Fire moves
All 30 Fire moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.
Effect text comes from the game's move list and some of it is carried over from the main series. Battles here are one Pokémon against one, so wording about allies or adjacent Pokémon does not apply. The learner counts come from the main series and do not limit what you can teach in this game. See changing moves and using TMs.
Moves at a glance
| Move | Category | Power | Acc. | PP | In short |
|---|---|---|---|---|---|
| Blast Burn | Special | 150 | 90 | 5 | User cannot move next turn. |
| Blaze Kick | Physical | 85 | 90 | 10 | High critical hit ratio. 10% chance to burn. |
| Blue Flare | Special | 130 | 85 | 5 | 20% chance to burn the target. |
| Ember | Special | 40 | 100 | 25 | 10% chance to burn the target. |
| Eruption | Special | 150 | 100 | 5 | Less power as user's HP decreases. Hits foe(s). |
| Fiery Dance | Special | 80 | 100 | 10 | 50% chance to raise the user's Sp. Atk by 1. |
| Fire Blast | Special | 110 | 85 | 5 | 10% chance to burn the target. |
| Fire Fang | Physical | 65 | 95 | 15 | 10% chance to burn. 10% chance to flinch. |
| Fire Pledge | Special | 80 | 100 | 10 | Use with Grass or Water Pledge for added effect. |
| Fire Punch | Physical | 75 | 100 | 15 | 10% chance to burn the target. |
| Fire Spin | Special | 35 | 85 | 15 | Traps and damages the target for 4-5 turns. |
| Flame Burst | Special | 70 | 100 | 15 | Damages Pokemon next to the target as well. |
| Flame Charge | Physical | 50 | 100 | 20 | 100% chance to raise the user's Speed by 1. |
| Flame Wheel | Physical | 60 | 100 | 25 | 10% chance to burn the target. Thaws user. |
| Flamethrower | Special | 90 | 100 | 15 | 10% chance to burn the target. |
| Flare Blitz | Physical | 120 | 100 | 15 | Has 33% recoil. 10% chance to burn. Thaws user. |
| Fusion Flare | Special | 100 | 100 | 5 | Power doubles if used after Fusion Bolt. |
| Heat Crash | Physical | – | 100 | 10 | More power the heavier the user than the target. |
| Heat Wave | Special | 95 | 90 | 10 | 10% chance to burn the foe(s). |
| Incinerate | Special | 60 | 100 | 15 | Destroys the foe(s) Berry/Gem. |
| Inferno | Special | 100 | 50 | 5 | 100% chance to burn the target. |
| Lava Plume | Special | 80 | 100 | 15 | 30% chance to burn adjacent Pokemon. |
| Magma Storm | Special | 100 | 75 | 5 | Traps and damages the target for 4-5 turns. |
| Mystical Fire | Special | 65 | 100 | 10 | 100% chance to lower the target's Sp. Atk by 1. |
| Overheat | Special | 130 | 90 | 5 | Lowers the user's Sp. Atk by 2. |
| Sacred Fire | Physical | 100 | 95 | 5 | 50% chance to burn the target. Thaws user. |
| Searing Shot | Special | 100 | 100 | 5 | 30% chance to burn adjacent Pokemon. |
| Sunny Day | Status | – | – | 5 | For 5 turns, intense sunlight powers Fire moves. |
| V-Create | Physical | 180 | 95 | 5 | Lowers the user's Defense, Sp. Def, Speed by 1. |
| Will-O-Wisp | Status | – | 85 | 15 | Burns the target. |
Blast Burn
Special FireIf this move is successful, the user must recharge on the following turn and cannot make a move.
Blaze Kick
Physical FireHas a 10% chance to burn the target and a higher chance for a critical hit.
Blue Flare
Special FireHas a 20% chance to burn the target.
Learned in the main series by: 1 by level-up. Earliest by level: Reshiram (Lv. 100).
Ember
Special FireHas a 10% chance to burn the target.
Eruption
Special FirePower is equal to (user's current HP * 150 / user's maximum HP), rounded down, but not less than 1.
Fiery Dance
Special FireHas a 50% chance to raise the user's Special Attack by 1 stage.
Learned in the main series by: 1 by level-up. Earliest by level: Volcarona (Lv. 100).
Fire Blast
Special FireHas a 10% chance to burn the target.
Fire Fang
Physical FireHas a 10% chance to burn the target and a 10% chance to flinch it.
Fire Pledge
Special FireIf one of the user's allies chose to use Grass Pledge or Water Pledge this turn and has not moved yet, it takes its turn immediately after the user and the user's move does nothing. If combined with Grass Pledge, the ally uses Fire Pledge with 150 Base Power and a sea of fire appears on the target's side for 4 turns, which causes damage to non-Fire types equal to 1/8 of their maximum HP, rounded down, at the end of each turn during effect. If combined with Water Pledge, the ally uses Water Pledge with 150 Base Power and a rainbow appears on the user's side for 4 turns, which doubles secondary effect chances but does not stack with the Ability Serene Grace. When used as a combined move, this move gains STAB no matter what the user's type is. This move does not consume the user's Fire Gem.
Learned in the main series by: 20 by TM. Some of them: Charmander, Charmeleon, Charizard, Cyndaquil, Quilava, Typhlosion, Torchic, Combusken, Blaziken, Chimchar.
Fire Punch
Physical FireHas a 10% chance to burn the target.
Fire Spin
Special FirePrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.
Flame Burst
Special FireIf this move is successful, each ally adjacent to the target loses 1/16 of its maximum HP, rounded down, unless it has the Ability Magic Guard.
Flame Charge
Physical FireHas a 100% chance to raise the user's Speed by 1 stage.
Flame Wheel
Physical FireHas a 10% chance to burn the target.
Flamethrower
Special FireHas a 10% chance to burn the target.
Flare Blitz
Physical FireHas a 10% chance to burn the target. If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Learned in the main series by: 21 by level-up and 7 by TM. Earliest by level: Solrock (start), Volcarona (start), Talonflame (start), Darumaka (Lv. 33), Darmanitan (Lv. 33), Tepig (Lv. 43), Growlithe (Lv. 45), Flareon (Lv. 45), Ponyta (Lv. 49), Rapidash (Lv. 49).
Fusion Flare
Special FirePower doubles if the last move used by any Pokemon this turn was Fusion Bolt.
Learned in the main series by: 1 by level-up. Earliest by level: Reshiram (Lv. 50).
Heat Crash
Physical FireThe power of this move depends on (user's weight / target's weight), rounded down. Power is equal to 120 if the result is 5 or more, 100 if 4, 80 if 3, 60 if 2, and 40 if 1 or less. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Heat Wave
Special FireHas a 10% chance to burn the target.
Incinerate
Special FireThe target loses its held item if it is a Berry or a Gem. This move cannot cause Pokemon with the Ability Sticky Hold to lose their held item. Items lost to this move cannot be regained with Recycle or the Ability Harvest.
Inferno
Special FireHas a 100% chance to burn the target.
Learned in the main series by: 16 by level-up and 1 by TM. Earliest by level: Ponyta (Lv. 33), Rapidash (Lv. 33), Litwick (Lv. 38), Lampent (Lv. 38), Charmander (Lv. 46), Cyndaquil (Lv. 46), Vulpix (Lv. 50), Torkoal (Lv. 50), Quilava (Lv. 53), Charmeleon (Lv. 54).
Lava Plume
Special FireHas a 30% chance to burn the target.
Magma Storm
Special FirePrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.
Learned in the main series by: 1 by level-up. Earliest by level: Heatran (Lv. 96).
Mystical Fire
Special FireHas a 100% chance to lower the target's Special Attack by 1 stage.
Overheat
Special FireLowers the user's Special Attack by 2 stages.
Sacred Fire
Physical FireHas a 50% chance to burn the target.
Searing Shot
Special FireHas a 30% chance to burn the target.
Learned in the main series by: 1 by level-up. Earliest by level: Victini (start).
Sunny Day
Status FireFor 5 turns, the weather becomes Sunny Day. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sunny Day.
V-Create
Physical FireLowers the user's Speed, Defense, and Special Defense by 1 stage.
No Pokémon in the main Pokédex learns this move by level or TM.
Will-O-Wisp
Status FireBurns the target.