Black/White
It brought rains by opening portals to another world. It was revered as a bringer of plentiful harvests.
Black 2/White 2
In ages past, this Pokémon was revered as a bringer of rain. It was found buried in the ground.
Pokédex & Training Data
Classification
Bronze Bell Pokémon
Height
1.3 m (4'03")
Weight
187.0 kg (412.3 lbs)
Abilities
- Levitate
- Heatproof
- Heavy Metal (Hidden)
EV Yield
+1 defense
+1 Sp. Def
+1 Sp. Def
Catch Rate
90
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Pokédex Numbers
Sinnoh (D/P)
#089
Sinnoh (Plat.)
#089
Unova (B2/W2)
#251
Galar (Sw/Sh)
#119
Hisui
#181
Paldea (S/V)
#154
National
#437
Crown Tundra
#088
Kitakami
#155
Held Items
Metal Coat
5%
Game Locations
Abundant Shrine 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. | |
| 1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
| 1 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
| 1 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
| 1 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
| 1 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
| 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. | |
| 33 | Block | — | — | 5 | Prevents the target from leaving battle. | |
| 38 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
| 50 | Feint Attack | 60 | — | 20 | Never misses. | |
| 61 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| 67 | Heal Block | — | 100% | 15 | Prevents target from restoring its HP for five turns. | |
| 72 | 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. | |
| 1 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |
| 1 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
| 1 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
| 1 | Imprison | — | — | 10 | Prevents the target from using any moves that the user also knows. | |
| 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. | |
| 33 | Block | — | — | 5 | Prevents the target from leaving battle. | |
| 36 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 42 | Extrasensory | 80 | 100% | 20 | Has a 10% chance to make the target flinch. | |
| 46 | 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. | |
| 58 | 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 |
|---|---|---|---|---|---|
| HM04 Strength | 80 | 100% | 15 | Inflicts regular damage with no additional 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. | |
| TM15 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
| 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. | |
| TM64 Explosion | 250 | 100% | 5 | User faints. | |
| 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. | |
| 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. | |
| 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 |
|---|---|---|---|---|---|
| Block | — | — | 5 | Prevents the target from leaving battle. | |
| 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. | |
| Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| 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. | |
| Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
67
Attack
89
Defense
116
Sp. Atk
79
Sp. Def
116
Speed
33
Total
500
Type Defenses
(vs. Gen 6+ rules)