
Sun
It radiates such a powerful magnetic field that nearby electrical appliances become unusable.
Moon
The main body controls three mobile units called Mini-Noses, which it maneuvers to catch prey.
Ultra Sun
Although it can control its units known as Mini-Noses, they sometimes get lost and don’t come back.
Ultra Moon
It uses three small units to catch prey and battle enemies. The main body mostly just gives orders.
Pokédex Data
Classification
Compass Pokémon
Height
1.4 m (4'07")
Weight
340.0 kg (749.6 lbs)
Abilities
- Sturdy
- Magnet Pull
- Sand Force (Hidden)
Held Items
Magnet
5%
Training
EV Yield
+1 defense
+2 Sp. Def
+2 Sp. Def
Catch Rate
60
Base Friendship
70
Growth Rate
medium
Gender Ratio
♂
♀
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 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
1 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
1 | Block | — | — | 5 | Prevents the target from leaving battle. | |
1 | Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |
1 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
1 | Magnet Bomb | 60 | — | 20 | Never misses. | |
1 | Wide Guard | — | — | 10 | Prevents any multi-target moves from hitting friendly Pokémon this turn. | |
1 | Magnetic Flux | — | — | 20 | Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage. | |
4 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
7 | Block | — | — | 5 | Prevents the target from leaving battle. | |
10 | Magnet Bomb | 60 | — | 20 | Never misses. | |
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. | |
1 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
1 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
1 | Block | — | — | 5 | Prevents the target from leaving battle. | |
1 | Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |
1 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
1 | Magnet Bomb | 60 | — | 20 | Never misses. | |
1 | Wide Guard | — | — | 10 | Prevents any multi-target moves from hitting friendly Pokémon this turn. | |
1 | Magnetic Flux | — | — | 20 | Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage. | |
4 | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |
7 | Block | — | — | 5 | Prevents the target from leaving battle. | |
10 | Magnet Bomb | 60 | — | 20 | Never misses. | |
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. | |
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. | |
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. | |
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. | |
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. | |
TM91 Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
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 |
---|---|---|---|---|---|
Ally Switch | — | — | 15 | User switches places with the friendly Pokémon opposite it. | |
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. | |
Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |
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. | |
Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |
Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. |
Base Stats
Hp
60
Attack
55
Defense
145
Sp. Atk
75
Sp. Def
150
Speed
40
Total
525
Type Defenses
(vs. Gen 6+ rules)