Darmanitan

Alternate Forms

No entry available for this game era.

Evolution Chain

darumaka
Darumaka
Level 35
darmanitan-standard
Darmanitan

Pokédex & Training Data

Classification Blazing Pokémon
Height 1.3 m (4'03")
Weight 92.9 kg (204.8 lbs)
Abilities
EV Yield +2 attack
Catch Rate 60
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #061
Unova (B2/W2) #103
Galar (Sw/Sh) #368
National #555
Crown Tundra #104

Held Items

None in this generation.

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
1 Incinerate
60 100% 15 Destroys the target’s held berry.
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 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
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.
39 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
47 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
54 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
1 Incinerate
60 100% 15 Destroys the target’s held berry.
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 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
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.
39 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
47 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
54 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
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.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
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.
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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
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.
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.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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.
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.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
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.
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.

Base Stats

Hp 105
Attack 140
Defense 55
Sp. Atk 30
Sp. Def 55
Speed 95
Total 480

Type Defenses

(vs. Gen 6+ rules)

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