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 & Training Data

Classification Meteorite Pokémon
Height 1.2 m (3'11")
Weight 154.0 kg (339.5 lbs)
Abilities
EV Yield +2 attack
Catch Rate 45
Base Friendship 70
Growth Rate fast
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Hoenn (R/S/E) #126
Unova (B2/W2) #215
Kalos (Coastal) #013
Hoenn (OR/AS) #131
Galar (Sw/Sh) #363
National #338

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

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