Flash Fire: Immune to Fire-type moves. Fire-type moves deal 1.5x damage after hit with a Fire-type move.
Inner Focus: Can't be flinched.
Steadfast: Gain a SPEED stage when flinched.
Hidden
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).
Prankster: Its status moves have +1 priority. Doesn't affect Dark-type foes.
x2
x2
x1
x1
x1/2
x1/2
x1/4
x1/4
#37
Vulpix
+
Pokémon TCG & lunova
#38
Ninetales
+
goseigen
#384
Riolu
+
dr.pwoil
Lv.20
#296
Lucario
+
tooby_two
Classic Mode
Route 7, 8, 36, 37, Pokémon Mansion
Evolve Vulpix (Fire Stone)
Route 23 (Pokéradar)
Blackthorn City (quest), Mt. Mortar (static), Evolve Riolu (Lv20)
Lowers the target's ATK one stage. Has +1 move priority.
Pre Evo
Captivate
-
100
-
20
Lowers the opposite gendered target's SP.ATK two stages.
Pre Evo
Ember
40
100
10
25
Can burn the target.
Pre Evo
Extrasensory
80
100
10
20
Can make the target flinch.
Pre Evo
Feint Attack
60
-
-
20
Doesn't miss.
Pre Evo
Fire Blast
110
85
10
5
Can burn the target.
Pre Evo
Fire Spin
35
85
-
15
For 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Pre Evo
Flame Burst
70
100
-
15
Pokémon adjacent to the target lose 1/16th max HP.
Pre Evo
Grudge
-
-
-
5
If the user faints before its next move, the move that KO'd it will have its PP dropped to 0.
Pre Evo
Hex
65
100
-
10
If the target has a major status ailment, this move has double power.
Pre Evo
Inferno
100
50
100
5
Burns the target.
Pre Evo
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
Pre Evo
Roar
-
-
-
20
Forces the target to switch out, but has -6 move priority.
Pre Evo
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
Pre Evo
Will-O-Wisp
-
85
-
15
Burns the target.
1
Confuse Ray
-
100
-
10
Confuses the target.
1
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
1
Flamethrower
90
100
10
15
Can burn the target.
1
Foresight
-
-
-
40
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
1
Imprison
-
-
-
10
Prevents opposing Pokémon from using any move the user knows until the user leaves the field.
1
Nasty Plot
-
-
-
20
Raises the user's SP.ATK two stages.
1
Quick Attack
40
100
-
30
Has +1 move priority.
1
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
6
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
11
Feint
30
100
-
10
Removes the effects of detect or protect from the target before hitting. Has +2 move priority.
15
Force Palm
60
100
30
10
Can paralyze the target.
19
Copycat
-
-
-
20
Uses the last move that was used successfully by any Pokémon, including the user.
24
Screech
-
85
-
40
Lowers the target's DEF two stages.
29
Reversal
1
100
-
15
Power increases the less HP the user has up to 200.
47
Nasty Plot
-
-
-
20
Raises the user's SP.ATK two stages.
50
Final Gambit
1
100
-
5
Inflicts damage equal to the user's remaining HP. User faints.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM03
Psyshock
80
100
-
10
Damage calculation uses the target's DEF.
TM04
Calm Mind
-
-
-
20
Raises the user's SP.ATK and SP.DEF one stage.
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.
TM08
Bulk Up
-
-
-
20
Raises the user's ATK and DEF one stage each.
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.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
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.
TM22
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
TM26
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
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.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
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.
TM39
Rock Tomb
60
95
100
15
Lowers the target's SPEED one stage.
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.
TM47
Low Sweep
65
100
100
20
Lowers the target's SPEED one stage.
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.
TM52
Focus Blast
120
70
10
5
Can lower the target's SP.DEF one stage.
TM53
Energy Ball
90
100
10
10
Can lower the target's SP.DEF one stage.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM59
Incinerate
60
100
-
15
Destroys any berry the target is holding.
TM61
Will-O-Wisp
-
85
-
15
Burns the target.
TM65
Shadow Claw
70
100
-
15
User's critical hit rate is one level higher when using this move.
TM66
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
TM67
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM75
Swords Dance
-
-
-
10
Raises the user's ATK two stages.
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
TM78
Bulldoze
60
100
100
20
Lowers the target's SPEED one stage.
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
TM84
Poison Jab
80
100
30
20
Can poison the target.
TM85
Dream Eater
100
100
-
15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
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.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM04
Strength
80
100
-
15
Inflicts regular damage.
TM94
Rock Smash
40
100
50
15
Can lower the target's DEF one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Lady
Dark Pulse
80
100
20
15
Can make the target flinch.
Fighter
Drain Punch
75
100
-
10
Drains half the damage inflicted to heal the user.
Bug Catcher Girl
Fury Cutter
40
95
-
20
Power doubles after every time this move is used up to 160.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
Old woman
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Scientist
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Girl
Ominous Wind
60
100
10
5
Can raise all of the user's stats one stage.
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.
Karate
Thunder Punch
75
100
10
15
Can paralyze the target.
Accordion player
Zen Headbutt
80
90
20
15
Can make the target flinch.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
Extrasensory
80
100
10
20
Can make the target flinch.
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.
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.
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.
Tail Slap
25
85
-
10
Hits 2–5 times in one turn.
Agility
-
-
-
30
Raises the user's SPEED two stages.
Bite
60
100
30
25
Can make the target flinch.
Blaze Kick
85
90
10
10
User's critical hit rate is one level higher when using this move. Can burn the target.
Bullet Punch
40
100
-
30
Has +1 move priority.
Circle Throw
60
90
-
10
Forces the target to switch out, but has -6 move priority.
Cross Chop
100
80
-
5
User's critical hit rate is one level higher when using this move.
Crunch
80
100
20
15
Can lower the target's DEF one stage.
Detect
-
-
-
5
No moves will hit the user for the remainder of this turn. Has +4 move priority.
Follow Me
-
-
-
20
Until the end of this turn, opposing Pokémon attack the user instead of allies. Has +2 move priority.
High Jump Kick
130
90
-
10
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
Low Kick
1
100
-
20
Power increases with the target's weight in kilograms, to a maximum of 120.
Mind Reader
-
-
-
5
Guarantees the user's next move will hit the target.
Sky Uppercut
85
90
-
15
This move can hit Pokémon under the effect of Bounce, Fly, or Sky Drop.