About
Its spikes are harder than steel. This Pokémon crawls across rock walls by stabbing the spikes on its feelers into the stone.
- Abilities
-
Damages attacking Pokémon for 1/8 their max HP on contact.
Anticipation Hidden ability
Notifies all trainers upon entering battle if an opponent has a super-effective move, Self-Destruct, Explosion, or a one-hit KO move.
- Height
- 1.0 m 3′03″
- Weight
- 110.0 kg 242.5 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 74 | 258–352 | |
| Attack | 94 | 173–315 | |
| Defense | 131 | 240–397 | |
| Sp. Atk | 54 | 101–227 | |
| Sp. Def | 116 | 213–364 | |
| Speed | 20 | 40–152 | |
| Total | 489 | ||
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 4×
- Fire
- Weak 2×
- Fighting
- Resists ½×
- NormalWaterElectricPsychicRockDragonSteelFairy
- Resists ¼×
- Grass
- Immune
- Poison
Same-type attacks
- Super effective 2×
- WaterIceGroundRockFairy
- Not very effective ½×
- FireSteel
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. | Power Whip STAB Inflicts regular damage with no additional effect. | Grass | Physical | 120 | 85% | 10 |
| 1 | Raises the user’s Defense by one stage. | Normal | Status | — | — | 30 |
| 1 | Metal Claw STAB Has a chance to raise the user’s Attack by one stage. | Steel | Physical | 50 | 95% | 35 |
| 1 | Hits 2-5 times in one turn. | Bug | Physical | 25 | 95% | 20 |
| 1 | Power Whip STAB Inflicts regular damage with no additional effect. | Grass | Physical | 120 | 85% | 10 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 15 | Prevents the user from leaving battle. User regains 1/16 of its max HP every turn. | Grass | Status | — | — | 20 |
| 20 | Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| 25 | Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| 30 | User faints. | Normal | Physical | 200 | 100% | 5 |
| 35 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 43 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| 49 | Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| 56 | User faints. | Normal | Physical | 250 | 100% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Power is doubled if the target has already received damage this turn. | Dark | Physical | 60 | 100% | 10 |
| Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | Normal | Status | — | 100% | 15 |
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Inflicts regular damage with no additional effect. | Dark | Physical | 60 | 100% | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
Bullet Seed STAB Hits 2-5 times in one turn. | Grass | Physical | 25 | 100% | 30 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
Energy Ball STAB Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 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 |
Giga Drain STAB Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
Grass Knot STAB Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 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 |
| Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| Hits 2-5 times in one turn. | Bug | Physical | 25 | 95% | 20 |
| Has a chance to poison the target. | Poison | Physical | 80 | 100% | 20 |
Power Whip STAB Inflicts regular damage with no additional effect. | Grass | Physical | 120 | 85% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Inflicts double damage if the user takes damage before attacking this turn. | Fighting | Physical | 60 | 100% | 10 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
Seed Bomb STAB Inflicts regular damage with no additional effect. | Grass | Physical | 80 | 100% | 15 |
| User faints. | Normal | Physical | 200 | 100% | 5 |
| Has an increased chance for a critical hit. | Ghost | Physical | 70 | 100% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
Solar Beam STAB Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Scatters Spikes, hurting opposing Pokémon that switch in. | Ground | Status | — | — | 20 |
| Causes damage when opposing Pokémon switch in. | Rock | Status | — | — | 20 |
| 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 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Steel Beam STAB Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
Steel Roller STAB Ends the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active. | Steel | Physical | 130 | 100% | 5 |
Training and breeding
Training
- EV yield
- 2 Defense
- Catch rate
- 90
- Base friendship
- 70
- Base experience
- 171
- Growth rate
- Medium
- Wild held items
- Sticky Barb
Breeding
- Egg groups
- Plant, Mineral
- Egg cycles
- 20 (about 5,140 steps)