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155 - Cyndaquil

  Type Ability

(1) Flash Fire
(2) Blaze
(HA) Flash Fire

Evolutions


Cyndaquil
Level 14
Quilava
Level 36
Typhlosion

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
395243605065309

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
5 Ember 40 100 25 Priority: 0. Has a 10% chance to burn the target.
7 Smokescreen None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
10 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
13 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.
16 Defense Curl None None 40 Priority: 0. Raises user's Defense by one stage.

After this move is used, the power of ice ball and rollout are doubled until the user leaves the field.
20 Reversal None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
22 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.
25 Rollout 40 90 20 Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
28 Swift 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
31 Crush Claw 75 95 10 Priority: 0. Has a 50% chance to lower the target's Defense by one stage.
34 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
37 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
40 Nature Power None None 20 Priority: 0. Uses another move chosen according to the terrain.
43 Inferno 100 65 5 Priority: 0. Has a 100% chance to burn the target.
46 Extrasensory 80 100 15 Priority: 0. Has a 10% chance to make the target flinch.
49 Mystical Fire 75 100 10 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
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.
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.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
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.
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Fire Pledge 75 100 10 Priority: 0. If a friendly Pokémon used water pledge earlier this turn, moves used by any friendly Pokémon have doubled effect chance for four turns (including this one).
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 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 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 6 Spring, Summer, Autumn Hidden Grotto: Mistralton Cave Entrance ?? 0.33
Route 6 Winter Hidden Grotto: Mistralton Cave Entrance ?? 0.33