About
It is able to emit powerful magnetism, allowing it control over the iron sand that forms its luscious mustache. Using this iron sand, Probopass forms hard stones with which it smites its prey.
- Abilities
-
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
-
Prevents Steel opponents from fleeing or switching out.
Sand Force Hidden ability
Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. Protects against sandstorm damage.
- Height
- 1.4 m 4′07″
- Weight
- 340.0 kg 749.6 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 60 | 230–324 | |
| Attack | 55 | 103–229 | |
| Defense | 145 | 265–427 | |
| Sp. Atk | 75 | 139–273 | |
| Sp. Def | 150 | 274–438 | |
| Speed | 40 | 76–196 | |
| Total | 525 | ||
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×
- FightingGround
- Weak 2×
- Water
- Resists ½×
- IcePsychicBugRockDragonFairy
- Resists ¼×
- NormalFlying
- Immune
- Poison
Same-type attacks
- Super effective 2×
- FireIceFlyingBugRockFairy
- Not very effective ½×
- Steel
Evolution
- Level up at Mt CoronetLevel up at Chargestone CaveLevel up at Kalos Route 13Level up at Blush MountainLevel up at Vast Poni CanyonUse Thunder StoneLevel up at New Mauville
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. | Has a chance to burn, freeze, or paralyze the target. | Normal | Special | 80 | 100% | 10 |
| 1 | Prevents the target from leaving battle. | Normal | Status | — | — | 5 |
| 1 | Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 5 |
| 1 | Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| 1 | User is immune to Ground moves and effects for five turns. | Electric | Status | — | — | 10 |
| 1 | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. | Electric | Status | — | — | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Prevents any multi-target moves from hitting friendly Pokémon this turn. | Rock | Status | — | — | 10 |
| 13 | Paralyzes the target. | Electric | Status | — | 90% | 20 |
| 16 | User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| 19 | Has a chance to paralyze the target. | Electric | Physical | 65 | 100% | 20 |
| 22 | Rock Slide STAB Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| 25 | Power Gem STAB Inflicts regular damage with no additional effect. | Rock | Special | 80 | 100% | 20 |
| 28 | Rock Blast STAB Hits 2-5 times in one turn. | Rock | Physical | 25 | 90% | 10 |
| 31 | Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 34 | Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| 37 | Has a chance to lower the target’s Special Defense by one stage. | Ground | Special | 90 | 100% | 10 |
| 40 | Stone Edge STAB Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| 43 | Ensures that the user’s next move will hit the target. | Normal | Status | — | — | 5 |
| 43 | Has a chance to paralyze the target. | Electric | Special | 120 | 50% | 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 |
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| Inflicts regular damage with no additional effect. | Fairy | Special | 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 |
| 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 |
| Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 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 |
| Inflicts regular damage with no additional effect. | Ground | Physical | 95 | 95% | 10 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Physical | 75 | 100% | 15 |
| 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 |
| Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
Meteor Beam STAB Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn. | Rock | Special | 120 | 90% | 10 |
| Sets the user’s and targets’s HP to the average of their current HP. | Normal | Status | — | — | 20 |
Power Gem STAB Inflicts regular damage with no additional effect. | Rock | Special | 80 | 100% | 20 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
Rock Blast STAB Hits 2-5 times in one turn. | Rock | Physical | 25 | 90% | 10 |
Rock Slide STAB Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
Rock Tomb STAB Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Prevents the target from fleeing and inflicts damage for 2-5 turns. | Ground | Physical | 35 | 85% | 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 |
Smack Down STAB Removes any immunity to Ground damage. | Rock | Physical | 50 | 100% | 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 |
Stone Edge STAB 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 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| 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 paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
Head Smash STAB User receives 1/2 the damage inflicted in recoil. | Rock | Physical | 150 | 80% | 5 |
Rollout STAB Power doubles every turn this move is used in succession after the first, resetting after five turns. | Rock | Physical | 30 | 90% | 20 |
| Prevents any multi-target moves from hitting friendly Pokémon this turn. | Rock | Status | — | — | 10 |
Training and breeding
Training
- EV yield
- 1 Defense, 2 Sp. Def
- Catch rate
- 60
- Base friendship
- 70
- Base experience
- 184
- Growth rate
- Medium
- Wild held items
- Hard Stone, Magnet
Breeding
- Egg groups
- Mineral
- Egg cycles
- 20 (about 5,140 steps)