#0157.1
Hisuian Typhlosion

Hisuian Typhlosion

Fire Ghost

Abilities

  • Blaze Boosts the power of the Pokémon's Fire-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Frisk Hidden When the Pokémon enters a battle, it identifies opponents' held items.

Stat Points

HP
73
ATK
84
DEF
78
Sp. Atk
119
Sp. Def
85
SPE
95

Weakness and Resistance

2x ⦿ Super Effective
Water Ground Rock Ghost Dark
1x – Normal
Electric Flying Psychic Dragon
0.5x △ Resists
Fire Grass Ice Poison Steel Fairy
0.25x ▼ Mostly Ineffective
Bug
0x × Immune
Normal Fighting

Learnable Moves (66)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Blast Burn 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.
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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Burn Up special 130 8 The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
Burning Jealousy special 70 8 Burns targets if their stats were boosted during the turn this move is used.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Confuse Ray status - 12 Confuses the target.
Covet physical 60 20 f the user is not already holding an item, it steals the target's held item.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
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.
Eruption special 150 8 The less HP the user has left, the lower this move's power (ranging between 1 and 150).
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.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Fire Spin special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Flame Charge physical 50 20 Boosts the user's Speed stat by 1 stage.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Flare Blitz physical 120 16 Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
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.
Gyro Ball physical - 8 The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Heat Wave special 95 12 Has a 10% chance of burning targets.
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.
Infernal Parade special 65 16 Has a 30% chance of burning the target. This move's power is doubled if the target has a status condition.
Inferno special 100 8 Burns the target.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Lava Plume special 80 16 Has a 30% chance of burning targets.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Mega Kick physical 120 8 —
Mystical Fire special 75 12 Lowers the target's Sp. Atk stat by 1 stage.
Night Shade special - 16 Deals 50 HP of damage.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Poltergeist physical 110 8 This move fails if the target isn't holding an item
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.
Quick Attack physical 40 20 —
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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
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.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
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.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
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.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Temper Flare physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.
Will-O-Wisp status - 16 Burns the target.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.