Red/Blue
The bone it holds is its key weapon. It throws the bone skillfully like a boomerang to KO targets.
Yellow
Small and weak, this POKéMON is adept with its bone club. It has grown more vicious over the ages.
Pokédex & Training Data
Classification
Bone Keeper Pokémon
Height
1.0 m (3'03")
Weight
45.0 kg (99.2 lbs)
Abilities
N/A in Gen I
EV Yield
+2 defense
Catch Rate
75
Base Friendship
70
Growth Rate
medium
Pokédex Numbers
Kanto (R/B/Y)
#105
Johto (G/S/C)
#204
Johto (HG/SS)
#209
Kalos (Coastal)
#061
Alola (S/M)
#164
Alola (US/UM)
#198
National
#105
Isle of Armor
#171
Held Items
None in this generation.
Game Locations
Cerulean Cave 2f
Cerulean Cave B1f
Kanto Safari Zone Area 1 East
Kanto Safari Zone Area 3 West
Kanto Victory Road 2 1f
Kanto Victory Road 2 2f
Learned Moves
Level Up Moves
Red/Blue
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Leer | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 1 | Growl | — | 100% | 40 | Lowers the target’s Attack by one stage. | |
| 1 | Focus Energy | — | — | 30 | Increases the user’s chance to score a critical hit. | |
| 1 | Bone Club | 65 | 85% | 20 | Has a 10% chance to make the target flinch. | |
| 25 | Leer | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 33 | Focus Energy | — | — | 30 | Increases the user’s chance to score a critical hit. | |
| 41 | Thrash | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| 48 | Bonemerang | 50 | 90% | 10 | Hits twice in one turn. | |
| 55 | Rage | 20 | 100% | 20 | If the user is hit after using this move, its Attack rises by one stage. |
Yellow
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tail Whip | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 1 | Bone Club | 65 | 85% | 20 | Has a 10% chance to make the target flinch. | |
| 10 | Bone Club | 65 | 85% | 20 | Has a 10% chance to make the target flinch. | |
| 13 | Tail Whip | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 18 | Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| 25 | Leer | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 33 | Focus Energy | — | — | 30 | Increases the user’s chance to score a critical hit. | |
| 41 | Thrash | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| 48 | Bonemerang | 50 | 90% | 10 | Hits twice in one turn. | |
| 55 | Rage | 20 | 100% | 20 | If the user is hit after using this move, its Attack rises by one stage. |
TM/HM Moves
Red/BlueYellow
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| HM04 Strength | 80 | 100% | 15 | Inflicts regular damage with no additional effect. | |
| TM01 Mega Punch | 80 | 85% | 20 | Inflicts regular damage with no additional effect. | |
| TM05 Mega Kick | 120 | 75% | 5 | Inflicts regular damage with no additional effect. | |
| TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
| TM08 Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| TM09 Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
| TM10 Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
| TM11 Bubble Beam | 65 | 100% | 20 | Has a 10% chance to lower the target’s Speed by one stage. | |
| TM12 Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |
| TM13 Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |
| TM14 Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
| TM15 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
| TM17 Submission | 80 | 80% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
| TM18 Counter | — | 100% | 20 | Inflicts twice the damage the user received from the last physical hit it took. | |
| TM19 Seismic Toss | — | 100% | 20 | Inflicts damage equal to the user’s level. | |
| TM20 Rage | 20 | 100% | 20 | If the user is hit after using this move, its Attack rises by one stage. | |
| TM26 Earthquake | 100 | 100% | 10 | Inflicts regular damage and can hit Dig users. | |
| TM27 Fissure | — | 30% | 5 | Causes a one-hit KO. | |
| TM28 Dig | 80 | 100% | 10 | User digs underground, dodging all attacks, and hits next turn. | |
| TM31 Mimic | — | — | 10 | Copies the target’s last used move. | |
| TM32 Double Team | — | — | 15 | Raises the user’s evasion by one stage. | |
| TM34 Bide | — | — | 10 | User waits for two turns, then hits back for twice the damage it took. | |
| TM38 Fire Blast | 110 | 85% | 5 | Has a 10% chance to burn the target. | |
| TM40 Skull Bash | 130 | 100% | 10 | Raises the user’s Defense by one stage. User charges for one turn before attacking. | |
| TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM50 Substitute | — | — | 10 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
Base Stats
Hp
60
Attack
80
Defense
110
Sp. Atk
50
Sp. Def
80
Speed
45
Total
425
Type Defenses
(vs. Gen 6+ rules)