Ferrothorn
No entry available for this game era.

Evolution Chain

ferroseed
Ferroseed
Level 40
ferrothorn
Ferrothorn

Pokédex Data

Classification Thorn Pod Pokémon
Height 1.0 m (3'03")
Weight 110.0 kg (242.5 lbs)
Abilities

Held Items

Training

EV Yield +2 defense
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Plant, 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 Harden
30 Raises the user's Defense by one stage.
1 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Rock Climb
90 85% 20 Has a 20% chance to confuse the target.
1 Power Whip
120 85% 10 Inflicts regular damage with no additional effect.
6 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
9 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
14 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
18 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
21 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
26 Iron Defense
15 Raises the user's Defense by two stages.
30 Mirror Shot
65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
35 Ingrain
20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
38 Self Destruct
200 100% 5 User faints.
46 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
53 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
61 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
67 Explosion
250 100% 5 User faints.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Harden
30 Raises the user's Defense by one stage.
1 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Rock Climb
90 85% 20 Has a 20% chance to confuse the target.
1 Power Whip
120 85% 10 Inflicts regular damage with no additional effect.
6 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
9 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
14 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
18 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
21 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
26 Iron Defense
15 Raises the user's Defense by two stages.
30 Mirror Shot
65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
35 Ingrain
20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
38 Self Destruct
200 100% 5 User faints.
46 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
53 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
61 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
67 Explosion
250 100% 5 User faints.

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.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
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.
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.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM64 Explosion
250 100% 5 User faints.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
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.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM74 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
TM96 Nature Power
20 Uses a move which depends upon the terrain.
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.
Endeavor
100% 5 Lowers the target's HP to equal the user's.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
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.
Knock Off
65 100% 20 Target drops its held item.
Magnet Rise
10 User is immune to Ground moves and effects for five turns.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
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.
Worry Seed
100% 10 Changes the target's ability to Insomnia.

Base Stats

Hp 74
Attack 94
Defense 131
Sp. Atk 54
Sp. Def 116
Speed 20
Total 489

Type Defenses

(vs. Gen 6+ rules)

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