Pokémechanics
Red, Blue & Yellow

#105Marowak

Species
Bone Keeper Pokémon
Type
Catch rate
75
Growth
Medium
Height
1.0 m
Weight
45.0 kg

Marowak

Red & Blue
The bone it holds is its key weapon. It throws the bone skillfully like a boomerang to KO targets.
Yellow
Small and weak, this POKéMON is adept with its bone club. It has grown more vicious over the ages.

Base stats

HP60
Attack80
Defense110
Speed45
Special50
Total345

Base stats shown are as of Red, Blue & Yellow. Generation I used a single Special stat in place of Sp. Atk and Sp. Def.

Locations

Red
Walking
Cerulean CaveLv 52-5530%
Victory RoadLv 40-435%
Blue
Walking
Cerulean CaveLv 52-5530%
Victory RoadLv 40-435%
Yellow
Walking
Safari ZoneLv 2410%

Damage taken

  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x2
  • x2
  • x0
  • x1
  • x2
  • x1
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %Games
1Bone Club
Physical
65
85
20
10
Has a chance to make the target flinch.
1Focus Energy
Status
--
--
30
--
R/B
Increases the user’s chance to score a critical hit.
1Growl
Status
--
100
40
--
R/B
Lowers the target’s Attack by one stage.
1Leer
Status
--
100
30
100
R/B
Lowers the target’s Defense by one stage.
1Tail Whip
Status
--
100
30
--
Yellow
Lowers the target’s Defense by one stage.
10Bone Club
Physical
65
85
20
10
Yellow
Has a chance to make the target flinch.
13Tail Whip
Status
--
100
30
--
Yellow
Lowers the target’s Defense by one stage.
18Headbutt
Physical
70
100
15
30
Yellow
Has a chance to make the target flinch.
25Leer
Status
--
100
30
100
Lowers the target’s Defense by one stage.
33Focus Energy
Status
--
--
30
--
Increases the user’s chance to score a critical hit.
41Thrash
Physical
120
100
10
--
Hits every turn for 2-3 turns, then confuses the user.
48Bonemerang
Physical
50
90
10
--
Hits twice in one turn.
55Rage
Physical
20
100
20
--
If the user is hit after using this move, its Attack rises by one stage.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
HM04Strength
Physical
80
100
15
--
Inflicts regular damage with no additional effect.
TM01Mega Punch
Physical
80
85
20
--
Inflicts regular damage with no additional effect.
TM05Mega Kick
Physical
120
75
5
--
Inflicts regular damage with no additional effect.
TM06Toxic
Status
--
90
10
--
Badly poisons the target, inflicting more damage every turn.
TM08Body Slam
Physical
85
100
15
30
Has a chance to paralyze the target.
TM09Take Down
Physical
90
85
20
--
User receives 1/4 the damage it inflicts in recoil.
TM10Double-Edge
Physical
120
100
15
--
User receives 1/3 the damage inflicted in recoil.
TM11Bubble Beam
Special
65
100
20
10
Has a chance to lower the target’s Speed by one stage.
TM12Water Gun
Special
40
100
25
--
Inflicts regular damage with no additional effect.
TM13Ice Beam
Special
90
100
10
10
Has a chance to freeze the target.
TM14Blizzard
Special
110
70
5
10
Has a chance to freeze the target.
TM15Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM17Submission
Physical
80
80
20
--
User receives 1/4 the damage it inflicts in recoil.
TM18Counter
Physical
--
100
20
--
Inflicts twice the damage the user received from the last physical hit it took.
TM19Seismic Toss
Physical
--
100
20
--
Inflicts damage equal to the user’s level.
TM20Rage
Physical
20
100
20
--
If the user is hit after using this move, its Attack rises by one stage.
TM26Earthquake
Physical
100
100
10
--
Inflicts regular damage and can hit Dig users.
TM27Fissure
Physical
--
30
5
--
Causes a one-hit KO.
TM28Dig
Physical
80
100
10
--
User digs underground, dodging all attacks, and hits next turn.
TM31Mimic
Status
--
--
10
--
Copies the target’s last used move.
TM32Double Team
Status
--
--
15
--
Raises the user’s evasion by one stage.
TM34Bide
Physical
--
--
10
--
User waits for two turns, then hits back for twice the damage it took.
TM38Fire Blast
Special
110
85
5
10
Has a chance to burn the target.
TM40Skull Bash
Physical
130
100
10
100
Raises the user’s Defense by one stage. User charges for one turn before attacking.
TM44Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM50Substitute
Status
--
--
10
--
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Other generations

Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Ultra Sun & Ultra Moon, Sword & Shield, Brilliant Diamond & Shining Pearl