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Ninetales Moves & Learnsetin Pokémon Emerald Legacy

fire39 total moves

Complete moveset and learnset for Ninetales in Pokémon Emerald Legacy. Learn which moves Ninetales can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

17
Level Up
22
TM/HM
0
Move Tutor
0
Egg Moves
39
Total

Level Up Moves (17)

Moves that Ninetales learns naturally as it levels up.

EmberLevel: 1fire
4010025
A weak fire attack that may inflict a burn.
Quick AttackLevel: 1normal
4010030
An extremely fast attack that always strikes first.
Confuse RayLevel: 1ghost
010010
A sinister ray that confuses the foe.
SafeguardLevel: 1normal
0025
A mystical force prevents all status problems.
RoarLevel: 5normal
010020
Makes the foe flee to end the battle.
Quick AttackLevel: 8normal
4010030
An extremely fast attack that always strikes first.
Fire SpinLevel: 12fire
3510015
Traps the foe in a ring of fire for 2 to 5 turns.
Will O WispLevel: 17fire
08515
Inflicts a burn on the foe with intense fire.
Flame WheelLevel: 19fire
6510025
A fiery charge attack that may inflict a burn.
Confuse RayLevel: 22ghost
010010
A sinister ray that confuses the foe.
ImprisonLevel: 26psychic
010010
Prevents foes from using moves known by the user.
FlamethrowerLevel: 29fire
9510015
A powerful fire attack that may inflict a burn.
SafeguardLevel: 33normal
0025
A mystical force prevents all status problems.
Shadow BallLevel: 36ghost
8010015
Hurls a black blob that may lower the foe's SP. DEF.
Sunny DayLevel: 40fire
0010
Boosts the power of FIRE- type moves for 5 turns.
Fire BlastLevel: 43fire
120855
Incinerates everything it strikes. May cause a burn.
GrudgeLevel: 47ghost
01005
If the user faints, deletes all PP of foe's last move.

TM/HM Moves (22)

Moves that Ninetales can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Roarnormal
010020TM05
Makes the foe flee to end the battle.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Sunny Dayfire
0010TM11
Boosts the power of FIRE- type moves for 5 turns.
Hyper Beamnormal
150905TM15
Powerful, but leaves the user immobile the next turn.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Safeguardnormal
0025TM20
A mystical force prevents all status problems.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Solar Beamgrass
12010010TM22
Absorbs light in one turn, then attacks next turn.
Iron Tailsteel
1009015TM23
Attacks with a rock-hard tail. May lower DEFENSE.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Digground
7010020TM28
Digs underground the first turn and strikes next turn.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's SP. DEF.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Flamethrowerfire
9510015TM35
A powerful fire attack that may inflict a burn.
Fire Blastfire
120855TM38
Incinerates everything it strikes. May cause a burn.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Overheatfire
140905TM50
Allows a full-power attack, but sharply lowers SP. ATK.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.