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631 - Heatmor

  Type Ability

(1) Mold Breaker
(2) Flash Fire
(HA) White Smoke

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
8597661056665484

Wild Hold Items

  • 1%: Flame Orb

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Raging Fury 95 100 10 Priority: 0. Confuses user when subsides (like Outrage)
1 Lick 30 100 25 Priority: 0. Has a 30% chance to paralyze the target.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
5 Fury Swipes 18 80 15 Priority: 0. Hits 2–5 times in one turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
11 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.
14 Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
17 Tickle None 100 20 Priority: 0. Lowers the target's Attack and Defense by one stage.
20 Stockpile None None 20 Priority: 0. Raises the user's Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied.

If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.
20 Spit Up None 100 10 Priority: 0. Power is equal to 100 times the amount of energy stored by stockpile. Ignores the random factor in the damage formula. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail.

This move cannot be copied by mirror move.
20 Swallow None None 10 Priority: 0. Heals the user depending on the amount of energy stored by stockpile: 1/4 its max HP after one use, 1/2 its max HP after two uses, or fully after three uses. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail.
25 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
25 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
28 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
32 Scorching Sands 70 100 10 Priority: 0. Inflicts regular damage.
36 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.
40 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
44 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
47 Cross Chop 100 80 5 Priority: 0. User's critical hit rate is one level higher when using this move.
50 Fire Spin 35 85 15 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times.
54 Inferno 100 65 5 Priority: 0. Has a 100% chance to burn the target.
58 Fire Lash 80 100 15 Priority: 0. Lowers the target's Defense by one stage.
62 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.
66 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.
70 Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
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.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM19 Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
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.
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.
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.
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.
TM47 Low Sweep 65 100 20 Priority: 0. Lowers the target's Speed by one stage.
TM50 Overheat 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM65 Shadow Claw 70 100 90 Priority: 0. User's critical hit rate is one level higher when using this move.
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.
TM87 Rock Climb 80 95 10 Priority: 0. Has a 20% chance to confuse the target.
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
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
Tutor Low Kick None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
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 Bind 15 85 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Gastro Acid None 100 10 Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
Tutor Recycle None None 10 Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
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
Chargestone Cave 1F Cave 32-36 5.0
Chargestone Cave B1F Cave 36-40 5.0
Chargestone Cave B2F Cave 38-41 5.0
Twist Mountain All Other Rooms Cave 68 10.0
Victory Road Connecting Caves I Dust Cloud 60-65 20.0
Victory Road Upper Mountainside Dark Grass (Doubles) 60-65 5.0
Victory Road Upper Mountainside Grass 59-62 5.0
Victory Road - N's Castle, Entrance Cave   68 10.0