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037 - Vulpix

TypeAbility
(1) Drought
(2) Flash Fire
(HA) Drought
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Vulpix
Use Fire Stone
Ninetales

Stats

HP
38
ATK
41
DEF
40
SPA
50
SPD
65
SPE
65
BST
299

Wild Hold Items

  • 50%: Rawst Berry
  • 5%: Rawst Berry

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Ember4010025Priority: 0. Has a 10% chance to burn the target.
1SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
1Tail WhipNone10030Priority: 0. Lowers the target's Defense by one stage.
4SafeguardNoneNone25Priority: 0. Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments.
7Confuse RayNone10010Priority: 0. Confuses the target.
10Quick Attack4010020Priority: 1. Inflicts regular damage.
13CaptivateNone10020Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail.
16Feint Attack60None20Priority: 0. Ignores accuracy and evasion modifiers.
19Fire Spin358515Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times.
22HypnosisNone6020Priority: 0. Puts the target to sleep.
25Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
28Hex6510015Priority: 0. If the target has a major status ailment, this move has double power.
31Flame Burst7010015Priority: 0. If this move successfully hits the target, any Pokémon adjacent to the target are damaged for 1/16 their max HP.
34Ominous Wind601005Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
37Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
40ImprisonNoneNone10Priority: 0. Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted.
44Inferno100655Priority: 0. Has a 100% chance to burn the target.
48MementoNone10010Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints.
52Flare Blitz12010015Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.
56Extrasensory8010015Priority: 0. Has a 10% chance to make the target flinch.
60GrudgeNoneNone5Priority: 0. If the user faints before it next acts, the move that fainted it will have its PP dropped to 0. End-of-turn damage does not trigger this effect.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM5RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM20Tri Attack8010010Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM38Fire Blast110855Priority: 0. Has a 10% chance to burn the target.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM43Flame Charge6010020Priority: 0. Raises the user's Speed by one stage.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM48Mystical Fire7510010Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
TM50Overheat130905Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM66Power Gem9010010Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Covet6010020Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Heat Wave1009010Priority: 0. Has a 10% chance to burn the target.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.

Encounter Locations

Location   Level Spawn Percent
Abundant Shrine Grass 41-44 5.0
Abundant Shrine Hidden Grotto: Entrance ?? 0.25