About
This Pokémon evolved through use of a strange item. Its body is coated with steel powder and notably hard—not even diamond can leave so much as a scratch.
- Abilities
-
Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. Protects against sandstorm damage.
- Height
- 10.5 m 34′05″
- Weight
- 740.0 kg 1631.4 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 75 | 260–354 | |
| Attack | 125 | 229–383 | |
| Defense | 230 | 418–614 | |
| Sp. Atk | 55 | 103–229 | |
| Sp. Def | 95 | 175–317 | |
| Speed | 30 | 58–174 | |
| Total | 610 | ||
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×
- FireWaterFightingGround
- Resists ½×
- NormalFlyingPsychicBugDragonSteelFairy
- Resists ¼×
- Rock
- Immune
- ElectricPoison
Same-type attacks
- Super effective 2×
- FireElectricIcePoisonRockSteelFairy
Evolution
- Trade holding Metal Coat
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 |
|---|---|---|---|---|---|---|
| 1 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | Normal | Physical | 15 | 85% | 20 |
| 1 | Has a chance to burn the target and a chance to make the target flinch. | Fire | Physical | 65 | 95% | 15 |
| 1 | Raises the user’s Defense by one stage. | Normal | Status | — | — | 30 |
| 1 | Has a chance to freeze the target and a chance to make the target flinch. | Ice | Physical | 65 | 95% | 15 |
| 1 | Halves all Electric-type damage. | Ground | Status | — | — | 15 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Has a chance to paralyze the target and a chance to make the target flinch. | Electric | Physical | 65 | 95% | 15 |
| 4 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| 7 | Inflicts regular damage with no additional effect. | Rock | Physical | 50 | 90% | 15 |
| 10 | Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| 13 | If the user is hit after using this move, its Attack rises by one stage. | Normal | Physical | 20 | 100% | 20 |
| 16 | Causes damage when opposing Pokémon switch in. | Rock | Status | — | — | 20 |
| 19 | Raises the user’s Speed by two stages and halves the user’s weight. | Steel | Status | — | — | 15 |
| 20 | Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| 22 | Removes any immunity to Ground damage. | Rock | Physical | 50 | 100% | 15 |
| 25 | Has a chance to paralyze the target. | Dragon | Special | 60 | 100% | 20 |
| 28 | Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 75% | 20 |
| 31 | Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| 34 | Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| 37 | Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| 40 | Iron Tail STAB Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| 43 | Dig STAB User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
| 46 | Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| 49 | User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| 52 | Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | Normal | Status | — | 100% | 15 |
| Inflicts regular damage with no additional effect. | Dark | Physical | 60 | 100% | 20 |
Bulldoze STAB Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Lowers the target’s Special Attack by one stage. | Normal | Status | — | — | 20 |
| Has a chance to make the target flinch. | Dark | Special | 80 | 100% | 15 |
| Raises the user’s evasion by one stage. | Normal | Status | — | — | 15 |
| Ends wild battles. Forces trainers to switch Pokémon. | Dragon | Physical | 60 | 90% | 10 |
Earthquake STAB Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| User faints. | Normal | Physical | 250 | 100% | 5 |
| 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 |
| Power increases as happiness decreases, up to a maximum of 102. | Normal | Physical | — | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| Power and type depend upon user’s IVs. Power can range from 30 to 70. | Normal | Special | 60 | 100% | 15 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Uses a move which depends upon the terrain. | Normal | Status | — | — | 20 |
| Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Power increases with happiness, up to a maximum of 102. | Normal | Physical | — | 100% | 20 |
| Immediately ends wild battles. Forces trainers to switch Pokémon. | Normal | Status | — | — | 20 |
| Raises the user’s Speed by two stages. | Rock | Status | — | — | 20 |
| 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 |
| 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 |
| 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 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 |
| Raises the target’s Attack by two stages and confuses the target. | Normal | Status | — | 85% | 15 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Prevents the target from using the same move twice in a row. | Dark | Status | — | 100% | 15 |
| Badly poisons the target, inflicting more damage every turn. | Poison | Status | — | 90% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Inflicts regular damage with no additional effect. | Water | Physical | 90 | 90% | 10 |
| Prevents the target from fleeing and inflicts damage for 2-5 turns. | Normal | Physical | 15 | 85% | 20 |
| Prevents the target from leaving battle. | Normal | Status | — | — | 5 |
| Inflicts regular damage with no additional effect. | Dragon | Special | 85 | 100% | 10 |
Earth Power STAB Has a chance to lower the target’s Special Defense by one stage. | Ground | Special | 90 | 100% | 10 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
Iron Tail STAB Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| User is immune to Ground moves and effects for five turns. | Electric | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Causes damage when opposing Pokémon switch in. | Rock | Status | — | — | 20 |
Stomping Tantrum STAB Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
Training and breeding
Training
- EV yield
- 2 Defense
- Catch rate
- 25
- Base friendship
- 70
- Base experience
- 214
- Growth rate
- Medium
- Wild held items
- Metal Coat
Breeding
- Egg groups
- Mineral
- Egg cycles
- 25 (about 6,425 steps)