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Karen & Houndoom

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Table of Contents

Analysis by EmmaNielsen
Other Forms

Trainer

Pokemon Info

Type Dark
Weak Vs Fighting
Role Strike (Special)
Base Potential
Gender Female

Pokemon Description

They spew flames mixed with poison to finish off their opponents. They divvy up their prey evenly among the members of their pack.

Table of Contents

Stats

5★
HP 85
ATK 18
DEF 9
Sp. ATK 20
Sp. DEF 9
Speed 19
HP 516
ATK 304
DEF 157
Sp. ATK 346
Sp. DEF 157
Speed 328
Bulk 618

Table of Contents

Moves

Type Dark
Category
Power
42 / 50
Accuracy 100
Target An opponent
Cost
Has a moderate chance of making the target flinch.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Sharply raises the user’s critical-hit rate.
Unlock Requirements
Unlocked by Default
Type Dark
Category
Power
39 / 46
Accuracy 95
Target All opponents
Cost
Lowers the target’s Sp. Atk.
Move Unlock Requirements
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
The lower the user’s HP is, the more this move raises the user’s Sp. Atk.

Sync Move

Type Dark
Category
Power
160 / 192
Accuracy -
Target An opponent
Effect Tag -

Become Mega Houndoom until the end of battle.

Passive Skills

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
Attack +5 5 0 (1,-1)
Attack +5 24 2 (-3,1)
Attack +5 24 2 2 (-1,5)
HP +10 5 0 (1,1)
HP +10 24 2 (-1,-5)
HP +20 60 5 3 (2,10)
Sp. Atk +5 5 0 (-1,-1)
Sp. Atk +5 24 2 (-1,-3)
Sp. Atk +5 24 2 (-2,-4)
Sp. Atk +10 60 5 3 (2,-6)
Sp. Atk +10 60 5 3 (1,9)
Speed +5 5 0 (0,2)
Speed +5 24 2 (1,3)
Speed +5 24 2 (2,-2)
Speed +10 48 4 (2,6)
Speed +10 48 4 (-2,-6)
Defense +5 5 0 (0,-2)
Defense +5 36 3 2 (3,9)
Defense +20 96 8 3 (-1,-9)
Sp. Def +5 5 0 (-1,1)
Sp. Def +10 48 4 (-3,-7)
Beguiling Dark Pulse : Power +25 60 5 3 (0,6)
Beguiling Dark Pulse : Power +25 60 5 3 (0,-6)
Bite : Aggravation 1 - Raises the chance of inflicting the flinching, confused, or trapped condition with the additional effects of moves. 120 10 2 (-3,3)
Bite : Critical Countdown 2 - Has a moderate chance of reducing the sync move countdown by one when the user lands a critical hit. 120 10 3 (-2,-10)
Bite : Toxic Chance 4 - Has a good chance of leaving the target poisoned when a move targeting an opponent is successful. 120 10 2 (-2,4)
Snarl : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 2 (2,8)
Entertain Me! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (-3,-5)
Dark Pulse : Move Gauge Refresh 4 - Has a good chance of charging the user’s move gauge by one when a move is successful. 72 6 2 (2,-4)
Dark Pulse : Overpower - The more the opponent’s Sp. Atk has been lowered, the more it powers up moves. 96 8 2 (-2,-8)
Dire Hit + : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 2 (-1,-7)
Speeding Sun 2 - Quickly charges the move gauge when the weather is sunny. 96 8 2 (-3,-9)
Dirty Fighting 5 - Powers up moves when the move’s target or targets are affected by a status condition. 120 10 3 (-3,5)
Foul Fighting 5 - Powers up moves when the move’s target or targets are flinching, confused, or trapped. 120 10 3 (-2,6)
Starting Node 0 0 (0,0)
Bite : Power +6 36 3 (-2,2)
Bite : Power +6 36 3 (-1,3)
Bite : Power +6 36 3 (-2,0)
Snarl : Power +2 24 2 (3,5)
Snarl : Power +2 24 2 (2,4)
Snarl : Power +3 36 3 (3,-1)
Snarl : Power +3 36 3 (1,5)
Snarl : Power +3 36 3 (3,7)
Snarl : Power +4 36 3 2 (1,7)
Snarl : Power +3 36 3 (2,0)
Dark Pulse : Power +6 48 4 (1,-3)
Dark Pulse : Power +6 48 4 2 (3,-3)
Dark Pulse : Power +6 48 4 2 (1,-5)
Dark Pulse : Power +6 48 4 3 (3,-5)