The Cave of Dragonflies ASB Database

Poliwrath

WaterFighting
Speed
70
Gender
Female or male
Population
0

Abilities

Water Absorb
Absorbs Water moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% health with the use of an action in water.
Damp
Prevents Self-Destruct, Explosion, and Aftermath from working while the Pokémon is in battle. Allows the Pokémon to take an action to prevent other explosive moves.
Swift Swim
(Hidden ability.) Doubles Speed during rain and in water.

Type matchups

Very weak to (2×)
None
Weak to (1.5×)
GrassElectricFlyingPsychicFairy
Resistant to (0.67×)
FireWaterIceBugRockDarkSteel
Very resistant to (0.5×)
None
Immune to (0×)
None

Evolution

Poliwag
Poliwhirl

3 EXP

Poliwrath

battle holding a Water Stone

Politoed

battle holding a King's Rock

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Amnesia Psychic 2% Raises the user's Special Defense by two stages. The user forgets one of its own attacks.
Attract Normal 4% 100% Infatuates the target if it is the opposite gender.
Belly Drum Normal 6% Maximizes the user's Attack. Costs 15% HP.
Bide Normal Physical * * +1 Stores energy for three actions, then damages the target for twice the total damage taken.
Blizzard Ice Special 110 7% 70% Has a 10% chance to freeze each target.
Body Slam Normal Physical 85 6% 100% Has a 30% chance to paralyze the target.
Brick Break Fighting Physical 75 4% 100% Breaks through Reflect and Light Screen.
Bubble Water Special 40 2% 100% Has a 10% chance to lower each target's Speed by one stage.
Bubble Beam Water Special 65 3% 100% Has a 10% chance to lower the target's Speed by one stage.
Bulk Up Fighting 2% Raises the user's Attack and Defense by one stage.
Bulldoze Ground Physical 60 4% 100% Has a 100% chance to lower each target's Speed by one stage.
Captivate Normal 2% 100% Lowers the target's Special Attack by two stages if it is the opposite gender.
Circle Throw Fighting Physical 60 3% 90% −6 Throws the target fairly far away, potentially preventing it from reaching the user for a bit.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Counter Fighting Physical * * 100% −5 Counters a physical move, dealing twice as much damage as the user took.
Curse Ghost * Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.
Defense Curl Normal 1% Raises the user's Defense by one stage.
Detect Fighting * +4 Protects the user from all moves this action.
Dig Ground Physical 80 4% 100% Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Dive Water Physical 80 4% 100% Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action.
Double-Edge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Double Slap Normal Physical 15 * 85% Hits 2-5 times in one action. Base power is 15 times the number of hits.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Dual Chop Dragon Physical 40 2% 90% Hits twice in one action.
Dynamic Punch Fighting Physical 100 7% 50% Has a 100% chance to confuse the target.
Earthquake Ground Physical 100 6% 100% Deals damage. No other effect.
Encore Normal 4% 100% Makes the target repeat its last move for three actions.
Endeavor Normal Physical * * 100% Lowers the target's health to match the user's.
Endure Normal * +4 Prevents direct damage from lowering the user's health below 1% this action.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Fissure Ground Physical * * 30% Deals damage equal to the damage cap, or 100% if there is none.
Fling Dark Physical * * 100% Throws the user's held item at the target. Base power and energy cost depend on the item.
Focus Blast Fighting Special 120 7% 70% Has a 10% chance to lower the target's Special Defense by one stage.
Focus Punch Fighting Physical 150 9% 100% −3 Fails if the user takes damage before using this move.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Giga Impact Normal Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Hail Ice 5% Changes the weather to hail for nine actions.
Haze Ice 4% Removes all Pokémon's stat stages. Lowers the accuracy of all moves by 10% for five actions.
Headbutt Normal Physical 70 5% 100% Has a 30% chance to make the target flinch.
Helping Hand Normal * +5 Multiplies the power of an ally's move by 1.5 this action.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Hydro Pump Water Special 110 7% 80% Deals damage. No other effect.
Hyper Beam Normal Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Hypnosis Psychic 2% 60% Puts the target to sleep.
Ice Ball Ice Physical 30 2% 90% Base power doubles with each successful consecutive use.
Ice Beam Ice Special 90 5% 100% Has a 10% chance to freeze the target.
Ice Punch Ice Physical 75 4% 100% Has a 10% chance to freeze the target.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Low Sweep Fighting Physical 65 4% 100% Has a 100% chance to lower the target's Speed by one stage.
Mega Kick Normal Physical 120 7% 75% Deals damage. No other effect.
Mega Punch Normal Physical 80 4% 85% Deals damage. No other effect.
Metronome Normal * Randomly uses any move.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mind Reader Normal 4% Ensures that the user's next move against the target will hit.
Mist Ice 4% Prevents stat drops and lowers the accuracy of all moves by 10% for five actions.
Mud Bomb Ground Special 65 4% 85% Has a 30% chance to lower the target's Accuracy by one stage.
Mud Shot Ground Special 55 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Mud-Slap Ground Special 20 2% 100% Has a 100% chance to lower the target's Accuracy by one stage.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Payback Dark Physical 50 3% 100% Has double base power if the target has already acted this action.
Poison Jab Poison Physical 80 5% 100% Has a 30% chance to poison the target.
Power-Up Punch Fighting Physical 40 3% 100% Has a 100% chance to raise the user's Attack.
Protect Normal * +4 Protects the user against all moves this action.
Psychic Psychic Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Psywave Psychic Special * * 100% Damage varies randomly between 0.5× and 1.5× the user's experience, up to 10 experience.
Rage Normal Physical 20 1% 100% If the user damaged between this move and the next, its Attack will increase.
Rain Dance Water 5% Changes the weather to rain for nine actions.
Refresh Normal 4% Heals the user's major status ailments.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Rock Climb Normal Physical 90 5% 85% Has a 20% chance to confuse the target.
Rock Slide Rock Physical 75 5% 90% Has a 30% chance to make each target flinch.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Rock Tomb Rock Physical 60 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Scald Water Special 80 5% 100% Has a 30% chance to burn the target.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Seismic Toss Fighting Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Skull Bash Normal Physical 130 8% 100% Requires an action to charge, during which the user's Defense is raised by one stage. Can be used in one action for 3% extra energy.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Splash Normal 1% Does nothing.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Submission Fighting Physical 80 4% 80% Deals recoil damage to the user equal to 1/4 of the damage dealt.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Surf Water Special 90 5% 100% Fails if there is not enough water available for the user to manipulate.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Take Down Normal Physical 90 5% 85% Deals recoil damage to the user equal to 1/4 the damage dealt.
Thief Dark Physical 60 3% 100% Steals the target's held item.
Throat Chop Dark Physical 80 4% 100% Prevents the target from using sound moves for three actions.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Vacuum Wave Fighting Special 40 3% 100% +1 Deals damage. No other effect.
Wake-Up Slap Fighting Physical 70 4% 100% Base power rises if the target is asleep, depending on severity. Wakes the target up.
Waterfall Water Physical 80 4% 100% Has a 20% chance to make the target flinch.
Water Gun Water Special 40 2% 100% Deals damage. No other effect.
Water Pulse Water Special 60 3% 100% Has a 20% chance to confuse the target.
Water Sport Water 3% Lowers the effectiveness of Fire-type moves used against the user or its allies by one stage for nine actions.
Whirlpool Water Special 35 3% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Work Up Normal 2% Raises the user's Attack and Special Attack by one stage.