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062 - Poliwrath

  Type Ability


(1) Water Absorb
(2) Swift Swim
(HA) Damp

Evolutions


Poliwag
Level 25
Poliwhirl
Use King's Rock
Politoed
Use Water Stone
Poliwrath

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATK+20DEFSPA-10SPDSPEBST+10
9010595609070510

Wild Hold Items

  • 5%: King's Rock

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Dual Chop 40 90 15 Priority: 0. Hits twice in one turn.
1 Lovely Kiss None 75 10 Priority: 0. Puts the target to sleep.
1 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
1 Mega Kick 120 75 5 Priority: 0. Inflicts regular damage.
15 Drain Punch 75 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
45 Circle Throw 60 90 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random. If the target is a wild Pokémon, the battle ends instead.
35 Dynamic Punch 100 50 5 Priority: 0. Has a 100% chance to confuse the target.
40 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
45 Circle Throw 60 90 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random. If the target is a wild Pokémon, the battle ends instead.
50 Storm Throw 50 100 10 Priority: 0. Always scores a critical hit.
55 Close Combat 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.
60 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM26 Earthquake 100 100 10 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM29 Psychic 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
TM47 Low Sweep 65 100 20 Priority: 0. Lowers the target's Speed by one stage.
TM51 Wave Crash 110 100 5 Priority: 0. Damages user 1/3 recoil damage
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM8 Bulk Up None None 10 Priority: 0. Raises the user's Attack and Defense by one stage each.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
TM87 Rock Climb 80 95 10 Priority: 0. Has a 20% chance to confuse the target.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Endeavor None 100 5 Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Pre-Evolution Moves

Species Method Move
Poliwag Lvl 15 Mist
Poliwhirl Lvl 31 Belly Drum
Poliwhirl Lvl 18 Bubble Beam
Poliwhirl Lvl 12 Double Slap
Poliwhirl Lvl 44 Focus Punch
Poliwhirl Lvl 37 Haze
Poliwhirl Lvl 6 Hypnosis
Poliwhirl Lvl 28 Mud Bomb
Poliwhirl Lvl 21 Mud Shot
Poliwhirl Lvl 1 Pound
Poliwhirl Lvl 1 Splash
Poliwhirl Lvl 25 Wake-Up Slap
Poliwhirl Lvl 9 Water Gun