
Black/WhiteBlack 2/White 2
Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams.
Pokédex Data
Classification
Deceiver Pokémon
Height
0.6 m (1'12")
Weight
11.5 kg (25.4 lbs)
Abilities
- Hyper Cutter
- Intimidate
- Sheer Force (Hidden)
Held Items
Occa Berry
5%
Game Locations
- Challengers Cave 1f
- Challengers Cave B1f
- Challengers Cave B2f
Learned Moves
Level Up Moves
Black/White
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Astonish | 30 | 100% | 15 | Has a 30% chance to make the target flinch. | |
6 | Fake Tears | — | 100% | 20 | Lowers the target's Special Defense by two stages. | |
11 | Bite | 60 | 100% | 25 | Has a 30% chance to make the target flinch. | |
16 | Sweet Scent | — | 100% | 20 | Lowers the target's evasion by one stage. | |
21 | Vice Grip | 55 | 100% | 30 | Inflicts regular damage with no additional effect. | |
26 | Feint Attack | 60 | — | 20 | Never misses. | |
31 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |
36 | Crunch | 80 | 100% | 15 | Has a 20% chance to lower the target's Defense by one stage. | |
41 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
46 | Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
51 | Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
51 | Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
51 | Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
56 | Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. |
Black 2/White 2
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Astonish | 30 | 100% | 15 | Has a 30% chance to make the target flinch. | |
6 | Fake Tears | — | 100% | 20 | Lowers the target's Special Defense by two stages. | |
11 | Bite | 60 | 100% | 25 | Has a 30% chance to make the target flinch. | |
16 | Sweet Scent | — | 100% | 20 | Lowers the target's evasion by one stage. | |
21 | Vice Grip | 55 | 100% | 30 | Inflicts regular damage with no additional effect. | |
26 | Feint Attack | 60 | — | 20 | Never misses. | |
31 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |
36 | Crunch | 80 | 100% | 15 | Has a 20% chance to lower the target's Defense by one stage. | |
41 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
46 | Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
51 | Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
51 | Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
51 | Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
56 | Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. |
TM/HM Moves
Black/WhiteBlack 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
HM04 Strength | 80 | 100% | 15 | Inflicts regular damage with no additional effect. | |
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. | |
TM13 Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |
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. | |
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. | |
TM22 Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |
TM27 Return | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |
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. | |
TM35 Flamethrower | 90 | 100% | 15 | Has a 10% chance to burn the target. | |
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. | |
TM38 Fire Blast | 110 | 85% | 5 | Has a 10% chance to burn the target. | |
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. | |
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. | |
TM48 Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |
TM52 Focus Blast | 120 | 70% | 5 | Has a 10% chance to lower the target's Special Defense by one stage. | |
TM54 False Swipe | 40 | 100% | 40 | Cannot lower the target's HP below 1. | |
TM56 Fling | — | 100% | 10 | Throws held item at the target; power depends on the item. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM59 Incinerate | 60 | 100% | 15 | Destroys the target's held berry. | |
TM63 Embargo | — | 100% | 15 | Target cannot use held items. | |
TM66 Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM71 Stone Edge | 100 | 80% | 5 | Has an increased chance for a critical hit. | |
TM75 Swords Dance | — | — | 20 | Raises the user's Attack by two stages. | |
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. | |
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. | |
TM94 Rock Smash | 40 | 100% | 15 | Has a 50% chance to lower the target's Defense by one stage. |
Tutor Moves
Black 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Dark Pulse | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |
Foul Play | 95 | 100% | 15 | Calculates damage with the target's attacking stat. | |
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. | |
Knock Off | 65 | 100% | 20 | Target drops its held item. | |
Last Resort | 140 | 100% | 5 | Can only be used after all of the user's other moves have been used. | |
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Pain Split | — | — | 20 | Sets the user's and targets's HP to the average of their current HP. | |
Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
Snatch | — | — | 10 | Steals the target's move, if it's self-targeted. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Stealth Rock | — | — | 20 | Causes damage when opposing Pokémon switch in. | |
Super Fang | — | 90% | 10 | Inflicts damage equal to half the target's HP. | |
Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. |
Egg Moves
Black/WhiteBlack 2/White 2
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. | |
Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |
Fire Fang | 65 | 95% | 15 | Has a 10% chance to burn the target and a 10% chance to make the target flinch. | |
Guard Swap | — | — | 10 | User swaps Defense and Special Defense changes with the target. | |
Ice Fang | 65 | 95% | 15 | Has a 10% chance to freeze the target and a 10% chance to make the target flinch. | |
Metal Burst | — | 100% | 10 | Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage. | |
Poison Fang | 50 | 100% | 15 | Has a 50% chance to badly poison the target. | |
Punishment | — | 100% | 5 | Power increases against targets with more raised stats, up to a maximum of 200. | |
Slam | 80 | 75% | 20 | Inflicts regular damage with no additional effect. | |
Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
Thunder Fang | 65 | 95% | 15 | Has a 10% chance to paralyze the target and a 10% chance to make the target flinch. | |
Tickle | — | 100% | 20 | Lowers the target's Attack and Defense by one stage. |
Base Stats
Hp
50
Attack
85
Defense
85
Sp. Atk
55
Sp. Def
55
Speed
50
Total
380
Type Defenses
(vs. Gen 6+ rules)