
Diamond
One caused a news sensation when it was dug up at a construction site after a 2,000-year sleep.
Pearl
It can summon rain clouds. People long ago revered it as the bringer of plentiful harvests.
Platinum
It brought rains by opening portals to another world. It was revered as a bringer of plentiful harvests.
Heartgold/Soulsilver
Ancient people believed that petitioning BRONZONG for rain was the way to make crops grow.
Pokédex Data
Classification
Bronze Bell Pokémon
Height
1.3 m (4'03")
Weight
187.0 kg (412.3 lbs)
Held Items
Metal Coat
5%
Game Locations
- 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
- 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
+1 defense
+1 Sp. Def
+1 Sp. Def
Catch Rate
90
Base Friendship
70
Growth Rate
medium
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 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
1 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
1 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
1 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
7 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
12 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
14 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
19 | Extrasensory | 80 | 100% | 20 | Has a 10% chance to make the target flinch. | |
26 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
30 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |
33 | Block | — | — | 5 | Prevents the target from leaving battle. | |
38 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
50 | Feint Attack | 60 | — | 20 | Never misses. | |
61 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
67 | Heal Block | — | 100% | 15 | Prevents target from restoring its HP for five turns. |
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 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
1 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
1 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
1 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
7 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
12 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
14 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
19 | Extrasensory | 80 | 100% | 20 | Has a 10% chance to make the target flinch. | |
26 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
30 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |
33 | Block | — | — | 5 | Prevents the target from leaving battle. | |
38 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
50 | Feint Attack | 60 | — | 20 | Never misses. | |
61 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
67 | Heal Block | — | 100% | 15 | Prevents target from restoring its HP for five turns. |
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 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
1 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
1 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
1 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
7 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
12 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
14 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
19 | Extrasensory | 80 | 100% | 20 | Has a 10% chance to make the target flinch. | |
26 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
30 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |
33 | Block | — | — | 5 | Prevents the target from leaving battle. | |
38 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
50 | Feint Attack | 60 | — | 20 | Never misses. | |
61 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
67 | Heal Block | — | 100% | 15 | Prevents target from restoring its HP for five turns. |
TM/HM Moves
Diamond/PearlPlatinumHeartGold/SoulSilver
Name | Class | Power | Acc. | PP | 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. | |
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. | |
TM18 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
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. | |
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. | |
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. | |
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. | |
TM64 Explosion | 250 | 100% | 5 | User faints. | |
TM66 Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
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. | |
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. | |
TM91 Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
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. | |
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. | |
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 |
---|---|---|---|---|---|
Ancient Power | 60 | 100% | 5 | Has a 10% chance to raise all of the user's stats by one stage. | |
Block | — | — | 5 | Prevents the target from leaving battle. | |
Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |
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. | |
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
67
Attack
89
Defense
116
Sp. Atk
79
Sp. Def
116
Speed
33
Total
500
Type Defenses
(vs. Gen 6+ rules)