Throh
Black

When it tightens its belt, it becomes stronger. Wild Throh use vines to weave their own belts.

White

When they encounter foes bigger than themselves, they try to throw them. They always travel in packs of five.

Black 2/White 2

When it encounters a foe bigger than itself, it wants to throw it. It changes belts as it gets stronger.

Pokédex Data

Classification Judo Pokémon
Height 1.3 m (4'03")
Weight 55.5 kg (122.4 lbs)
Abilities

Held Items

Game Locations

  • Pinwheel Forest Outside
  • Unova Route 10 Area
  • Unova Route 10 Victory Road Gate
  • Unova Route 15 Area
  • Unova Route 18 Area
  • Unova Route 23 Area
  • Unova Victory Road 2 Unknown Area 76

Training

EV Yield +2 hp
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Leer
100% 30 Lowers the target's Defense by one stage.
5 Bide
10 User waits for two turns, then hits back for twice the damage it took.
9 Focus Energy
30 Increases the user's chance to score a critical hit.
13 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
17 Vital Throw
70 10 Never misses.
21 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
25 Storm Throw
60 100% 10 Always scores a critical hit.
29 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
33 Bulk Up
20 Raises the user's Attack and Defense by one stage.
37 Circle Throw
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
41 Endure
10 Prevents the user's HP from lowering below 1 this turn.
45 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
49 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
53 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Leer
100% 30 Lowers the target's Defense by one stage.
5 Bide
10 User waits for two turns, then hits back for twice the damage it took.
9 Focus Energy
30 Increases the user's chance to score a critical hit.
13 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
17 Vital Throw
70 10 Never misses.
21 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
25 Storm Throw
60 100% 10 Always scores a critical hit.
29 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
33 Bulk Up
20 Raises the user's Attack and Defense by one stage.
37 Circle Throw
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
41 Endure
10 Prevents the user's HP from lowering below 1 this turn.
45 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
49 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
53 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

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.
TM08 Bulk Up
20 Raises the user's Attack and Defense by one stage.
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
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.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM47 Low Sweep
65 100% 20 Lowers the target's Speed by one stage.
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.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last 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.
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.
TM83 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
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
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Block
5 Prevents the target from leaving battle.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 120
Attack 100
Defense 85
Sp. Atk 30
Sp. Def 85
Speed 45
Total 465

Type Defenses

(vs. Gen 6+ rules)

2x
2x
0.5x
0.5x
0.5x
2x