#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