Nosepass
Ruby

NOSEPASS’s magnetic nose is always pointed to the north. If two of these POKéMON meet, they cannot turn their faces to each other when they are close because their magnetic noses repel one another.

Sapphire

NOSEPASS had been said to be completely unmoving, with its magnetic nose pointed due north. However, close observation has revealed that the POKéMON actually moves by a little over 3/8 of an inch every year.

Emerald

Its body emits a powerful magnetism. It feeds on prey that is pulled in by the force. Its magnetism is stronger in cold seasons.

Firered/Leafgreen

Its magnetic nose consistently faces north. Travelers check NOSEPASS to get their bearings.

Pokédex & Training Data

Classification Compass Pokémon
Height 1.0 m (3'03")
Weight 97.0 kg (213.8 lbs)
Abilities
EV Yield +1 defense
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Mineral

Pokédex Numbers

Hoenn (R/S/E) #060
Sinnoh (Plat.) #155
Unova (B2/W2) #164
Kalos (Coastal) #093
Hoenn (OR/AS) #061
Alola (S/M) #198
Alola (US/UM) #254
Hisui #190
National #299
Kitakami #107

Held Items

None in this generation.

Game Locations

Granite Cave B2f

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
7 Harden
— — 30 Raises the user’s Defense by one stage.
13 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
16 Block
— — 5 Prevents the target from leaving battle.
22 Thunder Wave
— 90% 20 Paralyzes the target.
28 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
31 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
37 Rest
— — 5 User sleeps for two turns, completely healing itself.
43 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
46 Lock On
— — 5 Ensures that the user’s next move will hit the target.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
7 Harden
— — 30 Raises the user’s Defense by one stage.
13 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
16 Block
— — 5 Prevents the target from leaving battle.
22 Thunder Wave
— 90% 20 Paralyzes the target.
28 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
31 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
37 Rest
— — 5 User sleeps for two turns, completely healing itself.
43 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
46 Lock On
— — 5 Ensures that the user’s next move will hit the target.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
7 Harden
— — 30 Raises the user’s Defense by one stage.
13 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
16 Block
— — 5 Prevents the target from leaving battle.
22 Thunder Wave
— 90% 20 Paralyzes the target.
28 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
31 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
37 Rest
— — 5 User sleeps for two turns, completely healing itself.
43 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
46 Lock On
— — 5 Ensures that the user’s next move will hit the target.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Shock Wave
60 — 20 Never misses.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Defense Curl
— — 40 Raises user’s Defense by one stage.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Explosion
250 100% 5 User faints.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Mimic
— — 10 Copies the target’s last used move.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Thunder Wave
— 90% 20 Paralyzes the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Explosion
250 100% 5 User faints.
Mimic
— — 10 Copies the target’s last used move.
Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
Thunder Wave
— 90% 20 Paralyzes the target.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Explosion
250 100% 5 User faints.
Magnitude
— 100% 30 Power varies randomly from 10 to 150.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.

Base Stats

Hp 30
Attack 45
Defense 135
Sp. Atk 45
Sp. Def 90
Speed 30
Total 375

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x
0.5x
2x
0.5x
2x