Bronzong
No entry available for this game era.

Evolution Chain

bronzor
Bronzor
Level 33
bronzong
Bronzong

Pokédex Data

Classification Bronze Bell Pokémon
Height 1.3 m (4'03")
Weight 187.0 kg (412.3 lbs)
Abilities

Held Items

Training

EV Yield +1 defense
+1 Sp. Def
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

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