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544 - Whirlipede

  Type Ability


(1) Speed Boost
(2) Poison Point
(HA) Swarm

Evolutions


Venipede
Level 20
Whirlipede
Level 30
Scolipede

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
405599407947360

Wild Hold Items

  • 5%: Poison Barb

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Poison Sting 30 100 20 Priority: 0. Has a 30% chance to poison the target.
1 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.
4 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.
8 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.
12 Poison Fang 65 95 15 Priority: 0. 50% chance to toxic poison target
14 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
16 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
18 Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
20 Coil None None 20 Priority: 0. Raises the user's Attack, Defense, and accuracy by one stage each.
20 Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
23 Fury Cutter 30 95 20 Priority: 0. Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.
26 Payback 50 100 10 Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
29 Pin Missile 25 95 20 Priority: 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.
30 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
34 Toxic Spikes None None 20 Priority: 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.
34 Spikes None None 20 Priority: 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.
38 Smart Strike 70 None 10 Priority: 0. Ignores accuracy and evasion modifiers.
42 Poison Tail 80 100 10 Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.
46 Steamroller 100 90 10 Priority: 0. Has a 30% chance to make the target flinch.

Power is doubled against Pokémon that have used minimize since entering the field.
50 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
55 Lunge 80 100 15 Priority: 0. Lowers the target's Attack by one stage.

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.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
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.
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.
TM22 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.
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.
TM36 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
TM41 Infestation 20 100 20 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. The user continues to use other moves during this time. If the user leaves the field, this effect ends.

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.
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM74 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
TM76 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
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

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
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.

Encounter Locations

Location   Level Spawn Percent
Pinwheel Forest - Inside Dark Grass (Doubles) 68 20.0
Pinwheel Forest - Inside Grass 64 20.0