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058 - Growlithe

  Type Ability

(1) Intimidate
(2) Flash Fire
(HA) Justified

Evolutions


Growlithe
Use Fire Stone
Arcanine

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
557045705060350

Wild Hold Items

  • 50%: Rawst Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Ember 40 100 25 Priority: 0. Has a 10% chance to burn the target.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
1 Lick 30 100 25 Priority: 0. Has a 30% chance to paralyze the target.
4 Double Kick 30 100 30 Priority: 0. Hits twice in one turn.
7 Howl None None 40 Priority: 0. Raises the user's Attack by one stage.
10 Fire Fang 65 95 15 Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
13 Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
16 Covet 60 100 20 Priority: 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.
18 Flame Wheel 75 100 20 Priority: 0. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.
20 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
22 Reversal None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
24 Dragon Breath 70 100 20 Priority: 0. Has a 30% chance to paralyze the target.
26 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
28 Flame Burst 70 100 15 Priority: 0. If this move successfully hits the target, any Pokémon adjacent to the target are damaged for 1/16 their max HP.
30 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
33 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
36 Will-O-Wisp None 85 15 Priority: 0. Burns the target.
39 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
42 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
46 Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
50 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
54 Close Combat 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.
58 Morning Sun None None 5 Priority: 0. Heals the user for half its max HP.

During sunny day, the healing is increased to 2/3 max HP.

During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.
62 Flare Blitz 120 100 15 Priority: 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.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM17 Protect None None 10 Priority: 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.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 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.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM43 Flame Charge 60 100 20 Priority: 0. Raises the user's Speed by one stage.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM50 Overheat 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
TM59 Incinerate 60 100 15 Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM61 Will-O-Wisp None 85 15 Priority: 0. Burns the target.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM85 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
TM95 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Covet 60 100 20 Priority: 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.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Tutor Sleep Talk None None 10 Priority: 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.

Encounter Locations

Location   Level Spawn Percent
Route 3 Dark Grass (Doubles) 66 5.0
Route 3 Grass 61 5.0
Virbank Complex - Inside Dark Grass (Doubles) 15-16 20.0
Virbank Complex - Inside Grass 14-15 20.0