Probopass Evolution
Probopass 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.
Probopass 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. |
| Tri Attack | normal | special | 80 | 100 | Level 1 | The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. |
| Iron Defense | steel | status | – | – | Level 1 | The user hardens its body's surface like iron, sharply boosting its Defense stat. |
| Block | normal | status | – | – | Level 1 | The user blocks the target's way with arms spread wide to prevent the target from fleeing. |
| Gravity | psychic | status | – | – | Level 1 | 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. |
| Magnet Rise | electric | status | – | – | Level 1 | The user levitates using electrically generated magnetism for five turns. |
| Wide Guard | rock | status | – | – | Level 1 | The user and its allies are protected from wide-ranging attacks for one turn. |
| Magnetic Flux | electric | status | – | – | Level 1 | The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability. |
| 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. |
| Giga Impact | normal | physical | 150 | 90 | TM | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Hard Press | steel | physical | 0 | 100 | TM | The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. |
| 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. |
| Hyper Beam | normal | special | 150 | 90 | TM | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Ice Punch | ice | physical | 75 | 100 | TM | The target is attacked with an icy punch. This may also leave the target frozen. |
| Iron Head | steel | physical | 80 | 100 | TM | The user slams the target with its steel-hard head. This may also make the target flinch. |
| Metal Sound | steel | status | – | 85 | TM | A horrible sound like scraping metal harshly lowers the target's Sp. Def 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. |
| Supercell Slam | electric | physical | 100 | 95 | TM | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. |
| 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. |
Probopass Sprites
It freely controls three small units called Mini-Noses using magnetic force.
It exudes strong magnetism from all over. It controls three small units called Mini-Noses.
It controls three units called Mini-Noses using magnetic force. With them, it can attack the foe from three directions.
It freely controls three units called Mini-Noses using magnetic force.
It radiates such a powerful magnetic field that nearby electrical appliances become unusable.
Probopass's Japanese name is Dainose (ダイノーズ). Here are all the official names for Probopass across different languages:
Probopass Breeding
How to Get Probopass
Probopass is not catchable in the wild – it is typically obtained through gifts, events, or in-game trades. Here is how to obtain Probopass in every game where it is available:
About Probopass
Probopass is a Rock/Steel-type Pokemon introduced in Generation 4. With a Base Stat Total (BST) of 525, Probopass is classified as a Compass Pokémon and is part of the Nosepass → Probopass evolution line.
In competitive play, Probopass is placed in the ZU tier where it holds a 1.24% 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. Probopass is weak to Fighting, Ground, Water-type moves, so trainers should plan around these vulnerabilities.
Probopass can learn 90 moves across Level-up, TM, Tutor, and Egg methods. Its most popular competitive moves include Stealth Rock, Volt Switch, Flash Cannon, Earth Power. Standing at 1.4m tall and weighing 340kg, Probopass has been a fan favorite since its debut in the Sinnoh region games.