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Nosepass

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Nosepass in Pokémon Ultra Sun & Ultra Moon

#254 in the Ultra Sun & Ultra Moon Pokédex • Compass Pokémon

Nosepass in the National Pokédex
Nosepass sprite

Normal

Shiny Nosepass sprite

Shiny

Pokédex entries

Ultra Sun

It moves less than an inch a year, but when it’s in a jam, it will spin and drill down into the ground in a split second.

Ultra Moon

It hunts without twitching a muscle by pulling in its prey with powerful magnetism. But sometimes it pulls natural enemies in close.

Pokémon details

Type

Rock

Category

Compass Pokémon

Height

1 m (3'03")

Weight

97 kg (213.8 lbs)

National Pokédex

#0299

Pokédex

#254

Nosepass in Other Games

National Dex page

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

Min

Max

HP

30

170

264

Attack

45

85

207

Defense

135

247

405

Sp. Atk

45

85

207

Sp. Def

90

166

306

Speed

30

58

174

Total

375

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 Nosepass, 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
Alola #254Akala #155
EV yield
1 Def
Catch rate
255
Base Exp.
75

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

#254

Level up in the special magnetic field at Blush Mountain or Vast Poni Canyon.

Probopass

Probopass

#255

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Akala Outskirts

Walking in tall grass or a cave21-2415%

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Akala Outskirts

Walking in tall grass or a cave21-2415%

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Akala Outskirts

SOS ally encounter21-24-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of nosepass; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Akala Outskirts

Walking in tall grass or a cave21-2415%

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Akala Outskirts

Walking in tall grass or a cave21-2415%

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Akala Outskirts

SOS ally encounter21-24-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of nosepass; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
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.

Normal4010035
4Harden

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

Normal--30
7Block

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

Normal--5
10Rock Throw

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

Rock509015
13Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
16Rest

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

Psychic--10
19Spark

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

Electric6510020
22Rock Slide

Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
25Power Gem

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

Rock8010020
28Rock Blast

The user hurls hard rocks at the target. Two to five rocks are launched in a row.

Rock259010
31Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
34Sandstorm

A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.

Rock--10
37Earth Power

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

Ground9010010
40Stone Edge

The user stabs the target from below with sharpened stones. Critical hits land more easily.

Rock100805
43Zap Cannon

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

Electric120505
43Lock-On

The user takes sure aim at the target. This ensures the next attack does not miss the target.

Normal--5

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
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 depending on the Pokémon using it.

Normal6010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-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
TM17Protect

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

Normal--10
TM21Frustration

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

Normal-10020
TM23Smack Down

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

Rock5010015
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
TM26Earthquake

The user sets off an earthquake that strikes every Pokémon around it.

Ground10010010
TM27Return

This full-power attack 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. It raises the Sp. Def stat of Rock types.

Rock--10
TM39Rock Tomb

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

Rock609515
TM41Torment

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

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

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

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 to increase the power of the attack.

Normal6010015
TM64Explosion

The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.

Normal2501005
TM69Rock Polish

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

Rock--20
TM71Stone Edge

The user stabs the target from below with sharpened stones. Critical hits land more easily.

Rock100805
TM72Volt Switch

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

Electric7010020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM78Bulldoze

The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit.

Ground6010020
TM80Rock Slide

Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
TM90Substitute

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

Normal--10
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Block

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

Normal--5
Earth Power

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

Ground9010010
Fire Punch

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

Fire7510015
Gravity

Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can’t be used.

Psychic--5
Ice Punch

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

Ice7510015
Iron Defense

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

Steel--15
Magic Coat

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

Psychic--15
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
Pain Split

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

Normal--20
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Snore

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

Normal5010015
Stealth Rock

The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Rock--20
Stomping Tantrum

Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.

Ground7510010
Thunder Punch

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

Electric7510015

Moves this Pokémon can inherit through breeding or similar methods.
Class
Block

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

Normal--5
Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015
Endure

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

Normal--10
Magnitude

The user attacks everything around it with a ground-shaking quake. Its power varies.

Ground-10030
Rollout

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

Rock309020
Stealth Rock

The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Rock--20
Wide Guard

The user and its allies are protected from wide-ranging attacks for one turn.

Rock--10

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Ancient Power

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

Rock601005

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Dynamic Punch

The user punches the target with full, concentrated power. This confuses the target if it hits.

Fighting100505

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Head Smash

The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly.

Rock150805

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Headbutt

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

Normal7010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mud-Slap

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

Ground2010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rock Smash

The user attacks with a punch. This may also lower the target’s Defense stat.

Fighting4010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Strength

The target is slugged with a punch thrown at maximum power.

Normal8010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Sturdy

Ability Slot 1

It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.

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 using its magnetic force.

Prevents Steel opponents from fleeing or switching out.

Sand Force(Hidden Ability)

Boosts the power of Rock-, Ground-, and Steel-type moves in a sandstorm.

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

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