Competitive Information for Nosepass [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Nosepass nosepass
Base Stats for Nosepass

Rock

Abilities:
SturdySturdy: If this Pokemon is at full HP, it survives one hit with at least 1 HP. Immune to OHKO.
,
Magnet PullMagnet Pull: Prevents adjacent Steel-type foes from choosing to switch.
,
Sand ForceSand Force: This Pokemon's Ground/Rock/Steel attacks do 1.3x in Sandstorm; immunity to it.


Evolutions / Family:
Nosepass
Probopass

Weakness Chart for Rock-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
  
2x
0.5x
0.5x
  
2x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
  
0.5x
0.5x
  
  
2x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for NosepassVisit Serebii's Pokedex for location, breeding, and other game details about NosepassVisit Bulbapedia for more information about Nosepass

Movesets for Singles


What is a good competitive moveset for Nosepass? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Nosepass is a wonderful Rock-typed Pokemon. Nosepass is not a Pokemon anyone usually expects sees on the battlefield. Nosepass is weak to Fighting, Grass, Ground, Steel, and Water-typed attacks.


Species: Nosepass
Item: Eviolite / Life Orb
Ability: Magnet Pull
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Rock Slide / Smack Down
- Earthquake
- Thunder Punch

Physical Sweeper Nosepass (Magnet Pull)

Nosepass is an extraordinary Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Nosepass is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Smack Down is a physical STAB-boosted 50-base power Rock-type move (removes the target's ground immunity).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).




Species: Nosepass
Item: Eviolite / Life Orb
Ability: Magnet Pull
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Power Gem / Ancient Power
- Thunderbolt / Discharge
- Earth Power
- Round

Special Sweeper Nosepass (Magnet Pull)

Nosepass is a spectacular Special Sweeper. It was designed to take down the opponent's team with high-damaging special attacks. Nosepass is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Power Gem is a special STAB-boosted 70-base power Rock-type move that deals damage.
Ancient Power is a special STAB-boosted 60-base power Rock-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Earth Power is a special 90-base power Ground-type move (10% chance to lower the target's special defense by 1 stage).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).




Species: Nosepass
Item: Eviolite
Ability: Magnet Pull
Nature: Impish (+Def, -SpA)
EVs: 225 Hp / 55 Atk / 45 Def / 90 SpD / 95 Spe
Moveset:
- Block / Toxic
- Earthquake
- Thunder Wave / Taunt
- Thunder Punch / Rock Blast

Nosepass Special Wall (Bulky Imp)

Nosepass is a remarkable Special Wall. This moveset is designed to take a great amount of hits from special attacks while dealing some decent damage. Nosepass is not a Pokemon anyone usually expects sees on the battlefield without an Eviolite attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Block is a status move (prevents the target from switching out).
Toxic is a status move (badly poisons the target).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Thunder Wave is a status move (paralyzes the target).
Taunt is a status move (target can't use status moves its next 3 turns).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).
Rock Blast is a physical STAB-boosted 25-base power Rock-type move (hits 2-5 times in one turn).



Movesets for Doubles


What is a good doubles moveset for Nosepass? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Species: Nosepass
Item: Eviolite / Life Orb
Ability: Magnet Pull
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Rock Slide / Smack Down
- Earthquake / Bulldoze
- Double-Edge / Return
- Thunder Punch

Doubles Physical Sweeper Nosepass (Magnet Pull)

Nosepass is an extraordinary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Nosepass is not a Pokemon anyone usually expects sees on the battlefield until equipping Eviolite became the goto option. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Smack Down is a physical STAB-boosted 50-base power Rock-type move (removes the target's ground immunity).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Bulldoze is a physical 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Thunder Punch is a physical 75-base power Electric-type move (10% chance to paralyze the target).




Species: Nosepass
Item: Eviolite / Life Orb
Ability: Magnet Pull
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Power Gem / Ancient Power
- Earth Power
- Round

Doubles Special Sweeper Nosepass (Magnet Pull)

Nosepass is a fabulous Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Nosepass is not a Pokemon anyone usually expects sees on the battlefield but Eviolite changes that. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Discharge is a special 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Power Gem is a special STAB-boosted 70-base power Rock-type move that deals damage.
Ancient Power is a special STAB-boosted 60-base power Rock-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Earth Power is a special 90-base power Ground-type move (10% chance to lower the target's special defense by 1 stage).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).



Movepool


Wondering what moves can Nosepass learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Power Gem
70
100%
20
No additional effect.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Magnitude
--
100%
30
Hits adjacent Pokemon. Power varies; 2x on Dig.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Blast
25
90%
10
Hits 2-5 times in one turn.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Throw
50
90%
15
No additional effect.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% chance acc -1)
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Spark
65
100%
20
30% chance to paralyze the target.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Tackle
50
100%
35
No additional effect.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Harden
--
--
30
Raises the user's Defense by 1.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Lock-On
--
--
5
User's next move will not miss the target.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Mimic
--
--
10
The last move the target used replaces this one.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Rock Polish
--
--
20
Raises the user's Speed by 2.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Nosepass can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Nosepass

Create a build


Have an idea in mind for Nosepass that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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