Ferroseed
Omega RubyX

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

Alpha SapphireY

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

Learned Moves

Level Up Moves

X/Y
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.
OR/AS
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

X/Y
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
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.
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

X/YOR/AS
Name Class Power Acc. PP Effect
Acid Spray
40 100% 20 Lowers the target’s Special Defense by two stages.
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