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228 - Houndour

TypeAbility

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

Evolutions


Houndour
Level 24
Houndoom

Stats

HP
45
ATK
60
DEF
30
SPA
80
SPD
50
SPE
65
BST
330

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1LeerNone10030Priority: 0. Lowers the target's Defense by one stage.
1Lick3010025Priority: 0. Has a 30% chance to paralyze the target.
1Odor SleuthNoneNone40Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers.
4HowlNoneNone40Priority: 0. Raises the user's Attack by one stage.
7Ember4010025Priority: 0. Has a 10% chance to burn the target.
9Bite6010020Priority: 0. Has a 30% chance to make the target flinch.
11SpiteNone10010Priority: 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.
13TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
16Fire Fang659515Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
16Ice Fang659515Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
16Thunder Fang659515Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
19Poison Fang659515Priority: 0. 50% chance to toxic poison target
22Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
25ReversalNone10015Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP | Power
-----------------------: | ----:
0– 1 | 200
2– 5 | 150
6–12 | 100
13–21 | 80
22–42 | 40
43–64 | 20
28Raging Fury9510010Priority: 0. Confuses user when subsides (like Outrage)
31Flame Burst7010015Priority: 0. If this move successfully hits the target, any Pokémon adjacent to the target are damaged for 1/16 their max HP.
34Sucker Punch701005Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
38Super FangNone9010Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
42Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
46Destiny BondNoneNone5Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
50Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
54Inferno100655Priority: 0. Has a 100% chance to burn the target.

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.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
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.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM22Solar Beam12010010Priority: 0. User charges for one turn before attacking.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison 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.
TM50Overheat130905Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
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.
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
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.
Hyper Voice9010010Priority: 0. Inflicts regular damage.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
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.
SnatchNoneNone10Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
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.
Super FangNone9010Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.

Encounter Locations

Location   Level Spawn Percent
Floccesy Ranch Grass 07-09 5.0
Floccesy Ranch Hidden Grotto ?? 0.25
Route 9 Grass 49-51 20.0
Route 9 Hidden Grotto ?? 1.0