| National Dex 437 |
Johto Dex - |
Hoenn Dex - |
Sinnoh Dex 89 |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
||||||||||||||||||||||||||||||||||
|
| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Confusion | 1 | psychic | special | 50 | 100% | 25 | The foe is hit by a weak telekinetic force. It may also leave the foe confused. | IV |
| Hypnosis | 1 | psychic | none | 0 | 70% | 20 | The user employs hypnotic suggestion to make the target fall into a deep sleep. | IV |
| Imprison | 1 | psychic | none | 0 | 100% | 10 | If the foe knows any move also known by the user, the foe is prevented from using it. | IV |
| Rain Dance | 1 | water | none | 0 | 0% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | IV |
| Sunny Day | 1 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | IV |
| Tackle | 1 | normal | physical | 35 | 95% | 35 | A physical attack in which the user charges and slams into the foe with its whole body. | IV |
| Confuse Ray | 14 | ghost | none | 0 | 100% | 10 | The foe is exposed to a sinister ray that triggers confusion. | IV |
| Extrasensory | 19 | psychic | special | 80 | 100% | 30 | The user attacks with an odd, unseeable power. It may also make the foe flinch. | IV |
| Iron Defense | 26 | steel | none | 0 | 100% | 15 | The user hardens its body's surface like iron, sharply raising its Defense stat. | IV |
| Safeguard | 30 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | IV |
| Block | 33 | normal | none | 0 | 100% | 5 | The user blocks the foe's way with arms spread wide to prevent escape. | IV |
| Gyro Ball | 38 | steel | physical | n/a | 100% | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. | IV |
| Future Sight | 43 | psychic | special | 80 | 90% | 15 | Two turns after this move is used, the foe is attacked with a hunk of psychic energy. | IV |
| Faint Attack | 50 | dark | physical | 60 | 100% | 20 | The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail. | IV |
| Payback | 61 | dark | physical | 50 | 100% | 10 | If the user can use this attack after the foe attacks, its power is doubled. | IV |
| Heal Block | 67 | psychic | none | 0 | 100% | 15 | The user prevents the foe from using any HP-recovery moves for five turns. | IV |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Calm Mind | TM04 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | IV |
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | IV |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | IV |
| Sunny Day | TM11 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | IV |
| Hyper Beam | TM15 | normal | special | 150 | 90% | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | IV |
| Light Screen | TM16 | psychic | none | 0 | 100% | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. | IV |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | IV |
| Rain Dance | TM18 | water | none | 0 | 0% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | IV |
| Safeguard | TM20 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | IV |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | IV |
| SolarBeam | TM22 | grass | special | 120 | 100% | 10 | A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. | IV |
| Earthquake | TM26 | ground | physical | 100 | 100% | 10 | The user sets off an earthquake that hits all the Pokemon in the battle. | IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | IV |
| Psychic | TM29 | psychic | special | 90 | 100% | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. | IV |
| Shadow Ball | TM30 | ghost | special | 80 | 100% | 15 | The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. | IV |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | IV |
| Reflect | TM33 | psychic | none | 0 | 100% | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | IV |
| Sandstorm | TM37 | rock | none | 0 | 100% | 10 | A five-turn sand-storm is summoned to hurt all combatant types except Rock, Ground, and Steel. | IV |
| Rock Tomb | TM39 | rock | physical | 50 | 80% | 10 | Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. | IV |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | IV |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | IV |
| Skill Swap | TM48 | psychic | none | 0 | 100% | 10 | The user employs its psychic power to exchange abilities with the foe. | IV |
| Charge Beam | TM57 | electric | special | 50 | 90% | 10 | The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. | IV |
| Endure | TM58 | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | IV |
| Explosion | TM64 | normal | physical | 250 | 100% | 5 | The user explodes to inflict damage on all Pokemon in battle. The user faints upon using this move. | IV |
| Payback | TM66 | dark | physical | 50 | 100% | 10 | If the user can use this attack after the foe attacks, its power is doubled. | IV |
| Recycle | TM67 | normal | none | 0 | 100% | 10 | The user recycles a single-use item that has been used in battle so it can be used again. | IV |
| Giga Impact | TM68 | normal | physical | 150 | 90% | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. | IV |
| Rock Polish | TM69 | rock | none | 0 | 0% | 20 | The user polishes its body to reduce drag. It can sharply raise the Speed stat. | IV |
| Flash | TM70 | normal | none | 0 | 100% | 20 | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | IV |
| Gyro Ball | TM74 | steel | physical | n/a | 100% | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. | IV |
| Stealth Rock | TM76 | rock | none | 0 | 0% | 20 | The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. | IV |
| Psych Up | TM77 | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | IV |
| Rock Slide | TM80 | rock | physical | 75 | 90% | 10 | Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. | IV |
| Sleep Talk | TM82 | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Dream Eater | TM85 | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | IV |
| Grass Knot | TM86 | grass | special | n/a | 100% | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. | IV |
| Swagger | TM87 | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | IV |
| Substitute | TM90 | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | IV |
| Flash Cannon | TM91 | steel | special | 80 | 100% | 10 | The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat. | IV |
| Trick Room | TM92 | psychic | none | 0 | 0% | 5 | The user creates a bizarre area in which slower Pokemon get to move first for five turns. | IV |
| Strength | HM04 | normal | physical | 80 | 100% | 15 | The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. | IV |
| Rock Smash | HM06 | fighting | physical | 40 | 100% | 15 | The user slugs the foe with a shattering punch. It can also smash cracked boulders. | IV |
|
Member: Glacia bladekin99,it CAN learn Trick Room and Explosion and it is possible to get these TMs in the game,you get Trick Room from a clown near the resturant in a house and Explosion from Game Corner when you get 10 uninterrupted bonus rounds(Not to boast,but I've got both). I don't have one of those,I personally hate anything that does not have a great speed stat,but I would put this move set: Ability:Levitate Brave nature Gyro Ball(It's made for this,like Seth Vilo said) Trick room(if you want to attack first) Earthquake/Hypnosis(takes care of all fire types/in pair with Dream Eater) Payback/Dream Eater(if the foe attcks first,100power/in pair with Hypnosis)
8 Jun 09 11:24
0 |
| Member: bladekin99 it can't learn explosion Buddy-Ray or trick room unless you get a TM and you can't get a TM explosion or a TM trick room and even if you can there super hard to find and i doubt you even have those TM's i bet your just saying your dream moveset
1 Jun 09 09:28
0 |
|
| Member: bam _bam mine is the following BRONZONG ITEM>LAGGIN TAIL MOVESET>EARTHQUAKE PAYBACK GYRO BALL TRICK ROOM RATE MY TEAM AND LEAVE A COMMENT
22 Dec 08 11:23
1 |
|
| Member: jgarrett69 good pokemon my moveset is gyro ball hypnoises earthquake flash cannon choice band
20 Aug 08 21:32
1 |
|
| Member: Buddy-Ray Extremely good pokemon with great potential. Mine is this. Moves: Trick Room, Gyro Ball, Explosion, and Psychic 252 Attack EV's, and 252 for Special defense. Brave Nature holding Iron Ball. Hope you try it.
3 Aug 08 13:13
0 |
|
|
Member: Will d (mr ramdom) a very good Wall balenced out on HP, Attack and Defences the Speed just adds to the danger belive it or not a reconend one Nature:Relaxed/Sassy Held Item:Leftovers/Shell Bell Gyro Ball Earthquake/Trick Room Stealth Rock/Confuse Ray Toxic brillent Wall and can dish out some good damage aswell
28 Jul 08 09:07
0 |
| Member: juggalo_warrior_boy hes great for A wall
7 Jul 08 20:51
-1 |
|
|
Member: Seth Vilo This thing is what Gyro Ball was made for! It's really low speed makes that move's base power kick up really high against almost anything. Add in a speed reducing nature and 0 speed EV's and IV's, and that move can do a lot. It works really well as either a physical or a special wall, depending on what you need more for your team. Mine is a physical wall, and takes a lot to get rid of, even if it's hit with super-effective fore moves. All it needs is a better way to recover HP than Leftovers, such as Wish support, and Bronzong is great! Here's what mine is: Nature: Relaxed EV's: 252 HP, 128 Attack, 128 Defense Moves: Gyro Ball Earthquake Stealth Rock Hypnosis As I said above, you can change the nature or EV's to make it a Sp. wall instead. If you do that, make it a Sassy nature to raise Sp. Defense and lower Speed. Try to get as close to 0 Speed IV's on either one so crank up Gyro Ball as much as possible.
5 Jul 08 14:01
-1 |
|
Member: pok3mon 2 this pokemon is a life save when goin up the mt coronet catch one and teach it dream eater and make it remember hpnosis and it will help u on the elite four if u raise your pokemon to be at the same level
13 May 08 05:22
-2 |