Wartortle in depth
The ten-thousand-year turtle
The furry tail isn't a design flourish. It comes from the minogame (蓑亀), the turtle from Japanese tradition that grows a tail of algae on its shell after living for centuries; it's a figure of good luck and long life, and appears in painting and handicrafts from long before this series existed. That's where the Pokédex entry about 10 000 years, the moss on its shell and the insistence on longevity come from, quite literally. It also explains why the descriptions present it as a Pokémon appreciated by older people.
The English name combines war or warrior with tortoise and turtle, and for once the Spanish didn't translate it: Wartortle stayed exactly as it was, while French calls it Carabaffe and German calls it Schillok. The Japanese is カメール, Kameil, built on 亀 kame, turtle — the root shared by all three stages of the line: Zenigame, Kameil and Kamex.
Twenty levels of respectable mediocrity
The window in which you actually use it is short and doesn't offer much. Between 16 and 36, it learns Protect at 20, Rain Dance at 25, Aqua Tail at 30 and Shell Smash at 35, and the problem is obvious: Aqua Tail is physical, has 90 power, and is being used with 63 Attack. With 65 Special Attack, the difference is minimal, but the Surf TM gives 90 power on the side that also benefits from Torrent without relying on contact. Hydro Pump at 45 and Liquidation at 50 arrive long after it has stopped being Wartortle, and that's the trap in reading its movepool: half of it belongs to the next form.
What it can make use of during its stage is Rapid Spin, which it gets at level 9, and TM coverage for its two weaknesses: Ice Beam and Blizzard against Grass types, Dig against Electric types.
The spread that defines it
Compared with the other middle evolutions from the first and second generations, all with the same total of 405 points, its spread is the most defensive and the least decisive. Croconaw has the same total distributed the other way round — 80 Attack and 63 Special Defense, compared with this one's 63 and 80 — which is why one hits and the other takes hits. Charmeleon, with 80 Speed, isn't even playing the same game.
In the first generation, the spread was different: Special was a single stat, 65, which served both to attack and to take special hits. Splitting it into two figures later left it with 65 Special Attack and 80 Special Defense, so its current version takes special hits considerably better than it did in 1996 — without gaining a single point of power in return.