Ferroseed
Black

When threatened, it attacks by shooting a barrage of spikes, which gives it a chance to escape by rolling away.

White

They stick their spikes into cave walls and absorb the minerals they find in the rock.

Black 2/White 2

It absorbs the iron it finds in the rock while clinging to the ceiling. It shoots spikes when in danger.

Evolution Chain

ferroseed
Ferroseed
Level 40
ferrothorn
Ferrothorn

Pokédex & Training Data

Classification Thorn Seed Pokémon
Height 0.6 m (1'12")
Weight 18.8 kg (41.4 lbs)
Abilities
EV Yield +1 defense
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Plant, Mineral

Pokédex Numbers

Unova (B/W) #103
Unova (B2/W2) #175
Kalos (Coastal) #069
Galar (Sw/Sh) #189
National #597
Crown Tundra #179

Held Items

Game Locations

Chargestone Cave 1f
Chargestone Cave B1f
Chargestone Cave B2f

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 Harden
— — 30 Raises the user’s Defense by one stage.
6 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
9 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
14 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
18 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
21 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
26 Iron Defense
— — 15 Raises the user’s Defense by two stages.
30 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
35 Ingrain
— — 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
38 Self Destruct
200 100% 5 User faints.
43 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
47 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
52 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
55 Explosion
250 100% 5 User faints.
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.
6 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
9 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
14 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
18 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
21 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
26 Iron Defense
— — 15 Raises the user’s Defense by two stages.
30 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
35 Ingrain
— — 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
38 Self Destruct
200 100% 5 User faints.
43 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
47 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
52 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
55 Explosion
250 100% 5 User faints.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy 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.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
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.
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.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense 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.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
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.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
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.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
Rock Climb
90 85% 20 Has a 20% chance to confuse the target.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.

Base Stats

Hp 44
Attack 50
Defense 91
Sp. Atk 24
Sp. Def 86
Speed 10
Total 305

Type Defenses

(vs. Gen 6+ rules)

0.5x
4x
0.5x
0.25x
0.5x
2x
0x
0.5x
0.5x
0.5x
0.5x
0.5x