Probopass
Platinum

It freely controls three small units called Mini-Noses using magnetic force.

Diamond/Pearl

It exudes strong magnetism from all over. It controls three small units called Mini-Noses.

Heartgold/Soulsilver

It controls three units called Mini-Noses using magnetic force. With them, it can attack the foe from three directions.

Evolution Chain

nosepass
Nosepass
at mt coronet
probopass
Probopass

Pokédex & Training Data

Classification Compass Pokémon
Height 1.4 m (4'07")
Weight 340.0 kg (749.6 lbs)
Abilities
EV Yield +1 defense
+2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Mineral

Pokédex Numbers

Sinnoh (Plat.) #156
Unova (B2/W2) #165
Kalos (Coastal) #094
Hoenn (OR/AS) #062
Alola (S/M) #199
Alola (US/UM) #255
Hisui #191
National #476
Kitakami #108

Held Items

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 Iron Defense
— — 15 Raises the user’s Defense by two stages.
1 Block
— — 5 Prevents the target from leaving battle.
1 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Magnet Bomb
60 — 20 Never misses.
7 Iron Defense
— — 15 Raises the user’s Defense by two stages.
13 Magnet Bomb
60 — 20 Never misses.
19 Block
— — 5 Prevents the target from leaving battle.
25 Thunder Wave
— 90% 20 Paralyzes the target.
31 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
43 Rest
— — 5 User sleeps for two turns, completely healing itself.
49 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
55 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
61 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
67 Lock On
— — 5 Ensures that the user’s next move will hit the target.
73 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.
1 Block
— — 5 Prevents the target from leaving battle.
1 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Magnet Bomb
60 — 20 Never misses.
7 Iron Defense
— — 15 Raises the user’s Defense by two stages.
13 Magnet Bomb
60 — 20 Never misses.
19 Block
— — 5 Prevents the target from leaving battle.
25 Thunder Wave
— 90% 20 Paralyzes the target.
31 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
43 Rest
— — 5 User sleeps for two turns, completely healing itself.
49 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
55 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
61 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
67 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
73 Lock On
— — 5 Ensures that the user’s next move will hit the target.
79 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.
1 Block
— — 5 Prevents the target from leaving battle.
1 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Magnet Bomb
60 — 20 Never misses.
7 Iron Defense
— — 15 Raises the user’s Defense by two stages.
13 Magnet Bomb
60 — 20 Never misses.
19 Block
— — 5 Prevents the target from leaving battle.
25 Thunder Wave
— 90% 20 Paralyzes the target.
31 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
43 Rest
— — 5 User sleeps for two turns, completely healing itself.
49 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
55 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
61 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
67 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
73 Lock On
— — 5 Ensures that the user’s next move will hit the target.
79 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.

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.
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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
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.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Shock Wave
60 — 20 Never misses.
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.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
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.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM64 Explosion
250 100% 5 User faints.
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.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM76 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
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.
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
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.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
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.
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
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.
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.
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.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 60
Attack 55
Defense 145
Sp. Atk 75
Sp. Def 150
Speed 40
Total 525

Type Defenses

(vs. Gen 6+ rules)

0.25x
2x
0.5x
4x
0x
4x
0.25x
0.5x
0.5x
0.5x
0.5x
0.5x