Flareon
Flame Pokémon
- height
- 0.9 m
- weight
- 25 kg
Flames burn within a saclike organ inside this Pokémon. When Flareon inhales, these flames grow in intensity, reaching a mighty 3,000 degrees Fahrenheit.
Base stats
Abilities
- Flash Fire
This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.
- Guts
If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Ability effects— only if the Pokémon runs that ability
- Flash Fire — immune to Fire
Moves57
100% confuse target that had a stat rise this turn.
Lowers the target's Attack by 1.
User switches, passing stat changes and more.
30% chance to make the target flinch.
30% chance to paralyze the target.
100% burns a target that had a stat rise this turn.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the target's Attack by 2.
Uses the last move used in the battle.
If the user has no item, it steals the target's.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
Has 33% recoil.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
Traps and damages the target for 4-5 turns.
More power the less HP the user has left.
100% chance to raise the user's Speed by 1.
10% chance to burn the target.
Has 33% recoil. 10% chance to burn. Thaws user.
Raises the user's critical hit ratio by 2.
User cannot move next turn.
10% chance to burn the foe(s).
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No additional effect. Hits adjacent foes.
Fails unless each known move has been used.
30% chance to burn adjacent Pokemon.
100% chance to lower the target's accuracy by 1.
Lowers the user's Sp. Atk by 2.
Prevents moves from affecting the user this turn.
Usually goes first.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Forces the target to switch to a random ally.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
30% chance to burn the target. Thaws target.
20% chance to lower the target's Sp. Def by 1.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Power doubles if the user's last move failed.
Lowers the target's Attack and Defense by 1.
100% chance to raise the user's Speed by 1.
Power doubles and type varies in each weather.
Burns the target.
Next turn, 50% of the user's max HP is restored.
Puts the target to sleep after 1 turn.