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320 - Wailmer

  Type Ability

(1) Water Veil
(2) Pressure
(HA) Pressure

Evolutions


Wailmer
Level 40
Wailord

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
1307035703560400

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Aqua Ring None None 20 Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.

This effect is passed on by baton pass.
1 Growl None 100 40 Priority: 0. Lowers the target's Attack by one stage.
1 Splash None None 40 Priority: 0. Does nothing.

This move cannot be used while gravity is in effect.
1 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
4 Mist None None 30 Priority: 0. Pokémon on the user's side of the field are immune to stat-lowering effects for five turns. Defog used by an opponent will end this effect.
7 Defense Curl None None 40 Priority: 0. Raises user's Defense by one stage.

After this move is used, the power of ice ball and rollout are doubled until the user leaves the field.
10 Rollout 40 90 20 Priority: 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.
13 Whirlpool 35 85 15 Priority: 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.
16 Tickle None 100 20 Priority: 0. Lowers the target's Attack and Defense by one stage.
19 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
22 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
25 Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
28 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
32 Heavy Slam None 100 10 Priority: 0. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.

User's weight
36 Brine 65 100 10 Priority: 0. If the target has less than half its max HP remaining, this move has double power.
40 Final Gambit None 100 5 Priority: 0. Inflicts damage equal to the user's remaining HP. User faints.
44 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
48 Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
52 Soak None 100 20 Priority: 0. Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
56 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
60 Follow Me None None 20 Priority: 2. Until the end of this turn, any moves that opposing Pokémon target solely at the user's ally will instead target the user.

This effect takes priority over lightning rod and storm drain.

If the user's ally switches out, opposing Pokémon may still hit it with pursuit.

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.
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.
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.
TM49 Echoed Voice 50 100 15 Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
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.
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.
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 Bounce 85 85 5 Priority: 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.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
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.

Encounter Locations

Location     Level Spawn Percent
Undella Bay Autumn, Spring, Summer Surf 40-46 10.0
Undella Bay Autumn, Spring, Summer Surf, Rippling Water 40-46 30.0
Undella Bay Winter Surf 40-46 10.0
Undella Bay Winter Surf, Rippling Water 40-46 30.0