Nosepass #299 Diamond and Pearl
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#299 Nosepass

Nosepass ken sugimori artwork Normal SpritesNormal Backsprites
Nosepass sprite
Nosepass backsprite
Shiny SpritesShiny Backsprites
Shiny Nosepass sprite
Shiny Nosepass backsprite

Gender Ratio

Gender pie chart

Nosepass - Compass Pokémon

Flavor Text
DiamondIts nose is a magnet. As a result, this Pokémon always keeps its face pointing north.
Pearl

Type:   Rock
Resistance to Moves:
Attacking Type: Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark
Damage Received: ×12
½
×2
2
×12
½
×12
½
×2
2
×1
1
×1
1
×1
1
×2
2
×12
½
×2
2
×2
2
×1
1
×1
1
×1
1
×1
1
×1
1

Evolutions

 
 
 

-- Level Up at Mt. Coronet -->


Ability

Sturdy It cannot be knocked out with one hit.
Magnet Pull Prevents Steel-type Pokémon from escaping.

Height

dp male trainer height

Male Trainer: 4'11"

dp Nosepass height

Nosepass: 3'3"


Weight

dp Nosepass wdight
dp female trainer weight
scale
scaleLever_1_r
scaleLever_2_r
scaleLever_3_r
scaleLever_4_r
scaleLever_5_r
scaleLever_6_r
scaleLever_7_r
scaleLever_8_r
scaleLever_9_r
scaleLever_10_r
scaleLever_11_r
scaleLever_12_r

Nosepass: 213 lbs.   Female Trainer: 88 lbs.


Catching/ Experience Data

Items Catch Rate Run Chance Experience Won Experience Rate Total Experience
None 255 0 108 Medium Fast 1,000,000

Moves

Level Name Power Accuracy Effect
Type Category Power Points Description
1 Tackle 35 95 Inflicts regular damage with no additional effect.
Normal Physical 35 A physical attack in which the user charges and slams into the target with its whole body.
7 Harden 0 0 Raises the user's Defense by one stage.
Normal Other 30 The user stiffens all the muscles in its body to raise its Defense stat.
13 Rock Throw 50 90 Inflicts regular damage with no additional effect.
Rock Physical 15 The user picks up and throws a small rock at the target to attack.
19 Block 0 0 Prevents the target from leaving battle.
Normal Other 5 The user blocks the target's way with arms spread wide to prevent escape.
25 Thunder Wave 0 100 Paralyzes the target.
Electric Other 20 A weak electric charge is launched at the target. It causes paralysis if it hits.
31 Rock Slide 75 90 Has a 0% chance to make the target flinch.
Rock Physical 10 Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.
37 Sandstorm 0 0 Changes the weather to a sandstorm for five turns.
Rock Other 10 A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
43 Rest 0 0 User sleeps for two turns, completely healing itself.
Psychic Other 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
49 Discharge 80 100 Has a 30% chance to paralyze the target.
Electric Special 15 A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
55 Stone Edge 100 80 Has an increased chance for a critical hit.
Rock Physical 5 The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.
61 Zap Cannon 120 50 Has a 100% chance to paralyze the target.
Electric Special 5 The user fires an electric blast like a cannon to inflict damage and cause paralysis.
67 Lock-On 0 0 Ensures that the user's next move will hit the target.
Normal Other 5 The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
73 Earth Power 90 100 Has a 0% chance to lower the target's Special Defense by one stage.
Ground Special 10 The user makes the ground under the target erupt with power. It may also lower the target's Sp. Def.
Stats
Hit Points (HP) Attack (ATK) Defense (DEF) Speed (SPD) Special Attack (SPATK) Special Defense (SPDEF)
EV Gain +0 +0 +1 +0 +0 +0
Base 30 45 135 30 45 90
Ranking
Hit Points (HP) Attack (ATK) Defense (DEF) Speed (SPD) Special Attack (SPATK) Special Defense (SPDEF)
482493 422493 16493 462493 383493 107493