About
These Pokémon live in herds. Their trunks have incredible grip strength, strong enough to crush giant rocks into powder.
- Abilities
-
Strengthens moves with extra effects to 1.3× their power, but prevents their extra effects.
Heavy Metal Hidden ability
Doubles the Pokémon's weight.
- Height
- 3.0 m 9′10″
- Weight
- 650.0 kg 1433.0 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 122 | 354–448 | |
| Attack | 130 | 238–394 | |
| Defense | 69 | 128–260 | |
| Sp. Atk | 80 | 148–284 | |
| Sp. Def | 69 | 128–260 | |
| Speed | 30 | 58–174 | |
| 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×
- FireFightingGround
- Resists ½×
- NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
- Immune
- Poison
Same-type attacks
- Super effective 2×
- IceRockFairy
- Not very effective ½×
- FireWaterElectricSteel
Evolution
- Level 34
Forms
Alternate forms have their own types, stats and abilities.
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. | Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| 1 | Lowers the target’s Attack by one stage. | Normal | Status | — | 100% | 40 |
| 1 | Has a chance to lower the target’s Defense by one stage. | Fighting | Physical | 40 | 100% | 15 |
| 1 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | Rock | Physical | 30 | 90% | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 15 | Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| 20 | Has a chance to make the target flinch. | Normal | Physical | 65 | 100% | 20 |
| 25 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 30 | User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
| 37 | Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 100% | 15 |
| 44 | Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| 51 | Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| 58 | Inflicts regular damage with no additional effect. | Ground | Physical | 95 | 95% | 10 |
| 65 | Lowers the user’s Attack and Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 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 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Has a chance to lower the target’s Special Defense by one stage. | Ground | Special | 90 | 100% | 10 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Lowers the target’s HP to equal the user’s. | Normal | Physical | — | 100% | 5 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 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 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 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 |
| Power is higher when the user weighs more than the target, up to a maximum of 120. | Fire | Physical | — | 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 |
| Inflicts regular damage with no additional effect. | Ground | Physical | 95 | 95% | 10 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| 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 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Special | 55 | 95% | 15 |
| Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| 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 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Removes any immunity to Ground damage. | Rock | Physical | 50 | 100% | 15 |
| Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| 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 |
| Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| 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 |
| The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | Electric | Physical | 100 | 95% | 15 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 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 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 2 Attack
- Catch rate
- 90
- Base friendship
- 50
- Base experience
- 175
- Growth rate
- Medium
Breeding
- Egg groups
- Ground, Mineral
- Egg cycles
- 25 (about 6,425 steps)