When does marill learn moves




















Minimum; Base; Maximum. Its long ears are superb sensors. It can distinguish the movements of things in water and tell what they are. It can distinguish the movements of living things on riverbeds. Azumarill can make balloons out of air. Special moves better suit Azumarill's higher Special Attack, and have their class highlighted in green. Power doubles every turn this move is used in succession after the first, resetting after five turns. Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. Black 2 White 2. The oil-filled tail functions as a buoy, so it's fine even in rivers with strong currents. Using its tail as a float, it dives underwater. It likes eating plants that grow on river bottoms. The tip of its tail, which contains oil that is lighter than water, lets it swim without drowning. The end of its tail serves as a buoy that keeps it from drowning, even in a vicious current.

Its body is covered with water-repellent fur. Because of the fur, it can swim through water at high speed without being slowed by the water's resistance.

Defense Curl Raises Marill's Defense by one stage. Tackle Damages the target. Water Gun Damages the target. Tail Whip Lowers all nearby enemies' Defense by one stage. Charm Lowers the target's Attack by two stages.

Slam Damages the target. Bounce Can't be hit on the first turn, attacks on the second turn. Aqua Tail Damages the target. Rain Dance Changes the weather to rainy for 5 turns. Hydro Pump Damages the target. Superpower Lowers Marill's Attack and Defense by one stage. Mega Punch Damages the target. Mega Kick Damages the target. Dig Can't be hit on the first turn, attacks on the second turn.

Light Screen Reduces damage from Special-based moves for 5 turns. Rest Marill restores its HP to full and falls asleep for two turns. Snore Can only be used while asleep. Protect Protects Marill from attacks for a turn. Hail Changes the weather to hail for 5 turns.

Facade Does double damage if Marill is poisoned, burned, or paralyzed. Swift Doesn't miss all nearby enemies. Dive Can't be hit on the first turn, attacks on the second turn. Fake Tears Lowers the target's Special Defense by two stages. Fling Throws Marill's held item. Surf Deals extra damage to targets using Dive. Amnesia Raises Marill's Special Defense by two stages.

Endure Will survive any hit with at least 1 HP left this turn. Sleep Talk Can only be used while asleep. Encore Forces the target to use its recent move for a few turns. The user envelops itself in a veil made of water. The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

The user attacks the foe with great power. The user plays rough with the target and attacks it. The user attacks with a gust of chilled air. The foe is slammed with a steel-hard tail.

The user attacks with a swift chop. The user burrows, then attacks on the second turn. The foe is struck with an icy-cold beam of energy. The user attacks the foe with a pulsing blast of water.

If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. The user flings its held item at the foe to attack. The user snares the foe with grass and trips it. The user draws power to attack by using its held Berry. The user slugs the foe with a shattering punch. The user attacks the target with a song.

The user shoots boiling hot water at its target. The user tells the target a secret, and the target loses its ability to concentrate. Striking oppontents over and over makes the user's fists harder. Marill does learn any moves by tutoring. The user slaps down the foe's held item, preventing the item from being used during the battle. The user endearingly approaches the target, then steals the target's held item.

The user lets loose a horribly echoing shout with the power to inflict damage. The user temporarily empties its mind to forget its concerns.

The user lunges at the foe at a speed that makes it almost invisible. The user attacks by shooting muddy water at the opposing team.



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