Vulpix
Black/White

It controls balls of fire. As it grows, its six tails split from their tips to make more tails.

Black 2/White 2

As each tail grows, its fur becomes more lustrous. When held, it feels slightly warm.

Evolution Chain

vulpix
Vulpix
ninetales
Ninetales

Pokédex & Training Data

Classification Fox Pokémon
Height 0.6 m (1'12")
Weight 9.9 kg (21.8 lbs)
Abilities
EV Yield +1 speed
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kanto (R/B/Y) #037
Johto (G/S/C) #125
Hoenn (R/S/E) #153
Johto (HG/SS) #127
Unova (B2/W2) #248
Hoenn (OR/AS) #160
Alola (S/M) #253
Alola (US/UM) #330
Galar (Sw/Sh) #068
Hisui #168
National #037
Kitakami #037
Blueberry #157

Held Items

Game Locations

Abundant Shrine Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Ember
40 100% 25 Has a 10% chance to burn the target.
4 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
7 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
11 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
14 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
17 Confuse Ray
— 100% 10 Confuses the target.
21 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
24 Flame Burst
70 100% 15 Deals splash damage to Pokémon next to the target.
27 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
31 Will O Wisp
— 85% 15 Burns the target.
34 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
41 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
44 Inferno
100 50% 5 Has a 100% chance to burn the target.
47 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
51 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
54 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Ember
40 100% 25 Has a 10% chance to burn the target.
4 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
7 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
10 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
12 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
15 Confuse Ray
— 100% 10 Confuses the target.
18 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
20 Feint Attack
60 — 20 Never misses.
23 Flame Burst
70 100% 15 Deals splash damage to Pokémon next to the target.
26 Will O Wisp
— 85% 15 Burns the target.
28 Hex
65 100% 10 Has double power if the target has a major status ailment.
31 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
34 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
36 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
39 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
42 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
44 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
47 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
50 Inferno
100 50% 5 Has a 100% chance to burn the target.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM50 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Role Play
— — 10 Copies the target’s ability.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
Feint Attack
60 — 20 Never misses.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Flare Blitz
120 100% 15 User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Hex
65 100% 10 Has double power if the target has a major status ailment.
Howl
— — 40 Raises the user’s Attack by one stage.
Hypnosis
— 60% 20 Puts the target to sleep.
Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Tail Slap
25 85% 10 Hits 2-5 times in one turn.

Base Stats

Hp 38
Attack 41
Defense 40
Sp. Atk 50
Sp. Def 65
Speed 65
Total 299

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
2x
0.5x
2x
0.5x
0.5x