Skip to content

229 - Houndoom

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4

 
















 

Ability

Version Ability
Classic Early Bird / Flash Fire
Complete Intimidate / Flash Fire

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 75 90 50 110 80 95 500

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Nasty Plot - - 20 Raises the user's Special Attack by two stages.
1 Ember 40 100% 25 Has a 10% chance to burn the target.
1 Leer - 100% 30 Lowers the target's Defense by one stage.
1 Howl - - 40 Raises the user's Attack by one stage.
7 Bite 60 100% 25 Has a 30% chance to make the target flinch.
10 Roar - - 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
13 Smog 30 70% 20 Has a 40% chance to poison the target.
16 Fire Fang 65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
16 Thunder Fang 65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
19 Odor Sleuth - - 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
22 Beat Up - 100% 10 Hits once for every conscious Pokémon the trainer has.
26 Feint Attack 60 - 20 Never misses.
30 Crunch 80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
34 Flamethrower 90 100% 15 Has a 10% chance to burn the target.
38 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
42 Embargo - 100% 15 Target cannot use held items.
46 Nasty Plot - - 20 Raises the user's Special Attack by two stages.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
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.
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 Iron Tail 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
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.
TM35 Flamethrower 90 100% 15 Has a 10% chance to burn the target.
TM36 Sludge Bomb 90 100% 10 Has a 30% chance to poison the target.
TM38 Fire Blast 110 85% 5 Has a 10% chance to burn the target.
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 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 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.
TM49 Snatch - - 10 Steals the target's move, if it's self-targeted.
TM50 Overheat 130 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM61 Will-O-Wisp - 85% 15 Burns the target.
TM63 Embargo - 100% 15 Target cannot use held items.
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.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM79 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM83 Hyper Voice 90 100% 10 Inflicts regular damage with no additional effect.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
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.
HM04 Strength 100 100% 15 Has a 10% chance to raise the user's Attack by one stage.
HM06 Rock Smash 60 100% 15 Has a 50% chance to lower the target's Defense by one stage.
Move Tutor Heat Wave 95 90% 10 Has a 10% chance to burn the target.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Spite - 100% 10 Lowers the PP of the target's last used move by 4.
Move Tutor Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
Move Tutor Swift 60 - 20 Never misses.
Move Tutor Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.