Huntail
Ultra Sun

It’s not the strongest swimmer. It wags its tail to lure in its prey and then gulps them down as soon as they get close.

Ultra Moon

Deep seas are their habitat. According to tradition, when Huntail wash up onshore, something unfortunate will happen.

Evolution Chain

clamperl
Clamperl
🔄
Trade
+
deep-sea-tooth deep sea tooth
huntail
Huntail
🔄
Trade
+
deep-sea-scale deep sea scale
gorebyss
Gorebyss

Pokédex & Training Data

Classification Deep Sea Pokémon
Height 1.7 m (5'07")
Weight 27.0 kg (59.5 lbs)
Abilities
EV Yield +1 attack
+1 defense
Catch Rate 60
Base Friendship 70
Growth Rate slow then very fast
Gender Ratio
♂ ♀
Egg Groups Water1

Pokédex Numbers

Hoenn (R/S/E) #177
Kalos (Coastal) #142
Hoenn (OR/AS) #186
Alola (US/UM) #141
National #367

Held Items

Game Locations

Alola Route 15 Main
Hauoli City Beachfront
Melemele Sea Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
5 Screech
— 85% 40 Lowers the target’s Defense by two stages.
9 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
11 Feint Attack
60 — 20 Never misses.
14 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
16 Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
19 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
23 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
26 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
34 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
39 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
45 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
5 Screech
— 85% 40 Lowers the target’s Defense by two stages.
9 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
11 Feint Attack
60 — 20 Never misses.
14 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
16 Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
19 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
23 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
26 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
34 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
39 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
45 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 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.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 55
Attack 104
Defense 105
Sp. Atk 94
Sp. Def 75
Speed 52
Total 485

Type Defenses

(vs. Gen 6+ rules)

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