#436 Bronzor
General Location Attacks Stats Egg Moves SpinOff Dex
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex

Images
Normal Sprite Shiny Sprite
Name Other Names No. Gender Ratio Type
Bronzor
Japan: Doomiraa
ドーミラー
French: Archéomire
German: Bronzel
Korean: 동미러
National: #436
BW Unova: #---
B2W2 Unova: #250
Bronzor is Genderless
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 BURN is halved.
Hidden Ability (Available):
Heavy Metal: This Pokémon's weight is doubled.
Classification Height Weight Capture Rate Base Egg Steps
Bronze Pokémon 1’08”
0.5m
133.4lbs
60.5kg
255 5,120
Experience Growth Base Happiness Effort Values Earned Flee FlagEntree Forest Level
1,000,000 Points
Medium Fast
70 1 Defense Point(s)
134 Level 10
Damage Taken
*0.5 *2 *1 *1 *0.5 *0.5 *1 *0 *2 *0.5 *0.25 *1 *0.5 *1 *0.5 *1 *0.5
Wild Hold Item Egg Groups

Metal Coat
- 5%
Mineral
Evolutionary Chain
Locations
Black Breed Bronzong
White Breed Bronzong
Black 2 Abundant ShrineDetails
White 2 Abundant ShrineDetails
Dream World Spooky Manor - Beginning Details
Dream Radar After Capturing Thundurus Details
Trainer Locations  Details

Flavor Text
Black There are researchers who believe this Pokémon reflected like a mirror in the distant past.
White
Black 2 They are found in ancient tombs. The patterns on their back are said to be imbued with mysterious power.
White 2

Black/White Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
7 Hypnosis -- 60 20 --
The user employs hypnotic suggestion to make the target fall into a deep sleep.
12 Imprison -- -- 10 --
If the opponents know any move also known by the user, the opponents are prevented from using it.
14 Confuse Ray -- 100 10 --
The target is exposed to a sinister ray that triggers confusion.
19 Extrasensory 80 100 30 --
The user attacks with an odd, unseeable power. It may also make the target flinch.
26 Iron Defense -- -- 15 --
The user hardens its body's surface like iron, sharply raising its Defense stat.
30 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
35 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
37 Future Sight 100 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
41 Faint Attack 60 -- 20 --
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
49 Payback 50 100 10 --
If the user moves after the target, this attack's power will be doubled.
52 Heal Block -- 100 15 --
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
54 Heavy Slam ?? 100 10 --
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.
Black 2/White 2 Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
5 Hypnosis -- 60 20 --
The user employs hypnotic suggestion to make the target fall into a deep sleep.
9 Imprison -- -- 10 --
If the opponents know any move also known by the user, the opponents are prevented from using it.
11 Confuse Ray -- 100 10 --
The target is exposed to a sinister ray that triggers confusion.
15 Psywave ?? 80 15 --
The target is attacked with an odd psychic wave. The attack varies in intensity.
19 Iron Defense -- -- 15 --
The user hardens its body's surface like iron, sharply raising its Defense stat.
21 Faint Attack 60 -- 20 --
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
25 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
29 Future Sight 100 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
31 Metal Sound -- 85 40 --
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
35 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
39 Extrasensory 80 100 30 --
The user attacks with an odd, unseeable power. It may also make the target flinch.
41 Payback 50 100 10 --
If the user moves after the target, this attack's power will be doubled.
45 Heal Block -- 100 15 --
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
49 Heavy Slam ?? 100 10 --
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
TM04 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power ?? 100 15 --
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM19 Telekinesis -- -- 15 --
The user makes the target float with its psychic power. The target is easier to hit for three turns.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM22 Solarbeam 120 100 10 --
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
TM26 Earthquake 100 100 10 --
The user sets off an earthquake that strikes those around it.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 --
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 --
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM37 Sandstorm -- -- 10 --
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
TM39 Rock Tomb 50 80 10 --
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM57 Charge Beam 50 90 10 --
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM66 Payback 50 100 10 --
If the user moves after the target, this attack's power will be doubled.
TM69 Rock Polish -- -- 20 --
The user polishes its body to reduce drag. It can sharply raise the Speed stat.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM74 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM78 Bulldoze 60 100 20 --
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.
TM80 Rock Slide 75 90 10 --
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot ?? 100 20 --
The user snares the target with grass and trips it. The heavier the target, the greater the damage.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91 Flash Cannon 80 100 10 --
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat.
TM92 Trick Room -- -- 5 --
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Black 2/White 2 Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Gravity----5--
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
Iron Defense----15--
The user hardens its body's surface like iron, sharply raising its Defense stat.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.
Sleep Talk----10--
While it is asleep, the user randomly uses one of the moves it knows.
Snore4010015--
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Stealth Rock----20--
The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle.
Trick--10010--
The user catches the target off guard and swaps its held item with its own.
Wonder Room----10--
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Special Moves
Attack NameTypeCat.Att.Acc.PPEffect %
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.Dream World
Gravity----5--
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.Dream World

Gen III & IV Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Ancientpower 60 100 5 -- Move Tutor - PtHGSS
The user attacks with a prehistoric power. It may also raise all the user's stats at once.
Rollout 30 90 20 -- Move Tutor - PtHGSS
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats 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
--->