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Marill   

Level-Up AttacksAll | DPP | RSE/FRLG | GSC
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Tackle Damages the target. Physical Damage Normal 35 95%
2 2 Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. Other Damage Normal N/A N/A
7 7 Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
10 10 Water Gun Damages the target. Special Damage Water 40 100%
15 15 Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Rock 30 90%
18 18 BubbleBeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
23 23 Aqua Ring The user recovers 1/16 of its max HP per turn until it faints or switches out; this can be Baton Passed to another Pokemon. Other Damage Water N/A N/A
27 27 Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 120 100%
32 32 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
37 37 Aqua Tail Damages the target. Physical Damage Water 90 90%
42 42 Hydro Pump Damages the target. Special Damage Water 120 80%

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