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Probopass

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Probopass in Pokémon Black & White

#476 in the National Pokédex • Compass Pokémon

Probopass in the National Pokédex
Probopass sprite

Normal

Shiny Probopass sprite

Shiny

Pokédex entries

Pokémon Black

It freely controls three small units called Mini-Noses using magnetic force.

Pokémon White

It freely controls three small units called Mini-Noses using magnetic force.

Pokémon details

Types

RockSteel

Category

Compass Pokémon

Height

1.4 m (4'07")

Weight

340 kg (749.6 lbs)

National Pokédex

#0476

Probopass in Other Games

National Dex page

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

Min

Max

HP

60

230

324

Attack

55

103

229

Defense

145

265

427

Sp. Atk

75

139

273

Sp. Def

150

274

438

Speed

40

76

196

Total

525

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 Probopass, 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, 2 SpD
Catch rate
60
Base Exp.
184

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

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

Nosepass

#299

Level up in Chargestone Cave.

Probopass

Probopass

#476

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
StartIron Defense

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

Steel--15
StartBlock

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

Normal--5
StartGravity

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

Psychic--5
StartMagnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
StartMagnet Bomb

The user launches steel bombs that stick to the target. This attack will not miss.

Steel60-20
7Iron Defense

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

Steel--15
13Magnet Bomb

The user launches steel bombs that stick to the target. This attack will not miss.

Steel60-20
19Block

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

Normal--5
25Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
31Rock Slide

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

Rock759010
37Sandstorm

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

Rock--10
43Rest

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

Psychic--10
49Power Gem

The user attacks with a ray of light that sparkles as if it were made of gemstones.

Rock7010020
55Discharge

A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.

Electric8010015
61Stone Edge

The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.

Rock100805
67Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Electric120505
73Lock-On

The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.

Normal--5
79Earth Power

The user makes the ground under the target erupt with power. It may also lower the target’s Sp. Def.

Ground9010010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
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
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

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

Normal150905
TM17Protect

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

Normal--10
TM21Frustration

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

Normal-10020
TM23Smack Down

The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit.

Rock5010015
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
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
TM32Double Team

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

Normal--15
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
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
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
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

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

Normal6010015
TM64Explosion

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

Normal2501005
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
TM71Stone Edge

The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.

Rock100805
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
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
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
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

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Prior evolution: egg

Endure

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

Normal--10

Prior evolution: egg

Harden

The user stiffens all the muscles in its body to raise its Defense stat.

Normal--30

Prior evolution: level-up (Lv. 7)

Magnitude

The user looses a ground-shaking quake affecting everyone around the user. Its power varies.

Ground-10030

Prior evolution: egg

Rock Throw

The user picks up and throws a small rock at the target to attack.

Rock509015

Prior evolution: level-up (Lv. 13)

Rollout

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

Rock309020

Prior evolution: egg

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

Prior evolution: egg

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

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

PokéTransfer from Generation IV

Head Smash

The user attacks the target with a hazardous, full-power headbutt. The user also takes terrible damage.

Rock150805

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

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

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

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

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

PokéTransfer from Generation IV

Rock Blast

The user hurls hard rocks at the target. Two to five rocks are launched in quick succession.

Rock259010

Trade from Black 2 or White 2

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

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

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

Spark

The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.

Electric6510020

Trade from Black 2 or White 2

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

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.

Sturdy

Ability Slot 1

It cannot be knocked out with one hit.

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Magnet Pull

Ability Slot 2

Prevents Steel-type Pokémon from escaping.

Prevents Steel opponents from fleeing or switching out.

Sand Force(Hidden Ability)

Boosts certain moves’ power in a sandstorm.

Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. Protects against sandstorm damage.

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