Black
It fights by swinging around its three spiky feelers. A hit from these steel spikes can reduce a boulder to rubble.
White
They attach themselves to cave ceilings, firing steel spikes at targets passing beneath them.
Black 2/White 2
By swinging around its three spiky feelers and shooting spikes, it can obliterate an opponent.
Pokédex & Training Data
Classification
Thorn Pod Pokémon
Height
1.0 m (3'03")
Weight
110.0 kg (242.5 lbs)
Abilities
- Iron Barbs
- Anticipation (Hidden)
EV Yield
+2 defense
Catch Rate
90
Base Friendship
70
Growth Rate
medium
Gender Ratio
♂
♀
Pokédex Numbers
Unova (B/W)
#104
Unova (B2/W2)
#176
Kalos (Coastal)
#070
Galar (Sw/Sh)
#190
National
#598
Crown Tundra
#180
Held Items
Sticky Barb
5%
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. | |
| 1 | Curse | — | — | 10 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | |
| 1 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
| 1 | Rock Climb | 90 | 85% | 20 | Has a 20% chance to confuse the target. | |
| 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. | |
| 40 | Power Whip | 120 | 85% | 10 | Inflicts regular damage with no additional effect. | |
| 46 | Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| 53 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| 61 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target’s Special Defense by one stage. | |
| 67 | 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. | |
| 1 | Curse | — | — | 10 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | |
| 1 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
| 1 | Rock Climb | 90 | 85% | 20 | Has a 20% chance to confuse the target. | |
| 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. | |
| 40 | Power Whip | 120 | 85% | 10 | Inflicts regular damage with no additional effect. | |
| 46 | Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| 53 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| 61 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target’s Special Defense by one stage. | |
| 67 | Explosion | 250 | 100% | 5 | User faints. |
TM/HM Moves
Black/WhiteBlack 2/White 2
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| HM01 Cut | 50 | 95% | 30 | Inflicts regular damage with no additional effect. | |
| HM04 Strength | 80 | 100% | 15 | Inflicts regular damage with no additional 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. | |
| 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. | |
| 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. | |
| TM25 Thunder | 110 | 70% | 10 | Has a 30% 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. | |
| TM37 Sandstorm | — | — | 10 | Changes the weather to a sandstorm for five turns. | |
| TM40 Aerial Ace | 60 | — | 20 | Never misses. | |
| 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. | |
| TM65 Shadow Claw | 70 | 100% | 15 | Has an increased chance for a critical hit. | |
| 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. | |
| 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. | |
| TM75 Swords Dance | — | — | 20 | Raises the user’s Attack by two stages. | |
| TM78 Bulldoze | 60 | 100% | 20 | Has a 100% chance to lower the target’s Speed by one stage. | |
| 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. | |
| 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. | |
| Knock Off | 65 | 100% | 20 | Target drops its held item. | |
| 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. |
Base Stats
Hp
74
Attack
94
Defense
131
Sp. Atk
54
Sp. Def
116
Speed
20
Total
489
Type Defenses
(vs. Gen 6+ rules)