Pokemon Brilliant Diamond and Shining Pearl Probopass is a Rock and Steel Type Compass Pokémon, with a 7.8% Chance To Catch with a regular Pokeball. Probopass can be found with Sturdy, Magnet Pull and Sand Force as an Ability and has a Medium Fast growth rate with a 1 Defense, 2 Special Defense EV Yield. We recommend the Sassy Nature, based on 525 combined Base Stats.
Probopass Stats and Abilities
Based on Probopass Base IVs we consider this pokemon B-Tier choice. Probopass Highest IV Stat is Special Defense 150 and the Lowest being Speed 40.
Tier | Stat | Base | Min | Max |
---|---|---|---|---|
F | HP | 60 | 230 | 324 |
E | Attack | 55 | 103 | 229 |
B | Defense | 145 | 265 | 427 |
D | Special Attack | 75 | 139 | 273 |
A | Special Defense | 150 | 274 | 438 |
F | Speed | 40 | 76 | 196 |
B | Total | 525 |
Probopass | Detail |
---|---|
Best Nature | Sassy
↑ +10% Special Defense↓ -10% Speed |
Caught in the Wild Held Item Chance | 5% Magnet ![]() |
Like/Dislikes |
![]() ![]() |
EV Yield | 1 Defense, 2 Special Defense |
Growth Rate | Medium Fast |
Catch Rate | 60 (7.8% with PokéBall, full HP) |
Egg Groups | Mineral |
Egg Cycles | 20 (4,884–5,140 steps) |
Abilities | Description |
---|---|
Sturdy Ability 1 | Sturdy allows the Pokémon to survive with 1 HP if attacked at full HP with an attack that would otherwise knock it out. It also prevents One-Hit-KO moves (Fissure, Horn Drill, Guillotine or Sheer Cold). |
Magnet Pull Ability 2 | Magnet Pull prevents Steel type Pokémon from switching out of battle or fleeing. |
Sand Force Hidden Ability | Sand Force raises the power of Ground, Rock and Steel type moves by 30% during a sandstorm. |
How To Evolve Probopass in BDSP
Nosepass requires (level up in a Magnetic Field area) to evolve into Probopass.
Base Form | Evolution Requirement | First Evolution |
---|---|---|
Nosepass
![]() | level up in a Magnetic Field area → |
Probopass
![]() |

Where To Find Probopass in BDSP
Probopass has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.



Location | How To Catch | Pokemon Spawns |
---|---|---|
![]() 5 - 1% ![]() ![]() ![]() |
![]() Nosepass
Lv. 14
|

Pokemon Brilliant Diamond and Shining Pearl Probopass Weakness
Probopass is a Rock and Steel Type pokemon. This will cause Probopass to take More Damage from Water, Fighting, Ground Type Moves, and Less Damage from Rock, Bug, Psychic, Ice, Dragon, Fairy, Poison, Normal, Type moves.
Damage | Types |
---|---|
4.0x More Damage |
![]() ![]() |
2.0x More Damage |
![]() |
0.5x Less Damage |
![]() ![]() ![]() ![]() ![]() ![]() |
0.25x Less Damage |
![]() ![]() |
Immune to Damage |
![]() |
What pokemon is Probopass Weak Against?

Best Moves Probopass in BDSP
Best Moveset for Probopass Lv Up Moves based on Power.
Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
43 |
Zap Cannon
| ![]() | Special | 120 | 50 | 5 | Paralyzes opponent. |
40 |
Stone Edge
| ![]() | Physical | 150 | 80 | 5 | High critical hit ratio. |
37 |
Earth Power
| ![]() | Special | 90 | 100 | 10 | May lower opponent's Special Defense. |
50 |
Body Press
| ![]() | Physical | 80 | 100 | 10 | The higher the user's Defense, the stronger the attack. |
Best Moveset for Probopass TM Moves based on Power.
TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM64 |
Explosion
| ![]() | Physical | 250 | 100 | 5 | User faints. |
TM68 |
Giga Impact
| ![]() | Physical | 150 | 90 | 5 | User must recharge next turn. |
TM15 |
Hyper Beam
| ![]() | Special | 150 | 90 | 5 | User must recharge next turn. |
TM25 |
Thunder
| ![]() | Special | 110 | 70 | 10 | May paralyze opponent. |


Probopass Level Up Moves
List of Moves Probopass can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
Lvl | Move | Desc |
---|---|---|
1 |
Tri Attack
|
Power: 80
Acc: 100
PP: 10
![]() May paralyze, burn or freeze opponent.
|
1 |
Magnetic Flux
|
Power: —
Acc: —
PP: 20
![]() Raises Defense and Sp. Defense of Plus/Minus Pokémon.
|
1 |
Magnet Rise
|
Power: —
Acc: —
PP: 10
![]() User becomes immune to Ground-type moves for 5 turns.
|
1 |
Gravity
|
Power: —
Acc: —
PP: 5
![]() Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.
|
1 |
Wide Guard
|
Power: —
Acc: —
PP: 10
![]() Protects the user's team from multi-target attacks.
|
1 |
Tackle
|
Power: 40
Acc: 100
PP: 35
![]() A physical attack in which the user charges and slams into the target with its whole body.
|
4 |
Iron Defense
|
Power: —
Acc: —
PP: 15
![]() Sharply raises user's Defense.
|
7 |
Block
|
Power: —
Acc: —
PP: 5
![]() Opponent cannot flee or switch.
|
10 |
Smack Down
|
Power:
75 Acc: 100
PP: 15
![]() Makes Flying-type Pokémon vulnerable to Ground moves.
|
13 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
![]() Paralyzes opponent.
|
16 |
Rest
|
Power: —
Acc: —
PP: 10
![]() User sleeps for 2 turns, but user is fully healed.
|
19 |
Spark
|
Power: 65
Acc: 100
PP: 20
![]() May paralyze opponent.
|
22 |
Rock Slide
|
Power:
112.5 Acc: 90
PP: 10
![]() May cause flinching.
|
25 |
Power Gem
|
Power:
120 Acc: 100
PP: 20
![]() The user attacks with a ray of light that sparkles as if it were made of gemstones.
|
28 |
Rock Blast
|
Power:
37.5 Acc: 90
PP: 10
![]() Hits 2-5 times in one turn.
|
31 |
Discharge
|
Power: 80
Acc: 100
PP: 15
![]() May paralyze opponent.
|
34 |
Sandstorm
|
Power: —
Acc: —
PP: 10
![]() Creates a sandstorm for 5 turns.
|
37 |
Earth Power
|
Power: 90
Acc: 100
PP: 10
![]() May lower opponent's Special Defense.
|
40 |
Stone Edge
|
Power:
150 Acc: 80
PP: 5
![]() High critical hit ratio.
|
43 |
Lock-On
|
Power: —
Acc: —
PP: 5
![]() User's next attack is guaranteed to hit.
|
43 |
Zap Cannon
|
Power: 120
Acc: 50
PP: 5
![]() Paralyzes opponent.
|
50 |
Body Press
|
Power: 80
Acc: 100
PP: 10
![]() The higher the user's Defense, the stronger the attack.
|
Probopass TM Moves
List of Moves Probopass can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
![]() Makes it sunny for 5 turns.
|
TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
![]() Opponent can only use moves that attack.
|
TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
![]() User must recharge next turn.
|
TM17 |
Protect
|
Power: —
Acc: —
PP: 10
![]() Protects the user, but may fail if used consecutively.
|
TM21 |
Dazzling Gleam
|
Power: 80
Acc: 100
PP: 10
![]() Hits all adjacent opponents.
|
TM24 |
Thunderbolt
|
Power: 90
Acc: 100
PP: 15
![]() May paralyze opponent.
|
TM25 |
Thunder
|
Power: 110
Acc: 70
PP: 10
![]() May paralyze opponent.
|
TM26 |
Earthquake
|
Power: 100
Acc: 100
PP: 10
![]() Power is doubled if opponent is underground from using Dig.
|
TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
![]() Raises user's Evasiveness.
|
TM34 |
Shock Wave
|
Power: 60
Acc: —
PP: 20
![]() Ignores Accuracy and Evasiveness.
|
TM37 |
Sandstorm
|
Power: —
Acc: —
PP: 10
![]() Creates a sandstorm for 5 turns.
|
TM39 |
Rock Tomb
|
Power:
90 Acc: 95
PP: 15
![]() Lowers opponent's Speed.
|
TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
![]() Opponent cannot use the same move in a row.
|
TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
![]() Power doubles if user is burned, poisoned, or paralyzed.
|
TM43 |
Volt Switch
|
Power: 70
Acc: 100
PP: 20
![]() User must switch out after attacking.
|
TM44 |
Rest
|
Power: —
Acc: —
PP: 10
![]() User sleeps for 2 turns, but user is fully healed.
|
TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
![]() If opponent is the opposite gender, it's less likely to attack.
|
TM58 |
Endure
|
Power: —
Acc: —
PP: 10
![]() Always left with at least 1 HP, but may fail if used consecutively.
|
TM64 |
Explosion
|
Power: 250
Acc: 100
PP: 5
![]() User faints.
|
TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
![]() User must recharge next turn.
|
TM69 |
Rock Polish
|
Power: —
Acc: —
PP: 20
![]() Sharply raises user's Speed.
|
TM71 |
Stone Edge
|
Power:
150 Acc: 80
PP: 5
![]() High critical hit ratio.
|
TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
![]() Paralyzes opponent.
|
TM76 |
Stealth Rock
|
Power: —
Acc: —
PP: 20
![]() Damages opponent switching into battle.
|
TM80 |
Rock Slide
|
Power:
112.5 Acc: 90
PP: 10
![]() May cause flinching.
|
TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
![]() User performs one of its own moves while sleeping.
|
TM83 |
Bulldoze
|
Power: 60
Acc: 100
PP: 20
![]() Lowers opponent's Speed.
|
TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
![]() Opponent becomes confused, but its Attack is sharply raised.
|
TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
![]() Uses HP to creates a decoy that takes hits.
|
TM91 |
Flash Cannon
|
Power:
120 Acc: 100
PP: 10
![]() May lower opponent's Special Defense.
|
TM96 |
Strength
|
Power: 80
Acc: 100
PP: 15
![]() |
TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
![]() May lower opponent's Defense.
|
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