Stantler
Diamond/PearlPlatinum

Staring at its antlers creates an odd sensation as if one were being drawn into their centers.

Heartgold

The curved antlers subtly change the flow of air to create a strange space where reality is distorted.

Soulsilver

Those who stare at its antlers will gradually lose control of their senses and be unable to stand.

Pokédex & Training Data

Classification Big Horn Pokémon
Height 1.4 m (4'07")
Weight 71.2 kg (157.0 lbs)
Abilities
EV Yield +1 attack
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Johto (G/S/C) #129
Johto (HG/SS) #131
Hisui #049
Paldea (S/V) #204
National #234
Kitakami #053

Game Locations

Johto Route 36 Area
Johto Route 37 Area
Johto Safari Zone Zone Plains
Sinnoh Route 207 Area

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
10 Hypnosis
— 60% 20 Puts the target to sleep.
13 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
16 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
21 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
23 Confuse Ray
— 100% 10 Confuses the target.
27 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
33 Role Play
— — 10 Copies the target’s ability.
38 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
43 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
49 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
53 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
10 Hypnosis
— 60% 20 Puts the target to sleep.
13 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
16 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
21 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
23 Confuse Ray
— 100% 10 Confuses the target.
27 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
33 Role Play
— — 10 Copies the target’s ability.
38 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
43 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
49 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
53 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
10 Hypnosis
— 60% 20 Puts the target to sleep.
13 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
16 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
21 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
23 Confuse Ray
— 100% 10 Confuses the target.
27 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
33 Role Play
— — 10 Copies the target’s ability.
38 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
43 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
49 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
53 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 — 20 Never misses.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Skill Swap
— — 10 User and target swap abilities.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
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.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
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.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Swift
60 — 20 Never misses.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Role Play
— — 10 Copies the target’s ability.
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.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Swift
60 — 20 Never misses.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Bite
60 100% 25 Has a 30% chance to make the target flinch.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Double Kick
30 100% 30 Hits twice in one turn.
Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Bite
60 100% 25 Has a 30% chance to make the target flinch.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Double Kick
30 100% 30 Hits twice in one turn.
Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 73
Attack 95
Defense 62
Sp. Atk 85
Sp. Def 65
Speed 85
Total 465

Type Defenses

(vs. Gen 6+ rules)

2x
0x