
Black/White
There are researchers who believe this Pokémon reflected like a mirror in the distant past.
Black 2/White 2
They are found in ancient tombs. The patterns on their backs are said to be imbued with mysterious power.
Pokédex Data
Classification
Bronze Pokémon
Height
0.5 m (1'08")
Weight
60.5 kg (133.4 lbs)
Abilities
- Levitate
- Heatproof
- Heavy Metal (Hidden)
Held Items
Metal Coat
5%
Game Locations
- Abundant Shrine Area
Training
EV Yield
+1 defense
Catch Rate
255
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
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. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
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. | |
35 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
37 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
41 | Feint Attack | 60 | — | 20 | Never misses. | |
49 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
52 | Heal Block | — | 100% | 15 | Prevents target from restoring its HP for five turns. | |
54 | Heavy Slam | — | 100% | 10 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
Black 2/White 2
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. | |
5 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
9 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
11 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
15 | Psywave | — | 100% | 15 | Inflicts damage between 50% and 150% of the user's level. | |
19 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
21 | Feint Attack | 60 | — | 20 | Never misses. | |
25 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |
29 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
31 | Metal Sound | — | 85% | 40 | Lowers the target's Special Defense by two stages. | |
35 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
39 | Extrasensory | 80 | 100% | 20 | Has a 10% chance to make the target flinch. | |
41 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
45 | Heal Block | — | 100% | 15 | Prevents target from restoring its HP for five turns. | |
49 | Heavy Slam | — | 100% | 10 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
TM/HM Moves
Black/WhiteBlack 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
TM03 Psyshock | 80 | 100% | 10 | Inflicts damage based on the target's Defense, not Special Defense. | |
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. | |
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. | |
TM19 Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three 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. | |
TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM48 Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
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. | |
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. | |
TM77 Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |
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. | |
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
Black 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |
Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
Recycle | — | — | 10 | User recovers the item it last used up. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Skill Swap | — | — | 10 | User and target swap abilities. | |
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. | |
Stealth Rock | — | — | 20 | Causes damage when opposing Pokémon switch in. | |
Trick | — | 100% | 10 | User and target swap items. | |
Wonder Room | — | — | 10 | All Pokémon's Defense and Special Defense are swapped for 5 turns. |
Base Stats
Hp
57
Attack
24
Defense
86
Sp. Atk
24
Sp. Def
86
Speed
23
Total
300
Type Defenses
(vs. Gen 6+ rules)