← #298 Azurill | #300 Skitty → |
Nosepass #299 - Compass Pokemon
|
type | ||
---|---|---|---|
gender | 50.0% | 50.0% | |
height | 3'3" | 1.0 m | |
weight | 213.9 lb. | 97.0 kg | |
generation |
3rd (Ruby, Sapphire, Emerald) National: #299 | Hoenn: #060
|
299
Family
#299 - Nosepass | #476 - Probopass Level up @ Mt. Coronet |
Breeding
Egg Groups | Steps to Hatch |
---|---|
Mineral | 5,100 |
Locations
Where to catch Nosepass in Pokemon Black 2 and White 2
Area | Levels | Method | Rarity |
---|---|---|---|
Chargestone Cave (1f) | 27 | Walking in tall grass or a cave | 10% |
Chargestone Cave (B1f) | 30 | Walking in tall grass or a cave | 10% |
Chargestone Cave (B2f) | 30 | Walking in tall grass or a cave | 10% |
Clay Tunnel | 55-57 | Walking in tall grass or a cave | 15% |
Underground Ruins | 55-57 | Walking in tall grass or a cave | 15% |
Rocky Mountain Room | 55-57 | Walking in tall grass or a cave | 15% |
Glacier Room | 55-57 | Walking in tall grass or a cave | 15% |
Iron Room | 55-57 | Walking in tall grass or a cave | 15% |
Moves
Abilities
Sturdy | Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP. |
Magnet Pull | Prevents Steel opponents from fleeing or switching out. |
Level-up Moves
Lv. | Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|---|
1 | Tackle | 50 | 35 | 100% | Inflicts regular damage with no additional effect. | ||
4 | Harden | -- | 30 | -- | Raises the user's Defense by one stage. | ||
8 | Block | -- | 5 | -- | Prevents the target from leaving battle. | ||
11 | Rock Throw | 50 | 15 | 90% | Inflicts regular damage with no additional effect. | ||
15 | Thunder Wave | -- | 20 | 100% | Paralyzes the target. | ||
18 | Rock Blast | 25 | 10 | 90% | Hits 2-5 times in one turn. | ||
22 | Rest | -- | 10 | -- | User sleeps for two turns, completely healing itself. | ||
25 | Spark | 65 | 20 | 100% | Has a 30% chance to paralyze the target. | ||
29 | Rock Slide | 75 | 10 | 90% | Has a 30% chance to make the target flinch. | ||
32 | Power Gem | 70 | 20 | 100% | Inflicts regular damage with no additional effect. | ||
36 | Sandstorm | -- | 10 | -- | Changes the weather to a sandstorm for five turns. | ||
39 | Discharge | 80 | 15 | 100% | Has a 30% chance to paralyze the target. | ||
43 | Earth Power | 90 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. | ||
46 | Stone Edge | 100 | 5 | 80% | Has an increased chance for a critical hit. | ||
50 | Zap Cannon | 120 | 5 | 50% | Has a 100% chance to paralyze the target. | ||
50 | Lock-on | -- | 5 | -- | Ensures that the user's next move will hit the target. |
TMs/HMs
# | Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. | ||
TM10 | Hidden Power | 1 | 15 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | -- | 5 | -- | Changes the weather to sunny for five turns. | ||
TM12 | Taunt | -- | 20 | 100% | For the next few turns, the target can only use damaging moves. | ||
TM17 | Protect | -- | 10 | -- | Prevents any moves from hitting the user this turn. | ||
TM21 | Frustration | 1 | 20 | 100% | Power increases as happiness decreases, up to a maximum of 102. | ||
TM23 | Smack Down | 50 | 15 | 100% | Removes any immunity to Ground damage. | ||
TM24 | Thunderbolt | 95 | 15 | 100% | Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 120 | 10 | 70% | Has a 30% chance to paralyze the target. | ||
TM26 | Earthquake | 100 | 10 | 100% | Inflicts regular damage and can hit Dig users. | ||
TM27 | Return | 1 | 20 | 100% | Power increases with happiness, up to a maximum of 102. | ||
TM32 | Double Team | -- | 15 | -- | Raises the user's evasion by one stage. | ||
TM37 | Sandstorm | -- | 10 | -- | Changes the weather to a sandstorm for five turns. | ||
TM39 | Rock Tomb | 50 | 10 | 80% | Has a 100% chance to lower the target's Speed by one stage. | ||
TM41 | Torment | -- | 15 | 100% | Prevents the target from using the same move twice in a row. | ||
TM42 | Facade | 70 | 20 | 100% | Power doubles if user is burned, paralyzed, or poisoned. | ||
TM44 | Rest | -- | 10 | -- | User sleeps for two turns, completely healing itself. | ||
TM45 | Attract | -- | 15 | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | ||
TM48 | Round | 60 | 15 | 100% | Has double power if it's used more than once per turn. | ||
TM64 | Explosion | 250 | 5 | 100% | User faints. | ||
TM69 | Rock Polish | -- | 20 | -- | Raises the user's Speed by two stages. | ||
TM71 | Stone Edge | 100 | 5 | 80% | Has an increased chance for a critical hit. | ||
TM72 | Volt Switch | 70 | 20 | 100% | User must switch out after attacking. | ||
TM73 | Thunder Wave | -- | 20 | 100% | Paralyzes the target. | ||
TM78 | Bulldoze | 60 | 20 | 100% | Has a 100% chance to lower the target's Speed by one stage. | ||
TM80 | Rock Slide | 75 | 10 | 90% | Has a 30% chance to make the target flinch. | ||
TM87 | Swagger | -- | 15 | 90% | Raises the target's Attack by two stages and confuses the target. | ||
TM90 | Substitute | -- | 10 | -- | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | ||
TM94 | Rock Smash | 40 | 15 | 100% | Has a 50% chance to lower the target's Defense by one stage. | ||
HM4 | Strength | 80 | 15 | 100% | Inflicts regular damage with no additional effect. |
Egg Moves
Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|
Double-edge | 120 | 15 | 100% | User receives 1/3 the damage inflicted in recoil. | ||
Endure | -- | 10 | -- | Prevents the user's HP from lowering below 1 this turn. | ||
Rollout | 30 | 20 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. | ||
Magnitude | 1 | 30 | 100% | Power varies randomly from 10 to 150. | ||
Block | -- | 5 | -- | Prevents the target from leaving battle. | ||
Stealth Rock | -- | 20 | -- | Causes damage when opposing Pokemon switch in. |
Stats
at level 100 | Base | Hindering (90%) | Neutral (100%) | Beneficial (110%) |
---|---|---|---|---|
HP | 30 | 170 - 264 | 170 - 264 | 170 - 264 |
Attack | 45 | 85 - 170 | 95 - 189 | 104 - 207 |
Defense | 135 | 247 - 332 | 275 - 369 | 302 - 405 |
Sp. Attack | 45 | 85 - 170 | 95 - 189 | 104 - 207 |
Sp. Defense | 90 | 166 - 251 | 185 - 279 | 203 - 306 |
Speed | 30 | 58 - 143 | 65 - 159 | 71 - 174 |
TOTAL | 375 |
Other Stats
Base Experience | Max Experience | Catch Rate | Happiness | EV Yields |
---|---|---|---|---|
108 | 1,000,000 | 255 | 70 | Defense: 1 point |
Damage Taken
0.5x
2x
0.5x
0.5x
2x
1x
1x
1x
2x
0.5x
2x
2x
1x
1x
1x
1x
1x
1x
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Images
Black | |
White | |
Diamond | |
Pearl | |
Platinum | |
HeartGold | |
SoulSilver | |
Ruby | |
Sapphire | |
Emerald |
Flavortext
Black 2 | Its magnetic nose always faces north and draws iron objects to its body to protect itself better. |
White 2 | |
Black | |
White | |
Diamond | |
Pearl | |
Platinum | |
HeartGold | If two of these meet, they cannot get too close because their noses repel each other. |
SoulSilver | |
Ruby | NOSEPASS's magnetic nose is always pointed to the north. If two of these Pokemon meet, they cannot turntheir faces to each other when they are close because their magnetic noses repel one another. |
Sapphire | NOSEPASS had been said to be completely unmoving, with its magnetic nose pointed due north.However, close observation has revealed that the Pokemon actually moves by a little over 3/8 of an inch every year. |
Emerald | Its body emits a powerful magnetism. It feeds on prey that is pulled in by the force. Its magnetism is stronger in cold seasons. |
FireRed | Its magnetic nose consistently faces north. Travelers check NOSEPASS to get their bearings. |
LeafGreen |
Other
Name Etymology | Nose + compass |
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← #298 Azurill | #300 Skitty → |