Pressure: The attack that hits this Pokemon is reduced by one extra PP.
[Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of wild Pokemon battles is halved.
Diamond & Pearl
Pressure: The attack that hits this Pokemon is reduced by one extra PP.
[Field Action] If this Pokemon is in the lead spot, the rate of wild Pokemon battles is halved.
Weaknesses:
Water (x2)
Electric (x2)
Rock (x4)
Resistances:
Fire (x0.5)
Grass (x0.25)
Fighting (x0.5)
Bug (x0.25)
Steel (x0.5)
Immunities:
Ground (x0)
Evolution Line:
None
Items Held:
Version
Items
GSC (Tradeback)
Bright Powder
-
Pokedex Entries:
Red
Known as the legendary bird of fire. Every flap of its wings creates a dazzling flash of flames.
Blue
Yellow
A legendary bird Pokémon. As it flaps its flaming wings, even the night sky will turn red.
Gold
This legendary POKéMON scatters embers with every flap of its wings. It is a thrilling sight to behold.
Silver
This legendary bird POKéMON is said to bring early spring to the wintry lands it visits.
Crystal
Legendary bird POKéMON. It is said to migrate from the south along with the spring.
Ruby
MOLTRES is a legendary bird POKéMON that has the ability to control fire. If this POKéMON is injured, it is said to dip its body in the molten magma of a volcano to burn and heal itself.
Sapphire
Emerald
MOLTRES is a legendary bird POKéMON that can control fire. If injured, it is said to dip its body in the molten magma of a volcano to burn and heal itself.
FireRed
One of the legendary bird POKéMON. Those seeing it are overwhelmed by its orange wings that seem to be on fire.
LeafGreen
Known as the legendary bird of fire. Every flap of its wings creates a dazzling flash of flames.
Diamond
One of the legendary bird Pokemon. It is said that its appearance indicates the coming of spring.
Pearl
Stadium 1
A legendary bird POKéMON known as the "fire bird". Every time it flaps, its wings flare and burn brightly.
Stadium 2
This legendary POKéMON scatters embers with every flap of its wings. It is a thrilling sight to behold.
TCG
Moltres: The flames on this legendary Pokémon's wings burn so brightly that they can make the night seem like day.
The user becomes uncontrollable and attacks for 2-5 consecutive turns; the target cannot make attacks of its own during this time, but it may switch out, use items or run away.
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.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
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.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
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 is holding Shed Shell or uses Baton Pass or it uses U-Turn.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power.
Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock.
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm.
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.)
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm.