When sunny, FIRE-type moves are more powerful. TM13 Snore 40 15 30 Has a one-in-three chance of making the target flinch.
TM17 Protect -- 10 -- Completely foils an opponent's attack. If used consecutively, its success rate decreases. Success rate decreases if used repeatedly. TM21 Frustration?? The more the user dislikes its trainer, the more powerful the move.
TM23 Iron Tail 75 15 30 Strikes the target with a stiff tail. Has a one-in-three chance of paralyzing the target. TM27 Return?? The tamer the user, the more powerful the move. TM28 Dig 60 10 -- The attacker digs underground in the first turn, then pops up in the next turn to attack. TM32 Double Team -- 15 -- Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
TM35 Sleep Talk -- 10 -- Randomly chooses one of the user's moves. It is highly accurate, so it can be counted on to inflict damage. TM44 Rest -- 10 -- The user takes a nap to fully restore its HP and recover from any status abnormalities. TM45 Attract -- 15 -- Infatuates targets, making it hard for them to attack foes of the opposite gender.
Has a one-in-three chance of paralyzing the target if it hits. Has a one-in-five chance of reducing the target's SPCL. The flames make the target unable to move.
Safeguard -- 25 -- Details A mystic power that protects the user from status problems for five turns. Thrash 90 20 -- Details An attack that lasts two to three turns.
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Gold owners will find Growlithe on Routes 7, 8, 36 and 37, while Crystal players should search Routes 8, 35, 36 and Unfortunately for those trainers playing Blue and Silver, Growlithe is unavailable in either of these two versions. If this set looks at all familiar, it's probably because this is one of the most common standard Ninetales sets. Now, don't think that just because I like Ninetales a little better means I would try and turn Growlithe into one!
I just noticed that Growlithe here can learn all same required moves as his foxy counterpart, and since he is as of yet unable to learn Extremespeed which most standard Arcanine sets are based around I figured I'd take him in a bit of a different direction.
Besides, being an unevolved Pokemon Growlithe is better suited to use attacks that don't depend purely on offensive stats, and I seem to be in a Toxic-trapper mood this week anyway. Safeguard is a great move for Growlithe considering his low survivability and present status as a trapper. If you're fighting something that is capable of taking Growlithe out relatively early, you can set up a Safeguard which the rest of your team will benefit from even after Growlithe leaves the match.
On the other hand, if you're facing something that doesn't typically attack outright and depends more on status-altering moves like Jumpluff or Umbreon, Safeguard will certainly throw a monkey Mankey?
If you happen to meet up with a fellow Toxic-trapper there are more of them out there than you may realize and you have a Safeguard in place, Growlithe will likely have the upper paw regardless of the fact that he's unevolved. Fire Spin As I mentioned in a previous article, Fire Spin is a really, REALLY crummy trapping move if you're actually depending on it to trap as opposed to an offensive attack, though not many people would use the underpowered Fire Spin solely as an attack when there are better moves like Flamethrower and Fire Blast out there.
It can of course last up to five turns but will usually break after three or four, which generally won't be enough if you're relying solely on Toxic to kill an opponent. The nominal damage it adds at the end of each round is appreciated, but Fire Spin still pales in comparison to Mean Look. Oh well Toxic is naturally to be used in conjunction with Fire Spin. Heck, even if you don't have time to trap the opponent before poisoning them, Toxic is a nice move because it will more often than not prompt an opponent to switch out.
This can be useful if you're going up against something like Scizor that is known to heavily alter its own stats before attacking don't expect any trainer to leave Scizor specifically in against a Fire type, though; that was just an example. And of course, if your opponent happens to be the last remaining member of its party you won't need to use Fire Spin at all.
A great strategy is to Toxic any Pokemon that uses Recover particularly legendaries when that Pokemon has been saved for the end of a match, since they can't switch out and Toxic will eventually gain enough power to finish them off regardless of Recover. Dig is an exceedingly risky move on any Fire type, given a Fire type's weakness to Ground type moves and the fact that Earthquake and Magnitude's powers are doubled when used against any Pokemon using Dig except a Flying type, which makes absolutely no sense Well, I'm assuming you wouldn't bring Growlithe in against an Earthquaker in the first place, or that you would at least refrain from using Dig if you had no choice.
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