Guides Pokedex

Pokemon Lets Go Marowak

Marowak Pokedex ID: 105
Stat Amount Bar Graph
Max CP 425
Attack 80
Special Attack 50
Defense 110
Special Defense 80
HP 60
Speed 45

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.

First Second Third Final
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 Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Marowak or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Pokemon Tower 10% 27-32 normal 1F
Pokemon Tower 10% 27-32 normal 2F
Pokemon Tower 10% 27-32 normal 3F
Pokemon Tower 10% 27-32 normal 4F
Rock Tunnel 9% 18-23 normal 1F
Rock Tunnel 9% 18-23 normal 2F

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.

Nature Increases Decreases Choice 1 Choice 2
Relaxed Defense Speed Yellow Pink
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Pokemon Lets Go Marowak Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
0 Swords Dance Normal None -- 30 -- Raises the user's Attack by two stages.
1 Bone Club Ground Physical 65 20 85% Has a 10% chance to make the target flinch.
1 Growl Normal None -- 40 100% Lowers the target's Attack by one stage.
1 Leer Normal None -- 30 100% Lowers the target's Defense by one stage.
1 Screech Normal None -- 40 85% Lowers the target's Defense by two stages.
1 Swords Dance Normal None -- 30 -- Raises the user's Attack by two stages.
1 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
2 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
6 Leer Normal None -- 30 100% Lowers the target's Defense by one stage.
12 Bone Club Ground Physical 65 20 85% Has a 10% chance to make the target flinch.
14 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
18 Rage Normal Physical 20 20 100% If the user is hit after using this move, its Attack rises by one stage.
24 Focus Energy Normal None -- 30 -- Increases the user's chance to score a critical hit.
26 Bonemerang Ground Physical 50 10 90% Hits twice in one turn.
36 Thrash Normal Physical 120 10 100% Hits every turn for 2-3 turns, then confuses the user.
48 Double-Edge Normal Physical 120 15 100% 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.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM7 Protect Normal None -- 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.
TM8 Substitute Normal None -- 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.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM23 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM31 Fire Punch Fire Physical 75 15 100% Has a 10% chance to burn the target.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM39 Outrage Dragon Physical 120 10 100% The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM51 Blizzard Ice Special 120 5 70% Has a 10% chance to freeze the target.
TM55 Ice Beam Ice Special 95 10 100% Has a 10% chance to freeze the target.
TM56 Stealth Rock Rock None -- 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