Onix
Diamond

When it travels underground, it causes rumbling and tremors. It can move at 50 mph.

Pearl

It squirms through the ground using its long and rugged body. It always eats while burrowing.

Platinum

It burrows through the ground at a speed of 50 mph while feeding on large boulders.

Heartgold

It twists and squirms through the ground. The thunderous roar of its tunneling echoes a long way.

Soulsilver

It rapidly bores through the ground at 50 mph by squirming and twisting its massive, rugged body.

Evolution Chain

onix
Onix
🔄
Trade
holding metal coat
steelix
Steelix

Pokédex Data

Classification Rock Snake Pokémon
Height 8.8 m (28'10")
Weight 210.0 kg (463.0 lbs)
Abilities

Held Items

None in this generation.

Game Locations

  • Iron Island 1f
  • Iron Island B1f Left
  • Iron Island B1f Right
  • Iron Island B2f Left
  • Iron Island B2f Right
  • Iron Island B3f
  • Johto Route 47 Inside Cave
  • Johto Safari Zone Zone Wasteland
  • Kanto Victory Road 1 1f
  • Kanto Victory Road 1 2f
  • Kanto Victory Road 1 3f
  • Mt Silver 1f
  • Mt Silver Mountainside
  • Oreburgh Mine 1f
  • Oreburgh Mine B1f
  • Rock Tunnel B1f
  • Sinnoh Victory Road 1f
  • Sinnoh Victory Road 2f
  • Sinnoh Victory Road B1f
  • Sinnoh Victory Road Inside
  • Sinnoh Victory Road Inside Exit
  • Snowpoint Temple 1f
  • Snowpoint Temple B1f
  • Snowpoint Temple B2f
  • Snowpoint Temple B3f
  • Stark Mountain Entrance
  • Stark Mountain Inside
  • Union Cave 1f
  • Union Cave B1f
  • Union Cave B2f
  • Wayward Cave 1f
  • Wayward Cave B1f

Training

EV Yield +1 defense
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Mineral

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
30 Raises the user's Defense by one stage.
1 Mud Sport
15 Halves all Electric-type damage.
6 Screech
85% 40 Lowers the target's Defense by two stages.
9 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
14 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
17 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
22 Sandstorm
10 Changes the weather to a sandstorm for five turns.
25 Slam
80 75% 20 Inflicts regular damage with no additional effect.
30 Rock Polish
20 Raises the user's Speed by two stages.
33 Dragon Breath
60 100% 20 Has a 30% chance to paralyze the target.
38 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
41 Sand Tomb
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
49 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
30 Raises the user's Defense by one stage.
1 Mud Sport
15 Halves all Electric-type damage.
6 Screech
85% 40 Lowers the target's Defense by two stages.
9 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
14 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
17 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
22 Sandstorm
10 Changes the weather to a sandstorm for five turns.
25 Slam
80 75% 20 Inflicts regular damage with no additional effect.
30 Rock Polish
20 Raises the user's Speed by two stages.
33 Dragon Breath
60 100% 20 Has a 30% chance to paralyze the target.
38 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
41 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
46 Sand Tomb
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
49 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
54 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
30 Raises the user's Defense by one stage.
1 Mud Sport
15 Halves all Electric-type damage.
6 Screech
85% 40 Lowers the target's Defense by two stages.
9 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
14 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
17 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
22 Sandstorm
10 Changes the weather to a sandstorm for five turns.
25 Slam
80 75% 20 Inflicts regular damage with no additional effect.
30 Rock Polish
20 Raises the user's Speed by two stages.
33 Dragon Breath
60 100% 20 Has a 30% chance to paralyze the target.
38 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
41 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
46 Sand Tomb
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
49 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
54 Stone Edge
100 80% 5 Has an increased chance for a critical hit.

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.
HM08 Rock Climb
90 85% 20 Has a 20% chance to confuse the target.
TM05 Roar
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
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.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
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.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM32 Double Team
15 Raises the user's evasion by one stage.
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.
TM59 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
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.
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.
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.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
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.
Twister
40 100% 20 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.
Earth Power
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
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.
Twister
40 100% 20 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
Block
5 Prevents the target from leaving battle.
Defense Curl
40 Raises user's Defense by one stage.
Explosion
250 100% 5 User faints.
Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Rock Blast
25 90% 10 Hits 2-5 times in one turn.
Rock Slide
75 90% 10 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.

Base Stats

Hp 35
Attack 45
Defense 160
Sp. Atk 30
Sp. Def 45
Speed 70
Total 385

Type Defenses

(vs. Gen 6+ rules)

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