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211 - Qwilfish

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4
   

















 

Ability

Version Ability
All Intimidate / Swift Swim

Base Stats

Version HP Atk Def SAtk SDef Spd BST
Classic 65 95 85 55 55 85 440
Complete 65 95 95 45 55 95 450

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Water Gun 40 100% 25 Inflicts regular damage with no additional effect.
1 Spikes - - 20 Scatters Spikes, hurting opposing Pokémon that switch in.
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Poison Sting 15 100% 35 Has a 30% chance to poison the target.
6 Bubble 40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
9 Harden - - 30 Raises the user's Defense by one stage.
12 Minimize - - 10 Raises the user's evasion by two stages.
15 Aqua Jet 40 100% 20 Inflicts regular damage with no additional effect.
18 Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
21 Toxic Spikes - - 20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
24 Stockpile - - 20 Stores energy up to three times for use with Spit Up and Swallow.
24 Spit Up - 100% 10 Power is 100 times the amount of energy Stockpiled.
27 Poison Jab 80 100% 20 Has a 30% chance to poison the target.
30 Revenge 60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
33 Aqua Tail 90 90% 10 Inflicts regular damage with no additional effect.
36 Pin Missile 25 95% 20 Hits 2-5 times in one turn.
39 Take Down 90 85% 20 User receives 1/4 the damage it inflicts in recoil.
42 Destiny Bond - - 5 If the user faints this turn, the target automatically will, too.
45 Gunk Shot 1 120 80% 5 Has a 30% chance to poison the target.
48 Hydro Pump 110 80% 5 Inflicts regular damage with no additional effect.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM03 Water Pulse 60 100% 20 Has a 20% chance to confuse the target.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail - - 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt - 100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam 90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard 110 70% 5 Has a 10% chance to freeze the target.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM34 Shock Wave 60 - 20 Never misses.
TM36 Sludge Bomb 90 100% 10 Has a 30% chance to poison the target.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM55 Scald 80 100% 15 Has a 30% chance to burn the target. Does not thaw target.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM64 Explosion 250 100% 5 User faints.
TM66 Payback 50 100% 10 Power is doubled if the target has already moved this turn.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM74 Gyro Ball - 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance - - 20 Raises the user's Attack by two stages.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM84 Poison Jab 80 100% 20 Has a 30% chance to poison the target.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 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.
HM03 Surf 90 100% 15 Inflicts regular damage and can hit Dive users.
HM07 Waterfall 80 100% 15 Has a 20% chance to make the target flinch.
Move Tutor Aqua Tail 90 90% 10 Inflicts regular damage with no additional effect.
Move Tutor Bounce 85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Move Tutor Dive 80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
Move Tutor Icy Wind 55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Move Tutor Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Swift 60 - 20 Never misses.

Wild Encounters

Route Method Level Chance
Iron Island ~ Outside Old Rod Lv. 10 10%
Iron Island ~ Outside Good Rod Lv. 25 10%
Iron Island ~ Outside Super Rod Lv. 50 10%

  1. This move was previously unavailable to this Pokémon