Darumaka
Black

When its internal fire is burning, it cannot calm down and it runs around. When the fire diminishes, it falls asleep.

White

Darumaka’s droppings are hot, so people used to put them in their clothes to keep themselves warm.

Black 2/White 2

When it sleeps, it pulls its limbs into its body and its internal fire goes down to 1,100° F.

Evolution Chain

darumaka
Darumaka
Level 35
darmanitan-standard
Darmanitan

Pokédex & Training Data

Classification Zen Charm Pokémon
Height 0.6 m (1'12")
Weight 37.5 kg (82.7 lbs)
Abilities
EV Yield +1 attack
Catch Rate 120
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #060
Unova (B2/W2) #102
Galar (Sw/Sh) #367
National #554
Crown Tundra #103

Held Items

Game Locations

Desert Resort Area
Desert Resort Entrance
Unova Route 4 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
6 Incinerate
60 100% 15 Destroys the target’s held berry.
9 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
11 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
14 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
17 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
19 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
22 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
25 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
27 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
30 Belly Drum
— — 10 User pays half its max HP to max out its Attack.
33 Flare Blitz
120 100% 15 User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
35 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
39 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
42 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
6 Incinerate
60 100% 15 Destroys the target’s held berry.
9 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
11 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
14 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
17 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
19 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
22 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
25 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
27 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
30 Belly Drum
— — 10 User pays half its max HP to max out its Attack.
33 Flare Blitz
120 100% 15 User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
35 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
39 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
42 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional 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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
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.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
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.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
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
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Flame Wheel
60 100% 25 Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.
Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
Yawn
— — 10 Target sleeps at the end of the next turn.

Base Stats

Hp 70
Attack 90
Defense 45
Sp. Atk 15
Sp. Def 45
Speed 50
Total 315

Type Defenses

(vs. Gen 6+ rules)

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