#0038.1
Alolan Ninetales

Alolan Ninetales

Ice Fairy

Abilities

  • Snow Cloak Boosts the Pokémon's evasiveness by 25% in snow.
  • Snow Warning Hidden Summons snow for 5 turns when the Pokémon enters a battle.

Stat Points

HP
73
ATK
67
DEF
75
Sp. Atk
81
Sp. Def
100
SPE
109

Weakness and Resistance

4x ★ Extremely Effective
Steel
2x ⦿ Super Effective
Fire Poison Rock
1x – Normal
Normal Water Grass Electric Fighting Ground Flying Psychic Ghost Fairy
0.5x △ Resists
Ice Bug Dark
0x × Immune
Dragon

Learnable Moves (63)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Aurora Veil status - 20 Gives the user's side the Aurora Veil status for 5 turns, where damage from physical and special moves are reduced by 1/2 in Singles or 1/3 in Doubles. This move can be used only in snow.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Baby-Doll Eyes status - 20 Lowers the target's Attack stat by 1 stage.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Confuse Ray status - 12 Confuses the target.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dazzling Gleam special 80 12 —
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Extrasensory special 80 20 Has a 10% chance of making the target flinch.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Freeze-Dry special 70 20 This move is also super effective against Water-type Pokemon.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
Howl status - 20 Boosts the Attack stats of the user and its allies by 1 stage.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hypnosis status - 20 Puts the target to sleep.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Shard physical 40 20 —
Icicle Spear physical 25 20 The user attacks 2 to 5 times in a row.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Moonblast special 95 16 Has a 10% chance of lowering the target's Sp. Atk stat by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Power Swap status - 12 The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target's Attack and Sp. Atk stats.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Tail Slap physical 25 12 The user attacks 2 to 5 times in a row.
Triple Axel physical 20 12 The user attacks 3 times in a row-first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses.
Weather Ball special 50 12 When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Wonder Room status - 12 Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.