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 #555 Darmanitan
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Normal Mode Zen Mode
Darmanitan
Japan: Hihidaruma
ヒヒダルマ
French: Darumacho
German: Flampivian
Korean: 불비달마
National: #555
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Normal
Zen Mode
Classification Height Weight Capture Rate Base Egg Steps
Blazing Pokémon 4'03"
1.3m
204.8lbs
92.9kg
605,120
Abilities: Sheer Force - Zen Mode (Hidden Ability)
Sheer Force: Moves with a secondary effect are increased in power by 33% but lose their secondary effect
Hidden Ability (Available):
Zen Mode: When Hit Points get to 50% of maximum, the Pokémon changes form. The Pokémon reverts back to its standard form if it loses this ability or returns to over 50% of its Hit Points
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 Standard
2 Attack Point(s)
Zen Mode
2 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Field
Evolutionary Chain
Alternate Forms
Standard ModeZen Mode
Only Darmanitan with the Zen Mode ability can change form. It changes when HP is less than 50%
Locations
X Transfer required
Y Transfer required
Omega Ruby Mirage Island, Mirage MountainDetails
Alpha Sapphire Mirage Island, Mirage MountainDetails
Generation VI Level Up
LevelAttack NameTypeAppealJam
Tackle  
Quite an appealing move.
Rollout  
An appealing move that can be used repeatedly without boring the audience.
Incinerate  
Makes audience expect little of other contestants.
Rage
Startles all of the Pokémon to act before the user.
3 Rollout  
An appealing move that can be used repeatedly without boring the audience.
6 Incinerate  
Makes audience expect little of other contestants.
9 Rage
Startles all of the Pokémon to act before the user.
11 Fire Fang  
Quite an appealing move.
14 Headbutt  
Quite an appealing move.
17 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
19 Facade  
Works great if the user goes last this turn.
22 Fire Punch  
Quite an appealing move.
25 Work Up  
Excites the audience a lot if used first.
27 Thrash  
A very appealing move, but after using this move, the user is more easily startled.
30 Belly Drum  
A very appealing move, but after using this move, the user is more easily startled.
33 Flare Blitz  
A very appealing move, but after using this move, the user is more easily startled.
35 Hammer Arm  
A very appealing move, but after using this move, the user is more easily startled.
39 Taunt
Badly startles Pokémon that the audience has high expectations of.
47 Superpower  
A very appealing move, but after using this move, the user is more easily startled.
54 Overheat  
A very appealing move, but after using this move, the user is more easily startled.
X / Y Level Up - Zen Mode
LevelAttack NameTypeAppealJam
Tackle  
Quite an appealing move.
Rollout  
An appealing move that can be used repeatedly without boring the audience.
Incinerate  
Makes audience expect little of other contestants.
Rage
Startles all of the Pokémon to act before the user.
3 Rollout  
An appealing move that can be used repeatedly without boring the audience.
6 Incinerate  
Makes audience expect little of other contestants.
9 Rage
Startles all of the Pokémon to act before the user.
11 Fire Fang  
Quite an appealing move.
14 Headbutt  
Quite an appealing move.
17 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
19 Facade  
Works great if the user goes last this turn.
22 Fire Punch  
Quite an appealing move.
25 Work Up  
Excites the audience a lot if used first.
27 Thrash  
A very appealing move, but after using this move, the user is more easily startled.
30 Belly Drum  
A very appealing move, but after using this move, the user is more easily startled.
33 Flare Blitz  
A very appealing move, but after using this move, the user is more easily startled.
35 Hammer Arm  
A very appealing move, but after using this move, the user is more easily startled.
39 Taunt
Badly startles Pokémon that the audience has high expectations of.
47 Superpower  
A very appealing move, but after using this move, the user is more easily startled.
54 Overheat  
A very appealing move, but after using this move, the user is more easily startled.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM05 Roar  
Causes the user to move later on the next turn.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM08 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM23 Smack Down
Badly startles Pokémon that the audience has high expectations of.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM29 Psychic  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM35 Flamethrower  
Quite an appealing move.
TM38 Fire Blast  
Works better the more the crowd is excited.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM43 Flame Charge  
Works well if the user is pumped up.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM50 Overheat  
A very appealing move, but after using this move, the user is more easily startled.
TM52 Focus Blast  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM59 Incinerate  
Makes audience expect little of other contestants.
TM61 Will-O-Wisp  
Makes audience expect little of other contestants.
TM66 Payback  
Works great if the user goes last this turn.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM89 U-turn  
Makes the audience quickly grow bored when an appeal move has little effect.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM04 Strength  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Encore   Details
Makes the remaining Pokémon nervous.
Endure   Details
Causes the user to move later on the next turn.
Flame Wheel   Details
Affected by how well the previous Pokémon's move went.
Focus Energy   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Focus Punch   Details
Works great if the user goes last this turn.
Hammer Arm   Details
A very appealing move, but after using this move, the user is more easily startled.
Sleep Talk   Details
Effectiveness varies depending on when it is used.
Snatch   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Take Down   Details
A very appealing move, but after using this move, the user is more easily startled.
Yawn   Details
Makes the remaining Pokémon nervous.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Endeavor  
Works great if the user goes last this turn.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Heat Wave
Startles all of the Pokémon to act before the user.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Zen Headbutt  
Quite an appealing move.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Uproar
Lv. 17
Badly startles Pokémon that the audience has high expectations of.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 480 105 140 55 30 55 95
Max Stats
Hindering Nature
Lv. 50 165 - 212 130 - 172 54 - 96 31 - 73 54 - 96 90 - 132
Lv. 100 320 - 414 256 - 341 103 - 188 58 - 143 103 - 188 175 - 260
Max Stats
Neutral Nature
Lv. 50 165 - 212 145 - 192 60 - 107 35 - 82 60 - 107 100 - 147
Lv. 100 320 - 414 285 - 379 115 - 209 65 - 159 115 - 209 195 - 289
Max Stats
Beneficial Nature
Lv. 50 165 - 212 159 - 211 66 - 117 38 - 90 66 - 117 110 - 161
Lv. 100 320 - 414 313 - 416 126 - 229 71 - 174 126 - 229 214 - 317
Stats - Zen Mode
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 540 105 30 105 140 105 55
Max Stats
Hindering Nature
Lv. 50 165 - 212 31 - 73 99 - 141 130 - 172 99 - 141 54 - 96
Lv. 100 320 - 414 58 - 143 193 - 278 256 - 341 193 - 278 103 - 188
Max Stats
Neutral Nature
Lv. 50 165 - 212 35 - 82 110 - 157 145 - 192 110 - 157 60 - 107
Lv. 100 320 - 414 65 - 159 215 - 309 285 - 379 215 - 309 115 - 209
Max Stats
Beneficial Nature
Lv. 50 165 - 212 38 - 90 121 - 172 159 - 211 121 - 172 66 - 117
Lv. 100 320 - 414 71 - 174 236 - 339 313 - 416 236 - 339 126 - 229

<--- #554
Darumaka
#556
Maractus
--->

 
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