Basic stats |
Health |
38 |
Attack |
41 |
Defense |
40 |
Sp. Atk |
50 |
Sp. Def |
65 |
Speed |
65 |
Moves learnt by level up
Click on a move to add it on a position in the generator
Name
|
Type
|
Cat.
|
Power
|
Acc.
|
PP
|
Lvl
|
Effect
|
Ember
|
Fire |
Special |
40 |
100 |
25 |
1 |
May burn opponent. |
Tail Whip
|
Normal |
Status |
0 |
100 |
30 |
1 |
Lowers opponent's Defense. |
Quick Attack
|
Normal |
Physical |
40 |
100 |
30 |
16 |
User attacks first. |
Will-O-Wisp
|
Fire |
Status |
0 |
85 |
15 |
17 |
Burns opponent. |
Roar
|
Normal |
Status |
0 |
0 |
20 |
21 |
In battles, the opponent switches. In the wild, the Pokémon runs. |
Flame Burst
|
Fire |
Special |
70 |
100 |
15 |
24 |
May also injure nearby Pokémon. |
Imprison
|
Psychic |
Status |
0 |
0 |
10 |
25 |
Opponent is unable to use moves that the user also knows. |
Safeguard
|
Normal |
Status |
0 |
0 |
25 |
25 |
The user's party is protected from status conditions. |
Confuse Ray
|
Ghost |
Status |
0 |
100 |
10 |
28 |
Confuses opponent. |
Payback
|
Dark |
Physical |
50 |
100 |
10 |
31 |
Power doubles if the user was attacked first. |
Flamethrower
|
Fire |
Special |
90 |
100 |
15 |
35 |
May burn opponent. |
Captivate
|
Normal |
Status |
0 |
100 |
20 |
37 |
Sharply lowers opponent's Special Attack if opposite gender. |
Grudge
|
Ghost |
Status |
0 |
0 |
5 |
37 |
If the users faints after using this move, the PP for the opponent's last move is depleted. |
Fire Spin
|
Fire |
Special |
35 |
85 |
15 |
42 |
Traps opponent, damaging them for 4-5 turns. |
Inferno
|
Fire |
Special |
100 |
50 |
5 |
44 |
Burns opponent. |
Extrasensory
|
Psychic |
Special |
80 |
100 |
20 |
44 |
May cause flinching. |
Moves learnt by machine
Click on a move to add it on a position in the generator
Name
|
Type
|
Cat.
|
Power
|
Acc.
|
PP
|
TM/HM
|
Effect
|
Roar
|
|
Status |
0 |
0 |
20 |
TM05 |
In battles, the opponent switches. In the wild, the Pokémon runs. |
Toxic
|
Poison |
Status |
0 |
90 |
10 |
TM06 |
Badly poisons opponent. |
Hidden Power
|
Normal |
Special |
60 |
100 |
15 |
TM10 |
Type and power depends on user's IVs. |
Sunny Day
|
Fire |
Status |
0 |
0 |
5 |
TM11 |
Makes it sunny for 5 turns. |
Protect
|
Normal |
Status |
0 |
0 |
10 |
TM17 |
User is not affected by opponent's move. |
Safeguard
|
|
Status |
0 |
0 |
25 |
TM20 |
The user's party is protected from status conditions. |
Frustration
|
Normal |
Physical |
0 |
100 |
20 |
TM21 |
Power decreases with higher Happiness. |
Return
|
Normal |
Physical |
0 |
100 |
20 |
TM27 |
Power increases with user's Happiness. |
Dig
|
Ground |
Physical |
80 |
100 |
10 |
TM28 |
Digs underground on first turn, attacks on second. Can also escape from caves. |
Double Team
|
Normal |
Status |
0 |
0 |
15 |
TM32 |
Raises user's Evasiveness. |
Reflect
|
Psychic |
Status |
0 |
0 |
20 |
TM33 |
Halves damage from Physical attacks for 5 turns. |
Flamethrower
|
|
Special |
90 |
100 |
15 |
TM35 |
May burn opponent. |
Fire Blast
|
Fire |
Special |
110 |
85 |
5 |
TM38 |
May burn opponent. |
Facade
|
Normal |
Physical |
70 |
100 |
20 |
TM42 |
Power doubles if user is burned, poisoned, or paralyzed. |
Flame Charge
|
Fire |
Physical |
50 |
100 |
20 |
TM43 |
Raises user's Speed. |
Rest
|
Psychic |
Status |
0 |
0 |
10 |
TM44 |
User sleeps for 2 turns, but user is fully healed. |
Attract
|
Normal |
Status |
0 |
100 |
15 |
TM45 |
If opponent is the opposite gender, it's less likely to attack. |
Round
|
Normal |
Special |
60 |
100 |
15 |
TM48 |
Power increases if teammates use it in the same turn. |
Overheat
|
Fire |
Special |
130 |
90 |
5 |
TM50 |
Sharply lowers user's Special Attack. |
Incinerate
|
Fire |
Special |
60 |
100 |
15 |
TM59 |
Destroys the target's held berry. |
Will-O-Wisp
|
|
Status |
0 |
85 |
15 |
TM61 |
Burns opponent. |
Payback
|
|
Physical |
50 |
100 |
10 |
TM66 |
Power doubles if the user was attacked first. |
Swagger
|
Normal |
Status |
0 |
90 |
15 |
TM87 |
Opponent becomes confused, but its Attack is raised two stages. |
Sleep Talk
|
Normal |
Status |
0 |
0 |
10 |
TM88 |
User performs one of its own moves while sleeping. |
Substitute
|
Normal |
Status |
0 |
0 |
10 |
TM90 |
Uses HP to creates a decoy that takes hits. |
Dark Pulse
|
Dark |
Special |
80 |
100 |
15 |
TM97 |
May cause flinching. |