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Bronzong

    Jump to Gen III Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Bronzong's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Pastoria City (Shinnoh).

    Diamond & Pearl Level Up Moves
    Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Sunny DayFireOther----5--Beauty2
    The user intensifies the sun for five turns, powering up Fire-type moves.
    Pokemon after self cannot raise any voltage in that turn.
    Rain DanceWaterOther----5--Tough2
    The user summons a heavy rain that falls for five turns, powering up Water- type moves.
    Pokemon after self cannot raise any voltage in that turn.
    TackleNormalPhysical359535--Tough3
    A physical attack in which the user charges and slams into the foe with its whole body.
    No Added Effect.
    ConfusionPsychicSpecial501002510Smart3
    The foe is hit by a weak telekinetic force. It may also leave the foe confused.
    No Added Effect.
    HypnosisPsychicOther--7020--Smart2
    The user employs hypnotic suggestion to make the target fall into a deep sleep.
    Pokemon after self cannot lower any voltage in that turn.
    ImprisonPsychicOther----10--Smart1
    If the foe knows any move also known by the user, the foe is prevented from using it.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Hypnosis7PsychicOther--7020--Smart2
    The user employs hypnotic suggestion to make the target fall into a deep sleep.
    Pokemon after self cannot lower any voltage in that turn.
    Imprison12PsychicOther----10--Smart1
    If the foe knows any move also known by the user, the foe is prevented from using it.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Confuse Ray14GhostOther--10010--Smart2
    The foe is exposed to a sinister ray that triggers confusion.
    Lowers voltage of all judges by 1.
    Extrasensory19PsychicSpecial801003010Cool2
    The user attacks with an odd, unseeable power. It may also make the foe flinch.
    Points +2 if first to appeal.
    Iron Defense26SteelOther----15--Tough2
    The user hardens its body’s surface like iron, sharply raising its Defense stat.
    Pokemon after self cannot raise any voltage in that turn.
    Safeguard30NormalOther----25--Beauty2
    The user creates a protective field that prevents status problems for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    Block33NormalOther----5--Cute2
    The user blocks the foe’s way with arms spread wide to prevent escape.
    Pokemon after self cannot raise any voltage in that turn.
    Gyro Ball38SteelPhysical??1005--Beauty2
    The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
    Points doubles if last to appeal.
    Future Sight43PsychicSpecial809015--Smart2
    Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
    Points +2 if first to appeal.
    Faint Attack50DarkPhysical60--20--Smart2
    The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail.
    Points +2 if last to appeal.
    Payback61DarkPhysical5010010--Cool1
    If the user can use this attack after the foe attacks, its power is doubled.
    Points +3 if appeals to the same judge with other pokemon.
    Heal Block67PsychicOther--10015--Cute2
    The user prevents the foe from using any HP-recovery moves for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    Machine Moves
    Move NameMachineTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Calm MindTM04PsychicOther----20--Smart0
    The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
    Points of next appeal doubles.
    ToxicTM06PoisonOther--8510--Smart2
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    Pokemon after self cannot lower any voltage in that turn.
    Hidden PowerTM10NormalSpecial??10015--Smart1
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    Points +3 if lowest number of points in that turn.
    Sunny DayTM11FireOther----5--Beauty2
    The user intensifies the sun for five turns, powering up Fire-type moves.
    Pokemon after self cannot raise any voltage in that turn.
    Hyper BeamTM15NormalSpecial150905--Cool2
    The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Light ScreenTM16PsychicOther----30--Beauty2
    A wondrous wall of light is put up to suppress damage from special attacks for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    ProtectTM17NormalOther----10--Cute0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    Rain DanceTM18WaterOther----5--Tough2
    The user summons a heavy rain that falls for five turns, powering up Water- type moves.
    Pokemon after self cannot raise any voltage in that turn.
    SafeguardTM20NormalOther----25--Beauty2
    The user creates a protective field that prevents status problems for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    FrustrationTM21NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the less the user likes its Trainer.
    Points +2 if last to appeal.
    SolarbeamTM22GrassSpecial12010010--Cool1
    A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
    Points +3 if appeals to the same judge with other pokemon.
    EarthquakeTM26GroundPhysical10010010--Tough2
    The user sets off an earthquake that hits all the Pokémon in the battle.
    Points +2 if last to appeal.
    ReturnTM27NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the more the user likes its Trainer.
    Points +2 if first to appeal.
    PsychicTM29PsychicSpecial901001010Smart2
    The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.
    Points +2 if first to appeal.
    Shadow BallTM30GhostSpecial801001520Smart2
    The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat.
    Points +2 if first to appeal.
    Double TeamTM32NormalOther----15--Cool2
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    Appeals first in the next turn.
    ReflectTM33PsychicOther----20--Smart2
    A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    SandstormTM37RockOther----10--Tough2
    A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel.
    Pokemon after self cannot raise any voltage in that turn.
    Rock TombTM39RockPhysical508010100Smart2
    Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement.
    Appeals last in the next turn.
    FacadeTM42NormalPhysical7010020--Cute2
    An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
    Points doubles if last to appeal.
    Secret PowerTM43NormalPhysical701002030Smart2
    The user attacks with a secret power. Its added effects vary depending on the user’s environment.
    Order of appealing is random in the next turn.
    RestTM44PsychicOther----10--Cute0
    The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
    Points equal to the voltage of judge.
    Skill SwapTM48PsychicOther----10--Smart0
    The user employs its psychic power to exchange abilities with the foe.
    Receives voltage points if previous pokemon reaches max voltage.
    Charge BeamTM57ElectricSpecial50901070Beauty2
    The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.
    Points +2 if firt to appeal.
    EndureTM58NormalOther----10--Tough2
    The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
    Pokemon after self cannot raise any voltage in that turn.
    ExplosionTM64NormalPhysical2501005--Beauty0
    The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move.
    Points +15 if all pokemon appeal to the same judge.
    PaybackTM66DarkPhysical5010010--Cool1
    If the user can use this attack after the foe attacks, its power is doubled.
    Points +3 if appeals to the same judge with other pokemon.
    RecycleTM67NormalOther----10--Smart0
    The user recycles a single-use item that has been used in battle so it can be used again.
    Receives voltage points if previous pokemon reaches max voltage.
    Giga ImpactTM68NormalPhysical150905--Beauty2
    The user charges at the foe using every bit of its power. The user must rest on the next turn.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Rock PolishTM69RockOther----20--Tough2
    The user polishes its body to reduce drag. It can sharply raise the Speed stat.
    Appeals first in the next turn.
    FlashTM70NormalOther--10020--Beauty2
    The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.
    Lowers voltage of all judges by 1.
    Gyro BallTM74SteelPhysical??1005--Beauty2
    The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
    Points doubles if last to appeal.
    Stealth RockTM76RockOther----20--Cool2
    The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.
    Pokemon after self cannot raise any voltage in that turn.
    Psych UpTM77NormalOther----10--Smart0
    The user hypnotizes itself into copying any stat change made by the foe.
    Points of next appeal doubles.
    Rock SlideTM80RockPhysical75901030Tough3
    Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
    No Added Effect.
    Sleep TalkTM82NormalOther----10--Cute3
    While it is asleep, the user randomly uses one of the moves it knows.
    No Added Effect.
    Natural GiftTM83NormalPhysical??10015--Cool2
    The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Points +2 if last to appeal.
    Dream EaterTM85PsychicSpecial10010015--Smart1
    An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Grass KnotTM86GrassSpecial??10020--Smart2
    The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
    Increases judge's voltage by 2.
    SwaggerTM87NormalOther--9015--Cute2
    The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
    Pokemon after self cannot lower any voltage in that turn.
    SubstituteTM90NormalOther----10--Smart1
    The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
    Points +3 if lowest number of points in that turn.
    Flash CannonTM91SteelSpecial801001010Smart2
    The user gathers all its light energy and releases it at once. It may also lower the foe’s Sp. Def stat.
    Points +2 if first to appeal.
    Trick RoomTM92PsychicOther----5--Cute2
    The user creates a bizarre area in which slower Pokémon get to move first for five turns.
    Order of appealing is random in the next turn.
    StrengthHM04NormalPhysical8010015--Tough3
    The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
    No Added Effect.
    Rock SmashHM06FightingPhysical401001550Tough2
    The user slugs the foe with a shattering punch. It can also smash cracked boulders.
    Points +2 if last to appeal.

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