Bronzong
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.

Evolution Chain

bronzor
Bronzor
Level 33
bronzong
Bronzong

Pokédex Data

Classification Bronze Bell Pokémon
Height 1.3 m (4'03")
Weight 187.0 kg (412.3 lbs)
Abilities

Held Items

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
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)

0.5x
2x
0.5x
0.5x
0x
2x
0.5x
0.25x
0.5x
2x
0.5x
2x
0.5x
0.5x