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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).

Ferrothorn sprite

#0598

Ferrothorn

grasssteel1.0 m · 110.0 kg

Base stats 489 total

HP
74
Atk
94
Def
131
SpA
54
SpD
116
Spe
20

Abilities

  • Iron Barbs
  • Anticipation hidden

Learnset

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

Level19

  • 1CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • 1HardennormalStatus30 PPRaises the user’s Defense by one stage.
  • 1Rock ClimbnormalPhysical90 BP85% acc20 PPHas a chance to confuse the target.
  • 1RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 1TacklenormalPhysical50 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 6RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 9CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • 14Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • 18Pin MissilebugPhysical25 BP95% acc20 PPHits 2-5 times in one turn.
  • 21Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • 26Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 30Mirror ShotsteelSpecial65 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • 35IngraingrassStatus20 PPPrevents the user from leaving battle. User regains 1/16 of its max HP every turn.
  • 38Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
  • 40Power WhipgrassPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.
  • 46Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • 53PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • 61Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 67ExplosionnormalPhysical250 BP100% acc5 PPUser faints.

TM/HM39

  • Aerial AceflyingPhysical60 BP20 PPNever misses.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • CutnormalPhysical50 BP95% acc30 PPInflicts regular damage with no additional effect.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • ExplosionnormalPhysical250 BP100% acc5 PPUser faints.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hone ClawsdarkStatus15 PPRaises the user’s Attack and accuracy by one stage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Nature PowernormalStatus20 PPUses a move which depends upon the terrain.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Rock PolishrockStatus20 PPRaises the user’s Speed by two stages.
  • Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • 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.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 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.
  • SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus100% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.

Appears in 7 games

  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield