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436 - Bronzor

TypeAbility

(1) Levitate
(2) Heatproof
(HA) Heavy Metal
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Bronzor
Level 33
Bronzong

Stats

HP
57
ATK
24
DEF
86
SPA
24
SPD
86
SPE
23
BST
300

Wild Hold Items

  • 5%: Metal Coat

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Confusion5010020Priority: 0. Has a 10% chance to confuse the target.
1Tackle5010030Priority: 0. Inflicts regular damage.
5ImprisonNoneNone10Priority: 0. Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted.
9Confuse RayNone10010Priority: 0. Confuses the target.
13PsywaveNone10015Priority: 0. Inflicts typeless damage between 50% and 150% of the user's level, selected at random in increments of 10%.
15HypnosisNone6020Priority: 0. Puts the target to sleep.
17Extrasensory8010015Priority: 0. Has a 10% chance to make the target flinch.
19Feint Attack60None20Priority: 0. Ignores accuracy and evasion modifiers.
23Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
25Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
27Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
30SafeguardNoneNone25Priority: 0. Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments.
34Hex6510015Priority: 0. If the target has a major status ailment, this move has double power.
38Future Sight12010010Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted.
42Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
46Heal BlockNone10015Priority: 0. For the next five turns, the target may not use any moves that only restore HP, and move effects that heal the target are disabled. Moves that steal HP may still be used, but will only inflict damage and not heal the target.
50Psyshield Bash709510Priority: 0. Rasies the user's Defense and Special Defense by one stage.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM3Psyshock8010010Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class.
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM22Solar Beam12010010Priority: 0. User charges for one turn before attacking.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM33ReflectNoneNone20Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3.
TM37SandstormNoneNone10Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM69Rock PolishNoneNone20Priority: 0. Raises the user's Speed by two stages.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM74Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91Flash Cannon9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM92Trick RoomNoneNone5Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
GravityNoneNone5Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop.

Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes.

bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect.

*Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
RecycleNoneNone10Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Skill SwapNoneNone10Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Stealth RockNoneNone20Priority: 0. Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to rock moves.

rapid spin removes this effect from its user's side of the field.
TrickNone10010Priority: 0. User and target permanently swap held items.
Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.

Encounter Locations

Location     Level Spawn Percent
Celestial Tower 2F Floor 39-42 5.0
Celestial Tower 3F Floor 40-43 10.0
Celestial Tower 4F Floor 40-43 10.0
Relic Castle 1F Sand 23-25 10.0
Relic Castle B1F Sand 24-26 10.0