
Diamond/PearlPlatinum
It is formed by two BELDUM joining together. Its steel body won’t be scratched if it collides with a jet.
Heartgold/Soulsilver
When two BELDUM fuse together, a magnetic nervous system places their brains in union.
Pokédex Data
Classification
Iron Claw Pokémon
Height
1.2 m (3'11")
Weight
202.5 kg (446.4 lbs)
Abilities
Held Items
Metal Coat
5%
Training
EV Yield
+2 defense
Catch Rate
3
Base Friendship
35
Growth Rate
slow
Gender Ratio
Genderless
Egg Groups
Mineral
Learned Moves
Level Up Moves
Diamond/Pearl
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
1 | Metal Claw | 50 | 95% | 35 | Has a 10% chance to raise the user's Attack by one stage. | |
1 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
20 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
20 | Metal Claw | 50 | 95% | 35 | Has a 10% chance to raise the user's Attack by one stage. | |
24 | Scary Face | — | 100% | 10 | Lowers the target's Speed by two stages. | |
28 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
32 | Bullet Punch | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
40 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
44 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |
48 | Meteor Mash | 90 | 90% | 10 | Has a 20% chance to raise the user's Attack by one stage. | |
52 | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |
56 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. |
Platinum
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
1 | Metal Claw | 50 | 95% | 35 | Has a 10% chance to raise the user's Attack by one stage. | |
1 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
20 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
20 | Metal Claw | 50 | 95% | 35 | Has a 10% chance to raise the user's Attack by one stage. | |
24 | Scary Face | — | 100% | 10 | Lowers the target's Speed by two stages. | |
28 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
32 | Bullet Punch | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
40 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
44 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |
48 | Meteor Mash | 90 | 90% | 10 | Has a 20% chance to raise the user's Attack by one stage. | |
52 | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |
56 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. |
HeartGold/SoulSilver
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
1 | Metal Claw | 50 | 95% | 35 | Has a 10% chance to raise the user's Attack by one stage. | |
1 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
20 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
20 | Metal Claw | 50 | 95% | 35 | Has a 10% chance to raise the user's Attack by one stage. | |
24 | Scary Face | — | 100% | 10 | Lowers the target's Speed by two stages. | |
28 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
32 | Bullet Punch | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
40 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
44 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |
48 | Meteor Mash | 90 | 90% | 10 | Has a 20% chance to raise the user's Attack by one stage. | |
52 | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |
56 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. |
TM/HM Moves
Diamond/PearlPlatinumHeartGold/SoulSilver
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
HM01 Cut | 50 | 95% | 30 | Inflicts regular damage with no additional 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. | |
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. | |
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. | |
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. | |
TM31 Brick Break | 75 | 100% | 15 | Destroys Reflect and Light Screen. | |
TM32 Double Team | — | — | 15 | Raises the user's evasion by one stage. | |
TM33 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
TM36 Sludge Bomb | 90 | 100% | 10 | Has a 30% chance to poison the target. | |
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. | |
TM40 Aerial Ace | 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. | |
TM58 Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
TM64 Explosion | 250 | 100% | 5 | User faints. | |
TM69 Rock Polish | — | — | 20 | Raises the user's Speed by two stages. | |
TM70 Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
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. | |
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. | |
TM91 Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. |
Tutor Moves
Platinum
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Fury Cutter | 40 | 95% | 20 | Power doubles every turn this move is used in succession after the first, maxing out after five turns. | |
Ice Punch | 75 | 100% | 15 | Has a 10% chance to freeze the target. | |
Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |
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. | |
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Mud Slap | 20 | 100% | 10 | Has a 100% chance to lower the target's accuracy by one stage. | |
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. | |
Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |
Trick | — | 100% | 10 | User and target swap items. | |
Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
HeartGold/SoulSilver
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Fury Cutter | 40 | 95% | 20 | Power doubles every turn this move is used in succession after the first, maxing out after five turns. | |
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. | |
Ice Punch | 75 | 100% | 15 | Has a 10% chance to freeze the target. | |
Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |
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. | |
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Mud Slap | 20 | 100% | 10 | Has a 100% chance to lower the target's accuracy by one stage. | |
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. | |
Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |
Trick | — | 100% | 10 | User and target swap items. | |
Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
60
Attack
75
Defense
100
Sp. Atk
55
Sp. Def
80
Speed
50
Total
420
Type Defenses
(vs. Gen 6+ rules)