Solrock
Diamond/PearlPlatinum

A new Pokémon species, rumored to be from the sun. It gives off light while spinning.

Heartgold/Soulsilver

When it rotates itself, it gives off light similar to the sun, thus blinding its foes.

Pokédex Data

Classification Meteorite Pokémon
Height 1.2 m (3'11")
Weight 154.0 kg (339.5 lbs)
Abilities

Held Items

Game Locations

  • Lake Acuity Area
  • Lake Valor Area
  • Lake Verity After Galactic Intervention
  • Lake Verity Before Galactic Intervention
  • Mt Coronet 1f From Exterior
  • Mt Coronet 2f
  • Mt Coronet 3f
  • Mt Coronet 4f
  • Mt Coronet 4f Small Room
  • Mt Coronet 5f
  • Mt Coronet 6f
  • Mt Coronet Exterior Blizzard
  • Mt Coronet Exterior Snowfall
  • Sendoff Spring Area
  • Turnback Cave After Pillar 3
  • Turnback Cave Before Pillar 1
  • Turnback Cave Between Pillars 1 And 2
  • Turnback Cave Between Pillars 2 And 3
  • Turnback Cave Pillar 1
  • Turnback Cave Pillar 2
  • Turnback Cave Pillar 3

Training

EV Yield +2 attack
Catch Rate 45
Base Friendship 70
Growth Rate fast
Gender Ratio
Genderless
Egg Groups Mineral

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.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Harden
30 Raises the user's Defense by one stage.
9 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
12 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
20 Rock Polish
20 Raises the user's Speed by two stages.
23 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
31 Embargo
100% 15 Target cannot use held items.
34 Cosmic Power
20 Raises the user's Defense and Special Defense by one stage.
42 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
45 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
53 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
56 Explosion
250 100% 5 User faints.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Harden
30 Raises the user's Defense by one stage.
9 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
12 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
20 Rock Polish
20 Raises the user's Speed by two stages.
23 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
31 Embargo
100% 15 Target cannot use held items.
34 Cosmic Power
20 Raises the user's Defense and Special Defense by one stage.
42 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
45 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
53 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
56 Explosion
250 100% 5 User faints.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Harden
30 Raises the user's Defense by one stage.
9 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
12 Fire Spin
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
20 Rock Polish
20 Raises the user's Speed by two stages.
23 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
31 Embargo
100% 15 Target cannot use held items.
34 Cosmic Power
20 Raises the user's Defense and Special Defense by one stage.
42 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
45 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
53 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
56 Explosion
250 100% 5 User faints.

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.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion 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.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
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.
TM48 Skill Swap
10 User and target swap abilities.
TM50 Overheat
130 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
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.
TM61 Will O Wisp
85% 15 Burns the target.
TM63 Embargo
100% 15 Target cannot use held items.
TM64 Explosion
250 100% 5 User faints.
TM67 Recycle
10 User recovers the item it last used up.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
20 Raises the user's Speed by two stages.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM74 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM76 Stealth Rock
20 Causes damage when opposing Pokémon switch in.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Earth Power
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Helping Hand
20 Ally's next move inflicts half more damage.
Iron Defense
15 Raises the user's Defense by two stages.
Iron Head
80 100% 15 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.
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.
Swift
60 20 Never misses.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Earth Power
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Helping Hand
20 Ally's next move inflicts half more damage.
Iron Defense
15 Raises the user's Defense by two stages.
Iron Head
80 100% 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.
Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
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.
Swift
60 20 Never misses.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 90
Attack 95
Defense 85
Sp. Atk 55
Sp. Def 65
Speed 70
Total 460

Type Defenses

(vs. Gen 6+ rules)

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