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183MS #183: Marill
Pokémon
#185: Sudowoodo 185MS
Azumarill
マリルリ Marilli
#184
184Azumarill
Art by Ken Sugimori from HeartGold and SoulSilver
Type
Water Unknown
Species
Aqua Rabbit Pokémon
Abilities
Thick Fat or Huge Power Sap Sipper
Hidden Ability
Exp. at Lv. 100
800,000
Regional Pokédex numbers
Johto
#133
Hoenn
#056
Sinnoh
#126
Unova
#032
Regional Browser numbers
Oblivia
R-020 N-124
Height
2'07"
Imperial
0.8 m
Metric
Weight
62.8 lbs.
Imperial
28.5 kg
Metric
Dex color
Blue
Catch rate
75 (9.8%)
Body style
Body06
Footprint
 F184 
Gender ratio
50% male, 50% female
Breeding
Water 1 and
Fairy groups
11 cycles
(2805 minimum steps)
EV yield
HP
3
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
0
Base Exp.: 153 Battle Exp.: 1531*

Azumarill (Japanese: マリルリ Marilli) is a Water-type Pokémon.

It evolves from Marill starting at level 18. It is the final form of Azurill.

Biology

Physiology

Azumarill is a bipedal, blue mammalian Pokémon. It has a nearly ovoid shape with a white and white-speckled, bubble-like pattern on its underside, which helps it to camouflage itself in the water. Azumarill also has elongated, rabbit-like ears with red insides. Azumarill still possesses the wiry black tail and blue "bubble" it had in its pre-evolved forms, except the bubble is smaller. Its eyes are circular with blue irises.

Gender differences

None.

Special abilities

By keeping still and listening intently, it can tell what is in even wild, fast-moving rivers. Azumarill can make balloons out of air. It makes these air balloons if it spots a drowning Pokémon. The air balloons enable the Pokémon in trouble to breathe.

Behavior

It lives in water virtually all day long. When it plays in water, it rolls up its elongated ears to prevent their insides from getting wet. If Azumarill spots a drowning Pokémon, it will make air balloons to help it breathe.

Habitat

Watersedge

Water's-edge Pokémon

Azumarill live in rivers and lakes.

Diet

By focusing its hearing, Azumarill can identify what kinds of prey are around. It also eats plants.

Game data

Pokédex entries

This Pokémon was unavailable prior to Generation I.
Generation I
Kanto
When it plays in water, it rolls up its elongated ears to prevent their insides from getting wet.
Generation II
Johto
By keeping still and listening intently, it can tell what is in even wild, fast-moving rivers.
 ???
No Pokédex data is available.


Game locations

This Pokémon was unavailable prior to Generation I.
Generation I
Kanto
None Trade
Generation II
Johto
None Evolve Marill

Stats

Base stats

Stat Range
At Lv. 50 At Lv. 100
HP: 100
160 - 207 310 - 404
Attack: 50
49 - 112 94 - 218
Defense: 80
76 - 145 148 - 284
Sp.Atk: 50
49 - 112 94 - 218
Sp.Def: 80
76 - 145 148 - 284
Speed: 50
49 - 112 94 - 218
Total: 410   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Pokéathlon stats

Speed
2/3 ★★
Power
5/5 ★★★★★
Skill
3/3 ★★★
Stamina
3/4 ★★★
Jump
2/2 ★★
Total
15/17 ★★★

Type effectiveness

Under normal battle conditions in Generation V, this Pokémon is:
Damaged
normally by:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel ½×
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark
None
Weak to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel ½×
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark
None
Immune to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel ½×
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark
None
Resistant to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel ½×
Fire ½×
Water ½×
Grass
Electric
Psychic
Ice ½×
Dragon
Dark
None
Notes:

Learnset

By leveling up

Generation V
Other generations:
II - III - IV
BW B2W2 Move Type Cat. Power Accuracy PP
00Start 00Start Tackle Normal Physical 05050 100}}100% 35
N/AN/A 00Start Bubble Water Special 02020 100}}100% 30
00Start 00Start Tail Whip Normal Status 0000 100}}100% 30
N/AN/A 00Start Water Sport Water Status 0000 —}}—% 15
00Start N/AN/A Water Gun Water Special 04040 100}}100% 25
00Start N/AN/A Defense Curl Normal Status 0000 —}}—% 40
077 022 Tail Whip Normal Status 0000 100}}100% 30
N/AN/A 055 Water Sport Water Status 0000 —}}—% 15
1010 077 Water Gun Water Special 04040 100}}100% 25
022 1010 Defense Curl Normal Status 0000 —}}—% 40
1515 1010 Rollout Rock Physical 03030 090}}90% 20
2020 1313 BubbleBeam Water Special 06565 100}}100% 20
N/AN/A 1616 Helping Hand Normal Status 0000 —}}—% 20
4747 2121 Aqua Tail Water Physical 09090 090}}90% 10
3333 2525 Double-Edge Normal Physical 120120 100}}100% 15
2727 3131 Aqua Ring Water Status 0000 —}}—% 20
4040 3535 Rain Dance Water Status 0000 —}}—% 5
N/AN/A 4242 Superpower Fighting Physical 120120 100}}100% 5
5454 4646 Hydro Pump Water Special 120120 080}}80% 5
  • A level of "Start" indicates a move that will be known by a Azumarill obtained at level 1 in Generation V
  • Bold indicates a move that gets STAB when used by Azumarill
  • Italic indicates a move that gets STAB only when used by an evolution of Azumarill
  • Click on the generation numbers at the top to see level-up moves from other generations

By TM/HM

Generation V
Other generations:
II - III - IV
 TM   Move   Type   Cat.   Pwr.   Acc.   PP 
Bag TM Poison Sprite TM06 Toxic Poison Status 90% 10
Bag TM Ice Sprite TM07 Hail Ice Status —% 10
Bag TM Normal Sprite TM10 Hidden Power Normal Special 100% 15
Bag TM Ice Sprite TM13 Ice Beam Ice Special 95 100% 10
Bag TM Ice Sprite TM14 Blizzard Ice Special 120 70% 5
Bag TM Normal Sprite TM15 Hyper Beam Normal Special 150 90% 5
Bag TM Psychic Sprite TM16 Light Screen Psychic Status —% 30
Bag TM Normal Sprite TM17 Protect Normal Status —% 10
Bag TM Water Sprite TM18 Rain Dance Water Status —% 5
Bag TM Normal Sprite TM21 Frustration Normal Physical 100% 20
Bag TM Normal Sprite TM27 Return Normal Physical 100% 20
Bag TM Ground Sprite TM28 Dig Ground Physical 80 100% 10
Bag TM Fighting Sprite TM31 Brick Break Fighting Physical 75 100% 15
Bag TM Normal Sprite TM32 Double Team Normal Status —% 15
Bag TM Normal Sprite TM42 Facade Normal Physical 70 100% 20
Bag TM Psychic Sprite TM44 Rest Psychic Status —% 10
Bag TM Normal Sprite TM45 Attract Normal Status 100% 15
Bag TM Normal Sprite TM48 Round Normal Special 60 100% 15
Bag TM Fighting Sprite TM52 Focus Blast Fighting Special 120 70% 5
Bag TM Water Sprite TM55 Scald Water Special 80 100% 15
Bag TM Dark Sprite TM56 Fling Dark Physical 100% 10
Bag TM Normal Sprite TM68 Giga Impact Normal Physical 150 90% 5
Bag TM Ground Sprite TM78 Bulldoze Ground Physical 60 100% 20
Bag TM Normal Sprite TM83 Work Up Normal Status —% 30
Bag TM Grass Sprite TM86 Grass Knot Grass Special 100% 20
Bag TM Normal Sprite TM87 Swagger Normal Status 90% 15
Bag TM Normal Sprite TM90 Substitute Normal Status —% 10
Bag TM Fighting Sprite TM94 Rock Smash Fighting Physical 40 100% 15
Bag HM Water Sprite HM03 Surf Water Special 95 100% 15
Bag HM Normal Sprite HM04 Strength Normal Physical 80 100% 15
Bag HM Water Sprite HM05 Waterfall Water Physical 80 100% 15
Bag HM Water Sprite HM06 Dive Water Physical 80 100% 10
  • Bold indicates a move that gets STAB when used by Azumarill
  • Italic indicates a move that gets STAB only when used by an evolution of Azumarill
  • Click on the generation numbers at the top to see TM moves from other generations

By breeding

Generation V
Other generations:
II - III - IV
 Father   Move   Type   Cat.   Pwr.   Acc.   PP 
054MS055MS079MS080MS199MS194MS
195MS
Amnesia Psychic Status —% 10
055MS086MS087MS140MS141MS Aqua Jet Water Physical 40 100% 20
060MS061MS062MS186MS Belly Drum Normal Status —% 10
039MS040MS060MS061MS062MS186MS
131MS
Body Slam Normal Physical 85 100% 15
035MS036MS086MS087MS176MS468MS Encore Normal Status 100% 5
MawilePlusleMinun Fake Tears Dark Status 100% 20
054MS055MS079MS080MS199MS131MS
176MS468MS225MS
Future Sight* Psychic Special 100 100% 10
194MS195MS Muddy Water Water Special 95 85% 10
131MS186MS Perish Song Normal Status —% 5
225MS Present Normal Physical 90% 15
222MS Refresh Normal Status —% 20
035MS036MS039MS040MS131MS Sing Normal Status 55% 15
025MS026MS147MS148MS149MS183MS
184MS194MS195MS
Slam Normal Physical 80 75% 20
054MS055MS223MS224MS Soak Water Status —% 20
226MS Supersonic Normal Status 55% 20
138MS139MS Tickle Normal Status 100% 20
054MS055MS060MS061MS062MS186MS
086MS087MS
Water Sport Water Status —% 15
  • Moves marked with an asterisk (*) must be chain bred onto Azumarill in Generation V
  • Moves marked with a dagger (†) can only be bred onto Azumarill if it hatches as an Template:Pcolor, and cannot be obtained otherwise.
  • Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
  • Moves marked with a superscript game abbreviation can only be bred onto Azumarill in that game.
  • Bold indicates a move that gets STAB when used by Azumarill
  • Italic indicates a move that gets STAB only when used by an evolution of Azumarill
  • Click on the generation numbers at the top to see Egg moves from other generations

By tutoring

Generation V
Other generations:
II - III - IV
 Game   Move   Type   Cat.   Pwr.   Acc.   PP 
B W B2 W2 Aqua Tail Water Physical 90 90% 10
B W B2 W2 Bounce Flying Physical 85 85% 5
B W B2 W2 Covet Normal Physical 60 100% 40
B W B2 W2 Helping Hand Normal Status —% 20
B W B2 W2 Hyper Voice Normal Special 90 100% 10
B W B2 W2 Ice Punch Ice Physical 75 100% 15
B W B2 W2 Icy Wind Ice Special 55 95% 15
B W B2 W2 Iron Tail Steel Physical 100 75% 15
B W B2 W2 Knock Off Dark Physical 20 100% 20
B W B2 W2 Sleep Talk Normal Status —% 10
B W B2 W2 Snore Normal Special 40 100% 15
B W B2 W2 Superpower Fighting Physical 120 100% 10
  • A black abbreviation in a colored box indicates that Azumarill can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Azumarill cannot be tutored the move in that game
  • Bold indicates a move that gets STAB when used by Azumarill
  • Italic indicates a move that gets STAB only when used by an evolution of Azumarill
  • Click on the generation numbers at the top to see Move Tutor moves from other generations

By a prior evolution

Generation V
Other generations:
II - III - IV
 Stage   Move   Type   Cat.   Pwr.   Acc.   PP 
298MS Splash Normal Status —% 40
298MS Charm Normal Status 100% 20
298MS Bubble Water Special 20 100% 30
298MS Slam Normal Physical 80 75% 20
298MS* Uproar Normal Special 90 100% 10

{{Learnlist/prevo5|183|Marill|d||||Ice Punch|Ice|Physical|75|100|15}

  • Bold indicates a move that gets STAB when used by Azumarill
  • Italic indicates a move that gets STAB only when used by an evolution of Azumarill
  • Click on the generation numbers at the top to see moves from other generations

Evolution

298
Baby form
Azurill
 Normal 
Bag Soothe Bell Sprite
Friendship


Bag Sea Incense Sprite
Breed
holding Sea Incense

183
First evolution
Marill
 Water 
Bag Rare Candy Sprite
Level 18


Azumarill
Second evolution
Azumarill
 Water 

183MS #183: Marill
Pokémon
#185: Sudowoodo 185MS

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