Flash Fire: Immune to Fire-type moves. Fire-type moves deal 1.5x damage after hit with a Fire-type move.
Shed Skin: Each turn, there is a 33% chance of curing its major status condition.
Hidden
Marvel Scale: 1.5x DEF with a major status condition.
Drought: Upon entering battle, the weather becomes sunny (For all Pokémon on the field, Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage).
x2
x2
x1
x1
x1/2
x1/2
x1/4
x1/4
#37
Vulpix
+
Pokémon TCG & lunova
#38
Ninetales
+
goseigen
#147
Dratini
+
Game Freak & youkaiminori
Lv.30
#148
Dragonair
+
Game Freak & maelmc
Lv.55
#149
Dragonite
+
scarecrow_924
Classic Mode
Route 7, 8, 36, 37, Pokémon Mansion
Evolve Vulpix (Fire Stone)
Celadon Game Corner (gift), Blackthorn City, Dragon's Den, Safari Zone A1, A2, A3, A4, A5
Dragon's Den, Safari Zone A1, A2, A3, A5, Evolve Dratini (Lv30)
Dragon's Den, Evolve Dragonair (Lv55)
Remix Mode
Route 7, 8, 36, 37
Evolve Vulpix (Fire Stone)
Celadon Game Corner (gift), Blackthorn City, Cerulean Cave, Diglett's Cave, Dragon's Den, Offshore Road, Safari Zone A1, A2, A3, A4, A5
Dragon's Den, Safari Zone A1, A2, A3, A4, A5, Victory Road, Evolve Dratini (Lv30)
Cerulean Cave, Evolve Dragonair (Lv55)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
1
Ember
40
100
10
25
Can burn the target.
1
Leer
-
100
-
30
Lowers the target's DEF one stage.
1
Wrap
15
90
-
20
For 2–5 turns, the target can't escape and loses 1/16th max HP each turn.
4
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
5
Thunder Wave
-
90
-
20
Paralyzes the target.
7
Roar
-
-
-
20
Forces the target to switch out, but has -6 move priority.
9
Baby-Doll Eyes
-
100
-
30
Lowers the target's ATK one stage. Has +1 move priority.
10
Quick Attack
40
100
-
30
Has +1 move priority.
11
Twister
40
100
20
20
Can make each target flinch. Double power against targets under the effect of Bounce, Fly, or Sky Drop.
12
Confuse Ray
-
100
-
10
Confuses the target.
15
Dragon Rage
1
100
-
10
Inflicts exactly 40 damage.
15
Fire Spin
35
85
-
15
For 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
18
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
20
Will-O-Wisp
-
85
-
15
Burns the target.
21
Slam
80
75
-
20
Inflicts regular damage.
23
Feint Attack
60
-
-
20
Doesn't miss.
25
Agility
-
-
-
30
Raises the user's SPEED two stages.
26
Hex
65
100
-
10
If the target has a major status ailment, this move has double power.
28
Flame Burst
70
100
-
15
Pokémon adjacent to the target lose 1/16th max HP.
31
Dragon Tail
60
90
-
10
Forces the target to switch out, but has -6 move priority.
31
Extrasensory
80
100
10
20
Can make the target flinch.
34
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
35
Aqua Tail
90
90
-
10
Inflicts regular damage.
36
Flamethrower
90
100
10
15
Can burn the target.
39
Imprison
-
-
-
10
Prevents opposing Pokémon from using any move the user knows until the user leaves the field.
41
Dragon Rush
100
75
20
10
Can make the target flinch.
42
Fire Blast
110
85
10
5
Can burn the target.
44
Grudge
-
-
-
5
If the user faints before its next move, the move that KO'd it will have its PP dropped to 0.
45
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
47
Captivate
-
100
-
20
Lowers the opposite gendered target's SP.ATK two stages.
50
Inferno
100
50
100
5
Burns the target.
51
Dragon Dance
-
-
-
20
Raises the user's ATK and SPEED one stage each.
55
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
61
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM05
Roar
-
-
-
20
Forces the target to switch out, but has -6 move priority.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM14
Blizzard
110
70
10
5
Can freeze the target. Doesn't miss during hail.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM20
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM24
Thunderbolt
90
100
10
15
Can paralyze the target.
TM25
Thunder
110
70
30
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM28
Dig
80
100
-
10
User digs underground for one turn and hits on the second turn.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM35
Flamethrower
90
100
10
15
Can burn the target.
TM38
Fire Blast
110
85
10
5
Can burn the target.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM43
Flame Charge
50
100
100
20
Raises the user's SPEED one stage.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM50
Overheat
130
90
-
5
Lowers the user's SP.ATK two stages.
TM53
Energy Ball
90
100
10
10
Can lower the target's SP.DEF one stage.
TM55
Water Pulse
60
100
20
20
Can confuse the target.
TM59
Incinerate
60
100
-
15
Destroys any berry the target is holding.
TM61
Will-O-Wisp
-
85
-
15
Burns the target.
TM66
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
TM73
Thunder Wave
-
90
-
20
Paralyzes the target.
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
TM82
Dragon Tail
60
90
-
10
Forces the target to switch out, but has -6 move priority.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM97
Nasty Plot
-
-
-
20
Raises the user's SP.ATK two stages.
TM101
Dragon Dance
-
-
-
20
Raises the user's ATK and SPEED one stage each.
TM105
Aqua Jet
40
100
-
20
Has +1 move priority.
TM109
Brutal Swing
60
100
-
20
Inflicts regular damage.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM03
Surf
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
HM05
Waterfall
80
100
20
15
Can make the target flinch.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Lady
Dark Pulse
80
100
20
15
Can make the target flinch.
Elite trainer
Dragon Pulse
85
100
-
10
Inflicts regular damage.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Girl
Ominous Wind
60
100
10
5
Can raise all of the user's stats one stage.
Old Man
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Host
Role Play
-
-
-
10
User's ability is replaced with the target's until the user leaves the field.
Man
Swift
60
-
-
20
Doesn't miss.
Accordion player
Zen Headbutt
80
90
20
15
Can make the target flinch.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Aqua Jet
40
100
-
20
Has +1 move priority.
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
Dragon Breath
60
100
30
20
Can paralyze the target.
Dragon Dance
-
-
-
20
Raises the user's ATK and SPEED one stage each.
Dragon Pulse
85
100
-
10
Inflicts regular damage.
Dragon Rush
100
75
20
10
Can make the target flinch.
Extrasensory
80
100
10
20
Can make the target flinch.
Extreme Speed
80
100
-
5
Has +2 move priority.
Feint Attack
60
-
-
20
Doesn't miss.
Flail
1
100
-
15
Power increases the less HP the user has up to 200.
Flare Blitz
120
100
10
15
User takes 1/3 the damage it inflicts in recoil. Can burn the target. Thaws the user if Frozen.
Haze
-
-
-
30
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
Heat Wave
95
90
10
10
Can burn the target. Hits adjacent Pokémon.
Hex
65
100
-
10
If the target has a major status ailment, this move has double power.
Howl
-
-
-
40
Raises the user's ATK one stage.
Hypnosis
-
60
-
20
Puts the target to sleep.
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Mist
-
-
-
30
For five turns, the user's side of the field are immune to stat-lowering effects.
Power Swap
-
-
-
10
User swaps its ATK and SP.ATK stat modifiers modifiers with the target.
Secret Power
70
100
30
20
Effect depends on the terrain.
Spite
-
100
-
10
Lowers the PP of the target's last used move by 4.