Typhlosion

Typhlosion

Rank #176Fire

HP
153
Atk
104
Def
98
SpA
129
SpD
105
Spe
120
Total709

Usage Format

Typhlosion Abilities

All Typhlosion Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
TyphlosionTyphlosion
Fire1531049812910512070979.5
Hisuian TyphlosionHisuian TyphlosionFireGhost1481049813910511570969.8

Typhlosion Type Effectiveness

Weak to

Ground2×Rock2×Water2×

Resistant to

Bug½×Steel½×Fire½×Grass½×Ice½×Fairy½×

Immune to

—

Damaged normally by

Normal1×Fighting1×Flying1×Poison1×Ghost1×Electric1×Psychic1×Dragon1×Dark1×

Typhlosion Moves

Usage Move Type Category Target Power Acc PP Prio Description
85%EruptionFireSpecialAll Foes15010080The less HP the user has left, the lower this move’s power (ranging between 1 and 150).
51.4%ProtectNormalStatusSelf—∞8+4The 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.
48.4%Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
43.2%Heat WaveFireSpecialAll Foes9590120Has a 10% chance of burning targets.
35.5%Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
24.3%FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
19.6%Solar BeamGrassSpecialSingle120100120The user gains the Charging status 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.
16.8%Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
11.8%ExtrasensoryPsychicSpecialSingle80100200Has a 10% chance of making the target flinch.
11.6%Burn UpFireSpecialSingle13010080The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has 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.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—RoarNormalStatusSingle—∞20-6If there are other Pokemon 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 Pokemon at random.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Fire SpinFireSpecialSingle3585160Gives the target the Bound status.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Quick AttackNormalPhysicalSingle4010020+1—
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—RestPsychicStatusSelf—∞80Fully 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.
—Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—EndureNormalStatusSelf—∞12+4During 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.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Will-O-WispFireStatusSingle—85160Burns the target.
—FacadeNormalPhysicalSingle70100200This 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.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—EndeavorNormalPhysicalSingle—10080Deals 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.
—Blast BurnFireSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—OverheatFireSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—HowlNormalStatusAllies—∞200Boosts the Attack stats of the user and its allies by 1 stage.
—CovetNormalPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—Gyro BallSteelPhysicalSingle—10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Flare BlitzFirePhysicalSingle120100160Has 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.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—Fire FangFirePhysicalSingle6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Lava PlumeFireSpecialAll80100160Has a 30% chance of burning targets.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Flame ChargeFirePhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—RoundNormalSpecialSingle60100160If multiple Pokemon 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.
—InfernoFireSpecialSingle1005080Burns the target.
—Fire PledgeFireSpecialSingle80100120—
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
—Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
—Throat ChopDarkPhysicalSingle80100160Gives the target the Throat Chopped status.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Burning JealousyFireSpecialAll Foes7010080Burns targets if their stats were boosted during the turn this move is used.
—Temper FlareFirePhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.