Ferroseed artwork
#597

Ferroseed

GrassSteel
All data Standard/Form Gen 5

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Ferroseed reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFire, Fighting

These attack types are the first danger check before adding it to a team.

Battle Stats

HP44Atk50Def91Sp.Atk24Sp.Def86Speed10total305
HP 44
Atk 50
Def 91
Sp.Atk 24
Sp.Def 86
Speed 10
Type Check

What scares Ferroseed?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireFighting
Resists
NormalWaterElectricGrassPsychicRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Iron Barbs

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

Giga Drain
Special · Grass PP 12

A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Solar Beam
Special · Grass PP 12

The user gathers light on the first turn, then blasts a bundled beam on the next turn.

Leech Seed
Status · Grass Acc - · PP 12

A seed is planted on the target. It steals some HP from the target every turn.

Knock Off
Physical · Dark PP 20

The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.

Poison Jab
Physical · Poison PP 20

The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Acid Spray
Damage

Used to take knockouts or put enemies into finishing range.

Assurance
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Bullet Seed
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Double Team
Damage

Used to take knockouts or put enemies into finishing range.

Endeavor
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (60 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources