Qwilfish is a Water/Poison-type Pokémon introduced in Generation II and the first stage of its evolution line, with a base stat total of 440.

Qwilfish

Qwilfish

Abilities

Poison Point

Poisons foe on contact.

Swift Swim

Raises SPEED in rain.

Intimidate

Lowers the foe’s ATTACK.

Hidden Ability

Base Stats

Total: 440
EV Yield: 1 Attack
HP: 65
Attack: 95
Defense: 85
Sp. Atk: 55
Sp. Def: 55
Speed: 85

Qwilfish's Weaknesses and Resistances

Evolution Chain

Qwilfish evolves into Overqwil by using barb Barrage in Strong Style 20 times.

Forms

Qwilfish Playthrough, Competitive, and Nuzlocke Usage

Using Qwilfish in a Playthrough

The Qwilfish family is split between the original Johtonian form, which does not evolve, and Hisuian Qwilfish, which can evolve into Overqwil. Johtonian Qwilfish is Water/Poison with respectable base 95 Attack, good physical Defense and Speed, useful resistances, and access to tools such as Waterfall or Liquidation, Poison Jab, Aqua Jet, Spikes, Toxic Spikes, Haze, and Thunder Wave depending on generation; Intimidate is especially useful when the Hidden Ability is available. Its older-generation performance is less clean because Water attacks were special before Generation IV and therefore did not use Qwilfish's stronger Attack, while the physical/special split made its physical Water offense much more natural. Hisuian Qwilfish instead becomes Dark/Poison and evolves into Overqwil through game-specific conditions involving Barb Barrage; Overqwil reaches base 115 Attack with much better overall physical bulk while Dark/Poison typing leaves Ground as its only ordinary weakness and grants a Psychic immunity. Overqwil can therefore function as a strong physical attacker, Intimidate-based utility Pokemon, hazard setter, or Swift Swim rain attacker, making the Hisuian branch far more powerful as a conventional story team member.

Qwilfish in Competitive Pokémon

Johtonian Qwilfish has maintained a legitimate lower-tier competitive niche since Generation II through the combination of Spikes, respectable Speed, useful defensive typing, and later Intimidate. In GSC UU it was considered the tier's premier Spikes setter while also offering fast Haze, and later generations expanded its hazard role with Toxic Spikes and gave it stronger physical defensive utility through Intimidate. Its Water/Poison typing lets it check several Fire-, Fighting-, Water-, Ice-, and Fairy-type attackers, but poor Special Defense, Ground and Psychic weaknesses, and a lack of reliable recovery make it relatively easy to wear down. Overqwil adds a more powerful modern branch: Dark/Poison typing has only a Ground weakness, base 115 Attack provides real offensive pressure, and Intimidate, Spikes, Toxic Spikes, Haze, Taunt, Swords Dance, and Barb Barrage allow both defensive and offensive sets. Swift Swim also gives Overqwil a genuine rain-sweeper niche, and it has even appeared as an offensive option on modern OU rain teams despite remaining a more specialized choice overall.

Qwilfish in Nuzlockes

Johtonian Qwilfish can be a useful Nuzlocke encounter because Water/Poison typing provides numerous resistances, respectable physical bulk, and good enough Speed to avoid taking unnecessary hits against many slower opponents. Intimidate is particularly valuable if legitimately available because lowering physical Attack on entry creates safer matchups, while Haze can provide an emergency answer to setup opponents and Aqua Jet can finish weakened targets with priority. Its low Special Defense remains the major danger, and powerful Electric, Ground, or Psychic attacks can overwhelm it much more quickly than its physical bulk suggests. Hisuian Qwilfish and Overqwil are even more defensively appealing: Dark/Poison typing leaves Overqwil with only a Ground weakness under ordinary conditions and gives it a complete Psychic immunity, while its 85 HP and 95 Defense pair especially well with Intimidate. The line still lacks dependable recovery and therefore accumulates chip damage over long routes, but Overqwil offers an unusually forgiving combination of few weaknesses, good Attack, and physical durability.

Learnsets

77 moves · Scarlet Violet

Level Up

1 Tackle normal type 40 100 physical move
1 Poison Sting poison type 15 100 physical move
4 Harden normal type --- --- status move
8 Water Gun water type 40 100 special move
12 Fell Stinger bug type 50 100 physical move
16 Minimize normal type --- --- status move
20 Spikes ground type --- --- status move
24 Brine water type 65 100 special move
28 Poison Jab poison type 80 100 physical move
32 Pin Missile bug type 25 95 physical move
36 Toxic Spikes poison type --- --- status move
40 Stockpile normal type --- --- status move
40 Spit Up normal type --- 100 special move
44 Toxic poison type --- 90 status move
48 Aqua Tail water type 90 90 physical move
52 Acupressure normal type --- --- status move
56 Destiny Bond ghost type --- --- status move

Machine

- Swords Dance normal type --- --- status move
- Take Down normal type 90 85 physical move
- Double-Edge normal type 120 100 physical move
- Hydro Pump water type 110 80 special move
- Surf water type 90 100 special move
- Ice Beam ice type 90 100 special move
- Blizzard ice type 110 70 special move
- Thunder Wave electric type --- 90 status move
- Toxic poison type --- 90 status move
- Agility psychic type --- --- status move
- Haze ice type --- --- status move
- Waterfall water type 80 100 physical move
- Swift normal type 60 --- special move
- Rest psychic type --- --- status move
- Substitute normal type --- --- status move
- Curse ghost type --- --- status move
- Reversal fighting type --- 100 physical move
- Spite ghost type --- 100 status move
- Protect normal type --- --- status move
- Scary Face normal type --- 100 status move
- Sludge Bomb poison type 90 100 special move
- Spikes ground type --- --- status move
- Icy Wind ice type 55 95 special move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Pain Split normal type --- --- status move
- Rain Dance water type --- --- status move
- Crunch dark type 80 100 physical move
- Shadow Ball ghost type 80 100 special move
- Whirlpool water type 35 85 special move
- Facade normal type 70 100 physical move
- Taunt dark type --- 100 status move
- Mud Shot ground type 55 95 special move
- Poison Tail poison type 50 100 physical move
- Water Pulse water type 60 100 special move
- Gyro Ball steel type --- 100 physical move
- Toxic Spikes poison type --- --- status move
- Poison Jab poison type 80 100 physical move
- Giga Impact normal type 150 90 physical move
- Gunk Shot poison type 120 80 physical move
- Venoshock poison type 65 100 special move
- Sludge Wave poison type 95 100 special move
- Acid Spray poison type 40 100 special move
- Hex ghost type 65 100 special move
- Throat Chop dark type 80 100 physical move
- Liquidation water type 85 100 physical move
- Scale Shot dragon type 25 90 physical move
- Flip Turn water type 60 100 physical move
- Tera Blast normal type 80 100 special move
- Chilling Water water type 50 100 special move

Egg

- Supersonic normal type --- 55 status move
- Bubble Beam water type 65 100 special move
- Haze ice type --- --- status move
- Self-Destruct normal type 200 100 physical move
- Flail normal type --- 100 physical move
- Astonish ghost type 30 100 physical move
- Water Pulse water type 60 100 special move
- Aqua Jet water type 40 100 physical move
- Acid Spray poison type 40 100 special move
- Barb Barrage poison type 60 100 physical move

Pokédex Entries

10 entries
Gold / Leafgreen / Heartgold / X

To fire its poison spikes, it must inflate its body by drinking over 2.6 gallons of water all at once.

Silver

The small spikes covering its body developed from scales. They inject a toxin that causes fainting.

Crystal

When faced with a larger opponent, it swallows as much water as it can to match the opponent's size.

Ruby / Sapphire

QWILFISH sucks in water, inflating itself. This POKéMON uses the pressure of the water it swallowed to shoot toxic quills all at once from all over its body. It finds swimming somewhat challenging.

Emerald

A QWILFISH uses the pressure of water it swallows to shoot toxic quills all at once from all over its body. It finds swimming to be somewhat challenging.

Firered / Soulsilver / Y / Shield

The small spikes covering its body developed from scales. They inject a toxin that causes fainting.

Diamond / Pearl / Platinum / Black / White / Black 2 / White 2

It shoots the poison spines on its body in all directions. Its round form makes it a poor swimmer.

Omega Ruby / Alpha Sapphire

Qwilfish sucks in water, inflating itself. This Pokémon uses the pressure of the water it swallowed to shoot toxic quills all at once from all over its body. It finds swimming somewhat challenging.

Sword

When faced with a larger opponent, it swallows as much water as it can to match the opponent’s size.

Legends Arceus

Fishers detest this troublesome Pokémon because it sprays poison from its spines, getting it everywhere. A different form of Qwilfish lives in other regions.

Where To Find Qwilfish

21 locations
Route 32 · JohtoGood Rod, Old Rod, Super Rod · version details vary

Road 32

Crystal max 190%
Good Rod · Lv. 20 · 35% · Swarm YesGood Rod · Lv. 20 · 20% · Swarm YesGood Rod · Lv. 20 · 10% · Swarm YesOld Rod · Lv. 5 · 15% · Swarm YesSuper Rod · Lv. 40 · 40% · Swarm YesSuper Rod · Lv. 40 · 30% · Swarm YesSuper Rod · Lv. 40 · 20% · Swarm YesSuper Rod · Lv. 40 · 10% · Swarm NoSuper Rod · Lv. 40 · 10% · Swarm Yes
Gold max 190%
Good Rod · Lv. 20 · 35% · Swarm YesGood Rod · Lv. 20 · 20% · Swarm YesGood Rod · Lv. 20 · 10% · Swarm YesOld Rod · Lv. 5 · 15% · Swarm YesSuper Rod · Lv. 40 · 40% · Swarm YesSuper Rod · Lv. 40 · 30% · Swarm YesSuper Rod · Lv. 40 · 20% · Swarm YesSuper Rod · Lv. 40 · 10% · Swarm NoSuper Rod · Lv. 40 · 10% · Swarm Yes
HeartGold max 185%
Good Rod · Lv. 20 · 40% · Swarm YesGood Rod · Lv. 20 · 15% · Swarm YesGood Rod · Lv. 20 · 10% · Swarm YesGood Rod · Lv. 20 · 5%Old Rod · Lv. 10 · 15% · Swarm YesSuper Rod · Lv. 40 · 40% · Swarm YesSuper Rod · Lv. 40 · 30% · Swarm YesSuper Rod · Lv. 40 · 15% · Swarm YesSuper Rod · Lv. 40 · 10%Super Rod · Lv. 40 · 5% · Swarm Yes
Silver max 190%
Good Rod · Lv. 20 · 35% · Swarm YesGood Rod · Lv. 20 · 20% · Swarm YesGood Rod · Lv. 20 · 10% · Swarm YesOld Rod · Lv. 5 · 15% · Swarm YesSuper Rod · Lv. 40 · 40%Super Rod · Lv. 40 · 30%Super Rod · Lv. 40 · 20%Super Rod · Lv. 40 · 10%
SoulSilver max 185%
Good Rod · Lv. 20 · 40% · Swarm YesGood Rod · Lv. 20 · 15% · Swarm YesGood Rod · Lv. 20 · 10% · Swarm YesGood Rod · Lv. 20 · 5%Old Rod · Lv. 10 · 15% · Swarm YesSuper Rod · Lv. 40 · 40% · Swarm YesSuper Rod · Lv. 40 · 30% · Swarm YesSuper Rod · Lv. 40 · 15% · Swarm YesSuper Rod · Lv. 40 · 10%Super Rod · Lv. 40 · 5% · Swarm Yes
Route 8 · KalosSuper Rod · version details vary

Road 8

X max 60%
Super Rod · Lv. 35 · 60%
Y max 60%
Super Rod · Lv. 35 · 60%
Five Isle Meadow · KantoSuper Rod · version details vary

Five Isle Meadow

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Green Path · KantoSuper Rod · version details vary

Green Path

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Memorial Pillar · KantoSuper Rod · version details vary

Memorial Pillar

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Outcast Island · KantoSuper Rod · version details vary

Outcast Island

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Resort Gorgeous · KantoSuper Rod · version details vary

Resort Gorgeous

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Route 12 · KantoSuper Rod · version details vary

Road 12

Crystal max 10%
Super Rod · Lv. 40 · 10%
Gold max 10%
Super Rod · Lv. 40 · 10%
HeartGold max 10%
Super Rod · Lv. 40 · 10% · Swarm No
Silver max 10%
Super Rod · Lv. 40 · 10%
SoulSilver max 10%
Super Rod · Lv. 40 · 10% · Swarm No
Route 13 · KantoSuper Rod · version details vary

Road 13

Crystal max 10%
Super Rod · Lv. 40 · 10%
Gold max 10%
Super Rod · Lv. 40 · 10%
HeartGold max 10%
Super Rod · Lv. 40 · 10%
Silver max 10%
Super Rod · Lv. 40 · 10%
SoulSilver max 10%
Super Rod · Lv. 40 · 10%
Tanoby Ruins · KantoSuper Rod · version details vary

Tanoby Ruins

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Trainer Tower · KantoSuper Rod · version details vary

Trainer Tower

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Water Labyrinth · KantoSuper Rod · version details vary

Water Labyrinth

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Water Path · KantoSuper Rod · version details vary

Water Path

FireRed max 40%
Super Rod · Lv. 15–25 · 40%
Pyrite Cave · OrreSnag · version details vary

Pyrite Cave (Outside)

Colosseum max 100%
Snag · Lv. 33 · 100%
Iron Island · SinnohSuper Rod · version details vary

Iron Island area

Diamond max 15%
Super Rod · Lv. 20–40 · 15%
Pearl max 15%
Super Rod · Lv. 20–40 · 15%
Platinum max 15%
Super Rod · Lv. 20–50 · 15%
P2 Laboratory · UnovaSuper Rod Spots · version details vary

P2 Laboratory

Black max 40%
Super Rod Spots · Lv. 35–60 · 40%
Black 2 max 40%
Super Rod Spots · Lv. 35–60 · 40%
White max 40%
Super Rod Spots · Lv. 35–60 · 40%
White 2 max 40%
Super Rod Spots · Lv. 35–60 · 40%
Route 17 · UnovaSuper Rod Spots · version details vary

Road 17

Black max 40%
Super Rod Spots · Lv. 35–60 · 40%
White max 40%
Super Rod Spots · Lv. 35–60 · 40%
Route 18 · UnovaSuper Rod Spots · version details vary

Road 18

Black max 40%
Super Rod Spots · Lv. 35–60 · 40%
White max 40%
Super Rod Spots · Lv. 35–60 · 40%
Route 4 · UnovaSuper Rod, Super Rod Spots · version details vary

Road 4

Black 2 max 45%
Super Rod · Lv. 50–70 · 4%Super Rod · Lv. 50–70 · 1%Super Rod Spots · Lv. 40–60 · 40%
White 2 max 45%
Super Rod · Lv. 50–70 · 4%Super Rod · Lv. 50–70 · 1%Super Rod Spots · Lv. 40–60 · 40%
Virbank City · UnovaSuper Rod · version details vary

Virbank City

Black 2 max 5%
Super Rod · Lv. 50–70 · 4%Super Rod · Lv. 50–70 · 1%
White 2 max 5%
Super Rod · Lv. 50–70 · 4%Super Rod · Lv. 50–70 · 1%
Virbank Complex · UnovaSuper Rod · version details vary

Virbank Complex (outer)

Black 2 max 5%
Super Rod · Lv. 50–70 · 4%Super Rod · Lv. 50–70 · 1%
White 2 max 5%
Super Rod · Lv. 50–70 · 4%Super Rod · Lv. 50–70 · 1%

Held Items

1 items
Poison Barb
  • Diamond: 5% chance
  • Pearl: 5% chance
  • Platinum: 5% chance
  • Heartgold: 5% chance
  • Soulsilver: 5% chance
  • Black: 5% chance
  • White: 5% chance
  • Black 2: 5% chance
  • White 2: 5% chance
  • X: 5% chance
  • Y: 5% chance
  • Omega Ruby: 5% chance
  • Alpha Sapphire: 5% chance
  • Sun: 5% chance
  • Moon: 5% chance
  • Ultra Sun: 5% chance
  • Ultra Moon: 5% chance
  • Colosseum: 100% chance

Additional Images

PokeAPI sprites

Open this section to load extra PokeAPI sprite images.

Qwilfish Biology and Behavior

Johtonian Qwilfish is a poor natural swimmer whose round body is covered in poisonous spines that evolved from ordinary scales. To attack, it rapidly swallows more than 2.6 gallons, or 10 liters, of water, inflating its body so that internal pressure can launch the poisonous spines outward with enough toxin to make a target faint. Inflating makes its already awkward swimming even worse, and immediately after firing the spines Qwilfish is briefly left comparatively defenseless—a weakness experienced fishers deliberately exploit when trying to catch one. When facing a much larger opponent, Qwilfish may inflate simply to appear closer in size, while a startled inflated individual can expel its stored water like a jet and propel itself rapidly away. Its entire defensive system therefore trades mobility for intimidation, poison, and sudden explosive pressure.

Qwilfish Biological Data

National Pokédex
#211
Species
Balloon Pokémon
Height
1' 8" (0.5 m)
Weight
8.6 lbs (3.9 kg)
Habitat
Sea
Color
Gray
Body Style
Fish
Gender
50% female / 50% male

Misc

Catch Rate: 45

Base Experience: 88 Exp

Hatch Counter: 20

Qwilfish Size Comparison: BETA

Qwilfish is listed at 1' 8" (0.5 m); this chart uses a pose-adjusted visual scale.

7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
qwilfish
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.

Qwilfish currently uses a pose-adjusted visual scale.