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Ninetales

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Ninetales in Pokémon Brilliant Diamond & Shining Pearl

#38 in the Brilliant Diamond and Shining Pearl Pokédex • Fox Pokémon

Ninetales in the National Pokédex

Pokédex entries

Brilliant Diamond

Its nine tails are said to be imbued with a mystic power. It can live for a thousand years.

Shining Pearl

Its nine tails are said to be imbued with a mystic power. It can live for a thousand years.

Pokémon details

Type

Fire

Category

Fox Pokémon

Height

1.1 m (3'07")

Weight

19.9 kg (43.9 lbs)

National Pokédex

#0038

Pokédex

#38

Ninetales in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

73

256

350

Attack

76

141

276

Defense

75

139

273

Sp. Atk

81

150

287

Sp. Def

100

184

328

Speed

100

184

328

Total

505

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Ninetales, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 SpD, 1 Spe
Catch rate
75
Base Exp.
177

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
25% male
75% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Vulpix

Vulpix

#37

Fire StoneUse Fire Stone
Ninetales

Ninetales

#38

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTail Whip

Normal-10030
StartDisable

Normal-10020
StartEmber

Fire4010025
StartFlamethrower

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire9010015
StartFire Spin

Fire358515
StartQuick Attack

Normal4010030
StartConfuse Ray

Ghost-10010
StartFire Blast

The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Fire110855
StartSpite

Ghost-10010
StartSafeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
StartWill-O-Wisp

The user shoots a sinister flame at the target to inflict a burn.

Fire-8515
StartImprison

Psychic--10
StartGrudge

Ghost--5
StartExtrasensory

Psychic8010020
StartNasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
StartIncinerate

Fire6010015
StartInferno

Fire100505

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM05Roar

The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Normal--20
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM17Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM22Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM23Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.

Steel1007515
TM28Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM35Flamethrower

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire9010015
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Fire110855
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM50Overheat

The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.

Fire130905
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.

Grass9010010
TM58Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TM61Will-O-Wisp

The user shoots a sinister flame at the target to inflict a burn.

Fire-8515
TM63Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
TM66Payback

The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM79Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
TM82Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Baby-Doll Eyes

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fairy-10030
Baby-Doll Eyes

Learn before evolving, then retain the move.

Fairy-10030
Flail

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10015
Flail

Learn before evolving, then retain the move.

Normal-10015
Flame Charge

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fire5010020
Flame Charge

Learn before evolving, then retain the move.

Fire5010020
Flare Blitz

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fire12010015
Flare Blitz

Learn before evolving, then retain the move.

Fire12010015
Heat Wave

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fire959010
Heat Wave

Learn before evolving, then retain the move.

Fire959010
Hex

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ghost6510010
Hex

Learn before evolving, then retain the move.

Ghost6510010
Howl

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--40
Howl

Learn before evolving, then retain the move.

Normal--40
Hypnosis

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic-6020
Hypnosis

Learn before evolving, then retain the move.

Psychic-6020
Memento

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Dark-10010
Memento

Learn before evolving, then retain the move.

Dark-10010
Power Swap

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Power Swap

Learn before evolving, then retain the move.

Psychic--10

Ability options available to this Pokémon in this game.

Flash Fire

Ability Slot 1

Absorbs Fire-type moves and boosts its own Fire-type moves after activation.

Drought(Hidden Ability)

Summons harsh sunlight for five turns when it enters battle.

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