Show All
General Info
Locations
Level-Up Attacks
Breeding Info
Tutored Moves
TM/HM Moves
Stats
SideDex
Picdex
Learnsets
Movesets
Deck Dex
-------- Psydex Search Unown Dex Game Sprites TechDex TechDex Search -------- Tools Attack Type Analyzer Damage Calculator IV Calculator DV Calculator Hidden Power Pokemon Comparer Stat Calculator Type Analyzer -------- Training Guides Double Battles EV Training Movesets Pokemon Battle Roles Trainer's Guide --------
Psylab Psylab Index Abilities List -Pick Up- Attacks List Attack Priority Breeding Hidden Numbers -Deter Values- -Effort Values- -Experience- -Gender Values- -Happiness- Natures Guide Pokerus Shiny Pokemon Stats Guide Status Effects Guide Types Explanation --------
Pearl Diamond Platinum
FireRed LeafGreen
Ruby Sapphire Emerald
Gold Silver Crystal
Red Blue Yellow
Other Games
Anime
Trading Card Game

Bronzong   

General Information
Regular Form Shiny Form
National Dex Number:
437
Sinnoh Dex Number:
089 
Hoenn Dex Number:
Johto Dex Number:
English Name:
Bronzong
Japanese Name:
Dootakun
Species:
Bronze Bell
Footprint
Cry
Body Style
Gender Ratio:
Male: 0%Female: 0%
Type:
Steel/Psychic
Height:
4ft 3in1.3 m
Weight:
412.3 lbs187 kg
Colour:
Green

Abilities:
Diamond & PearlLevitate:
Negates Ground-type attacks and Arena Trap
Diamond & PearlHeatproof:
Damage is reduced from Fire-type attacks and Burn by one-half.

Toggle Ability Options:    Levitate    Heatproof

Weaknesses:
Fire (x2)
Resistances:
Normal (x0.5)
Grass (x0.5)
Ice (x0.5)
Flying (x0.5)
Psychic (x0.25)
Rock (x0.5)
Dragon (x0.5)
Steel (x0.5)
Immunities:
Poison (x0)
Ground (x0) - Levitate

Evolution Line:

Bronzor
lv33

Bronzong

Items Held:
Version Items
DPP (Wild)Metal Coat 5%-

Pokedex Entries:
DiamondOne caused a news sensation when it was dug up at a construction site after a 2,000-year sleep.
PearlIt can summon rain clouds. People long ago revered it as the bringer of plentiful harvests.

Locations
Options:Insertion
Time
DPP Wild Locations:OPTIONS: (Morning)
VersionAreaMethodFrequency
Pearl Mt. Coronet (Blizzard) Walk
Walk
5%
Mt. Coronet (Snowing) Walk
Walk
5%
Mt. Coronet (Tunnel) Walk
Walk
5%
Mt. Coronet 2F Walk
Walk
20%
Mt. Coronet 3F Walk
Walk
20%
Mt. Coronet 4F Walk
Walk
25%
Mt. Coronet 5F Walk
Walk
25%
Mt. Coronet 6F Walk
Walk
25%
Mt. Coronet 7F Walk
Walk
25%
Turnback Cave Walk
Walk
35%
Diamond Mt. Coronet (Blizzard) Walk
Walk
5%
Mt. Coronet (Snowing) Walk
Walk
5%
Mt. Coronet (Tunnel) Walk
Walk
5%
Mt. Coronet 2F Walk
Walk
20%
Mt. Coronet 3F Walk
Walk
20%
Mt. Coronet 4F Walk
Walk
25%
Mt. Coronet 5F Walk
Walk
25%
Mt. Coronet 6F Walk
Walk
25%
Mt. Coronet 7F Walk
Walk
25%
Turnback Cave Walk
Walk
35%
Platinum Mt. Coronet 2F Walk
Walk
20%
Mt. Coronet 3F Walk
Walk
20%
Mt. Coronet 4F Walk
Walk
20%
Mt. Coronet 5F Walk
Walk
20%
Mt. Coronet 6F Walk
Walk
20%
Mt. Coronet 7F Walk
Walk
20%

Level-Up Attacks
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
1 1 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
1 1 Tackle Damages the target. Physical Damage Normal 35 95%
1 1 Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
7 7 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 70%
12 12 Imprison Until the user faints or switches out, the opponent cannot select any moves that it has in common with the user. In double battles, this move affects both opponents. Other Damage Psychic N/A N/A
14 14 Confuse Ray Confuses the target. Other Damage Ghost N/A 100%
19 19 Extrasensory Has a 10% chance to make the target flinch. Special Damage Psychic 80 100%
26 26 Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel N/A N/A
30 30 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
33 33 Block As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. Other Damage Normal N/A N/A
38 38 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
43 43 Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%
50 50 Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Dark 60 100%
61 61 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
67 67 Heal Block For five turns, or until switching out, the target(s) will not be healed by Absorb, Aqua Ring, Drain Punch, Dream Eater, Giga Drain, Heal Order, Ingrain, Leech Life, Leech Seed, Mega Drain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis or Wish, but any additional effects from these moves, such as damaging another target, will still occur. Healing caused from held items or Pain Split will not be prevented. Other Damage Psychic N/A 100%

Breeding Information
Egg Group: Gender Unknown
Steps to Hatch:5120 #
# Step Formula: Steps to hatch is actually x*256+rand() where [x*256]=[Psydex Value]

Egg Moves
DPP Egg Moves:
VersionMoveEffectDamageTypePwrAcc
DPPNo moves

Tutored Moves
DPP Tutored Moves:
VersionMoveEffectDamageTypePwrAcc
Platinum AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 60 100%
Platinum Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 80 100%
Platinum Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Rock 30 90%
Platinum Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 75 100%
Platinum Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
Platinum Trick Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Psychic N/A 100%
Platinum Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%

TM/HM Compatibility
DPP TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
TM/HM Name:
 

Stats
DPP Stats:
lv 100 Unfavourable Neutral Advantageous
  Base Wild Trained Wild Trained Wild Trained
HP67 244/275307/338 244/275307/338 244/275307/338
Attack89164/192221/249183/214246/277201/235270/304
Defense116213/241270/297237/268300/331260/294330/364
Spec. Attack79146/174203/231163/194226/257179/213248/282
Spec. Defense116213/241270/297237/268300/331260/294330/364
Speed3363/91120/14871/102134/16578/112147/181
Overall Maximum Stat: 1699

Experience:
Base Experience188
Growth CurveNormal
Max Experience (lv100)1,000,000

Other Stats:
Effort Values Awarded (PD)Defense +1
Spec. Defense +1
Base Happiness70
Capture Rate90

Page created in 0.41523 seconds