Nosepass Evolution
Nosepass Abilities
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
Prevents Steel opponents from fleeing or switching out.
Strengthens Rock, Ground, and Steel moves to 1.3× their power during a sandstorm. Protects against sandstorm damage.
Nosepass Moves
| Move▲ | Type▲ | Cat.▲ | Pow▲ | Acc▲ | Method▲ | Description |
|---|---|---|---|---|---|---|
| Tackle | normal | physical | 40 | 100 | Level 1 | A physical attack in which the user charges and slams into the target with its whole body. |
| Harden | normal | status | – | – | Level 4 | The user stiffens all the muscles in its body to boost its Defense stat. |
| Block | normal | status | – | – | Level 7 | The user blocks the target's way with arms spread wide to prevent the target from fleeing. |
| Rock Throw | rock | physical | 50 | 90 | Level 10 | The user picks up and throws a small rock at the target to inflict damage. |
| Thunder Wave | electric | status | – | 90 | Level 13 | The user launches a weak jolt of electricity that paralyzes the target. |
| Rest | psychic | status | – | – | Level 16 | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Spark | electric | physical | 65 | 100 | Level 19 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. |
| Rock Slide | rock | physical | 75 | 90 | Level 22 | Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
| Power Gem | rock | special | 80 | 100 | Level 25 | The user attacks with a ray of light that sparkles as if it were made of gemstones. |
| Rock Blast | rock | physical | 25 | 90 | Level 28 | The user attacks by hurling hard rocks at the target. This move hits two to five times in a row. |
| Discharge | electric | special | 80 | 100 | Level 31 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
| Sandstorm | rock | status | – | – | Level 34 | A five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types. |
| Earth Power | ground | special | 90 | 100 | Level 37 | The user makes the ground under the target erupt with power. This may also lower the target's Sp. Def stat. |
| Stone Edge | rock | physical | 100 | 80 | Level 40 | The user stabs the target with sharpened stones. This move has a heightened chance of landing a critical hit. |
| Zap Cannon | electric | special | 120 | 50 | Level 43 | The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. |
| Lock On | normal | status | – | – | Level 43 | The user takes sure aim at the target. This ensures the user's next move does not miss that target. |
| Body Press | fighting | physical | 80 | 100 | TM | The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals. |
| Body Slam | normal | physical | 85 | 100 | TM | The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis. |
| Bulldoze | ground | physical | 60 | 100 | TM | The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. |
| Curse | ghost | status | – | – | TM | A move that has different effects depending on whether the user is a Ghost type or not. |
| Dazzling Gleam | fairy | special | 80 | 100 | TM | The user damages opposing Pokémon by emitting a powerful flash. |
| Earthquake | ground | physical | 100 | 100 | TM | The user sets off an earthquake that strikes every Pokémon around it. |
| Endure | normal | status | – | – | TM | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Facade | normal | physical | 70 | 100 | TM | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Fire Punch | fire | physical | 75 | 100 | TM | The target is attacked with a fiery punch. This may also leave the target with a burn. |
| Flash Cannon | steel | special | 80 | 100 | TM | The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat. |
| Gravity | psychic | status | – | – | TM | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. |
| Heavy Slam | steel | physical | – | 100 | TM | The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. |
| Helping Hand | normal | status | – | – | TM | The user assists an ally by boosting the power of that ally's attack. |
| High Horsepower | ground | physical | 95 | 95 | TM | The user fiercely attacks the target using its entire body. |
| Ice Punch | ice | physical | 75 | 100 | TM | The target is attacked with an icy punch. This may also leave the target frozen. |
| Iron Defense | steel | status | – | – | TM | The user hardens its body's surface like iron, sharply boosting its Defense stat. |
| Meteor Beam | rock | special | 120 | 90 | TM | The user gathers energy from space and boosts its Sp. Atk stat on the first turn, then attacks on the next turn. |
| Pain Split | normal | status | – | – | TM | The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself. |
| Protect | normal | status | – | – | TM | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Rock Tomb | rock | physical | 60 | 95 | TM | The user hurls boulders at the target to inflict damage. This also lowers the target's Speed stat by cutting off its movement. |
| Sand Tomb | ground | physical | 35 | 85 | TM | The user traps the target inside a harshly raging sandstorm that inflicts damage for four to five turns. |
| Sleep Talk | normal | status | – | – | TM | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Smack Down | rock | physical | 50 | 100 | TM | The user throws a stone or similar projectile to attack the target. If the target is in the air, it will be knocked down to the ground. |
| Stealth Rock | rock | status | – | – | TM | The user lays a trap of levitating stones around the opposing team. The trap damages opposing Pokémon that switch into battle. |
| Steel Beam | steel | special | 140 | 95 | TM | The user fires a beam of steel that it collected from its entire body. This also damages the user. |
| Stomping Tantrum | ground | physical | 75 | 100 | TM | Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed. |
| Substitute | normal | status | – | – | TM | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Sunny Day | fire | status | – | – | TM | The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks. |
| Take Down | normal | physical | 90 | 85 | TM | A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
| Taunt | dark | status | – | 100 | TM | The target is taunted into a rage that allows it to use only attack moves for three turns. |
| Tera Blast | normal | special | 80 | 100 | TM | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Thunder | electric | special | 110 | 70 | TM | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Thunder Punch | electric | physical | 75 | 100 | TM | The target is attacked with an electrified punch. This may also leave the target with paralysis. |
| Thunderbolt | electric | special | 90 | 100 | TM | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Volt Switch | electric | special | 70 | 100 | TM | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Double Edge | normal | physical | 120 | 100 | Egg | A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
| Head Smash | rock | physical | 150 | 80 | Egg | The user attacks the target with a hazardous full-power headbutt. This also damages the user terribly. |
| Rollout | rock | physical | 30 | 90 | Egg | The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. |
| Wide Guard | rock | status | – | – | Egg | The user and its allies are protected from wide-ranging attacks for one turn. |
Nosepass Sprites
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 nose is a magnet. As a result, this Pokémon always keeps its face pointing north.
Nosepass's Japanese name is Nosepass (ノズパス). Here are all the official names for Nosepass across different languages:
Nosepass Breeding
How to Get Nosepass
Nosepass can be encountered in the wild across multiple Pokemon games. Here is how to obtain Nosepass in every game where it is available:
About Nosepass
Nosepass is a Rock-type Pokemon introduced in Generation 3. With a Base Stat Total (BST) of 375, Nosepass is classified as a Compass Pokémon and is part of the Nosepass → Probopass evolution line.
In competitive play, Nosepass is placed in the AG tier where it holds a 0.04% usage rate. Its key abilities are Sturdy and Magnet Pull and Sand Force, which allow it to function as a reliable lead with built-in survivability. Nosepass is weak to Water, Grass, Fighting, Ground, Steel-type moves, so trainers should plan around these vulnerabilities.
Nosepass can learn 84 moves across Level-up, TM, Tutor, and Egg methods. Its most popular competitive moves include Pain Split, Stealth Rock, Protect, Sandstorm. Standing at 1m tall and weighing 97kg, Nosepass has been a fan favorite since its debut in the Hoenn region games.