Tauros
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
EV Yield +1 attack
+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)

2x
0x