Probopass #476 Heart Gold and Soul Silver
Diamond and Pearl | Platinum | Heart Gold and Soul Silver | Black and White |

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#476 Probopass
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Normal Sprites | Normal Backsprites | ||
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Shiny Sprites | Shiny Backsprites | |||
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Gender Ratio
Probopass - Compass Pokémon
Flavor Text | |||||||||||||||||
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Heart Gold | It controls three units called Mini-Noses using magnetic force. With them, it can attack the foe from three directions. | ||||||||||||||||
Soul Silver | |||||||||||||||||
Type: ![]() ![]() | |||||||||||||||||
Resistance to Moves: | |||||||||||||||||
Attacking Type: | ![]() |
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Damage Received: | ×1⁄4![]() |
×4![]() |
×1⁄4![]() |
×0![]() |
×4![]() |
×1⁄2![]() |
×1⁄2![]() |
×1⁄2![]() |
×1![]() |
×1![]() |
×2![]() |
×1![]() |
×1![]() |
×1⁄2![]() |
×1⁄2![]() |
×1⁄2![]() |
×1⁄2![]() |
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
Male Trainer: 4'11"
Probopass: 5'7"
Weight



Probopass: 748 lbs. Female Trainer: 88 lbs.
Catching/ Experience Data
Items | Catch Rate | Run Chance | Experience Won | Experience Rate | Total Experience | |
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None | 60 | 0 | 198 | Medium Fast | 1,000,000 |
Moves
Level | Name | Power | Accuracy | Effect |
Type | Category | Power Points | Description | |
1 | Magnet Rise | 0 | 0 | User is immune to Ground moves and effects for five turns. |
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10 | The user levitates using electrically generated magnetism for five turns. | |
1 | Gravity | 0 | 0 | Disables moves and immunities that involve flying or levitating for five turns. |
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5 | Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate. | |
1 | Tackle | 35 | 95 | Inflicts regular damage with no additional effect. |
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35 | A physical attack in which the user charges and slams into the target with its whole body. | |
1 | Iron Defense | 0 | 0 | Raises the user's Defense by two stages. |
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15 | The user hardens its body's surface like iron, sharply raising its Defense stat. | |
1 | Magnet Bomb | 60 | 0 | Never misses. |
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20 | The user launches steel bombs that stick to the target. This attack will not miss. | |
1 | Block | 0 | 0 | Prevents the target from leaving battle. |
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5 | The user blocks the target's way with arms spread wide to prevent escape. | |
7 | Iron Defense | 0 | 0 | Raises the user's Defense by two stages. |
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15 | The user hardens its body's surface like iron, sharply raising its Defense stat. | |
13 | Magnet Bomb | 60 | 0 | Never misses. |
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20 | The user launches steel bombs that stick to the target. This attack will not miss. | |
19 | Block | 0 | 0 | Prevents the target from leaving battle. |
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5 | The user blocks the target's way with arms spread wide to prevent escape. | |
25 | Thunder Wave | 0 | 100 | Paralyzes the target. |
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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. |
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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. |
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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. |
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10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | |
49 | Power Gem | 70 | 100 | Inflicts regular damage with no additional effect. |
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20 | The user attacks with a ray of light that sparkles as if it were made of gemstones. | |
55 | Discharge | 80 | 100 | Has a 30% chance to paralyze the target. |
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15 | A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. | |
61 | Stone Edge | 100 | 80 | Has an increased chance for a critical hit. |
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5 | The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio. | |
67 | Zap Cannon | 120 | 50 | Has a 100% chance to paralyze the target. |
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5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. | |
73 | Lock-On | 0 | 0 | Ensures that the user's next move will hit the target. |
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5 | The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. | |
79 | Earth Power | 90 | 100 | Has a 0% chance to lower the target's Special Defense by one stage. |
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10 | The user makes the ground under the target erupt with power. It may also lower the target's Sp. Def. |
Stats | ||||||
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Hit Points (HP) | Attack (ATK) | Defense (DEF) | Speed (SPD) | Special Attack (SPATK) | Special Defense (SPDEF) | |
EV Gain | +0 | +0 | +1 | +0 | +0 | +2 |
Base | 60 | 55 | 145 | 40 | 75 | 150 |
Ranking | Hit Points (HP) | Attack (ATK) | Defense (DEF) | Speed (SPD) | Special Attack (SPATK) | Special Defense (SPDEF) |
315⁄493 | 361⁄493 | 9⁄493 | 410⁄493 | 192⁄493 | 6⁄493 |