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Bronzor

Gen 4 #0436
Implements shaped like it were discovered in ancient tombs. It is unknown if they are related.
  • Types steelpsychic
  • Height / Weight 0.5 m (1′08″) · 60.5 kg (133.4 lbs)
  • Gender Ratio Genderless
  • Catch difficulty Very easy (255)
  • Training EV Yield +1 Defence Leveling pace Average leveling pace
  • Egg groups Mineral · 20 egg cycles

Abilities

Evolution Chain

Base Stats

HP 57
Attack 24
Defence 86
Sp. Atk 24
Sp. Def 86
Speed 23
Total (BST) 300

Where to Find (World Spawns)

Click a spawn row to highlight matching biomes on the server map. Map = biome eligibility only; light / time / weather stay in the table.

Rarity Bucket Levels Context Weight Biomes Conditions
Uncommon Lv. 5-30 Grounded Natural 84
Jungle Peak
Except: Deep Dark
Sky Light: 0–7 Y-Level: ≥ 0
Common Lv. 5-30 Grounded Natural Jungle Pyramid 504
Overworld
Y-Level: ≥ 48 Nearby: Jungle Pyramid Blocks
Common Lv. 5-30 Grounded 504
Overworld
Y-Level: -37 to 10 Structure: Ruin
Common Lv. 5-30 Grounded Trail Ruins 504
Overworld
Y-Level: ≥ 48 Structure: Trail Ruins Nearby: Trail Ruins Blocks
Common Lv. 5-30 Grounded 50.4
Howling Constructs
Any

Item Drops & Player Interactions

Wild Item Drops (Max rolls: 4)

Item Quantity Drop Chance
Raw IronRaw Iron 0-1 Guaranteed / Weighted
Mental HerbMental Herb 1 2.5%
Light ClayLight Clay 1 2.5%
Occa BerryOcca Berry 1 2.5%

Riding & World Behavior

Behavior Traits

  • Flight Can Fly
  • Combat Defends Owner
  • Herd Size Up to 2

Moveset

Lv. Move Type Category Power Acc. PP Description
Start / 1 Confusion STAB Psychic Special 50 100% 25 The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target.
Start / 1 Tackle Normal Physical 40 100% 35 A physical attack in which the user charges and slams into the target with its whole body.
4 Confuse Ray Ghost Status — 100% 10 The target is exposed to a sinister ray that causes confusion.
8 Payback Dark Physical 50 100% 10 The user stores power, then attacks. This move's power is doubled if the user moves after the target.
12 Imprison Psychic Status — 100% 10 If opposing Pokémon know any move also known by the user, they are prevented from using it.
16 Gyro Ball STAB Steel Physical — 100% 5 The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power.
20 Hypnosis Psychic Status — 60% 20 The user employs hypnotic suggestion to make the target fall asleep.
24 Safeguard Normal Status — 100% 25 The user creates a protective field that prevents status conditions for five turns.
28 Extrasensory STAB Psychic Special 80 100% 20 The user attacks with an odd, unseeable power. This may also make the target flinch.
32 Heavy Slam STAB Steel Physical — 100% 10 The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.
36 Iron Defense Steel Status — 100% 15 The user hardens its body's surface like iron, sharply boosting its Defense stat.
40 Metal Sound Steel Status — 85% 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
44 Future Sight STAB Psychic Special 120 100% 10 Two turns after this move is used, a hunk of psychic energy attacks the target.
Move Type Category Power Acc. PP Description
Ally Switch Psychic Status — 100% 15 The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession.
Ancient Power Rock Special 60 100% 5 The user attacks with a prehistoric power. This may also boost all the user's stats at once.
Body Slam Normal Physical 85 100% 15 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% 20 The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
Calm Mind Psychic Status — 100% 20 The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
Charge Beam Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Confuse Ray Ghost Status — 100% 10 The target is exposed to a sinister ray that causes confusion.
Dream Eater STAB Psychic Special 100 100% 15 The user eats the dreams of a sleeping target. The user's HP is restored by up to half the damage taken by the target.
Earthquake Ground Physical 100 100% 10 The user sets off an earthquake that strikes every Pokémon around it.
Endure Normal Status — 100% 10 The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
Expanding Force STAB Psychic Special 80 100% 10 The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon.
Facade Normal Physical 70 100% 20 This move's power is doubled if the user is poisoned, burned, or paralyzed.
Flash Normal Status — 100% 20 The user flashes a bright light that cuts the target's accuracy.
Flash Cannon STAB Steel Special 80 100% 10 The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.
Future Sight STAB Psychic Special 120 100% 10 Two turns after this move is used, a hunk of psychic energy attacks the target.
Grass Knot Grass Special — 100% 20 The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
Gravity Psychic Status — 100% 5 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.
Guard Swap Psychic Status — 100% 10 The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
Gyro Ball STAB Steel Physical — 100% 5 The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power.
Heavy Slam STAB Steel Physical — 100% 10 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 — 100% 20 The user assists an ally by boosting the power of that ally's attack.
Hex Ghost Special 65 100% 10 This relentless attack does massive damage to a target affected by status conditions.
Ice Spinner Ice Physical 80 100% 15 The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
Imprison Psychic Status — 100% 10 If opposing Pokémon know any move also known by the user, they are prevented from using it.
Iron Defense Steel Status — 100% 15 The user hardens its body's surface like iron, sharply boosting its Defense stat.
Iron Head STAB Steel Physical 80 100% 15 The user slams the target with its steel-hard head. This may also make the target flinch.
Light Screen Psychic Status — 100% 30 A wondrous wall of light is put up to reduce damage from special moves for five turns.
Metal Sound Steel Status — 85% 40 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Payback Dark Physical 50 100% 10 The user stores power, then attacks. This move's power is doubled if the user moves after the target.
Power Gem Rock Special 80 100% 20 The user attacks with a ray of light that sparkles as if it were made of gemstones.
Power Swap Psychic Status — 100% 10 The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
Protect Normal Status — 100% 10 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Psychic STAB Psychic Special 90 100% 10 The target is hit with a strong telekinetic force to inflict damage. This may also lower the target's Sp. Def stat.
Psychic Terrain Psychic Status — 100% 10 This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
Psych Up Normal Status — 100% 10 The user hypnotizes itself into copying any stat change made by the target.
Psyshock STAB Psychic Special 80 100% 10 The user materializes an odd psychic wave to attack the target. This move deals physical damage.
Rain Dance Water Status — 100% 5 The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Reflect Psychic Status — 100% 20 A wondrous wall of light is put up to reduce damage from physical moves for five turns.
Rest Psychic Status — 100% 5 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Rock Blast Rock Physical 25 90% 10 The user attacks by hurling hard rocks at the target. This move hits two to five times in a row.
Rock Polish Rock Status — 100% 20 The user polishes its body to reduce drag. This sharply boosts the user's Speed stat.
Rock Slide Rock Physical 75 90% 10 Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
Rock Tomb Rock Physical 60 95% 15 The user hurls boulders at the target to inflict damage. This also lowers the target's Speed stat by cutting off its movement.
Rollout Rock Physical 30 90% 20 The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits.
Safeguard Normal Status — 100% 25 The user creates a protective field that prevents status conditions for five turns.
Sandstorm Rock Status — 100% 10 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.
Shadow Ball Ghost Special 80 100% 15 The user attacks by hurling a shadowy blob at the target. This may also lower the target's Sp. Def stat.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Skill Swap Psychic Status — 100% 10 The user employs its psychic power to exchange Abilities with the target.
Sleep Talk Normal Status — 100% 10 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Solar Beam Grass Special 120 100% 10 The user gathers light on the first turn, then blasts a bundled beam on the next turn.
Speed Swap Psychic Status — 100% 10 The user exchanges Speed stats with the target.
Stealth Rock Rock Status — 100% 20 The user lays a trap of levitating stones around the opposing team. The trap damages opposing Pokémon that switch into battle.
Steel Beam STAB Steel Special 140 95% 5 The user fires a beam of steel that it collected from its entire body. This also damages the user.
Steel Roller STAB Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Stomping Tantrum Ground Physical 75 100% 10 Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed.
Stored Power STAB Psychic Special 20 100% 10 The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
Substitute Normal Status — 100% 10 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 — 100% 5 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% 20 A reckless full-body charge attack for slamming into the target. This also damages the user a little.
Telekinesis Psychic Status — 100% 15 The user makes the target float with its psychic power. The target is easier to hit for three turns.
Tera Blast Normal Special 80 100% 10 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.
Trick Psychic Status — 100% 10 The user catches the target off guard and swaps the target's held item with its own.
Trick Room Psychic Status — 100% 5 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Wonder Room Psychic Status — 100% 10 The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Zen Headbutt STAB Psychic Physical 80 90% 15 The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Move Type Category Power Acc. PP Description
Feint Attack Dark Physical 60 100% 20 The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
Gravity Psychic Status — 100% 5 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.
Heal Block Psychic Status — 100% 15 For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
Psywave STAB Psychic Special — 100% 15 The target is attacked with an odd psychic wave. The attack varies in intensity.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Move Type Category Power Acc. PP Description
Ally Switch Psychic Status — 100% 15 The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession.
Ancient Power Rock Special 60 100% 5 The user attacks with a prehistoric power. This may also boost all the user's stats at once.
Bulldoze Ground Physical 60 100% 20 The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
Calm Mind Psychic Status — 100% 20 The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
Charge Beam Electric Special 50 90% 10 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Expanding Force STAB Psychic Special 80 100% 10 The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon.
Flash Cannon STAB Steel Special 80 100% 10 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 — 100% 5 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.
Helping Hand Normal Status — 100% 20 The user assists an ally by boosting the power of that ally's attack.
Iron Defense Steel Status — 100% 15 The user hardens its body's surface like iron, sharply boosting its Defense stat.
Iron Head STAB Steel Physical 80 100% 15 The user slams the target with its steel-hard head. This may also make the target flinch.
Psychic STAB Psychic Special 90 100% 10 The target is hit with a strong telekinetic force to inflict damage. This may also lower the target's Sp. Def stat.
Recycle Normal Status — 100% 10 The user recycles a held item that has been used in battle so it can be used again.
Rest Psychic Status — 100% 5 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Rock Slide Rock Physical 75 90% 10 Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
Rollout Rock Physical 30 90% 20 The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits.
Shadow Ball Ghost Special 80 100% 15 The user attacks by hurling a shadowy blob at the target. This may also lower the target's Sp. Def stat.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Skill Swap Psychic Status — 100% 10 The user employs its psychic power to exchange Abilities with the target.
Sleep Talk Normal Status — 100% 10 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Stealth Rock Rock Status — 100% 20 The user lays a trap of levitating stones around the opposing team. The trap damages opposing Pokémon that switch into battle.
Steel Beam STAB Steel Special 140 95% 5 The user fires a beam of steel that it collected from its entire body. This also damages the user.
Steel Roller STAB Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
Stomping Tantrum Ground Physical 75 100% 10 Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed.
Telekinesis Psychic Status — 100% 15 The user makes the target float with its psychic power. The target is easier to hit for three turns.
Trick Psychic Status — 100% 10 The user catches the target off guard and swaps the target's held item with its own.
Wonder Room Psychic Status — 100% 10 The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Zen Headbutt STAB Psychic Physical 80 90% 15 The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

STAB = Same Type Attack Bonus (~1.5× damage) when a damaging move matches this Pokémon’s type(s).