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Official artwork of Nosepass

#0299

Nosepass

Gen III

Compass Pokémon

Rock

Pokédex entry · Ruby

NOSEPASS’s magnetic nose is always pointed to the north. If two of these POKéMON meet, they cannot turn their faces to each other when they are close because their magnetic noses repel one another.

Height
1 m
Weight
97 kg
Base EXP
75
Growth
Medium
Catch rate

255/255Very easy

Friendship

70/255

Base stats

HP30Attack45Defense135Speed30Sp. Def90Sp. Atk45
HP
30
Attack
45
Defense★
135
Speed
30
Sp. Def
90
Sp. Atk
45

Total 375

Medium

EV yield +1 Defense

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP90137
Attack45106
Defense126205
Speed3190
Sp. Def85156
Sp. Atk45106
Total422800

About Nosepass

It lives in caves, and in Ruby and Sapphire you have to go down to the second basement floor of Granite Cave and break rocks with Rock Smash for it to appear. What comes out looks like a statue: a one-metre angular block with short arms, tiny legs and a red triangular nose that isn’t decoration but an electromagnet. That nose always points north. The Pokédex repeats the detail entry after entry and adds that travellers carry it as a reference point; the official category, Compass Pokémon, doesn’t leave much room for interpretation either.

Its magnetism serves two other purposes. It attracts pieces of metal from the ground and uses them to cover its body like armour, and it pulls prey towards itself without needing to chase them. In fact, it doesn’t chase anything: for years, it was taken for granted that it was completely stationary, until its actual movement was measured and turned out to be one centimetre per year. Two specimens can’t face each other either, because their magnetic poles repel one another.

Ninety-seven kilograms in barely a metre is solid rock. It begins a two-stage line and evolves into Probopass, which adds the Steel type.

Combat analysis

×2

Weakness

WaterGrassFightingGroundSteel
×½

Resistance

NormalFirePoisonFlying

Nosepass in depth

An Easter Island head with a compass

The design is a moai: the same angular profile, the same jutting chin, the same vestigial arms pressed against the torso. In Japan, the reference is closer than Polynesia, because moyai statues installed during the 1970s and 1980s became popular there—copies of the original that anyone might have seen in the street. The other half of the idea is built on top of that: magnetism, which comes not from any statue but from the needle of a compass.

The name gives nothing away: nose plus compass, and the Japanese ノズパス is that same word transcribed, with no alternate wordplay. The German version changes the second component and combines Nase with magnetisch.

Four years waiting for an evolution

In Ruby and Sapphire, it didn’t evolve into anything. It was a dead end with 375 points, and that’s how it stayed until Generation IV, when Diamond and Pearl added Probopass and, with it, an evolution method that had never existed before: levelling up inside a special magnetic field. It isn’t exclusive to Nosepass. Magneton becomes Magnezone in the same six places and with the same Thunder Stone, so the saga’s two magnetic lines share the condition.

Generation V changed two other things. Its base experience dropped from 108 to 75, so defeating it began to give considerably less. And Sturdy stopped being the dead Ability it had been: until Generation IV, it only blocked one-hit knockout moves, which almost nobody carried; since Generation V, it works like a permanent Focus Sash. Sand Force, its Hidden Ability, appeared in that same generation, and it fits with Sandstorm, which it learns at level 34: sand raises the Special Defense of Rock-types and activates the Ability at the same time.

The stat that doesn’t add up

135 Defense sounds like a wall, but it isn’t, and the extreme case of that same allocation mistake belongs to Shuckle, with 230 in both defenses over 20 HP. The useful comparison is different. Sudowoodo, the other pure Rock-type rock, has 115 Defense, twenty less, but 70 HP instead of 30: in practice, it takes more than twice as many physical hits. Nosepass spends its budget of 375 points on a big number it can’t support.

In a playthrough, the order in which it gets its moves matters more than the numbers. Rock Throw at 10 and Spark at 19 are all it has for the first third, and Rock Slide, at 22, is its first decent attack. Stone Edge doesn’t arrive until 40. In between, there are two tools that make up for its sluggishness: Rest at 16, its only real recovery, and Block at 7, which lowers the opponent’s Defense and turns a physical teammate into a serious problem. Earth Power at 37 and Zap Cannon at 43 round out the special side, although that 45 Special Attack leaves them as decoration.

Lock-On, also at 43, is one of the few details that has aged well: it ignores evasion and accuracy changes, and although nobody builds a team around it, it fits the idea of a creature that has spent half a century pointing at the same place.

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