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Official artwork of Throh

#0538

Throh

Gen V

Judo Pokémon

Fighting

Pokédex entry · Black

When it tightens its belt, it becomes stronger. Wild Throh use vines to weave their own belts.

Height
1.3 m
Weight
55.5 kg
Base EXP
163
Growth
Medium
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP120Attack100Defense85Speed45Sp. Def85Sp. Atk30
HP★
120
Attack
100
Defense
85
Speed
45
Sp. Def
85
Sp. Atk
30

Total 465

High

EV yield +2 HP

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

MinMax
HP180227
Attack94167
Defense81150
Speed45106
Sp. Def81150
Sp. Atk3190
Total512890

About Throh

It looks like a human fighter, but its belt is not just decoration: it is part of its training and the image it has of itself. Throh is inspired by a judoka, with a compact body, strong arms and a stance ready to grab and throw. Its Japanese name, Nageki, comes from “nage”, throwing, a direct reference to judo; the English name also refers to “throw”.

Pokédex entries describe it as a creature obsessed with taking on large opponents. When it finds one that is stronger, it wants to throw it into the air. Tightening its belt increases its power, and wild specimens make theirs from vines. During battles, sweat darkens it over time.

Its social behaviour is also very pronounced: it trains in groups of five and leaves the group if it cannot keep up. It is a red, humanoid, Fighting-type species with no further evolutionary stage. Its counterpart is Sawk, designed around striking martial arts, while Throh represents grappling and throwing techniques.

Combat analysis

×2

Weakness

FlyingPsychicFairy
×½

Resistance

BugRockDark

Throh in depth

A judoka with its own belt

The design is based on a judo practitioner, not a specific animal. The humanoid silhouette, wide belt and grappling stance are meant to communicate throwing techniques before it even appears in battle. The belt acts as a marker of progress: according to Pokédex entries, it tightens it to increase its power, changes it as it grows stronger and makes it from vines when living in the wild.

The Japanese name Nageki preserves that idea through “nage”, a term related to throwing. The English name Throh is based on “throw”. Its counterpart species, Sawk, shares its male fighter character and martial origin, but represents a style focused more on striking. It also recalls the pair formed by Hitmonlee and Hitmonchan, although Throh does not evolve or need a special condition to define it.

An identity built around the group

Throh’s social behaviour is as clearly defined as its appearance. The entries present it training in groups of five, a number that fits the image of a group of judokas repeating exercises until one of its members cannot keep up. The one left behind leaves the group and throws away its belt. It is not portrayed as a solitary or territorial species: it seeks out large opponents and measures its progress through battles and discipline.

That detail also explains the belt change. It is not an alternate form or an equipped item that modifies its species. It is a visible sign of experience, wear and personal growth. Its colour becomes more intense because of the sweat accumulated during battles, a noticeably more physical observation than many descriptions of humanoid Pokémon.

From Unova to Galar

Throh debuted in the fifth generation and was not available in earlier games. In Unova, it appeared alongside Sawk as a pair of species opposed by style, with different availability depending on the version. It later returned in Pokémon X and Pokémon Y, as well as Omega Ruby and Alpha Sapphire. It did not have its own Pokédex entries in the seventh generation, although it remained recognisable within the series’ data.

Its return in Pokémon Sword and Pokémon Shield brought back the idea of training in groups of five and added two details: the accuracy of its throws and the belt darkened by sweat. They are small changes, but they maintain the same line: its origin is not redefined, its training routine is expanded.

How to get the most out of it without asking for what it lacks

In a normal playthrough, it works best when switching in against a physical opponent that cannot hit it super effectively. Its base HP, Defense and Special Defense allow it to endure, and Bulk Up turns every free turn into an offensive and defensive improvement. Vital Throw fits its identity as a slow fighter, while Revenge rewards it for taking damage before attacking. Superpower offers more power, although it should be saved for moments when the stat drops will not leave the team exposed.

Guts changes how status conditions should be assessed. A burn is still troublesome because it reduces its ability to stay in battle, but the Attack boost stops the opponent from disabling it so easily. Mold Breaker has a more specific use: it allows its moves to ignore the target’s defensive abilities, which is useful when the opponent relies on an ability to stop a direct attack.

Its Speed is the constant limitation. At 45, it rarely attacks first, and its weaknesses to Flying, Psychic and Fairy are easy to exploit. That is why it needs support to switch in, take advantage of slow opponents and avoid trying to compete in Speed. In story teams, its role is similar to that of a wearing-down fighter: it endures, powers itself up and finishes the exchange with a throw or a physical blow.

TCG cards

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