Delphox
Omega RubyX

It gazes into the flame at the tip of its branch to achieve a focused state, which allows it to see into the future.

Alpha SapphireY

Using psychic power, it generates a fiery vortex of 5,400 degrees Fahrenheit, incinerating foes swept into this whirl of flame.

Evolution Chain

fennekin
Fennekin
Level 16
braixen
Braixen
Level 36
delphox
Delphox

Pokédex & Training Data

Classification Fox Pokémon
Height 1.5 m (4'11")
Weight 39.0 kg (86.0 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kalos (Central) #006
National #655
Blueberry #214

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
1 Future Sight
120 100% 10 Hits the target two turns later.
1 Role Play
— — 10 Copies the target’s ability.
1 Switcheroo
— 100% 10 User and target swap items.
5 Ember
40 100% 25 Has a 10% chance to burn the target.
11 Howl
— — 40 Raises the user’s Attack by one stage.
14 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
18 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
22 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
27 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
30 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
34 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
36 Mystical Fire
75 100% 10 Has a 100% chance to lower the target’s Special Attack by one stage.
42 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
47 Will O Wisp
— 85% 15 Burns the target.
51 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
55 Sunny Day
— — 5 Changes the weather to sunny for five turns.
58 Magic Room
— — 10 Negates held items for five turns.
61 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
69 Future Sight
120 100% 10 Hits the target two turns later.
75 Mystical Fire
75 100% 10 Has a 100% chance to lower the target’s Special Attack by one stage.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
1 Future Sight
120 100% 10 Hits the target two turns later.
1 Role Play
— — 10 Copies the target’s ability.
1 Switcheroo
— 100% 10 User and target swap items.
5 Ember
40 100% 25 Has a 10% chance to burn the target.
11 Howl
— — 40 Raises the user’s Attack by one stage.
14 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
18 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
22 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
27 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
30 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
34 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
36 Mystical Fire
75 100% 10 Has a 100% chance to lower the target’s Special Attack by one stage.
42 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
47 Will O Wisp
— 85% 15 Burns the target.
51 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
55 Sunny Day
— — 5 Changes the weather to sunny for five turns.
58 Magic Room
— — 10 Negates held items for five turns.
61 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
69 Future Sight
120 100% 10 Hits the target two turns later.
75 Mystical Fire
75 100% 10 Has a 100% chance to lower the target’s Special Attack by one stage.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
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.
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.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM50 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
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.
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.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM50 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

X/Y
Name Class Power Acc. PP Effect
Blast Burn
150 90% 5 User foregoes its next turn to recharge.
Fire Pledge
80 100% 10 With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns.
OR/AS
Name Class Power Acc. PP Effect
Blast Burn
150 90% 5 User foregoes its next turn to recharge.
Covet
60 100% 25 Takes the target’s item.
Fire Pledge
80 100% 10 With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
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.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 75
Attack 69
Defense 72
Sp. Atk 114
Sp. Def 100
Speed 104
Total 534

Type Defenses

(vs. Gen 6+ rules)

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