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nosepass

#0299
Base Exp. 75
Growth Ratemedium
Type
1 m
Height
97 kg
Weight

Evolution Chain

Base Flavor

NOSEPASS’s magnetic nose is always pointed to the north. If two of these POKéMON meet, they cannot turn their faces to each other when they are close because their magnetic noses repel one another.

NOSEPASS had been said to be completely unmoving, with its magnetic nose pointed due north. However, close observation has revealed that the POKéMON actually moves by a little over 3/8 of an inch every year.

Its body emits a powerful magnetism. It feeds on prey that is pulled in by the force. Its magnetism is stronger in cold seasons.

Its magnetic nose consistently faces north. Travelers check NOSEPASS to get their bearings.

Its magnetic nose consistently faces north. Travelers check NOSEPASS to get their bearings.

Its nose is a magnet. As a result, this Pokémon always keeps its face pointing north.

Its nose is a magnet. As a result, this Pokémon always keeps its face pointing north.

When endangered, it may protect itself by raising its magnetism and drawing iron objects to its body.

If two of these meet, they cannot get too close because their noses repel each other.

If two of these meet, they cannot get too close because their noses repel each other.

When endangered, it may protect itself by raising its magnetism and drawing iron objects to its body.

When endangered, it may protect itself by raising its magnetism and drawing iron objects to its body.

Its magnetic nose always faces north and draws iron objects to its body to protect itself better.

Its magnetic nose always faces north and draws iron objects to its body to protect itself better.

Its magnetic nose always faces north and draws iron objects to its body to protect itself better.

Its magnetic nose consistently faces north. Travelers check Nosepass to get their bearings.

Nosepass’s magnetic nose is always pointed to the north. If two of these Pokémon meet, they cannot turn their faces to each other when they are close because their magnetic noses repel one another.

Nosepass had been said to be completely unmoving, with its magnetic nose pointed due north. However, close observation has revealed that the Pokémon actually moves by a little over 3/8 of an inch every year.

The magnet in Nosepass’s nose provides an unerring compass, making it an excellent partner for Trainers going on a journey.

It uses powerful magnetism to drag its prey toward it. It’s also been known to pull in metal, which it collects and uses to protect itself.

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.

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

Once the people of Hisui discovered that its red nose always points north, they grew to rely on it greatly when traveling afar. The nose seems to work in a similar way to ancient compasses.

Base Stats

HP
30
attack
45
defense
135
Sp. Attack
45
Sp. Defense
90
speed
30

Habitat

cave

Abilities

  • sturdy

    When this Pokémon is at full HP, any hit that would knock it out will instead leave it with 1 HP. Regardless of its current HP, it is also immune to the one-hit KO moves: fissure, guillotine, horn drill, and sheer cold. If this Pokémon is holding a focus sash, this ability takes precedence and the item will not be consumed.

  • magnet-pull

    While this Pokémon is in battle, opposing steel-type Pokémon cannot flee or switch out. Pokémon with run away can still flee. Pokémon can still switch out with the use of a move or item. Overworld: If the lead Pokémon has this ability, Steel-type Pokémon have a higher encounter rate.

  • sand-force

    During a sandstorm, this Pokémon's rock-, ground-, and steel-type moves have 1.3× their base power. This Pokémon does not take sandstorm damage, regardless of type.

Moves

Name Type Cat. Power Acc. PP
fire punch
fire
💥🤛 75 100% 15
ice punch
ice
💥🤛 75 100% 15
thunder punch
electric
💥🤛 75 100% 15
headbutt
normal
💥🤛 70 100% 15
tackle
normal
💥🤛 40 100% 35
body slam
normal
💥🤛 85 100% 15
double edge
normal
💥🤛 120 100% 15
strength
normal
💥🤛 80 100% 15
thunderbolt
electric
🌀 90 100% 15
thunder wave
electric
🔰 - 90% 20
thunder
electric
🌀 110 70% 10
rock throw
rock
💥🤛 50 90% 15
earthquake
ground
💥🤛 100 100% 10
toxic
poison
🔰 - 90% 10
mimic
normal
🔰 - - 10
double team
normal
🔰 - - 15
harden
normal
🔰 - - 30
defense curl
normal
🔰 - - 40
self destruct
normal
💥🤛 200 100% 5
explosion
normal
💥🤛 250 100% 5
rest
psychic
🔰 - - 10
rock slide
rock
💥🤛 75 90% 10
substitute
normal
🔰 - - 10
snore
normal
🌀 50 100% 15
protect
normal
🔰 - - 10
mud slap
ground
🌀 20 100% 10
zap cannon
electric
🌀 120 50% 5
lock on
normal
🔰 - - 5
sandstorm
rock
🔰 - - 10
endure
normal
🔰 - - 10
rollout
rock
💥🤛 30 90% 20
swagger
normal
🔰 - 85% 15
spark
electric
💥🤛 65 100% 20
attract
normal
🔰 - 100% 15
sleep talk
normal
🔰 - - 10
return
normal
💥🤛 - 100% 20
frustration
normal
💥🤛 - 100% 20
pain split
normal
🔰 - - 20
magnitude
ground
💥🤛 - 100% 30
dynamic punch
fighting
💥🤛 100 50% 5
hidden power
normal
🌀 60 100% 15
sunny day
fire
🔰 - - 5
ancient power
rock
🌀 60 100% 5
rock smash
fighting
💥🤛 40 100% 15
torment
dark
🔰 - 100% 15
facade
normal
💥🤛 70 100% 20
taunt
dark
🔰 - 100% 20
magic coat
psychic
🔰 - - 15
secret power
normal
💥🤛 70 100% 20
rock tomb
rock
💥🤛 60 95% 15
iron defense
steel
🔰 - - 15
block
normal
🔰 - - 5
rock blast
rock
💥🤛 25 90% 10
shock wave
electric
🌀 60 - 20
gravity
psychic
🔰 - - 5
natural gift
normal
💥🤛 - 100% 15
magnet rise
electric
🔰 - - 10
rock polish
rock
🔰 - - 20
power gem
rock
🌀 80 100% 20
earth power
ground
🌀 90 100% 10
discharge
electric
🌀 80 100% 15
stone edge
rock
💥🤛 100 80% 5
captivate
normal
🔰 - 100% 20
stealth rock
rock
🔰 - - 20
head smash
rock
💥🤛 150 80% 5
wide guard
rock
🔰 - - 10
smack down
rock
💥🤛 50 100% 15
round
normal
🌀 60 100% 15
volt switch
electric
🌀 70 100% 20
bulldoze
ground
💥🤛 60 100% 20
confide
normal
🔰 - - 20
dazzling gleam
fairy
🌀 80 100% 10
stomping tantrum
ground
💥🤛 75 100% 10