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211 - Qwilfish

TypeAbility

(1) Intimidate
(2) Swift Swim
(HA) Poison Point
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Stats

HP
65
ATK
95
DEF +20
95
SPA -10
45
SPD
55
SPE +10
95
BST +20
450

Wild Hold Items

  • 5%: Poison Barb

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Astonish3510015Priority: 0. Has a 30% chance to make the target flinch.
1HardenNoneNone30Priority: 0. Raises the user's Defense by one stage.
1Poison Sting3010020Priority: 0. Has a 30% chance to poison the target.
1Tackle5010030Priority: 0. Inflicts regular damage.
4Water Gun4010025Priority: 0. Inflicts regular damage.
7Acid Spray4010020Priority: 0. Lowers the target's Special Defense by two stages.
10HazeNoneNone30Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
13Aqua Jet4010020Priority: 1. Inflicts regular damage.
16Pin Missile259520Priority: 0. Hits 2–5 times in one turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
19SpikesNoneNone20Priority: 0. Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to ground moves are immune to this damage, except during gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP.
19Toxic SpikesNoneNone20Priority: 0. Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity.

If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed.

rapid spin will remove this effect from its user's side of the field. defog will remove this effect from its target's side of the field.

This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar.

Pokémon entering the field due to baton pass are not affected by this effect.
22Revenge6010010Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power.

pain split does not count as damaging the user.
25Bubble Beam7010020Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
28Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
31Rollout409020Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
34Take Down908520Priority: 0. User takes 1/4 the damage it inflicts in recoil.
37AcupressureNoneNone30Priority: 0. Raises one of the target's stats by two stages. The raised stat is chosen at random from any stats that can be raised by two stages. If no stat is eligible, this move will fail.

If the target has a substitute, this move will have no effect, even if the user is the target.
40Aqua Tail1008510Priority: 0. Inflicts regular damage.
44Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
48Whirlpool358515Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
52Gunk Shot120805Priority: 0. Has a 30% chance to poison the target.
56Wave Crash1101005Priority: 0. Damages user 1/3 recoil damage
60Double-Edge12010015Priority: 0. User takes 1/3 the damage it inflicts in recoil.
64Destiny BondNoneNone5Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
68Hydro Pump110805Priority: 0. Inflicts regular damage.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 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.
TM9Venoshock6510015Priority: 0. If the target is poisoned, this move has double power.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM17ProtectNoneNone10Priority: 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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM34Sludge Wave9510010Priority: 0. Has a 10% chance to poison the target.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM55Scald8010010Priority: 0. Has a 30% chance to burn the target.
TM64Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM74Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 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

NamePowerAccuracyPPTypeDamage ClassEffect
Aqua Tail1008510Priority: 0. Inflicts regular damage.
Bounce85855Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

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 used while gravity is in effect.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.

Encounter Locations

Location   Level Spawn Percent
Abundant Shrine Hidden Grotto: Back Pond near Shrine ?? 1.0
Abundant Shrine Hidden Grotto: Entrance ?? 1.0
Abundant Shrine Surf 40-46 30.0
Abundant Shrine Surf, Rippling Water 40-46 30.0
P2 Laboratory Fish, Rippling Water 65 30.0
Route 17 Fish, Rippling Water 65 30.0
Route 18 Fish, Rippling Water 55-75 30.0
Virbank Complex - Outside Fish 13-15 35.0
Virbank Complex - Outside Fish, Rippling Water 13-17 30.0