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Huntail

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Huntail in Pokémon Black & White

#367 in the National Pokédex • Deep Sea Pokémon

Huntail in the National Pokédex
Huntail sprite

Normal

Shiny Huntail sprite

Shiny

Pokédex entries

Pokémon Black

It lives deep in the sea. With a tail shaped like a small fish, it attracts unsuspecting prey.

Pokémon White

It lives deep in the sea. With a tail shaped like a small fish, it attracts unsuspecting prey.

Pokémon details

Type

Water

Category

Deep Sea Pokémon

Height

1.7 m (5'07")

Weight

27 kg (59.5 lbs)

National Pokédex

#0367

Huntail in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

55

220

314

Attack

104

191

337

Defense

105

193

339

Sp. Atk

94

173

315

Sp. Def

75

139

273

Speed

52

98

223

Total

485

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Huntail, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 Atk, 1 Def
Catch rate
60
Base Exp.
170

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Route 4

Road 4

Fishing in dark spots45-704%

Requires the Super Rod received from Looker after defeating Ghetsis

Route 4

Road 4

Fishing in dark spots45-701%

Requires the Super Rod received from Looker after defeating Ghetsis

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartWhirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515
6Bite

The target is bitten with viciously sharp fangs. It may make the target flinch.

Dark6010025
10Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
15Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020
19Scary Face

The user frightens the target with a scary face to harshly reduce its Speed stat.

Normal-10010
24Ice Fang

The user bites with cold-infused fangs. It may also make the target flinch or leave it frozen.

Ice659515
28Brine

If the target’s HP is down to about half, this attack will hit with double the power.

Water6510010
33Baton Pass

The user switches places with a party Pokémon in waiting, passing along any stat changes.

Normal--40
37Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010
42Crunch

The user crunches up the target with sharp fangs. It may also lower the target’s Defense stat.

Dark8010015
46Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
51Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water120805

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM05Waterfall

The user charges at the target and may make it flinch. It can also be used to climb a waterfall.

Water8010015
HM06Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Aqua Ring

The user envelops itself in a veil made of water. It regains some HP on every turn.

Water--20

Prior evolution: egg

Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--30

Prior evolution: egg

Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Prior evolution: egg

Clamp

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

Water358515

Prior evolution: level-up (Lv. 1)

Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Prior evolution: egg

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Prior evolution: egg

Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15

Prior evolution: level-up (Lv. 1)

Mud Sport

The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.

Ground--15

Prior evolution: egg

Muddy Water

The user attacks by shooting muddy water at the opposing team. It may also lower the targets’ accuracy.

Water958510

Prior evolution: egg

Refresh

The user rests to cure itself of a poisoning, burn, or paralysis.

Normal--20

Prior evolution: egg

Shell Smash

The user breaks its shell, lowering its Defense and Sp. Def stats but sharply raising Attack, Sp. Atk, and Speed stats.

Normal--15

Prior evolution: level-up (Lv. 51)

Supersonic

The user generates odd sound waves from its body. It may confuse the target.

Normal-5520

Prior evolution: egg

Water Gun

The target is blasted with a forceful shot of water.

Water4010025

Prior evolution: level-up (Lv. 1)

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal158520

Trade from Black 2 or White 2

Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

PokéTransfer from Generation IV

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005

PokéTransfer from Generation IV

Super Fang

The user chomps hard on the target with its sharp front fangs. It cuts the target’s HP to half.

Normal-9010

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Swift Swim

Ability Slot 1

Boosts the Pokémon’s Speed in rain.

Doubles Speed during rain.

Water Veil(Hidden Ability)

Prevents the Pokémon from getting a burn.

Prevents burns.

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