Competitive Information for Nosepass [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Nosepass nosepass
Base Stats for Nosepass

Rock

Abilities:
SturdySturdy: OHKO moves fail when used against this Pokemon.
,
Magnet PullMagnet Pull: Prevents adjacent Steel-type foes from choosing to switch.


Evolutions / Family:
Nosepass

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 Ruby/Sapphire 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 Ruby/Sapphire generation metagame.


Nosepass is a remarkable Rock-typed Pokemon. It's pretty regular to see Nosepass show up as a Ruby/Sapphire opponent. Nosepass is weak to Fighting, Grass, Ground, Steel, and Water-typed attacks.


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

Physical Sweeper Nosepass (Magnet Pull)

Nosepass is a wonderful Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Remember prior to Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Nosepass's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 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).
Rock Throw is a physical STAB-boosted 50-base power Rock-type move that deals damage.
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Rock Smash is a physical 20-base power Fighting-type move (50% chance to lower the target's defense by 1 stage).




Species: Nosepass
Item: Life Orb
Ability: Magnet Pull
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Thunder Punch
- Fire Punch
- Ice Punch
- Defense Curl

Special Sweeper Nosepass (Magnet Pull)

Nosepass is a remarkable Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Don't forget back before Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Nosepass's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Thunder Punch is a special 75-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).
Defense Curl is a status move (raises your Nosepass's defense by 1 stage).




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

Nosepass Special Wall (Bulky Imp)

Nosepass is a sensational Special Wall. It's primary goal is to take a substantial amount of hits from special attacks while dealing some decent damage. 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. power doubles on dig).
Thunder Wave is a status move (paralyzes the target).
Taunt is a status move (for 2 turns, the target can't use status moves).
Thunder Punch is a special 75-base power Electric-type move (10% chance to paralyze the target).



Movesets for Doubles


What is a good doubles moveset for Nosepass? These builds have been optimized for Ruby/Sapphire 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 Ruby/Sapphire generation metagame.


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

Doubles Physical Sweeper Nosepass (Magnet Pull)

Nosepass is an astounding Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Don't forget back before Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Nosepass's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. 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).
Rock Throw is a physical STAB-boosted 50-base power Rock-type move that deals damage.
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Smash is a physical 20-base power Fighting-type move (50% chance to lower the target's defense by 1 stage).




Species: Nosepass
Item: Life Orb
Ability: Magnet Pull
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Thunder Punch
- Fire Punch
- Ice Punch
- Defense Curl

Doubles Special Sweeper Nosepass (Magnet Pull)

Nosepass is a stupendous Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. In the old days before Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Nosepass's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Thunder Punch is a special 75-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).
Defense Curl is a status move (raises your Nosepass's defense by 1 stage).



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
Fire Punch
75
100%
15
10% chance to burn the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Shock Wave
60
--
20
This move does not check accuracy.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Zap Cannon
100
50%
5
100% chance to paralyze the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Explosion
500
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Magnitude
--
100%
30
Hits adjacent Pokemon. Power varies; 2x on Dig.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
20
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% paralysis chance)
Self-Destruct
400
100%
5
Hits adjacent Pokemon. The user faints.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Tackle
35
95%
35
No additional effect.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
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.
Harden
--
--
30
Raises the user's Defense by 1.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Lock-On
--
--
5
User's next move will not miss the target.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
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
For 2 turns, the target can't use status moves.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Nosepass can perform in Ruby/Sapphire. 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 RS 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 Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



Hooh
This feature is currently in the final stages of development.