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555 - Darmanitan

TypeAbility
(1) Sheer Force
(2) Sheer Force
(HA) Zen Mode
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

ZenTypeAbility

(1) Sheer Force
(2) Zen Mode
(HA) Zen Mode
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

 

Evolutions


Darumaka
Level 35
Darmanitan

Stats

HP
105
ATK
140
DEF
55
SPA
30
SPD
55
SPE
95
BST
480
HP
105
ATK
30
DEF
105
SPA
140
SPD
105
SPE
55
BST
540

Wild Hold Items

  • 50%: Rawst Berry

Level Up Moves

FormLevelNamePowerAccuracyPPTypeDamage ClassEffect
1Tackle5010030Priority: 0. Inflicts regular damage.
1YawnNoneNone10Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
6Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
9Rage2010020Priority: 0. Every time the user is hit after it uses this move but before its next action, its Attack raises by one stage.
11Fire Fang659515Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
14Headbutt7010015Priority: 0. Has a 30% chance to make the target flinch.
17Uproar9010010Priority: 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.
19Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
22Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
24Body Slam8510015Priority: 0. Has a 30% chance to paralyze the target.
26Extrasensory8010015Priority: 0. Has a 10% chance to make the target flinch.
28Flame Wheel7510020Priority: 0. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.
30Belly DrumNoneNone10Priority: 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.
33Raging Fury9510010Priority: 0. Confuses user when subsides (like Outrage)
35Hammer Arm1009010Priority: 0. Inflicts regular damage, then lowers the user's Speed by one stage.
39Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
43Lunge8010015Priority: 0. Lowers the target's Attack by one stage.
47Rollout409020Priority: 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.
51Flare Blitz12010015Priority: 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.
55Focus Punch15010020Priority: -3. If the user takes damage this turn before hitting, this move will fail.

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.
TM8Bulk UpNoneNone10Priority: 0. Raises the user's Attack and Defense by one stage each.
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.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
TM23Smack Down5010015Priority: 0. Removes the target's immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target's flying type to be ignored when it takes Ground damage.

If the target isn't immune to Ground damage, this move will fail.

This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 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.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM38Fire Blast110855Priority: 0. Has a 10% chance to burn the target.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
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.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM47Low Sweep6510020Priority: 0. Lowers the target's Speed by one stage.
TM48Mystical Fire7510010Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
TM50Overheat130905Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
TM52Focus Blast120705Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM71Stone Edge100805Priority: 0. User's critical hit rate is one level higher when using this move.
TM74Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM83Work UpNoneNone30Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM89U-turn7010020Priority: 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.
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
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
EndeavorNone1005Priority: 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.
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Heat Wave1009010Priority: 0. Has a 10% chance to burn the target.
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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Superpower1201005Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
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.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.

Encounter Locations

Location     Level Spawn Percent
Relic Castle Lowest Floor, Pot Room Floor 35 5.0