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Bronzong

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Bronzong in Pokémon Black & White

#437 in the National Pokédex • Bronze Bell Pokémon

Bronzong in the National Pokédex
Bronzong sprite

Normal

Shiny Bronzong sprite

Shiny

Pokédex entries

Pokémon Black

It brought rains by opening portals to another world. It was revered as a bringer of plentiful harvests.

Pokémon White

It brought rains by opening portals to another world. It was revered as a bringer of plentiful harvests.

Pokémon details

Types

SteelPsychic

Category

Bronze Bell Pokémon

Height

1.3 m (4'03")

Weight

187 kg (412.3 lbs)

National Pokédex

#0437

Bronzong in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

67

244

338

Attack

89

164

304

Defense

116

213

364

Sp. Atk

79

146

282

Sp. Def

116

213

364

Speed

33

63

181

Total

500

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Bronzong, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 Def, 1 SpD
Catch rate
90
Base Exp.
175

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Bronzor

Bronzor

#436

Level 33

Bronzong

Bronzong

#437

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Abundant Shrine

Walking in tall grass or a cave485%

-

Abundant Shrine

Walking in tall grass or a cave504%

-

Abundant Shrine

Walking in tall grass or a cave501%

-

Abundant Shrine

Walking in dark grass585%

-

Abundant Shrine

Walking in dark grass604%

-

Abundant Shrine

Walking in dark grass601%

-

White
LocationMethodLevelChanceConditions

Abundant Shrine

Walking in tall grass or a cave485%

-

Abundant Shrine

Walking in tall grass or a cave504%

-

Abundant Shrine

Walking in tall grass or a cave501%

-

Abundant Shrine

Walking in dark grass585%

-

Abundant Shrine

Walking in dark grass604%

-

Abundant Shrine

Walking in dark grass601%

-

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
StartConfusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
StartHypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
StartRain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
StartSunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
StartImprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10
7Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
12Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10
14Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010
19Extrasensory

The user attacks with an odd, unseeable power. It may also make the target flinch.

Psychic8010030
26Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
30Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
33Block

The user blocks the target’s way with arms spread wide to prevent escape.

Normal--5
38Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
43Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
50Faint Attack

The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.

Dark60-20
61Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
67Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015
72Heavy Slam

The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.

Steel-10010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM26Earthquake

The user sets off an earthquake that strikes those around it.

Ground10010010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM37Sandstorm

A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.

Rock--10
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM64Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM69Rock Polish

The user polishes its body to reduce drag. It can sharply raise the Speed stat.

Rock--20
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM78Bulldoze

The user stomps down on the ground and attacks everything in the area. Hit Pokémon’s Speed stat is reduced.

Ground6010020
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

Steel8010010
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Ancient Power

The user attacks with a prehistoric power. It may also raise all the user’s stats at once.

Rock601005

PokéTransfer from Generation IV

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

PokéTransfer from Generation IV

Iron Head

The user slams the target with its steel-hard head. It may also make the target flinch.

Steel8010015

PokéTransfer from Generation IV

Metal Sound

A horrible sound like scraping metal harshly reduces the target’s Sp. Def stat.

Steel-8540

Trade from Black 2 or White 2

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-8015

Trade from Black 2 or White 2

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Stealth Rock

The user lays a trap of levitating stones around the opponent’s team. The trap hurts opponents that switch into battle.

Rock--20

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Levitate

Ability Slot 1

Gives full immunity to all Ground-type moves.

Evades Ground moves.

Heatproof

Ability Slot 2

Weakens the power of Fire-type moves.

Halves damage from Fire moves and burns.

Heavy Metal(Hidden Ability)

Doubles the Pokémon’s weight.

Doubles the Pokémon's weight.

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