Ninetales

Alternate Forms

Sword

It is said to live 1,000 years, and each of its tails is loaded with supernatural powers.

Legends Arceus

The coat of gleaming golden fur is quite magnificent. This species is said to store sacred power in its nine long tails and to live for a millennium.

Evolution Chain

vulpix
Vulpix
ninetales
Ninetales

Pokédex & Training Data

Classification Fox Pokémon
Height 1.1 m (3'07")
Weight 19.9 kg (43.9 lbs)
Abilities
EV Yield +1 Sp. Def
+1 speed
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kanto (R/B/Y) #038
Johto (G/S/C) #126
Hoenn (R/S/E) #154
Johto (HG/SS) #128
Unova (B2/W2) #249
Hoenn (OR/AS) #161
Alola (S/M) #254
Alola (US/UM) #331
Galar (Sw/Sh) #069
Hisui #169
National #038
Kitakami #038
Blueberry #158

Held Items

None in this generation.

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Ember
40 100% 25 Has a 10% chance to burn the target.
1 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
1 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Confuse Ray
— 100% 10 Confuses the target.
1 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
1 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
1 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
1 Will O Wisp
— 85% 15 Burns the target.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
1 Incinerate
60 100% 15 Destroys the target’s held berry.
1 Inferno
100 50% 5 Has a 100% chance to burn the target.
BD/SP
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Ember
40 100% 25 Has a 10% chance to burn the target.
1 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
1 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Confuse Ray
— 100% 10 Confuses the target.
1 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
1 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
1 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
1 Will O Wisp
— 85% 15 Burns the target.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
1 Incinerate
60 100% 15 Destroys the target’s held berry.
1 Inferno
100 50% 5 Has a 100% chance to burn the target.
Legends: Arceus
Lvl Name Class Power Acc. PP Effect
1 Ember
40 100% 25 Has a 10% chance to burn the target.
5 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
9 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
15 Flame Wheel
60 100% 25 Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.
21 Hex
65 100% 10 Has double power if the target has a major status ailment.
29 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
47 Fire Blast
110 85% 5 Has a 10% chance to burn the target.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM11 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM13 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM15 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM34 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM38 Will O Wisp
— 85% 15 Burns the target.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 — 20 Never misses.
TM44 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
TM46 Weather Ball
50 100% 10 If there be weather, this move has doubled power and the weather’s type.
TM47 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
TM57 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM60 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM77 Hex
65 100% 10 Has double power if the target has a major status ailment.
TM84 Tail Slap
25 85% 10 Hits 2-5 times in one turn.
TM92 Mystical Fire
75 100% 10 Has a 100% chance to lower the target’s Special Attack by one stage.
TR01 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TR02 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TR12 Agility
— — 30 Raises the user’s Speed by two stages.
TR15 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TR20 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.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR30 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TR31 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR36 Heat Wave
95 90% 10 Has a 10% chance to burn the target.
TR43 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR55 Flare Blitz
120 100% 15 User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
TR58 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TR65 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR81 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
BD/SP
Name Class Power Acc. PP Effect
TM63 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Burning Jealousy
70 100% 5 Inflicts regular damage with no additional effect.
Scorching Sands
70 100% 10 Has a 30% chance to burn the target.
Legends: Arceus
Name Class Power Acc. PP Effect
Baby Doll Eyes
— 100% 30 Lowers the target’s Attack by one stage.
Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Flamethrower
90 100% 15 Has a 10% chance to burn the target.
Giga Impact
150 90% 5 User foregoes its next turn to recharge.
Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Mystical Fire
75 100% 10 Has a 100% chance to lower the target’s Special Attack by one stage.
Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
Rest
— — 5 User sleeps for two turns, completely healing itself.
Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
Swift
60 — 20 Never misses.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 73
Attack 76
Defense 75
Sp. Atk 81
Sp. Def 100
Speed 100
Total 505

Type Defenses

(vs. Gen 6+ rules)

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