Sun
Historically, people in areas all over the world have ridden Tauros, but the practice is said to have started in Alola.
Moon
Although it’s known to be a fierce Pokémon, Tauros in the Alola region are said to possess a measure of calmness.
Ultra Sun
They live in groups. The one with the longest, thickest, and most-scarred horns is the boss of the herd.
Ultra Moon
The climate seems to be related to the reason Tauros in Alola are a little calmer than those in other regions.
Lets Go Pikachu/Lets Go Eevee
A rowdy Pokémon with a lot of stamina. Once running, it won’t stop until it hits something.
Pokédex & Training Data
Classification
Wild Bull Pokémon
Height
1.4 m (4'07")
Weight
88.4 kg (194.9 lbs)
Abilities
- Intimidate
- Anger Point
- Sheer Force (Hidden)
EV Yield
+1 attack
+1 speed
+1 speed
Catch Rate
45
Base Friendship
70
Growth Rate
slow
Gender Ratio
♂
♀
Egg Groups
Ground
Pokédex Numbers
Kanto (R/B/Y)
#128
Johto (G/S/C)
#148
Johto (HG/SS)
#150
Kalos (Coastal)
#125
Alola (S/M)
#137
Alola (US/UM)
#170
Paldea (S/V)
#223
National
#128
Isle of Armor
#116
Blueberry
#022
Game Locations
Paniola Ranch Area
Poni Gauntlet Area
Poni Plains Center
Poni Plains East
Poni Plains North
Poni Plains West
Learned Moves
Level Up Moves
Sun/Moon
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 3 | Tail Whip | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 5 | Rage | 20 | 100% | 20 | If the user is hit after using this move, its Attack rises by one stage. | |
| 8 | Horn Attack | 65 | 100% | 25 | Inflicts regular damage with no additional effect. | |
| 11 | Scary Face | — | 100% | 10 | Lowers the target’s Speed by two stages. | |
| 15 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
| 19 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| 24 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| 29 | Work Up | — | — | 30 | Raises the user’s Attack and Special Attack by one stage each. | |
| 35 | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |
| 41 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
| 48 | Swagger | — | 85% | 15 | Raises the target’s Attack by two stages and confuses the target. | |
| 50 | Thrash | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| 63 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. |
Ultra Sun/Ultra Moon
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 3 | Tail Whip | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 5 | Rage | 20 | 100% | 20 | If the user is hit after using this move, its Attack rises by one stage. | |
| 8 | Horn Attack | 65 | 100% | 25 | Inflicts regular damage with no additional effect. | |
| 11 | Scary Face | — | 100% | 10 | Lowers the target’s Speed by two stages. | |
| 15 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
| 19 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| 24 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| 29 | Work Up | — | — | 30 | Raises the user’s Attack and Special Attack by one stage each. | |
| 35 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
| 41 | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |
| 48 | Swagger | — | 85% | 15 | Raises the target’s Attack by two stages and confuses the target. | |
| 55 | Thrash | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| 63 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
| 71 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. |
Let's Go
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 6 | Tail Whip | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 12 | Rage | 20 | 100% | 20 | If the user is hit after using this move, its Attack rises by one stage. | |
| 18 | Horn Attack | 65 | 100% | 25 | Inflicts regular damage with no additional effect. | |
| 24 | Leer | — | 100% | 30 | Lowers the target’s Defense by one stage. | |
| 30 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| 34 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
| 38 | Focus Energy | — | — | 30 | Increases the user’s chance to score a critical hit. | |
| 42 | Thrash | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| 46 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
| 50 | Outrage | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM01 Work Up | — | — | 30 | Raises the user’s Attack and Special Attack by one stage each. | |
| 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. | |
| TM13 Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |
| TM14 Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| TM32 Double Team | — | — | 15 | Raises the user’s evasion by one stage. | |
| TM35 Flamethrower | 90 | 100% | 15 | Has a 10% chance to burn the target. | |
| TM37 Sandstorm | — | — | 10 | Changes the weather to a sandstorm for five turns. | |
| TM38 Fire Blast | 110 | 85% | 5 | Has a 10% chance to burn the target. | |
| 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. | |
| TM48 Round | 60 | 100% | 15 | Has double power if it’s used more than once per turn. | |
| TM66 Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| TM67 Smart Strike | 70 | — | 10 | Never misses. | |
| 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. | |
| 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. | |
| TM93 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |
| TM94 Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |
| TM100 Confide | — | — | 20 | Lowers the target’s Special Attack by one stage. |
Let's Go
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM01 Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| TM03 Helping Hand | — | — | 20 | Ally’s next move inflicts half more damage. | |
| TM05 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM07 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
| TM08 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. | |
| TM12 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
| TM19 Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target’s Defense by one stage. | |
| TM22 Rock Slide | 75 | 90% | 10 | Has a 30% chance to make the target flinch. | |
| TM27 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
| TM36 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| TM37 Flamethrower | 90 | 100% | 15 | Has a 10% chance to burn the target. | |
| TM38 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
| TM39 Outrage | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| TM41 Earthquake | 100 | 100% | 10 | Inflicts regular damage and can hit Dig users. | |
| TM45 Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |
| TM46 Fire Blast | 110 | 85% | 5 | Has a 10% chance to burn the target. | |
| TM47 Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |
| TM48 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
| TM51 Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
| TM55 Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. |
Tutor Moves
Ultra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Endeavor | — | 100% | 5 | Lowers the target’s HP to equal the user’s. | |
| Helping Hand | — | — | 20 | Ally’s next move inflicts half more damage. | |
| Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target’s Speed by one stage. | |
| Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target’s Defense by one stage. | |
| Outrage | 120 | 100% | 10 | Hits every turn for 2-3 turns, then confuses the user. | |
| Role Play | — | — | 10 | Copies the target’s ability. | |
| Shock Wave | 60 | — | 20 | Never misses. | |
| Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
| Spite | — | 100% | 10 | Lowers the PP of the target’s last used move by 4. | |
| Stomping Tantrum | 75 | 100% | 10 | Has double power if the user’s last move failed. | |
| Uproar | 90 | 100% | 10 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | |
| Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |
| Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
75
Attack
100
Defense
95
Sp. Atk
40
Sp. Def
70
Speed
110
Total
490
Type Defenses
(vs. Gen 6+ rules)