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No. 0183 D
Marill

Marill

Region
Johto · 2ª generation
Rarity
Common
Attack side
Mixed
As an enemy
Healer
Recommended build D
  1. Start with this move Play Rough → Spirit Break
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Tackle → Take Down

Group damage 5,416/s (1,948 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Play Rough → Spirit Break Melee · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Body Slam → Giga Impact Melee · evolves with Power
  4. Bond 3: add to the group Tackle → Take Down Melee · evolves with Vigor

Group damage 5,416/s (1,948 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Vigor 1 is enough (unlocks the evolution)
  4. Sprint up to 2
  5. Armor up to 9
  6. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Water Gun → Scald
  2. 1st bond: fuse with move 1 Nasty Plot
  3. Bond 2: add to the group Hyper Beam → Prismatic Laser
  4. Bond 3: add to the group Bubble → Surf
  • Buff in group
  • Slows
  • Targets the boss first

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Water Gun Water Special Projectile 35 212 861Power
Play Rough Fairy Physical Melee 56 288 789Power
Body Slam Normal Physical Melee 46 224 615Power
Hyper Beam Normal Special Charge 110 325 585Power
Tackle Normal Physical Melee 36 198 544Vigor
Hydro Pump Water Special Beam 55 207 539Power
Quick Attack Normal Physical Dash 54 226 536Sprint
Dazzling Gleam Fairy Special Aura 45 272 489Synthesis
Rapid Spin Normal Physical Spin 37 162 471Sprint
Whirlpool Water Special Vortex 43 185 446Synthesis
Hyper Voice Normal Special Nova 36 160 417Reflexes
Fairy Wind Fairy Special Nova 31 141 380Power
Draining Kiss Fairy Special Homing 19 129 373Synthesis
Substitute Normal Physical Turret 23 129 326Armor
Disarming Voice Fairy Special Shove 48 166 298Armor
Bubble Water Special Nova 20 103 285Sprint
Bubble Beam Water Special Cone 24 83 231Power
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.
Aqua Ring Water Status Buff Deals no damage: builds health REGENERATION.

Damage taken by type

Weak

  • Electric×1.6
  • Grass×1.6
  • Poison×1.6

Resists

  • Dragon×0.3
  • Fire×0.6
  • Water×0.6
  • Ice×0.6
  • Fighting×0.6
  • Bug×0.6
  • Dark×0.6
  • Steel×0.96

Sprites by

CHUNSOFT, JFain, Tacocoa. SpriteCollab, CC BY-NC 4.0.