Essentials

Darmanitan

Standard Mode

Standard Darmanitan

Fire

Abilities

Sheer Force

Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.

Hidden Ability

Zen Mode

Changes Darmanitan's form after each turn depending on its HP: Zen Mode below 50% max HP, and Standard Mode otherwise.

Damage Taken

  • Bug ½
  • Dark 1
  • Dragon 1
  • Electric 1
  • Fairy ½
  • Fighting 1
  • Fire ½
  • Flying 1
  • Ghost 1
  • Grass ½
  • Ground 2
  • Ice ½
  • Normal 1
  • Poison 1
  • Psychic 1
  • Rock 2
  • Steel ½
  • Water 2

Pokédex Numbers

Introduced in
Generation 5
National
555
Original Unova
61 Black, White
Updated Unova
103 Black 2, White 2

Names

Japanese
ヒヒダルマ (hihidaruma)
Korean
불비달마
French
Darumacho
German
Flampivian
Spanish
Darmanitan
Italian
Darmanitan

Breeding

Gender
½ male, ½ female Search:
Egg groups
  • Field
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
168 Search:
Effort points
  • 2 Attack
Capture rate
60 Search:
Base happiness
70 Search:
Growth rate
medium slow Search:

Wild held items

Generation 5 50% Rawst Berry Rawst Berry
Generation 6 nothing

Evolution

Baby Basic Stage 1 Stage 2
Darumaka Darmanitan Level up, starting at level 35

Darmanitan Forms

  • Standard Darmanitan
  • Zen Darmanitan

Forms have different stats and types. If Darmanitan's ability is Zen Mode, it changes to Zen Mode in battle if it ends a turn below 50% HP, and back to Standard Mode if it ends a turn at 50% HP or above, leaves battle, or loses its ability.

Stats

Pctile Min IVs Max IVs
HP
105
92.8 383 414
Attack
140
96.6 348 379
Defense
55
30.5 178 209
Special Attack
30
5.5 128 159
Special Defense
55
31.1 178 209
Speed
95
80.5 258 289
Total
480
61.1

Flavor

Flavor Text

Generation 5
Black

Its internal fire burns at 2,500° F, making enough power that it can destroy a dump truck with one punch.

White

When weakened in battle, it transforms into a stone statue. Then it sharpens its mind and fights on mentally.

Black 2, White 2

When one is injured in a fierce battle, it hardens into a stone-like form. Then it meditates and sharpens its mind.

Generation 6
X

When one is injured in a fierce battle, it hardens into a stone-like form. Then it meditates and sharpens its mind.

Y

Its internal fire burns at 2,500 degrees Fahrenheit, making enough power that it can destroy a dump truck with one punch.

Sprites

Standard Darmanitan Standard Darmanitan Standard Darmanitan Standard Darmanitan

Miscellany

Species
Blazing Search:
Color
Red Search:
Cry
Footprint
Darmanitan
Shape
Mensal Search:

Height

Trainer dude

Standard Darmanitan
13

4'3.2"
1.3 m

Weight

Trainer dudette

Standard Darmanitan
929

204.8 lb
92.9 kg

Locations

Moves

Fire moves get STAB, and have their type highlighted in green.

Physical moves better suit Darmanitan's higher Attack, and have their class highlighted in green.

Generation 5 Generation 6 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Incinerate Fire special 15 60 100%

Destroys the target's held berry.

Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

3 3 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

6 6 Incinerate Fire special 15 60 100%

Destroys the target's held berry.

9 9 Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

11 11 Fire Fang Fire physical 15 65 95%

Has a 10% chance to burn the target and a 10% chance to make the target flinch.

14 14 Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

17 17 Swagger Normal status 15 90%

Raises the target's Attack by two stages and confuses the target.

19 19 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

22 22 Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

25 25 Work Up Normal status 30

Raises the user's Attack and Special Attack by one stage each.

27 27 Thrash Normal physical 10 120 100%

Hits every turn for 2-3 turns, then confuses the user.

30 30 Belly Drum Normal status 10

User pays half its max HP to max out its Attack.

33 33 Flare Blitz Fire physical 15 120 100%

User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.

35 35 Hammer Arm Fighting physical 10 100 90%

Lowers user's Speed by one stage.

39 39 Taunt Dark status 20 100%

For the next few turns, the target can only use damaging moves.

47 47 Superpower Fighting physical 5 120 100%

Lowers the user's Attack and Defense by one stage after inflicting damage.

54 54 Overheat Fire special 5 130 90%

Lowers the user's Special Attack by two stages after inflicting damage.

Level up, learned by Darumaka but not Darmanitan
17 17 Uproar Normal special 10 90 100%

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Generation 5 Generation 6 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Egg, learned by Darumaka but not Darmanitan
• • Encore Normal status 5 100%

Forces the target to repeat its last used move every turn for 2 to 6 turns.

• • Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

• • Flame Wheel Fire physical 25 60 100%

Has a 10% chance to burn the target. Lets frozen Pokémon thaw themselves.

• • Focus Energy Normal status 30

Increases the user's chance to score a critical hit.

• • Focus Punch Fighting physical 20 150 100% -3

If the user takes damage before attacking, the attack is canceled.

• • Hammer Arm Fighting physical 10 100 90%

Lowers user's Speed by one stage.

• • Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

• Snatch Dark status 10 4

Steals the target's move, if it's self-targeted.

• • Take Down Normal physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

• • Yawn Normal status 10

Target sleeps at the end of the next turn.

Generation 5 Generation 6 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Black 2, White 2 Endeavor Normal physical 5 * 100%

Lowers the target's HP to equal the user's.

Black 2, White 2 Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

Black 2, White 2 Heat Wave Fire special 10 95 90%

Has a 10% chance to burn the target.

Black 2, White 2 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Black 2, White 2 Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Black 2, White 2 Superpower Fighting physical 5 120 100%

Lowers the user's Attack and Defense by one stage after inflicting damage.

Black 2, White 2 Uproar Normal special 10 90 100%

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Black 2, White 2 Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

Generation 5 Generation 6 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
05 05 Roar Normal status 20 -6

Immediately ends wild battles. Forces trainers to switch Pokémon.

06 06 Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

08 08 Bulk Up Fighting status 20

Raises the user's Attack and Defense by one stage.

10 10 Hidden Power Normal special 15 60 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

11 11 Sunny Day Fire status 5

Changes the weather to sunny for five turns.

12 12 Taunt Dark status 20 100%

For the next few turns, the target can only use damaging moves.

15 15 Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

17 17 Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

22 22 Solar Beam Grass special 10 120 100%

Requires a turn to charge before attacking.

23 23 Smack Down Rock physical 15 50 100%

Removes any immunity to Ground damage.

26 26 Earthquake Ground physical 10 100 100%

Inflicts regular damage and can hit Dig users.

27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

28 28 Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

29 29 Psychic Psychic special 10 90 100%

Has a 10% chance to lower the target's Special Defense by one stage.

31 31 Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

32 32 Double Team Normal status 15

Raises the user's evasion by one stage.

35 35 Flamethrower Fire special 15 90 100%

Has a 10% chance to burn the target.

38 38 Fire Blast Fire special 5 110 85%

Has a 10% chance to burn the target.

39 39 Rock Tomb Rock physical 15 60 95%

Has a 100% chance to lower the target's Speed by one stage.

41 41 Torment Dark status 15 100%

Prevents the target from using the same move twice in a row.

42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 Flame Charge Fire physical 20 50 100%

Inflicts regular damage. Raises the user's Speed by one stage.

44 44 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

45 45 Attract Normal status 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

46 46 Thief Dark physical 25 60 100%

Takes the target's item.

48 48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

50 50 Overheat Fire special 5 130 90%

Lowers the user's Special Attack by two stages after inflicting damage.

52 52 Focus Blast Fighting special 5 120 70%

Has a 10% chance to lower the target's Special Defense by one stage.

56 56 Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

59 59 Incinerate Fire special 15 60 100%

Destroys the target's held berry.

61 61 Will-O-Wisp Fire status 15 85%

Burns the target.

66 66 Payback Dark physical 10 50 100%

Power is doubled if the target has already moved this turn.

68 68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

71 71 Stone Edge Rock physical 5 100 80%

Has an increased chance for a critical hit.

74 74 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

78 78 Bulldoze Ground physical 20 60 100%

Has a 100% chance to lower the target's Speed by one stage.

80 80 Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

83 Work Up Normal status 30

Raises the user's Attack and Special Attack by one stage each.

86 86 Grass Knot Grass special 20 * 100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

87 87 Swagger Normal status 15 90%

Raises the target's Attack by two stages and confuses the target.

88 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

89 89 U-turn Bug physical 20 70 100%

User must switch out after attacking.

90 90 Substitute Normal status 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

94 94 Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

98 Power-Up Punch Fighting physical 20 40 100%

Has a 100% chance to raise the user's Attack by one stage.

100 Confide Normal status 20

Lowers the target's Special Attack by one stage.

H4 H4 Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

External Links