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554 - Darumaka

  Type Ability

(1) Sheer Force
(2) Sheer Force
(HA) Inner Focus

Evolutions


Darumaka
Level 35
Darmanitan

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
709045154550315

Wild Hold Items

  • 50%: Rawst Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
6 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.
9 Rage 20 100 20 Priority: 0. Every time the user is hit after it uses this move but before its next action, its Attack raises by one stage.
11 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.
14 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
17 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.
19 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
22 Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
24 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
26 Extrasensory 80 100 15 Priority: 0. Has a 10% chance to make the target flinch.
28 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.
30 Belly Drum None None 10 Priority: 0. User pays half its max HP to raise its Attack to +6 stages. If the user cannot pay the HP cost, this move will fail.
33 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
35 Lunge 80 100 15 Priority: 0. Lowers the target's Attack by one stage.
39 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.
42 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.
45 Focus Punch 150 100 20 Priority: -3. If the user takes damage this turn before hitting, this move will fail.

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.
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.
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.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
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.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
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.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
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.
TM74 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM89 U-turn 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain.
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
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
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 Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
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 Endeavor None 100 5 Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
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
Desert Resort Sand, Inside 24-26 20.0
Desert Resort Sand, Outside 22-24 20.0
Route 4 Sand 19-20 20.0