Bronzong
No entry available for this game era.

Evolution Chain

bronzor
Bronzor
Level 33
bronzong
Bronzong

Pokédex & Training Data

Classification Bronze Bell Pokémon
Height 1.3 m (4'03")
Weight 187.0 kg (412.3 lbs)
Abilities
EV Yield +1 defense
+1 Sp. Def
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Sinnoh (D/P) #089
Sinnoh (Plat.) #089
Unova (B2/W2) #251
Galar (Sw/Sh) #119
Hisui #181
Paldea (S/V) #154
National #437
Crown Tundra #088
Kitakami #155

Held Items

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.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Hypnosis
— 60% 20 Puts the target to sleep.
1 Rain Dance
— — 5 Changes the weather to rain for five turns.
1 Sunny Day
— — 5 Changes the weather to sunny for five turns.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Block
— — 5 Prevents the target from leaving battle.
5 Hypnosis
— 60% 20 Puts the target to sleep.
9 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
11 Confuse Ray
— 100% 10 Confuses the target.
15 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
19 Iron Defense
— — 15 Raises the user’s Defense by two stages.
21 Feint Attack
60 — 20 Never misses.
25 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
29 Future Sight
120 100% 10 Hits the target two turns later.
31 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
36 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
42 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
46 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
52 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
58 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Hypnosis
— 60% 20 Puts the target to sleep.
1 Rain Dance
— — 5 Changes the weather to rain for five turns.
1 Sunny Day
— — 5 Changes the weather to sunny for five turns.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Block
— — 5 Prevents the target from leaving battle.
5 Hypnosis
— 60% 20 Puts the target to sleep.
9 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
11 Confuse Ray
— 100% 10 Confuses the target.
15 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
19 Iron Defense
— — 15 Raises the user’s Defense by two stages.
21 Feint Attack
60 — 20 Never misses.
25 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
29 Future Sight
120 100% 10 Hits the target two turns later.
31 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
36 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
42 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
46 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
52 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
58 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% 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.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion 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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
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.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Block
— — 5 Prevents the target from leaving battle.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
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.
Recycle
— — 10 User recovers the item it last used up.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
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.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Trick
— 100% 10 User and target swap items.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 67
Attack 89
Defense 116
Sp. Atk 79
Sp. Def 116
Speed 33
Total 500

Type Defenses

(vs. Gen 6+ rules)

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