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Ninetales

In-battle formes

HP:73
Attack:76
Defense:75
Sp. Atk:81
Sp. Def:100
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
ZeroUsed
Nasty Plot328

Evolutions

Formes

Strategies

Formats:
Written by DC

Nasty Plot

Move 1
Move 2
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 3
  • Energy Ball
    10% chance to lower the target's Sp. Def by 1.
    TypeGrass
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Scorching Sands
    30% chance to burn the target. Thaws target.
    TypeGround
    CategorySpecial
    Power70 BP
    Accuracy100%

Ninetales is a notable sweeper thanks to its access to Nasty Plot, excellent coverage options, and good Speed tier. Nasty Plot lets Ninetales break through bulky walls such as Clefairy with its powerful Fire Blast and clean weakened teams. Energy Ball targets Water-types like Poliwrath and Cramorant and Ground-types like Rhydon, Piloswine, and Stunfisk. Scorching Sands is Ninetales's best move against Qwilfish and opposing Fire-types like Rapidash and Coalossal.

Ninetales fits on balance and offense teams as a mid- and late-game wallbreaker and revenge killer. Wallbreaking partners such as Rotom and Thwackey complement Ninetales; Rotom is able to threaten Water-types and safely bring in Ninetales with Volt Switch, while Thwackey is able to handle specially defensive walls like Pyukumuku and Miltank that wall Ninetales. In return, they benefit from its ability to handle Tangela. Grass-types like Tangela and Gourgeist-S are also good partners, handling problematic foes like Stunfisk and Piloswine. Knock Off absorbers such as Uxie, Cofagrigus, and Qwilfish are necessary to preserve Heavy-Duty Boots and prevent Ninetales from being worn down by entry hazards; Uxie and Cofagrigus can also take on revenge killers such as Kangaskhan and Choice Scarf Sawk, while Qwilfish can provide entry hazard support to wear down foes like Piloswine and Poliwrath. Cleaners such as Calm Mind Klinklang and Alcremie can take advantage of Ninetales's wallbreaking to set up and clean late-game.

Other Options

Flamethrower is an alternative to Fire Blast that provides more accuracy and consistency, but it is significantly weaker. Substitute can be used to avoid status from foes like Pyukumku and Altaria, while Agility helps Ninetales clean better late-game; however, Ninetales generally prefers retaining Scorching Sands.

Checks and Counters

Water-types: Water-types like Poliwrath and Cramorant can take Energy Ball and retaliate with a powerful Water-type STAB attack. However, they have difficulty checking Ninetales after Nasty Plot. Pyukumuku is notable, as it ignores Nasty Plot with Unaware and can stall Ninetales with Toxic + Recover.

Ground-types: Ground-types like Piloswine and Rhydon can threaten Ninetales with their STAB moves, but they should be wary of Energy Ball.

Revenge Killers: Foes such as Manectric and Choice Scarf Sawk can outspeed and revenge kill Ninetales. It is also susceptible to priority from Kangaskhan, Gurdurr, and Shiftry if it is weakened.

Status: Ninetales is vulnerable to being worn down by Toxic from foes like Pyukumuku and Miltank, while Thunder Wave from Qwilfish cripples its Speed and makes it much easier to revenge kill.

Dragon-types: Altaria and Appletun resist or are immune to Ninetales's moves and can threaten it with a strong attack or status.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack by 1.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
70
Accuracy
100%
PP
5
100% burns a target that had a stat rise this turn.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
If the user faints, the attack used loses all its PP.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
Accuracy
PP
40
Raises the user's and ally's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
100
Accuracy
50%
PP
5
100% chance to burn the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
75
Accuracy
100%
PP
10
100% chance to lower the target's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
25
Accuracy
85%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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