Moves
Move usage- 1
Throat Chop
60% - 2
Minimize
58.2% - 3
Stockpile
45.6% - 4
Protect
40.2%

Base Stats
Type defenses
Overqwil takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1x | 1x | 1x | 1x | 1/2x | 1x | 1x | 1/2x | 2x | 1x | 0x | 1x | 1x | 1/2x | 1x | 1/2x | 1x | 1x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Acid Spray | 40 | 100 | 20 | Has a 100% chance to lower the target's Special Defense by 2 stages. | ||
| Acupressure | - | - | 20 | Raises a random stat by 2 stages as long as the stat is not already at stage 6. The user can choose to use this move on itself or an adjacent ally. Fails if no stat stage can be raised or if used on an ally with a substitute. | ||
| Agility | - | - | 20 | Raises the user's Speed by 2 stages. | ||
| Aqua Jet | 40 | 100 | 20 | No additional effect. | ||
| Aqua Tail | 90 | 90 | 10 | No additional effect. | ||
| Barb Barrage | 60 | 100 | 10 | Has a 50% chance to poison the target. Power doubles if the target is already poisoned. | ||
| Bite | 60 | 100 | 20 | Has a 30% chance to make the target flinch. | ||
| Blizzard | 110 | 70 | 5 | Has a 10% chance to freeze the target. If the weather is Snow, this move does not check accuracy. | ||
| Chilling Water | 50 | 100 | 20 | Has a 100% chance to lower the target's Attack by 1 stage. | ||
| Crunch | 80 | 100 | 15 | Has a 20% chance to lower the target's Defense by 1 stage. | ||
| Curse | - | - | 10 | If the user is not a Ghost type, lowers the user's Speed by 1 stage and raises the user's Attack and Defense by 1 stage. If the user is a Ghost type, the user loses 1/2 of its maximum HP, rounded down and even if it would cause fainting, in exchange for the target losing 1/4 of its maximum HP, rounded down, at the end of each turn while it is active. If the target uses Baton Pass, the replacement will continue to be affected. Fails if there is no target or if the target is already affected. | ||
| Dark Pulse | 80 | 100 | 15 | Has a 20% chance to make the target flinch. | ||
| Destiny Bond | - | - | 5 | Until the user's next move, if an opposing Pokemon's attack knocks the user out, that Pokemon faints as well, unless the attack was Doom Desire or Future Sight. Fails if the user used this move successfully as its last move, disregarding moves used through the Dancer Ability. | ||
| Double-Edge | 120 | 100 | 15 | If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP. | ||
| Endure | - | - | 10 | The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Facade | 70 | 100 | 20 | Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored. | ||
| Fell Stinger | 50 | 100 | 20 | Raises the user's Attack by 3 stages if this move knocks out the target. | ||
| Flail | - | 100 | 15 | The power of this move is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP × 48 / user's maximum HP), rounded down. | ||
| Giga Impact | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Gunk Shot | 120 | 80 | 5 | Has a 30% chance to poison the target. | ||
| Gyro Ball | - | 100 | 5 | Power is equal to (25 * target's current Speed / user's current Speed) + 1, rounded down, but not more than 150. If the user's current Speed is 0, this move's power is 1. | ||
| Haze | - | - | 20 | Resets the stat stages of all active Pokemon to 0. | ||
| Hex | 65 | 100 | 10 | Power doubles if the target has a non-volatile status condition. | ||
| Hydro Pump | 110 | 80 | 5 | No additional effect. | ||
| Hyper Beam | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Ice Beam | 90 | 100 | 10 | Has a 10% chance to freeze the target. | ||
| Icy Wind | 55 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Lash Out | 75 | 100 | 5 | Power doubles if the user had a stat stage lowered this turn. | ||
| Liquidation | 85 | 100 | 10 | Has a 20% chance to lower the target's Defense by 1 stage. | ||
| Minimize | - | - | 10 | Raises the user's evasiveness by 2 stages. Whether or not the user's evasiveness was changed, Body Slam, Dragon Rush, Flying Press, Heat Crash, Heavy Slam, Malicious Moonsault, Steamroller, Stomp, and Supercell Slam will not check accuracy and have their damage doubled if used against the user while it is active. | ||
| Mud Shot | 55 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Pain Split | - | - | 20 | The user and the target's HP become the average of their current HP, rounded down, but not more than the maximum HP of either one. | ||
| Pin Missile | 25 | 95 | 20 | Hits two to five times. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times. | ||
| Poison Jab | 80 | 100 | 20 | Has a 30% chance to poison the target. | ||
| Protect | - | - | 5 | The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Rain Dance | - | - | 5 | For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain. | ||
| Rest | - | - | 5 | The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep. | ||
| Reversal | - | 100 | 15 | The power of this move is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP × 48 / user's maximum HP), rounded down. | ||
| Scale Shot | 25 | 90 | 20 | Hits two to five times. Lowers the user's Defense by 1 stage and raises the user's Speed by 1 stage after the last hit. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times. | ||
| Scary Face | - | 100 | 10 | Lowers the target's Speed by 2 stages. | ||
| Self-Destruct | 200 | 100 | 5 | The user faints after using this move, even if this move fails for having no target. This move is prevented from executing if any active Pokemon has the Damp Ability. | ||
| Shadow Ball | 80 | 100 | 15 | Has a 20% chance to lower the target's Special Defense by 1 stage. | ||
| Sleep Talk | - | - | 10 | One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move. | ||
| Sludge Bomb | 90 | 100 | 10 | Has a 30% chance to poison the target. | ||
| Sludge Wave | 95 | 100 | 10 | Has a 10% chance to poison the target. | ||
| Smart Strike | 70 | - | 10 | This move does not check accuracy. | ||
| Spikes | - | - | 20 | Sets up a hazard on the opposing side of the field, damaging each opposing Pokemon that switches in, unless it is a Flying-type Pokemon or has the Levitate Ability. Can be used up to three times before failing. Opponents lose 1/8 of their maximum HP with one layer, 1/6 of their maximum HP with two layers, and 1/4 of their maximum HP with three layers, all rounded down. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, or is hit by Defog. | ||
| Spit Up | - | 100 | 10 | Power is equal to 100 times the user's Stockpile count. Fails if the user's Stockpile count is 0. Whether or not this move is successful, the user's Defense and Special Defense decrease by as many stages as Stockpile had increased them, and the user's Stockpile count resets to 0. | ||
| Spite | - | 100 | 10 | Causes the target's last move used to lose 4 PP. Fails if the target has not made a move, if the move has 0 PP, or if it no longer knows the move. | ||
| Stockpile | - | - | 20 | Raises the user's Defense and Special Defense by 1 stage. The user's Stockpile count increases by 1. Fails if the user's Stockpile count is 3. The user's Stockpile count is reset to 0 when it is no longer active. | ||
| Substitute | - | - | 10 | The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute. | ||
| Surf | 90 | 100 | 15 | Damage doubles if the target is using Dive. | ||
| Swords Dance | - | - | 20 | Raises the user's Attack by 2 stages. | ||
| Taunt | - | 100 | 20 | Prevents the target from using non-damaging moves for its next three turns. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune. | ||
| Throat Chop | 80 | 100 | 15 | For 2 turns, the target cannot use sound-based moves. | ||
| Toxic | - | 90 | 10 | Badly poisons the target. If a Poison-type Pokemon uses this move, the target cannot avoid the attack, even if the target is in the middle of a two-turn move. | ||
| Toxic Spikes | - | - | 20 | Sets up a hazard on the opposing side of the field, poisoning each opposing Pokemon that switches in, unless it is a Flying-type Pokemon or has the Levitate Ability. Can be used up to two times before failing. Opposing Pokemon become poisoned with one layer and badly poisoned with two layers. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, is hit by Defog, or a grounded Poison-type Pokemon switches in. Safeguard prevents the opposing party from being poisoned on switch-in, but a substitute does not. | ||
| Venoshock | 65 | 100 | 10 | Power doubles if the target is poisoned. | ||
| Water Pulse | 60 | 100 | 20 | Has a 20% chance to confuse the target. | ||
| Waterfall | 80 | 100 | 15 | Has a 20% chance to make the target flinch. |