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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Probopass sprite

#0476

Probopass

rocksteel1.4 m · 340.0 kg

Base stats 525 total

HP
60
Atk
55
Def
145
SpA
75
SpD
150
Spe
40

Abilities

  • Sturdy
  • Magnet Pull
  • Sand Force hidden

Learnset

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

Level20

  • Tri AttacknormalSpecial80 BP100% acc10 PPHas a chance to burn, freeze, or paralyze the target.
  • 1BlocknormalStatus5 PPPrevents the target from leaving battle.
  • 1GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • 1Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 1Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • 1Magnetic FluxelectricStatus20 PPRaises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.
  • 13Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 16RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • 19SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 22Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • 25Power GemrockSpecial80 BP100% acc20 PPInflicts regular damage with no additional effect.
  • 28Rock BlastrockPhysical25 BP90% acc10 PPHits 2-5 times in one turn.
  • 31DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 34SandstormrockStatus10 PPChanges the weather to a sandstorm for five turns.
  • 37Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 40Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • 43Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
  • 43Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.

Egg4

  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Head SmashrockPhysical150 BP80% acc5 PPUser receives 1/2 the damage inflicted in recoil.
  • RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.

TM/HM50

  • 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.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Dazzling GleamfairySpecial80 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 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.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 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.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • Pain SplitnormalStatus20 PPSets the user’s and targets’s HP to the average of their current HP.
  • Power GemrockSpecial80 BP100% acc20 PPInflicts regular damage with no additional effect.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock BlastrockPhysical25 BP90% acc10 PPHits 2-5 times in one turn.
  • 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.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • 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.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • 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.
  • Supercell SlamelectricPhysical100 BP95% acc15 PPThe user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • 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.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.

Appears in 12 games

  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Brilliant Diamond / Shining Pearl
  • Legends: Arceus
  • Scarlet / Violet