Wailmer
Ruby

WAILMER’s nostrils are located above its eyes. This playful POKéMON loves to startle people by forcefully snorting out seawater it stores inside its body out of its nostrils.

Sapphire

WAILMER can store water inside its body to transform itself into a ball for bouncing around on the ground. By filling itself up with more water, this POKéMON can elevate the height of its bounces.

Emerald

While this POKéMON usually lives in the sea, it can survive on land, although not too long. It loses vitality if its body becomes dried out.

Firered/Leafgreen

When it sucks in a large volume of seawater, it becomes like a big, bouncy ball. It eats a ton of food daily.

Evolution Chain

wailmer
Wailmer
Level 40
wailord
Wailord

Pokédex Data

Classification Ball Whale Pokémon
Height 2.0 m (6'07")
Weight 130.0 kg (286.6 lbs)
Abilities

Game Locations

  • Dewford Town Area
  • Ever Grande City Area
  • Hoenn Route 103 Area
  • Hoenn Route 105 Area
  • Hoenn Route 106 Area
  • Hoenn Route 107 Area
  • Hoenn Route 108 Area
  • Hoenn Route 109 Area
  • Hoenn Route 110 Area
  • Hoenn Route 115 Area
  • Hoenn Route 121 Area
  • Hoenn Route 122 Area
  • Hoenn Route 123 Area
  • Hoenn Route 124 Area
  • Hoenn Route 125 Area
  • Hoenn Route 126 Area
  • Hoenn Route 127 Area
  • Hoenn Route 128 Area
  • Hoenn Route 129 Area
  • Hoenn Route 130 Area
  • Hoenn Route 131 Area
  • Hoenn Route 132 Area
  • Hoenn Route 133 Area
  • Hoenn Route 134 Area
  • Lilycove City Area
  • Mossdeep City Area
  • Pacifidlog Town Area
  • Seafloor Cavern Area
  • Shoal Cave Area
  • Slateport City Area

Training

EV Yield +1 hp
Catch Rate 125
Base Friendship 70
Growth Rate fast then very slow
Gender Ratio
Egg Groups Ground, Water2

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Splash
40 Does nothing.
5 Growl
100% 40 Lowers the target's Attack by one stage.
10 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
19 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
23 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
28 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
32 Mist
30 Protects the user's stats from being changed by enemy moves.
37 Rest
5 User sleeps for two turns, completely healing itself.
41 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
46 Amnesia
20 Raises the user's Special Defense by two stages.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Splash
40 Does nothing.
5 Growl
100% 40 Lowers the target's Attack by one stage.
10 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
19 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
23 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
28 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
32 Mist
30 Protects the user's stats from being changed by enemy moves.
37 Rest
5 User sleeps for two turns, completely healing itself.
41 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
46 Amnesia
20 Raises the user's Special Defense by two stages.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Splash
40 Does nothing.
5 Growl
100% 40 Lowers the target's Attack by one stage.
10 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
19 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
23 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
28 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
32 Mist
30 Protects the user's stats from being changed by enemy moves.
37 Rest
5 User sleeps for two turns, completely healing itself.
41 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
46 Amnesia
20 Raises the user's Special Defense by two stages.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM08 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM05 Roar
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Defense Curl
40 Raises user's Defense by one stage.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Endure
10 Prevents the user's HP from lowering below 1 this turn.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Mimic
10 Copies the target's last used move.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Mimic
10 Copies the target's last used move.
Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Fissure
30% 5 Causes a one-hit KO.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.

Base Stats

Hp 130
Attack 70
Defense 35
Sp. Atk 70
Sp. Def 35
Speed 60
Total 400

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x