Probopass, The Compass Pokémon. It exudes strong magnetism from all over. It controls three small units called Mini-Noses. It freely controls three small units called Mini-Noses using magnetic force. With them, it can attack the foe from three directions.


Probopass was a much needed improvement for the third gen Pokémon Nosepass, who, to be quite honest, was awful and forgettable. Although Probopass isn't really good, it is far from bad. Its gargantuan defences allow it to take heavy hits, although the 60 base HP is far from ideal. Its movepool is acceptable. Not incredible, just it has enough tools to work with.


Sturdy: stops any OHKO moves from working. But hey, that's what the OHKO clause is for.
Magnet Pull: stops every Steel type from switching. Really useful for stopping certain Pokémon, especially if they are choiced.

Move Sets

Wall of moustache

- Earth Power
- Stealth Rock
- Power Gem / Thunderbolt
- Toxic / Thunder Wave
Item Attached: Leftovers
Ability: Magnet Pull
EVs and Nature:
EVs: 252 HP / 168 SDef / 88 Speed
Calm Nature (+SDef, -Atk)

The standard and most effective set Probopass has. It has good type resists and a few good support moves, and a few great attacking moves. Earth Power covers the Steel types you will be wanting to trap. Stealth Rock gives the best residual damage in the game, and Probopass can set it up reliably thanks to its huge defensive stats. Power Gem gives Probopass a reliable STAB attack that also combos well with Earth Power. Another option for a second offensive attack is Thunderbolt, which allows it to be able to deal good damage to Water types. The status move depends on what you want out of Probopass. To stop something bulky that you have difficulty breaking, Toxic is the move for you. However, if you are more worried about offensive Pokémon, you could go with Thunder Wave to put a stop to a major sweep.

Expect a university lecture when you put glasses on Probopass

- Power Gem
- Earth Power
- Hidden Power [Grass]
- Explosion / Flash Cannon
Item Attached: Choice Specs
Ability: Magnet Pull
EVs and Nature:
EVs: 168 HP / 252 SAtk / 88 Spd
Modest Nature (+SAtk, -Atk)

Although Probopass only has a base 75 Special Attack, it can still deal good damage with Choice Specs, especially because of how unpredictable it is. Power Gem is a great move on Probopass. It is fairly strong and reliable, and gains STAB. Earth Power makes a great attacking combination with it, as well as being a good move itself. Hidden Power [Grass] is there solely for any bulk Waters, mainly Water/Grounds though. Explosion gives Probopass a way of dealing with common special walls, but that awful Attack really doesn't give it too much of a bang. Flash Cannon is another STAB move that you could use just to give Probopass some more attacking variety.

EVs and Nature:

Wall of moustache
Max HP to bring its overall bulk up. The Speed is required to outrun standard Aggron so you can finish it off with Earth Power. The remainder goes into Special Defence as Probopass wants to taking special hits much more often than physical.

Expect a university lecture when you put glasses on Probopass
Basically the same as the wall set, but with the focus on Special Attack and the remainder in HP.

Other Options

Block, Discharge, Gravity, Magnet Rise, Pain Split, Rest, Sleep Talk
Block stops any Pokémon from switching out, so I guess it could be useful with Toxic or something.
Discharge is an alternative to Thunder Wave on the support set if you want to bring luck and damage into your paralysing efforts.
Gravity could be set up effectively by Probopass thanks to its defensive nature, but it'd only really work on a gimmick team.
Magnet Rise removes one of the big 4x weaknesses that Probopass has to deal with.
Pain Split gives Probopass a recovery move, although it isn't the most reliable choice.
Rest recovers all HP and status effects, but you are forced to sleep for two turns. However, this can be semi solved with the next option.
Sleep Talk should only be used on a set with Rest, as it gives it the chance of hurting stuff whilst it dozes, rather than be a sitting duck.

Countering Probopass

Really not a hard thing to accomplish. Probopass is not scary at all. It can't hit hard and has a limited movepool. Switching in isn't the issue though, its massive defences are. Firstly, Ground and Fighting moves destroy Probopass. It cannot do anything aside from Magnet Rise, and when taking its stupid slow Speed into account, it might not even manage that. Hitmontop, Hitmonlee, Donphan, anything really. Hitmonlee is a particularly good choice due to Limber, which stops Thunder Wave from working. Thanks to awful offensive stats, it can't really do much to stop Pokémon setting up on it either. Slowbro can Calm Mind all day and then finish up with a STAB Surf. To be honest, any remotely bulky Water can switch into Probopass, as long as the half Ground types watch out for Hidden Power [Grass]. I guess Toxic could mess you up, but it isn't that much of an issue. Anything that takes neutral damage from Probopass can take it on well enough. It can at least take its attacks and slowly whittle Probopass down till it faints.

Locations in Games


Not in Game


Not in Game

Fire Red/Leaf Green

Not in Game


Evolve Nosepass


Trade from Diamond, Pearl & Platinum

Animé Appearences

Probopass has had a few Animé Appearences. First, Alan's Nosepass evolved into one. All other appearances were cameos

Episode 526: Nosing 'Round The Mountain
Episode 561: Playing the Leveling Field
Episode 580: Cheers On Castaways Isle
Arceus & The Jewel of Life
Episode 639: Dawn of a Royal Day
Episode 650: The Eve of the Fierce Fighting! The Big Gathering of Ash's Pokémon!
Episode 651: Opening! Sinnoh League - Suzuran Tournament!!

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