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Ninetales

Ninetales
Fire

Height 1.1 m·Weight 19.9 kg

  • Ninetales
  • Alolan Ninetales

Base stats

HP
73
Atk
76
Def
75
SpA
81
SpD
100
Spe
100
Total505

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Flash Fire

    immune to Fire-type moves · after being hit by a Fire-type move, own Fire-type moves ×1.5 power

  • Drought

    summons sun for 5 turns on entry

Learnable moves

67 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • Roar

    [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Sound
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • switches out, passing stat changes on

    PowerAcc.PP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • Howl

    user's & allies' Attack +1

    PowerAcc.PP20
    Sound
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • hits 2–5 times

    Power25Acc.85PP12
    Contact
  • 10% chance: burn

    Power90Acc.100PP16
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • 10% chance: burn

    Power95Acc.90PP12
    Wind
  • burn

    PowerAcc.85PP16
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • 10% chance: burn · recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • burn

    Power100Acc.50PP8
  • target's Sp. Atk −1

    Power75Acc.100PP12
  • burn

    Power70Acc.100PP8
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • 30% chance: burn

    Power70Acc.100PP12
  • sleep

    PowerAcc.60PP20
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • foes can't use moves the user knows

    PowerAcc.PP12
  • 10% chance: flinch

    Power80Acc.100PP20
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • user faints · its replacement is fully healed

    PowerAcc.PP12
  • swaps Attack/Sp. Atk stat changes with the target

    PowerAcc.Sure-hitPP12
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • hits the target's Defense

    Power80Acc.100PP12
  • power +20 per stat boost on the user

    Power20Acc.100PP12
  • fixed damage equal to the user's level

    PowerAcc.100PP16
  • confusion

    PowerAcc.100PP12
  • target's last move: −4 PP

    PowerAcc.100PP12
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • target's Attack/Sp. Atk −2

    PowerAcc.100PP12
  • target's Sp. Def −2

    PowerAcc.100PP20
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Sp. Atk +2

    PowerAcc.PP20
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • target's Sp. Atk −1

    Power55Acc.95PP16
    Sound
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • target's Attack −2

    PowerAcc.100PP20
  • [Priority +1] target's Attack −1

    PowerAcc.100PP20