Entei
No entry available for this game era.

Pokédex Data

Classification Volcano Pokémon
Height 2.1 m (6'11")
Weight 198.0 kg (436.5 lbs)
Abilities

Game Locations

  • Ultra Space Ultra Space Wilds Rocky
  • Ultra Space Wilds Crag

Training

EV Yield +1 hp
+2 attack
Catch Rate 3
Base Friendship 35
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Sacred Fire
100 95% 5 Has a 50% chance to burn the target. Lets frozen Pokémon thaw themselves.
1 Eruption
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Lava Plume
80 100% 15 Has a 30% chance to burn the target.
8 Ember
40 100% 25 Has a 10% chance to burn the target.
15 Roar
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
29 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
36 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
43 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
50 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
57 Lava Plume
80 100% 15 Has a 30% chance to burn the target.
64 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
71 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
78 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
85 Eruption
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Sacred Fire
100 95% 5 Has a 50% chance to burn the target. Lets frozen Pokémon thaw themselves.
1 Eruption
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Lava Plume
80 100% 15 Has a 30% chance to burn the target.
8 Ember
40 100% 25 Has a 10% chance to burn the target.
15 Roar
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
29 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
36 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
43 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
50 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
57 Lava Plume
80 100% 15 Has a 30% chance to burn the target.
64 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
71 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
78 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
85 Eruption
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain 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.
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.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
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.
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.
TM60 Quash
100% 15 Makes the target act last this turn.
TM61 Will O Wisp
85% 15 Burns the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
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.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target's Special Attack by one stage.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Laser Focus
30 Guarantees a critical hit with the user's next move.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.

Base Stats

Hp 115
Attack 115
Defense 85
Sp. Atk 90
Sp. Def 75
Speed 100
Total 580

Type Defenses

(vs. Gen 6+ rules)

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