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 & Training Data
Classification
Iron Claw Pokémon
Height
1.2 m (3'11")
Weight
202.5 kg (446.4 lbs)
Abilities
EV Yield
+2 defense
Catch Rate
3
Base Friendship
35
Growth Rate
slow
Gender Ratio
Genderless
Egg Groups
Mineral
Pokédex Numbers
Hoenn (R/S/E)
#191
Unova (B2/W2)
#263
Hoenn (OR/AS)
#200
Alola (S/M)
#215
Alola (US/UM)
#279
National
#375
Crown Tundra
#130
Blueberry
#138
Held Items
Metal Coat
5%
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)