Shadow Vulpix
Shadow modifiers apply at battle-calc time. Base stats stored on the card are unchanged — only damage dealt and taken shift. Net DPS uplift on offence almost always outweighs the bulk penalty, which is why shadows dominate raid top-6 lists. See the shadow guide for the full multiplier breakdown.
Purifying drops the shadow modifier and refunds stardust / candy. Worth it for hundo-track shadows where +2 IVs would cross thresholds (e.g. 13/13/13 → 15/15/15).
Match the catch screen CP against the cards above to verify a hundo. Shadow Raids and Giovanni have a 6 / 6 / 6 IV floor — lower than the 10 / 10 / 10 of normal raids — so the min CP shown is the realistic floor for those encounters. Grunt and Leader catches have no floor; any IV from 0 to 15 is possible, and only the hundo number tells you for sure. See /shadow for current Team Rocket lineups.
Same typing as base Vulpix (Fire) — shadow doesn't change type matchups. Doubly weak: none. Resists: Fire, Grass, Ice, Bug, Steel, Fairy. Full chart on /dex/37.
Shadow versions inherit the same move pool as base Vulpixbut hit ~20 % harder due to the attack modifier. No curated tier-list pick — auto-ranked from the learnable-move pool:
- #1Ember + Weather Ball Fire
- #2Ember + Flamethrower
- #3Quick Attack + Weather Ball Fire
- Shadow Vulpix
- → 50 candy →Shadow Ninetales
Enter this mons's current IVs and CP. Level is back-solved from CP automatically — IVs and level carry through evolution unchanged, so CP shifts predictably as base stats change.
CP is identical for the Shadow form — the ×1.2 attack / ×0.833 defence modifier applies in battle only, never to base stats or CP.
What is the IV floor for Shadow Vulpix?
It depends on the encounter source. Shadow Raids and Giovanni catches have a 6 / 6 / 6 floor. Rocket grunts and leaders (Cliff / Sierra / Arlo) have no floor — IVs roll the full 0–15 range, so the 1-in-4,096 hundo rate is unchanged from a wild catch.
What level does Shadow Vulpix catch at?
Defeated grunts release a Level 8 shadow. Cliff / Sierra / Arlo and Shadow Raids both catch at Level 20 (Level 25 with weather boost). Giovanni gives Level 8 normally, Level 13 if the weather boosts the species' primary type.
Is Shadow Vulpix worth using over the regular Vulpix?
Almost always yes for raid offence. The ×1.2 attack modifier translates to roughly 20 % more DPS, which outweighs the ×0.833 defence penalty in attacker scenarios. Shadows dominate top-6 counter lists for nearly every raid boss. Save normal Vulpix for PvP or stamina-dependent roles.
Should I purify my Shadow Vulpix?
Purify if the +2-per-IV boost crosses a meaningful threshold (e.g. 13 / 13 / 13 → 15 / 15 / 15 unlocks hundo status, level resets to L25 = same as L25-best-buddy effective). Keep the shadow if it's already 15s and you want raid DPS — purification permanently removes the attack modifier.
Does Shadow Vulpix have different type matchups?
No. Shadow keeps the same Fire-typing as the base species. Weather boosts and weakness charts apply identically. The only mechanical change is the battle-time stat modifier.