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Geodude


Main Pokédex page | Flavor text and images

General

Geodude
rock ground

Abilities

Sturdy
One-hit KO moves do not work on this Pokémon.
Rock Head
This Pokémon does not receive any recoil from moves.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
74
Gold/Silver/Crystal Johto
34
Ruby/Sapphire/Emerald Hoenn
57
Diamond/Pearl Sinnoh
31

Names

Japanese
イシツブテ
Romaji
Ishitsubute

Flavor

Height
1'3.7" or 0.4 m
Weight
44.1 lb or 20 kg
Species
Rock
Color
brown
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
169 or 0xa9

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
10: Mineral
Steps to hatch
3,840
Compatible with
12 families; 29 total Pokémon

In the Wild

Base EXP
73 or 0x49
Capture rate
255 or 0xff
Base happiness
70 or 0x46
Growth rate
poly
Effort points
1 Defense
Wild held items
Everstone (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
74 Geodude Base form 75 Graveler Raise to level 25 76 Golem Trade

Stats

Stat Base Max Stat %ile
L50 L100
HP
40
147 284 8.9
Attack
80
132 259 56.4
Defense
100
152 299 82.8
Special Attack
30
82 159 4.9
Special Defense
30
82 159 3
Speed
20
72 139 2.2
Average
50
- - 15.8

Flavor

See also: All versions' flavor text and sprites

Diamond Many live on mountain trails and remain half buried while keeping an eye on climbers.

Pearl It is impossible to distinguish from rocks. It slams against others in contests of hardness.

Locations

Stark Mountain
Stark Mountain
Route 206
Route 207
Route 210
Route 211
Route 214
Route 215
Mt. Coronet
Mt. Coronet
Iron Island
Iron Island
Iron Island
Iron Island
Iron Island
Iron Island

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method
Stark Mountain entrance 25 - 27 Morning Daytime Night 5%
Stark Mountain inside 27 - 29 Morning Daytime Night 5%
Oreburgh Mine 1F 5 - 9 Morning Daytime Night 70%
Oreburgh Mine B1F 6 - 10 Morning Daytime Night 70%
Oreburgh Gate 1F 4 - 8 Morning Daytime Night 80%
Oreburgh Gate B1F 9 Morning Daytime Night 10%
Wayward Cave 1F 15 - 16 Morning Daytime Night 15%
Wayward Cave B1F 16 Morning Daytime Night 10%
Route 206 14 Morning Daytime Night 10%
Route 207 5 - 7 Morning Daytime Night 55%
Route 210 Solaceon City side 19 Morning Daytime Night 30%
Route 211 Eterna City side 13 Morning Daytime Night 10%
Route 214 22 Morning Daytime Night 20%
Route 215 20 - 22 Morning 35%; Daytime Night 25%
Mt. Coronet Route 207 14 - 15 Daytime Night 30%; Morning 20%
Mt. Coronet Route 211 12 - 13 Daytime Night 30%; Morning 20%
Ravaged Path 5 Morning Daytime Night 20%
Ruins Maniac Cave 22 Morning Daytime Night 95%
Ruins Maniac Cave expansion 23 Morning Daytime Night 90%
Iron Island 1F 29 - 31 Morning Daytime Night 35%
Iron Island B1F left 31 Morning Daytime Night 1%
Iron Island B1F right 31 Morning Daytime Night 1%
Iron Island B2F left 32 Morning Daytime Night 1%
Iron Island B2F right 31 Morning Daytime Night 1%
Iron Island B3F 32 Morning Daytime Night 1%
Ruins Maniac Tunnel 24 Morning Daytime Night 80%
Valor Lakefront 20 Morning Daytime Night 20%

Move List

See also: This list in the move search

See also: Contest list

Geodude's Attack is higher, so it will inflict more damage with physical () moves.

Geodude gets the STAB from rock and ground moves.

Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
-- -- -- -- Tackle normal physical 35 35 95% Inflicts regular damage.
6 4 Mud Sport ground none 15 -- 100% All damage from Electric moves is halved until the end of the battle.
8 Rock Polish rock none 20 -- 0% Raises the user's Speed by two levels.
11 6 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
16 11 11 11 Rock Throw rock physical 15 50 90% Inflicts regular damage.
16 16 15 Magnitude ground physical 30 varies 100% Power varies randomly from 10 to 150.
21 21 21 18 Selfdestruct normal physical 5 200 100% Inflicts double damage and faints the user.
26 22 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
31 25 Rock Blast rock physical 10 25 80% Hits 2-5 times in one turn.
26 26 Harden normal none 30 -- 100% Raises the user's Defense.
31 29 Earthquake ground physical 10 100 100% Inflicts regular damage.
31 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
36 32 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
36 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
36 36 Earthquake ground physical 10 100 100% Inflicts regular damage.
39 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
41 41 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
46 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Egg moves (Pokémon can also inherit any TMs they are compatible with)
Chains Ruby/Sapphire Diamond/Pearl Block normal none 5 -- 100% Prevents the target from leaving battle.
Chains Diamond/Pearl Flail normal physical 15 varies 100% Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Chains Diamond/Pearl Hammer Arm fighting physical 10 100 90% Lowers user's Speed.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Mega Punch normal physical 20 80 85% Inflicts regular damage.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Crystal Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
EmeraldFire Red/Leaf Green Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
EmeraldFire Red/Leaf Green Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
EmeraldFire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Miscellaneous moves
pokecenter Rapid Spin normal physical 40 20 100% Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Chains 08 Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 18 Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 28 28 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 10 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 26 26 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 47 64 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 38 38 38 38 Fire Blast fire special 5 120 85% Has a 10% chance to Burn the target.
Chains 48 Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Chains 27 Fissure ground physical 5 varies 30% Causes a one-hit KO.
Chains 35 35 Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 49 Fury Cutter bug physical 20 10 95% Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Chains 74 Gyro Ball steel physical 5 varies 100% Inflicts more damage when the user has lower Speed, with a maximum of 150 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 01 Mega Punch normal physical 20 80 85% Inflicts regular damage.
Chains 35 Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
Chains 31 Mimic normal none 10 -- 100% Copies the target's last used move.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 20 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Chains 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 05 Roar normal none 20 -- 100% -6 Goes last. Immediately ends wild battles. Forces trainers to switch Pokemon.
Chains H8 Rock Climb normal physical 20 90 85% Has a 20% chance to Confuse the target.
Chains 69 Rock Polish rock none 20 -- 0% Raises the user's Speed by two levels.
Chains 48 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains 08 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 37 37 37 Sandstorm rock none 10 -- 100% Changes the weather to a sandstorm for five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 19 Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Chains 36 Selfdestruct normal physical 5 200 100% Inflicts double damage and faints the user.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 76 Stealth Rock rock none 20 -- 0% Causes damage when Pokemon switch in to where the target is now.
Chains 71 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
Chains H4 H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 17 Submission fighting physical 25 80 80% User receives 1/4 the damage it inflicts in recoil.
Chains 50 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.

Geodude in other Pokédexes