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 Data

Classification Wild Bull Pokémon
Height 1.4 m (4'07")
Weight 88.4 kg (194.9 lbs)
Abilities

Game Locations

  • Paniola Ranch Area
  • Poni Gauntlet Area
  • Poni Plains Center
  • Poni Plains East
  • Poni Plains North
  • Poni Plains West

Training

EV Yield +1 attack
+1 speed
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Ground

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