Essentials

Bone Club

Ground physical

Generation 1

Summary

Has a 10% chance to make the target flinch.

Damage Dealt

  • Bug ½
  • Dark 1
  • Dragon 1
  • Electric 2
  • Fairy 1
  • Fighting 1
  • Fire 2
  • Flying 0
  • Ghost 1
  • Grass ½
  • Ground 1
  • Ice 1
  • Normal 1
  • Poison 2
  • Psychic 1
  • Rock 2
  • Steel 2
  • Water 1

Stats

Power
65; percentile 42.0
Accuracy
85% ≈ 55.2 power
PP
20, up to 32 with PP Up PP Up
Target
Selected Pokémon
Effect chance
10
Priority
0 (normal)

Machines

Generation 1
Not a TM
Generation 2
Not a TM
Generation 3
Not a TM
Generation 4
Not a TM
Generation 5
Not a TM
Generation 6
Not a TM

Effect

Inflicts regular damage. Has a 10% chance to make the target flinch.

Meta

This reflects how the games treat moves and may be somewhat idealistic.

Flavor

Flavor Text

Generation 2
Gold, Silver, Crystal

An attack that may cause flinching.

Generation 3
Ruby, Sapphire, Emerald

Clubs the foe with a bone. May cause flinching.

FireRed, LeafGreen

The foe is clubbed with a bone held in hand. It may make the foe flinch.

Generation 4
Diamond, Pearl, Platinum, HeartGold, SoulSilver

The user clubs the foe with a bone. It may also make the target flinch.

Generation 5
Black, White, Black 2, White 2

The user clubs the target with a bone. It may also make the target flinch.

Generation 6
X, Y

The user clubs the target with a bone. This may also make the target flinch.

Foreign Names

Japanese
ホネこんぼう (honekonbou)
Korean
뼈다귀치기
French
Massd'Os
German
Knochenkeule
Spanish
Hueso Palo
Italian
Ossoclava
Czech
Kostěný kyj

Contests

Generation 3 Contest

Type
Tough
Appeal
♡♡
Jam
Flavor text
Startles the Pokémon that has the judge's attention.
Use after
Use before

Generation 4 Super Contest

Type
Tough
Appeal
♡♡♡
Flavor text
A basic performance using a move known by the Pokémon.
Use after
None
Use before
None

Similar moves

These moves all have the same effect as Bone Club.

Move Type Class PP Power Acc Pri Effect
Rolling Kick Fighting physical 15 60 85%

Has a 30% chance to make the target flinch.

Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Bite Dark physical 25 60 100%

Has a 30% chance to make the target flinch.

Waterfall Water physical 15 80 100%

Has a 20% chance to make the target flinch.

Rock Slide Rock physical 10 75 90%

Has a 30% chance to make the target flinch.

Hyper Fang Normal physical 15 80 90%

Has a 10% chance to make the target flinch.

Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

Needle Arm Grass physical 15 60 100%

Has a 30% chance to make the target flinch.

Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

Extrasensory Psychic special 20 80 100%

Has a 10% chance to make the target flinch.

Dark Pulse Dark special 15 80 100%

Has a 20% chance to make the target flinch.

Air Slash Flying special 15 75 95%

Has a 30% chance to make the target flinch.

Dragon Rush Dragon physical 10 100 75%

Has a 20% chance to make the target flinch.

Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

Heart Stamp Psychic physical 25 60 100%

Has a 30% chance to make the target flinch.

Icicle Crash Ice physical 10 85 90%

Has a 30% chance to make the target flinch.

Pokémon

Ground Pokémon get STAB, and have their types highlighted in green.

Pokémon with higher Attack are more suited to Bone Club's physical damage, and have the stat highlighted in green.

Red, Blue Yellow Generation 2 Generation 3 Generation 4 Generation 5 Generation 6 Pokémon Type Ability Gender Egg Group HP Atk Def SpA SpD Spd Total
Level up: Learned when a Pokémon reaches a certain level.
10 9 9 7 7 7 Cubone Ground Rock Head
Lightning Rod
Battle Armor
½ male, ½ female Monster 50 50 95 40 50 35 320
Marowak Ground Rock Head
Lightning Rod
Battle Armor
½ male, ½ female Monster 60 80 110 50 80 45 425

2 Pokémon

External Links