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 #436 Bronzor
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Bronzor
Japan: Doomiraa
ドーミラー
French: Archéomire
German: Bronzel
Korean: 동미러
National: #436
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Bronzor is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Bronze Pokémon 1'08"
0.5m
133.4lbs
60.5kg
2555,120
Abilities: Levitate - Heatproof - Heavy Metal (Hidden Ability)
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Heatproof: Damage from Fire-type moves and the Burn status is halved.
Hidden Ability (Available):
Heavy Metal: This Pokémon's weight is doubled.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 1 Defense Point(s)
Eligible
Wild Hold Item Egg Groups
 
Metal Coat
- 5%
Mineral
Evolutionary Chain
Locations
X Breed Bronzong
Y Breed Bronzong
Omega Ruby Mt. PyreDetails
Alpha Sapphire Mt. PyreDetails
Generation VI Level Up
LevelAttack NameTypeAppealJam
Tackle  
Quite an appealing move.
Confusion  
Quite an appealing move.
5 Hypnosis
Startles all of the Pokémon to act before the user.
9 Imprison  
Temporarily stops the crowd from growing excited.
11 Confuse Ray  
Badly startles Pokémon that the audience has high expectations of.
15 Psywave  
Effectiveness varies depending on when it is used.
19 Iron Defense  
Prevents the user from being startled until the turn ends.
21 Feint Attack  
Works great if the user goes first this turn.
25 Safeguard  
Prevents the user from being startled one time this turn.
29 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
31 Metal Sound
Startles all of the Pokémon to act before the user.
35 Gyro Ball  
Works better the later it is used in a turn.
39 Extrasensory
Badly startles Pokémon that used a move of the same type.
41 Payback  
Works great if the user goes last this turn.
45 Heal Block  
Temporarily stops the crowd from growing excited.
49 Heavy Slam  
Works great if the user goes last this turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM57 Charge Beam  
Works well if the user is pumped up.
TM66 Payback  
Works great if the user goes last this turn.
TM69 Rock Polish  
Causes the user to move earlier on the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM91 Flash Cannon  
Quite an appealing move.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Gravity  
Makes the remaining Pokémon nervous.
Iron Defense  
Prevents the user from being startled until the turn ends.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Stealth Rock  
Makes the remaining Pokémon nervous.
Trick
Badly startles Pokémon that used a move of the same type.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Ancient Power   Move Tutor - PtHGSS
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 300 57 24 86 24 86 23
Max Stats
Hindering Nature
Lv. 50 117 - 164 26 - 68 81 - 124 26 - 68 81 - 124 25 - 67
Lv. 100 224 - 318 47 - 132 159 - 243 47 - 132 159 - 243 45 - 130
Max Stats
Neutral Nature
Lv. 50 117 - 164 29 - 76 91 - 138 29 - 76 91 - 138 28 - 75
Lv. 100 224 - 318 53 - 147 177 - 271 53 - 147 177 - 271 51 - 145
Max Stats
Beneficial Nature
Lv. 50 117 - 164 31 - 83 100 - 151 31 - 83 100 - 151 30 - 82
Lv. 100 224 - 318 58 - 161 194 - 298 58 - 161 194 - 298 56 - 159

<--- #435
Skuntank
#437
Bronzong
--->

 
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