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 & Training Data

Classification Ball Whale Pokémon
Height 2.0 m (6'07")
Weight 130.0 kg (286.6 lbs)
Abilities
EV Yield +1 hp
Catch Rate 125
Base Friendship 70
Growth Rate fast then very slow
Gender Ratio
♂ ♀
Egg Groups Ground, Water2

Pokédex Numbers

Hoenn (R/S/E) #099
Unova (B2/W2) #240
Kalos (Coastal) #027
Hoenn (OR/AS) #104
Alola (S/M) #266
Alola (US/UM) #351
Galar (Sw/Sh) #356
National #320
Isle of Armor #190

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

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