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229 - Houndoom

  Type Ability


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

Evolutions


Houndour
Level 24
Houndoom

Defenses

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

 
















 

Stats

HPATKDEFSPASPDSPEBST
7590501108095500

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Odor Sleuth None None 40 Priority: 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.
1 Lick 30 100 25 Priority: 0. Has a 30% chance to paralyze the target.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
4 Howl None None 40 Priority: 0. Raises the user's Attack by one stage.
7 Ember 40 100 25 Priority: 0. Has a 10% chance to burn the target.
9 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
11 Spite None 100 10 Priority: 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.
13 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
16 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.
16 Ice Fang 65 95 15 Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
16 Thunder Fang 65 95 15 Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
19 Poison Fang 65 95 15 Priority: 0. 50% chance to toxic poison target
22 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
25 Reversal None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
26 Beat Up None 100 10 Priority: 0. Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. dark Pokémon still get STAB.

This effect breaks through wonder guard.
29 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
33 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.
37 Sucker Punch 70 100 5 Priority: 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.
41 Super Fang None 90 10 Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
45 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
49 Destiny Bond None None 5 Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
53 Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
57 Inferno 100 65 5 Priority: 0. Has a 100% chance to burn the target.
61 Nasty Plot None None 20 Priority: 0. Raises the user's Special Attack by two stages.

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.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
TM22 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.
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.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
TM36 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
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.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
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 Super Fang None 90 10 Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
Tutor Uproar 90 100 10 Priority: 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.
Tutor Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
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 Role Play None None 10 Priority: 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.
Tutor Spite None 100 10 Priority: 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.
Tutor Snatch None None 10 Priority: 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.
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 9 Dark Grass (Doubles) 50-52 20.0