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Registeel sprite

#0379

Registeel

steel1.9 m · 205.0 kg

Base stats 580 total

HP
80
Atk
75
Def
150
SpA
75
SpD
150
Spe
50

Abilities

  • Clear Body
  • Light Metal hidden

Learnset

What Registeel learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • 1Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • 1Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • 6BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • 12Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.
  • 18StompnormalPhysical65 BP100% acc20 PPHas a chance to make the target flinch.
  • 24Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 24Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • 30CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • 36AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • 36Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 42Hammer ArmfightingPhysical100 BP90% acc10 PPLowers user’s Speed by one stage.
  • 48Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 54SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • 60Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
  • 66Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
  • 72Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • 78ExplosionnormalPhysical250 BP100% acc5 PPUser faints.

TM/HM47

  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Hard PresssteelPhysical100% acc10 PPThe 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.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Ice SpinnericePhysical80 BP100% acc15 PPThe user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Sand TombgroundPhysical35 BP85% acc15 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • SandstormrockStatus10 PPChanges the weather to a sandstorm for five turns.
  • Shadow ClawghostPhysical70 BP100% acc15 PPHas an increased chance for a critical hit.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Stealth RockrockStatus20 PPCauses damage when opposing Pokémon switch in.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf 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.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.

Appears in 17 games

  • Ruby / Sapphire
  • Emerald
  • Colosseum
  • XD
  • FireRed / LeafGreen
  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Brilliant Diamond / Shining Pearl
  • Scarlet / Violet