Guides Pokedex

Pokemon Lets Go Marowak

Marowak Pokedex ID: 105
StatAmountBar Graph
Max CP425
Attack80
Special Attack50
Defense110
Special Defense80
HP60
Speed45

Overview

Pokemon Let's Go Marowak is a Ground Type pokemon also known as a Bone Keeper Pokémon, first discovered in the Kanto region. it's weak against Water, Grass, Ice type moves and has a Max CP of 425, 60 HP, 80 Attack, 50 SP Attack, 110 Defense, 80 SP Defense and 45 Speed. Considering it's stats, the best nature to have is Relaxed, this will increase it's Defense and decrease it's Speed stats.

Pokedex Entry

Originally, it was weak and timid. After evolution, its temperament becomes violent, and it begins to wield bones as weapons.

Pokemon Lets Go Marowak Evolutions

What level does Pokemon Let's Go Marowak Evolve at?

The Unevolved Form Cubone Evolves from trading NPC into Alolan Marowak.

FirstSecondThirdFinal
Cubone320
NPC Trade Alolan Marowak425
Cubone320
28 Marowak425

How to catch Marowak in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Marowak Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Marowak is in the Pokemon Tower zone, it will have a 10% chance to spawn in the area with a level range of 27-32. This also makes Pokemon Tower the best place to Catch Combo Chain hunt Shiny Marowak or for a Flawless IV Stats.

PokemonAreaSpawn ChanceLevelsEncounterFloor
Pokemon Tower10%27-32normal1F
Pokemon Tower10%27-32normal2F
Pokemon Tower10%27-32normal3F
Pokemon Tower10%27-32normal4F
Rock Tunnel9%18-23normal1F
Rock Tunnel9%18-23normal2F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Marowak.

Best Nature for Marowak

We recommend a Relaxed Nature for Marowak, you can visit Madam Celadon to force encounter pokemon of Relaxed Nature.

NatureIncreasesDecreasesChoice 1Choice 2
RelaxedDefenseSpeedYellowPink
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Pokemon Lets Go Marowak Moves

Level Up Moves

Pokemon Let's Go Marowak Moves You Learn From Leveling Up.

LVLMoveTypeClassPowPPAccEffect
0Swords DanceNormalNone--30--Raises the user's Attack by two stages.
1Bone ClubGroundPhysical652085%Has a 10% chance to make the target flinch.
1GrowlNormalNone--40100%Lowers the target's Attack by one stage.
1LeerNormalNone--30100%Lowers the target's Defense by one stage.
1ScreechNormalNone--4085%Lowers the target's Defense by two stages.
1Swords DanceNormalNone--30--Raises the user's Attack by two stages.
1Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
2Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
6LeerNormalNone--30100%Lowers the target's Defense by one stage.
12Bone ClubGroundPhysical652085%Has a 10% chance to make the target flinch.
14HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
18RageNormalPhysical2020100%If the user is hit after using this move, its Attack rises by one stage.
24Focus EnergyNormalNone--30--Increases the user's chance to score a critical hit.
26BonemerangGroundPhysical501090%Hits twice in one turn.
36ThrashNormalPhysical12010100%Hits every turn for 2-3 turns, then confuses the user.
48Double-EdgeNormalPhysical12015100%deals damage, but the user receives 1?3 of the damage it inflicted in recoil.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Marowak can Learn.

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM7ProtectNormalNone--10--prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8SubstituteNormalNone--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.
TM10DigGroundPhysical8010100%User digs underground, dodging all attacks, and hits next turn.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13Brick BreakFightingPhysical7515100%deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15Seismic TossFightingPhysical120100%Inflicts damage equal to the user's level.
TM19Iron TailSteelPhysical1001575%deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM22Rock SlideRockPhysical751090%Has a 30% chance to make the target flinch.
TM23Thunder PunchElectricPhysical7515100%deals damage and has a 10% chance of paralyzing the target.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM31Fire PunchFirePhysical7515100%Has a 10% chance to burn the target.
TM37FlamethrowerFireSpecial9515100%Has a 10% chance to burn the target.
TM39OutrageDragonPhysical12010100%The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.
TM41EarthquakeGroundPhysical10010100%Inflicts regular damage and can hit Dig users.
TM46Fire BlastFireSpecial120585%Has a 10% chance to burn the target.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM51BlizzardIceSpecial120570%Has a 10% chance to freeze the target.
TM55Ice BeamIceSpecial9510100%Has a 10% chance to freeze the target.
TM56Stealth RockRockNone--20--lays a trap of stones around the foe, which hurts Pokémon switching in to the opposing field.

Master Trainer

This Pokemon's Master Trainer is Julius

Weak Against
Water
2x
Grass
2x
Ice
2x
Strong Against
Poison
1/2
Rock
1/2
Electric
Immune