About
Some believe that its bell-like cry opens holes to another world. It has been revered as a deity since ancient times.
- Abilities
-
Evades Ground moves.
-
Halves damage from Fire moves and burns.
Heavy Metal Hidden ability
Doubles the Pokémon's weight.
- Height
- 1.3 m 4′03″
- Weight
- 187.0 kg 412.3 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 67 | 244–338 | |
| Attack | 89 | 164–304 | |
| Defense | 116 | 213–364 | |
| Sp. Atk | 79 | 146–282 | |
| Sp. Def | 116 | 213–364 | |
| Speed | 33 | 63–181 | |
| Total | 500 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- FireGroundGhostDark
- Resists ½×
- NormalGrassIceFlyingRockDragonSteelFairy
- Resists ¼×
- Psychic
- Immune
- Poison
Same-type attacks
- Super effective 2×
- IceFightingPoisonRockFairy
- Not very effective ½×
- Steel
Evolution
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| Evo. | Prevents the target from leaving battle. | Normal | Status | — | — | 5 |
| 1 | Confuses the target. | Ghost | Status | — | 100% | 10 |
| 1 | Confusion STAB Has a chance to confuse the target. | Psychic | Special | 50 | 100% | 25 |
| 1 | Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| 1 | Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | If there be weather, this move has doubled power and the weather’s type. | Normal | Special | 50 | 100% | 10 |
| 12 | Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| 16 | Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| 20 | Puts the target to sleep. | Psychic | Status | — | 60% | 20 |
| 24 | Protects the user’s field from major status ailments and confusion for five turns. | Normal | Status | — | — | 25 |
| 28 | Extrasensory STAB Has a chance to make the target flinch. | Psychic | Special | 80 | 100% | 20 |
| 32 | Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| 38 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 44 | Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| 50 | Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| 56 | Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| Confuses the target. | Ghost | Status | — | 100% | 10 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
Expanding Force STAB If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%. | Psychic | Special | 80 | 100% | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 5 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
Hard Press STAB The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. | Steel | Physical | 0 | 100% | 10 |
Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| Has double power if the target has a major status ailment. | Ghost | Special | 65 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain. | Ice | Physical | 80 | 100% | 15 |
| Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn. | Rock | Special | 120 | 90% | 10 |
| Inflicts damage equal to the user’s level. | Ghost | Special | — | 100% | 15 |
| Inflicts regular damage with no additional effect. | Rock | Special | 80 | 100% | 20 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
Psybeam STAB Has a chance to confuse the target. | Psychic | Special | 65 | 100% | 20 |
| Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
Psychic Noise STAB The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. | Psychic | Special | 75 | 100% | 10 |
| Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | Psychic | Status | — | — | 10 |
Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Hits 2-5 times in one turn. | Rock | Physical | 25 | 90% | 10 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| User and target swap abilities. | Psychic | Status | — | — | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Causes damage when opposing Pokémon switch in. | Rock | Status | — | — | 20 |
Steel Beam STAB Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 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. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. | Normal | Special | 80 | 100% | 10 |
| User and target swap items. | Psychic | Status | — | 100% | 10 |
| For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
| If there be weather, this move has doubled power and the weather’s type. | Normal | Special | 50 | 100% | 10 |
Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 1 Defense, 1 Sp. Def
- Catch rate
- 90
- Base friendship
- 70
- Base experience
- 175
- Growth rate
- Medium
- Wild held items
- Metal Coat
Breeding
- Egg groups
- Mineral
- Egg cycles
- 20 (about 5,140 steps)