Aron
Black/White

It usually lives deep in mountains. However, hunger may drive it to eat railroad tracks and cars.

Black 2/White 2

In order to build up its steel body, it eats iron ore. This pesky Pokémon is known to eat railroad tracks.

Evolution Chain

aron
Aron
Level 32
lairon
Lairon
Level 42
aggron
Aggron

Pokédex & Training Data

Classification Iron Armor Pokémon
Height 0.4 m (1'04")
Weight 60.0 kg (132.3 lbs)
Abilities
EV Yield +1 defense
Catch Rate 180
Base Friendship 35
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Monster

Pokédex Numbers

Hoenn (R/S/E) #070
Unova (B2/W2) #166
Kalos (Mountain) #099
Hoenn (OR/AS) #072
National #304
Crown Tundra #191

Held Items

Game Locations

Guidance Chamber Area
Mistralton Cave Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
4 Harden
— — 30 Raises the user’s Defense by one stage.
8 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
11 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
15 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
18 Iron Defense
— — 15 Raises the user’s Defense by two stages.
22 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
25 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
29 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
32 Protect
— — 10 Prevents any moves from hitting the user this turn.
36 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
39 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
43 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
46 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
50 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
53 Metal Burst
— 100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
4 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
8 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
11 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
15 Iron Defense
— — 15 Raises the user’s Defense by two stages.
18 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
25 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
29 Protect
— — 10 Prevents any moves from hitting the user this turn.
32 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
36 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
39 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
43 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
46 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
50 Metal Burst
— 100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy by one stage.
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.
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.
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.
TM40 Aerial Ace
60 — 20 Never misses.
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.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
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
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
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.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Dragon Rush
100 75% 10 Has a 20% chance to make the target flinch.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Head Smash
150 80% 5 User receives 1/2 the damage inflicted in recoil.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Screech
— 85% 40 Lowers the target’s Defense by two stages.
Smelling Salts
70 100% 10 If the target is paralyzed, inflicts double damage and cures the paralysis.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Stomp
65 100% 20 Has a 30% chance to make the target flinch.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.

Base Stats

Hp 50
Attack 70
Defense 100
Sp. Atk 40
Sp. Def 40
Speed 30
Total 330

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