Competitive Information for Ninetales [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Ninetales ninetales
Base Stats for Ninetales

Fire

Abilities:
Flash FireFlash Fire: This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.


Evolutions / Family:
Vulpix
Ninetales

Weakness Chart for Fire-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
  
  
  
  
0.5x
  
  
0.5x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
0.5x
  
  
  
2x
0.5x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for NinetalesVisit Serebii's Pokedex for location, breeding, and other game details about NinetalesVisit Bulbapedia for more information about Ninetales

Movesets for Singles


What is a good competitive moveset for Ninetales? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Ninetales is an extraordinary Fire-typed Pokemon. It's a usual sight to see Ninetales out in the 4th generation battlefield. Ninetales is weak to Ground, Rock, and Water-typed attacks.


Species: Ninetales
Item: Life Orb
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Flare Blitz
- Double-Edge / Return
- Zen Headbutt
- Payback

Physical Sweeper Ninetales (Flash Fire)

Ninetales is a decent Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. With Flash Fire, Ninetales's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Flare Blitz is a physical STAB-boosted 120-base power Fire-type move (has 1/3 recoil. 10% chance to burn. thaws Ninetales).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical 80-base power Psychic-type move (20% chance to flinch the target).
Payback is a physical 50-base power Dark-type move (power doubles if your Ninetales moves after the target).




Species: Ninetales
Item: Life Orb
Ability: Flash Fire
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Overheat / Flamethrower
- Extrasensory
- Energy Ball
- Dark Pulse

Special Sweeper Ninetales (Flash Fire)

Ninetales is a remarkable Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. With Flash Fire, Ninetales's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Overheat is a special STAB-boosted 140-base power Fire-type move (lowers your Ninetales's special attack by 2 stages).
Flamethrower is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the target).
Extrasensory is a special 80-base power Psychic-type move (10% chance to flinch the target).
Energy Ball is a special 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).




Species: Ninetales
Item: Leftovers
Ability: Drought
Nature: Quiet (+SpA, -Spe)
EVs: 123 Hp / 141 Def / 246 SpA
Moveset:
- Nasty Plot
- Toxic
- Solar Beam
- Flamethrower

Ninetales Special Tank (Dirty Dozen)

Ninetales is a spectacular Special Tank. It tries to take a good amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Ninetales last longer regaining it's life every turn. Drought changes the weather to Intense Sunlight when Ninetales is sent out onto the field. This help boosts all fire attacks while the Sunlight remains active.

Nasty Plot is a status move (raises your Ninetales's special attack by 2 stages).
Toxic is a status move (badly poisons the target).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Flamethrower is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the target).




Species: Ninetales
Item: Air Balloon
Ability: Drought
Nature: Timid (+Spe, -Atk)
EVs: 248 Hp / 12 SpA / 248 Spe
Moveset:
- Dark Pulse
- Calm Mind
- Fire Blast
- Solar Beam

Ninetales Support (Seen Gooder)

Ninetales is a sensational Support. Drought changes the weather to Intense Sunlight when Ninetales is sent out onto the field. This help boosts all fire attacks while the Sunlight remains active.

Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).
Calm Mind is a status move (raises your Ninetales's special attack and special defense by 1 stage).
Fire Blast is a special STAB-boosted 120-base power Fire-type move (10% chance to burn the target).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).




Species: Ninetales
Item: Safety Goggles
Ability: Flash Fire
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Nasty Plot
- Energy Ball
- Dark Pulse
- Fire Blast

Ninetales Special Sweeper (Nasty Burn)

Ninetales is a marvelous Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. With Flash Fire, Ninetales's fire attacks do 1.5x damage if hit by one fire move; fire immunity. This set is targeted towards working with my Alolan Ninetales set Veil Attacker. That is the reason for it having Safety Goggles, so it doesn't take damage from the snow storm. I decided not to use its HA because while it gives access to Solar Beam, it removes or is removed by Alolan Ninetales Hail. If used in singles instead of doubles replace the ability with drought and the item with life orb.

Nasty Plot is a status move (raises your Ninetales's special attack by 2 stages).
Energy Ball is a special 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).
Fire Blast is a special STAB-boosted 120-base power Fire-type move (10% chance to burn the target).



Movesets for Doubles


What is a good doubles moveset for Ninetales? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Species: Ninetales
Item: Life Orb
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Flare Blitz
- Double-Edge / Return
- Zen Headbutt
- Payback

Doubles Physical Sweeper Ninetales (Flash Fire)

Ninetales is an awesome Physical Sweeper. It tries to take down the opponent's team with brute physical power. With Flash Fire, Ninetales's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Flare Blitz is a physical STAB-boosted 120-base power Fire-type move (has 1/3 recoil. 10% chance to burn. thaws Ninetales).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical 80-base power Psychic-type move (20% chance to flinch the target).
Payback is a physical 50-base power Dark-type move (power doubles if your Ninetales moves after the target).




Species: Ninetales
Item: Life Orb
Ability: Flash Fire
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Heat Wave / Overheat
- Extrasensory
- Energy Ball
- Dark Pulse

Doubles Special Sweeper Ninetales (Flash Fire)

Ninetales is a stupendous Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. With Flash Fire, Ninetales's fire attacks do 1.5x damage if hit by one fire move; fire immunity.

Heat Wave is a special STAB-boosted 100-base power Fire-type move (10% chance to burn the foes).
Overheat is a special STAB-boosted 140-base power Fire-type move (lowers your Ninetales's special attack by 2 stages).
Extrasensory is a special 80-base power Psychic-type move (10% chance to flinch the target).
Energy Ball is a special 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Dark Pulse is a special 80-base power Dark-type move (20% chance to flinch the target).




Species: Ninetales
Item: Leftovers
Ability: Drought
Nature: Modest (+SpA, -Atk)
EVs: 144 Hp / 252 SpA / 112 Spe
Moveset:
- Toxic
- Sunny Day
- Fire Blast / Flamethrower
- Solar Beam

Ninetales Special Tank (Solar Ninetales*)

Ninetales is an outstanding Special Tank. It's primary goal is to take a nice amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Ninetales last longer regaining it's stamina every turn. Drought changes the weather to Intense Sunlight when Ninetales is sent out onto the field. This help boosts all fire attacks while the Sunlight remains active. While Ninetales normally has no business staying in on either Tyranitar or Politoed, a well-timed Sunny Day can actually force them out! Not only is the opponent's attempt to change the weather negated, but SolarBeam no longer has a charge-up period. Should the opponent be foolish enough to keep their weather inducer in, their cold-blooded creature will be instantly vaporized by a super effective SolarBeam. With sufficient entry hazard support, Ninetales can back the opposing weather inducer into a tight corner. Either stay in and eat a SolarBeam, or switch out and take massive damage.

Toxic is a status move (badly poisons the target).
Sunny Day is a status move (for 5 turns, intense sunlight powers fire moves).
Fire Blast is a special STAB-boosted 120-base power Fire-type move (10% chance to burn the target).
Flamethrower is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the target).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).



Movepool


Wondering what moves can Ninetales learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Ember
40
100%
25
10% chance to burn the target.
Energy Ball
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Extrasensory
80
100%
30
10% chance to flinch the target.
Fire Blast
120
85%
5
10% chance to burn the target.
Fire Spin
15
70%
15
Traps and damages the target for 2-5 turns.
Flamethrower
95
100%
15
10% chance to burn the target.
Heat Wave
100
90%
10
10% chance to burn the foe(s).
Hyper Beam
150
90%
5
User cannot move next turn.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Overheat
140
90%
5
Lowers the user's Sp. Atk by 2.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Body Slam
85
100%
15
30% chance to paralyze the target.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Flail
--
100%
15
More power the less HP the user has left.
Flare Blitz
120
100%
15
Has 1/3 recoil. 10% chance to burn. Thaws user.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Quick Attack
40
100%
30
Usually goes first.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confuse Ray
--
100%
10
Confuses the target.
Disable
--
80%
20
For 4-7 turns, disables the target's last move.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Grudge
--
--
5
If the user faints, the attack used loses all its PP.
Howl
--
--
40
Raises the user's Attack by 1.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Imprison
--
--
10
No foe can use any move known by the user.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Pain Split
--
--
20
Shares HP of user and target equally.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
100%
20
Forces the target to switch to a random ally.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Toxic
--
85%
10
Badly poisons the target.
Will-O-Wisp
--
75%
15
Burns the target.

Combo List


These are a list of several common move combinations Ninetales can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Ninetales

Create a build


Have an idea in mind for Ninetales that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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