height
0.4 m
Weight
8.5 kg
Base EXP
88
Growth
Fast
Catch rate

190/255Easy

Friendship

70/255

Base stats

HP70Attack20Defense50Speed40Sp. Def50Sp. Atk20
HP★
70
Attack
20
Defense
50
Speed
40
Sp. Def
50
Sp. Atk
20

Total 250

Low

EV yield +2 HP

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP130177
Attack2279
Defense49112
Speed40101
Sp. Def49112
Sp. Atk2279
Total312660

About Marill

A semiaquatic rodent with a float tied to its tail. The design mixes a water rat with a beach ball or a lifebuoy, and the Pokédex explains the mechanism without metaphors: the round tip of its tail stores oil that is lighter than water, and that alone is enough to keep an 8.5-kilogram creature afloat. The official category, Water Mouse Pokémon, doesn't hide much either.

The entries insist on two traits. Its fur repels water, so it can spend hours playing in a river without getting wet and dries instantly after leaving an icy sea. Its tail is flexible and elastic too: it wraps it around a tree to fish without being dragged away by the current. When that ball pokes above the surface and moves around, the animal is underneath, half-submerged and looking for aquatic plants. The oil doesn't just help it float; it is also a pantry — the tail stores nutrients in that form.

At 0.4 metres tall, it's one of the Pokémon that can fit in a backpack, and its role in the line is the middle stage between Azurill, which still can't swim properly, and Azumarill, which already lives in the water full-time. Of the three forms, it's the only one that is seen both in and out of the river.

Combat analysis

×2

Weakness

ElectricGrassPoison
×½

Resistance

FireWaterIceFightingBugDark
×0

Immunity

Dragon

Marill in depth

The ghost of Pikablu

During the months before the release of Gold and Silver, half the Western community called this creature “Pikablu”. It appeared in blurry photographs from Japanese magazines, someone decided that the blue mouse had to be related to Pikachu, and the made-up name spread faster than the real one. It went so far that Topps printed it as Pikablu on its cards for the first movie. It shares nothing with Pikachu: not its type, Egg Group or evolutionary line.

The real name points to water from every direction. マリル, Maril, can be read as a mixture of 鞠 mari (ball) or 丸い marui (round) with 瑠璃 ruri, lapis lazuli, that intensely blue stone. In English and Spanish, the same wordplay works, with mar, marine and rill, the small stream. Some people also see a reference to marimo, the balls of algae that float in Japanese lakes, and the colour of its Shiny form backs them up.

From pure Water to Water and Fairy

It was born in Generation II as a pure Water type and stayed that way for four games. The arrival of the Fairy type added the second half, along with a pile of resistances and the Dragon immunity it hadn't had before. The change wasn't cosmetic: it went from being an unremarkable Water type to having one of the cleanest defensive type combinations in the game.

Its abilities followed a similar path. Huge Power appeared when the ability system entered the series, and for years this line was the only one to have it; later it was given to other species, including Diggersby. Sap Sipper arrived later as a Hidden Ability and is easily the best of the three for a specimen that isn't going to evolve.

Rollout, and then the B button

In a normal playthrough, two details deserve attention. The first is that Defense Curl and Rollout are both available from level 1, and the pair works here just as it does anywhere else: Defense Curl doubles Rollout's power, and Rollout keeps multiplying from turn to turn as long as it hits. With 30 base power and an effective Attack of 40 after Huge Power, the full chain still doesn't KO much, but it's the only thing resembling a strategy it has before level 12.

The second is a matter of timing. Evolution comes at level 18, and the three moves it actually cares about — Aqua Tail at 19, Play Rough at 21, Aqua Ring at 24 — all come afterwards. A trainer who wants to teach them to Marill rather than Azumarill has to cancel the evolution three times in a row, which is hardly worth it except as a personal quirk, because the evolution doesn't lose any of those moves.

The big hits it learns, Hydro Pump at level 30 or Superpower at 36, are badly matched to it: the first relies on a Special Attack of 20, while the second lowers Attack and Defense after use in a body that already had 50 Defense. On paper, it's a 120-power move. In its hands, almost a gesture.

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