How to play
Use Eruption while HP is high. Its power decreases with remaining HP, so Flamethrower gives a consistent Fire option after taking damage. Choice Scarf raises Speed.
Choose six Pokémon. See your score. Find your next teammate.
Level 14To Quilava
Level 36To Typhlosion
TyphlosionLast stage shown
#0157 · GENERATION 2
Fast special attacker
Build a Typhlosion team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Use Eruption while HP is high. Its power decreases with remaining HP, so Flamethrower gives a consistent Fire option after taking damage. Choice Scarf raises Speed.
Key risk. Choice Scarf locks you into one move until switching. Hazards and chip damage weaken Eruption; Focus Blast can miss. This guide covers standard Typhlosion, not the Hisuian form.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Use Eruption while HP is high. Its power decreases with remaining HP, so Flamethrower gives a consistent Fire option after taking damage. Choice Scarf raises Speed.
Use Eruption now. Entry hazards and chip damage weaken it for the rest of the battle, and Flamethrower is the consistent Fire option afterwards.
Focus Blast can miss, so keep another answer instead of treating it as guaranteed coverage. Switching is what resets the Choice lock when the locked move turns bad.
A teammate uses a switching move to bring Typhlosion in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Eruption’s power falls as Typhlosion’s HP falls, which makes it an opening threat rather than a late-game finisher. Choice Scarf raises Speed but locks Typhlosion into one move until it switches.
Watch the tradeoff. Choice Scarf locks you into one move until switching. Hazards and chip damage weaken Eruption; Focus Blast can miss. This guide covers standard Typhlosion, not the Hisuian form.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Charizard offers Ground immunity and a different Fire role, with a much larger Rock weakness.
| Stat | Typhlosion | Charizard |
|---|---|---|
| HP | 78 | 78 |
| Attack | 84 | 84 |
| Defense | 78 | 78 |
| Sp. Attack | 109 | 109 |
| Sp. Defense | 85 | 85 |
| Speed | 100 | 100 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
Hazard removal helps preserve Eruption power. A Ground partner can cover Electric attacks aimed at a Water teammate and pressure Rock types.
Rapid Spin can remove hazards to help preserve Eruption power.
Resists Rock and provides Water immunity through Storm Drain.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Charizard offers Ground immunity and a different Fire role, with a much larger Rock weakness.
Try Charizard →Typing only. Abilities, items and battle effects can change these matchups.
Level 14
Quilava#156Level 36
Typhlosion#157Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Typhlosion. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
No saved teams yet.
FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 48 → 76
Team score 48 → 75
Team score 48 → 75
Team score 48 → 74
Team score 48 → 74
Team score 48 → 74
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Typhlosion | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | ½× | 0 | 1 |
| Water | 2× | 1 | 0 |
| Electric | 1× | 0 | 0 |
| Grass | ½× | 0 | 1 |
| Ice | ½× | 0 | 1 |
| Fighting | 1× | 0 | 0 |
| Poison | 1× | 0 | 0 |
| Ground | 2× | 1 | 0 |
| Flying | 1× | 0 | 0 |
| Psychic | 1× | 0 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | 2× | 1 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | ½× | 0 | 1 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 20, 2026. Suggest a correction.