Nosepass
Sun

The magnet in Nosepass’s nose provides an unerring compass, making it an excellent partner for Trainers going on a journey.

Moon

It uses powerful magnetism to drag its prey toward it. It’s also been known to pull in metal, which it collects and uses to protect itself.

Ultra Sun

It moves less than an inch a year, but when it’s in a jam, it will spin and drill down into the ground in a split second.

Ultra Moon

It hunts without twitching a muscle by pulling in its prey with powerful magnetism. But sometimes it pulls natural enemies in close.

Evolution Chain

nosepass
Nosepass
at mt coronet
probopass
Probopass

Pokédex & Training Data

Classification Compass Pokémon
Height 1.0 m (3'03")
Weight 97.0 kg (213.8 lbs)
Abilities
EV Yield +1 defense
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Mineral

Pokédex Numbers

Hoenn (R/S/E) #060
Sinnoh (Plat.) #155
Unova (B2/W2) #164
Kalos (Coastal) #093
Hoenn (OR/AS) #061
Alola (S/M) #198
Alola (US/UM) #254
Hisui #190
National #299
Kitakami #107

Held Items

Magnet 5%

Game Locations

Akala Outskirts Area

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.
4 Harden
— — 30 Raises the user’s Defense by one stage.
7 Block
— — 5 Prevents the target from leaving battle.
10 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
13 Thunder Wave
— 90% 20 Paralyzes the target.
16 Rest
— — 5 User sleeps for two turns, completely healing itself.
19 Spark
65 100% 20 Has a 30% chance to paralyze the target.
22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
25 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
28 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
31 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
34 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
37 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
40 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
43 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
43 Lock On
— — 5 Ensures that the user’s next move will hit the target.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
4 Harden
— — 30 Raises the user’s Defense by one stage.
7 Block
— — 5 Prevents the target from leaving battle.
10 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
13 Thunder Wave
— 90% 20 Paralyzes the target.
16 Rest
— — 5 User sleeps for two turns, completely healing itself.
19 Spark
65 100% 20 Has a 30% chance to paralyze the target.
22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
25 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
28 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
31 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
34 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
37 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
40 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
43 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
43 Lock On
— — 5 Ensures that the user’s next move will hit the target.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
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.
TM64 Explosion
250 100% 5 User faints.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
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.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
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.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Magnitude
— 100% 30 Power varies randomly from 10 to 150.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.

Base Stats

Hp 30
Attack 45
Defense 135
Sp. Atk 45
Sp. Def 90
Speed 30
Total 375

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x
0.5x
2x
0.5x
2x