Probopass
Black/White

It freely controls three small units called Mini-Noses using magnetic force.

Black 2/White 2

It freely controls three units called Mini-Noses using magnetic force.

Evolution Chain

nosepass
Nosepass
at mt coronet
probopass
Probopass

Pokédex Data

Classification Compass Pokémon
Height 1.4 m (4'07")
Weight 340.0 kg (749.6 lbs)
Abilities

Held Items

Training

EV Yield +1 defense
+2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate medium
Gender Ratio
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 Iron Defense
15 Raises the user's Defense by two stages.
1 Block
5 Prevents the target from leaving battle.
1 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
1 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
1 Magnet Bomb
60 20 Never misses.
7 Iron Defense
15 Raises the user's Defense by two stages.
13 Magnet Bomb
60 20 Never misses.
19 Block
5 Prevents the target from leaving battle.
25 Thunder Wave
90% 20 Paralyzes the target.
31 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
43 Rest
5 User sleeps for two turns, completely healing itself.
49 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
55 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
61 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
67 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
73 Lock On
5 Ensures that the user's next move will hit the target.
79 Earth Power
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Iron Defense
15 Raises the user's Defense by two stages.
1 Block
5 Prevents the target from leaving battle.
1 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
1 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
1 Magnet Bomb
60 20 Never misses.
4 Iron Defense
15 Raises the user's Defense by two stages.
8 Block
5 Prevents the target from leaving battle.
11 Magnet Bomb
60 20 Never misses.
15 Thunder Wave
90% 20 Paralyzes the target.
18 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
22 Rest
5 User sleeps for two turns, completely healing itself.
25 Spark
65 100% 20 Has a 30% chance to paralyze the target.
29 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
32 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
36 Sandstorm
10 Changes the weather to a sandstorm for five turns.
39 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
43 Earth Power
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
46 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
50 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
50 Lock On
5 Ensures that the user's next move will hit the target.

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.
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.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
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.
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.
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.
TM64 Explosion
250 100% 5 User faints.
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.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
90% 20 Paralyzes the target.
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.
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
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.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
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.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 60
Attack 55
Defense 145
Sp. Atk 75
Sp. Def 150
Speed 40
Total 525

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