Lairon
No entry available for this game era.

Evolution Chain

aron
Aron
Level 32
lairon
Lairon
Level 42
aggron
Aggron

Pokédex & Training Data

Classification Iron Armor Pokémon
Height 0.9 m (2'11")
Weight 120.0 kg (264.6 lbs)
Abilities
EV Yield +2 defense
Catch Rate 90
Base Friendship 35
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Monster

Pokédex Numbers

Hoenn (R/S/E) #071
Unova (B2/W2) #167
Kalos (Mountain) #100
Hoenn (OR/AS) #073
National #305
Crown Tundra #192

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
1 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
4 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
7 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
10 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
13 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
16 Protect
— — 10 Prevents any moves from hitting the user this turn.
19 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
25 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
28 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
31 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
35 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
39 Iron Defense
— — 15 Raises the user’s Defense by two stages.
43 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
47 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
51 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
55 Metal Burst
— 100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
1 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
4 Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
7 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
10 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
13 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
16 Protect
— — 10 Prevents any moves from hitting the user this turn.
19 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
25 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
28 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
31 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
35 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
39 Iron Defense
— — 15 Raises the user’s Defense by two stages.
43 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
47 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
51 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
55 Metal Burst
— 100% 10 Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
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.
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.
TM40 Aerial Ace
60 — 20 Never misses.
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.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
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.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
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.
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.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
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.

Base Stats

Hp 60
Attack 90
Defense 140
Sp. Atk 50
Sp. Def 50
Speed 40
Total 430

Type Defenses

(vs. Gen 6+ rules)

0.25x
2x
0.5x
4x
0x
4x
0.25x
0.5x
0.5x
0.5x
0.5x
0.5x