Ferrothorn
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.

Evolution Chain

ferroseed
Ferroseed
Level 40
ferrothorn
Ferrothorn

Pokédex Data

Classification Thorn Pod Pokémon
Height 1.0 m (3'03")
Weight 110.0 kg (242.5 lbs)
Abilities

Held Items

Training

EV Yield +2 defense
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Plant, 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 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)

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