Very smart and very vengeful. Grabbing one of its many tails could result in a 1,000-year curse.
Blue
Yellow
According to an enduring legend, 9 noble saints were united and reincarnated as this Pokémon.
Gold
Some legends claim that each of its nine tails has its own unique type of special mystical power.
Silver
Its nine beautiful tails are filled with a wondrous energy that could keep it alive for 1,000 years.
Crystal
It is said to live a thousand years, and each of its tails is loaded with supernatural powers.
Ruby
NINETALES casts a sinister light from its bright red eyes to gain total control over its foe's mind. This POKéMON is said to live for a thousand years.
Sapphire
Legend has it that NINETALES came into being when nine wizards possessing sacred powers merged into one. This POKéMON is highly intelligent - it can understand human speech.
Emerald
It has long been said that each of the nine tails embody an enchanted power. A long-lived NINETALES will have fur that shines like gold.
FireRed
It has nine long tails and fur that gleams gold. It is said to live for 1,000 years.
LeafGreen
Very smart and very vengeful. Grabbing one of its many tails could result in a 1,000-year curse.
Diamond
Its nine tails are said to be imbued with a mystic power. It can live for a thousand years.
Pearl
Stadium 1
It is extremely vindictive. It is said to lay a 1,000-year long curse if its tail is pulled as a joke
Stadium 2
Some legends claim that each of its nine tails has its own unique type of special mystical power.
TCG
Light Ninetales: It is said that each of its nine tails contain a different magical power.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass.
The target cannot choose its last move for 2-5 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled.
The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.
The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled.
The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.
The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled.