
Diamond/PearlPlatinum
It looks just like a Poké Ball. It is dangerous because it may electrocute or explode on touch.
Heartgold
It rolls to move. If the ground is uneven, a sudden jolt from hitting a bump can cause it to explode.
Soulsilver
It was discovered when Poké Balls were introduced. It is said that there is some connection.
Pokédex Data
Classification
Ball Pokémon
Height
0.5 m (1'08")
Weight
10.4 kg (22.9 lbs)
Abilities
Game Locations
- Kanto Route 10 Area
- Sinnoh Route 218 Area
- Team Rocket Hq Area
Training
EV Yield
+1 speed
Catch Rate
190
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Learned Moves
Level Up Moves
Diamond/Pearl
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
12 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
15 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
22 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
29 | Self Destruct | 200 | 100% | 5 | User faints. | |
33 | Swift | 60 | — | 20 | Never misses. | |
36 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
40 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
43 | Explosion | 250 | 100% | 5 | User faints. | |
47 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
Platinum
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
12 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
15 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
22 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
29 | Self Destruct | 200 | 100% | 5 | User faints. | |
33 | Swift | 60 | — | 20 | Never misses. | |
36 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
40 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
43 | Explosion | 250 | 100% | 5 | User faints. | |
47 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
HeartGold/SoulSilver
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
12 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
15 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
22 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
29 | Self Destruct | 200 | 100% | 5 | User faints. | |
33 | Swift | 60 | — | 20 | Never misses. | |
36 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
40 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
43 | Explosion | 250 | 100% | 5 | User faints. | |
47 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
TM/HM Moves
Diamond/PearlPlatinumHeartGold/SoulSilver
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
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. | |
TM12 Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |
TM16 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
TM17 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM18 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
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. | |
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. | |
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. | |
TM46 Thief | 60 | 100% | 25 | Takes the target's item. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM58 Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
TM64 Explosion | 250 | 100% | 5 | User faints. | |
TM70 Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM74 Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
TM82 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
TM83 Natural Gift | — | 100% | 15 | Power and type depend on the held berry. | |
TM87 Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |
TM90 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. |
Tutor Moves
Platinum
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
Swift | 60 | — | 20 | Never misses. |
HeartGold/SoulSilver
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
Swift | 60 | — | 20 | Never misses. |
Base Stats
Hp
40
Attack
30
Defense
50
Sp. Atk
55
Sp. Def
55
Speed
100
Total
330
Type Defenses
(vs. Gen 6+ rules)