When does houndoom learn moves
For example, half of three turns is 1. Opponents in S. Battles are more likely to call for help. Calling 1,, Points Slow 35 2 Sp. They divvy up their prey evenly among the members of their pack.
Ultra Moon Identifiable by its eerie howls, people a long time ago thought it was the grim reaper and feared it. Ultra Sun Its red claws and the tips of its tail are melting from high internal temperatures that are painful to Houndoom itself. Its fearsome fiery breath turns its opponents to ash. This leaves the target with a burn. This sharply raises the user's Sp. Atk stat. This may also make the target flinch or leave it with paralysis.
This may also leave the target with a burn. This may also poison the target. This may also make the target flinch. This also enables an evasive target to be hit. This may also make the target flinch or leave it with a burn. This attack never misses. Its Trainer is also prevented from using items on it. The higher the target's Attack stat, the greater the move's power. This may also lower the target's Defense stat.
TM06 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn. It lowers the power of Water-type moves. TM12 Taunt -- 20 -- The target is taunted into a rage that allows it to use only attack moves for three turns. TM15 Hyper Beam 90 5 -- The target is attacked with a powerful beam. The user can't move on the next turn. TM17 Protect -- -- 10 -- Enables the user to evade all attacks.
Its chance of failing rises if it is used in succession. TM21 Frustration?? TM22 Solar Beam 10 -- In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. TM27 Return?? TM30 Shadow Ball 80 15 20 The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM35 Flamethrower 90 15 10 The target is scorched with an intense blast of fire. TM36 Sludge Bomb 90 10 30 Unsanitary sludge is hurled at the target. TM38 Fire Blast 85 5 10 The target is attacked with an intense blast of all-consuming fire. TM41 Torment -- 15 -- The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade 70 20 -- This attack move doubles its power if the user is poisoned, burned, or paralyzed. TM43 Flame Charge 50 20 Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. TM45 Attract -- 15 -- If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM46 Thief 60 25 -- The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. TM48 Round 60 15 -- The user attacks the target with a song.
Others can join in the Round to increase the power of the attack. TM50 Overheat 90 5 The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp.
TM61 Will-O-Wisp -- 85 15 -- The user shoots a sinister, bluish-white flame at the target to inflict a burn. TM63 Embargo -- 15 -- This move prevents the target from using its held item for five turns.
TM66 Payback 50 10 -- The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. TM68 Giga Impact 90 5 -- The user charges at the target using every bit of its power. TM85 Dream Eater 15 -- The user eats the dreams of a sleeping target.
It absorbs half the damage caused to heal its own HP. TM87 Swagger -- 85 15 -- The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. TM88 Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. The copy serves as the user's decoy. TM95 Snarl 55 95 15 The user yells as if it's ranting about something, which lowers the Sp. TM97 Dark Pulse 80 15 20 The user releases a horrible aura imbued with dark thoughts.
TM Confide -- -- 20 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Rage 20 20 -- Details As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. Pursuit 40 20 -- Details The power of this attack move is doubled if it's used on a target that's switching out of battle.
It damages an enemy. It reaches up to 2 tiles away. It could also leave the enemy with a Burn. It boosts your Attack. It blows an enemy away in a straight line. If the enemy crashes into any Pokemon or a wall, both Pokemon take damage. Odor Sleuth.
It resets any boosts to evasiveness for all enemies in the same room. It also makes Ghost-type enemies Exposed, which allows Normal- and Fighting-type moves to hit them. Beat Up. Fire Fang. Feint Attack. Foul Play. But the damage is determined by the target's Attack stat instead of the user's Attack stat. It damages a Pokemon, even one far away.
Dark Pulse. Double Team. It boosts your evasiveness. Dream Eater. It damages a sleeping enemy. It also restores your HP. The greater the damage it causes, the more HP it restores. The damage it causes goes up if you have a bad status. It also prevents your Attack from being lowered when you use this move while you have a Burn.
Fire Blast. Flame Charge. The less you have opened up to your team, the more powerful this move will be. Giga Impact. But it also gives you the Recoil status, which prevents you from doing anything on the next turn. Hidden Power. Hyper Beam. It damages Pokemon, even those far away, and causes an explosion that also affects the surroundings. Walls and items on the ground will also disappear. But after you use the move, the Recoil prevents you from doing anything on the next turn.
It damages nearby enemies, but it also sharply lowers your Sp. You'll get the Counter condition, which enables you to counter when you take damage from physical moves. You'll Protect yourself from enemies' moves. But its chance of failure rises if you use it after you've already used a move that blocks enemies' attacks.
You'll get the Napping condition. With the Napping condition, you'll fall asleep, awakening later with all your HP restored and bad statuses healed.
The more you've opened up to your team, the more powerful this move will be. It causes more damage if your teammate in the same room just used the same move. Shadow Ball. Sleep Talk. If you're sleeping, a move you know will be used automatically on an enemy near you. Others decrease Speed but raise Attack and Defense. Abilities Early Bird Makes sleep pass twice as quickly.
Flash Fire Protects against Fire moves. Flavor Text The flames it breathes when angry contain toxins. If they cause a burn, it will hurt forever. Long ago, people imagined its eerie howls to be the call of the grim reaper.
The flames it breathes when angry contain toxins. Route Route Houndoom Level up, starting at level Immediately ends wild battles. Inflicts twice the damage the user received from the last physical hit it took.
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