Wailord
Ruby

WAILORD is the largest of all identified POKéMON up to now. This giant POKéMON swims languorously in the vast open sea, eating massive amounts of food at once with its enormous mouth.

Sapphire

When chasing prey, WAILORD herds them by leaping out of the water and making a humongous splash. It is breathtaking to see this POKéMON leaping out of the sea with others in its pod.

Emerald

It breathes through nostrils that it raises above the sea. By inhaling to its maximum capacity, a WAILORD can dive close to 10,000 feet beneath the waves.

Firered/Leafgreen

It is among the largest of all POKéMON. It herds prey in a pack then swallows the massed prey in one gulp.

Evolution Chain

wailmer
Wailmer
Level 40
wailord
Wailord

Pokédex & Training Data

Classification Float Whale Pokémon
Height 14.5 m (47'07")
Weight 398.0 kg (877.4 lbs)
Abilities
EV Yield +2 hp
Catch Rate 60
Base Friendship 70
Growth Rate fast then very slow
Gender Ratio
♂ ♀
Egg Groups Ground, Water2

Pokédex Numbers

Hoenn (R/S/E) #100
Unova (B2/W2) #241
Kalos (Coastal) #028
Hoenn (OR/AS) #105
Alola (S/M) #267
Alola (US/UM) #352
Galar (Sw/Sh) #357
National #321
Isle of Armor #191

Game Locations

Hoenn Route 129 Area

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Splash
— — 40 Does nothing.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
44 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
52 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
59 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Splash
— — 40 Does nothing.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
44 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
52 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
59 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Splash
— — 40 Does nothing.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
44 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
52 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
59 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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.

Base Stats

Hp 170
Attack 90
Defense 45
Sp. Atk 90
Sp. Def 45
Speed 60
Total 500

Type Defenses

(vs. Gen 6+ rules)

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