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Qwilfish

Qwilfish
WaterPoison

Height 0.5 m·Weight 3.9 kg

Base stats

HP
65
Atk
95
Def
85
SpA
55
SpD
55
Spe
85
Total440

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

Learnable moves

64 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • user's evasiveness +2

    PowerAcc.PP12
  • user faints

    Power200Acc.100PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • user's Defense/Sp. Def +1 · stores up to 3 times

    PowerAcc.PP20
  • power 100 per Stockpile

    PowerAcc.100PP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • user or ally: one random stat +2

    PowerAcc.PP20
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • Power110Acc.80PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • 20% chance: flinch

    Power80Acc.100PP16
    Contact
  • rain for 5 turns

    PowerAcc.PP8
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • Dive

    turn 1: dives underwater, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • 20% chance: confusion

    Power60Acc.100PP20
    Pulse
  • Power90Acc.90PP12
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power85Acc.100PP12
    Contact
  • user switches out after attacking

    Power60Acc.100PP20
    Contact
  • target's Attack −1

    Power50Acc.100PP20
  • paralysis

    PowerAcc.90PP20
  • 10% chance: freeze

    Power90Acc.100PP12
  • 10% chance: freeze · never misses in snow

    Power110Acc.70PP8
    Wind
  • Haze

    resets every Pokémon's stat changes

    PowerAcc.PP20
  • target's Speed −1

    Power55Acc.95PP16
    Wind
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • poison · never misses when used by a Poison type

    PowerAcc.90PP12
  • 30% chance: poison

    Power90Acc.100PP12
    Ball & bomb
  • sets poison spikes on the foes' side · poisons Pokémon switching in

    PowerAcc.PP20
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • 30% chance: poison

    Power120Acc.80PP8
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • 10% chance: poison

    Power95Acc.100PP12
  • target's Sp. Def −2

    Power40Acc.100PP20
    Ball & bomb
  • 50% chance: poison · power ×2 vs poisoned target

    Power60Acc.100PP12
  • sets spikes on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • target's Speed −1

    Power55Acc.95PP16
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • hits 2–5 times

    Power25Acc.95PP20
  • KO with this move: user's Attack +3

    Power50Acc.100PP20
    Contact
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • target's last move: −4 PP

    PowerAcc.100PP12
  • if the user faints this turn, the attacker faints too

    PowerAcc.PP8
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • hits 2–5 times · after use: user's Defense −1 · Speed +1

    Power25Acc.90PP20
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • more power the slower the user is than the target (max 150)

    PowerAcc.100PP8
    ContactBall & bomb
  • removes terrain · fails without terrain

    Power130Acc.100PP8
    Contact