Probopass

Sturdy
OHKO moves will fail.
Magnet Pull
Prevents Steel-type Pokémon from switching. Increases the chance of encountering a Steel-type Pokémon in the wild.
Type Tier
Rock / Steel NU
Statistics
Min- Min Max Max+
HP
60
- 261 324 -
Atk
55
131 146 209 229
Def
145
293 326 389 427
SpA
75
167 186 249 273
SpD
150
302 336 399 438
Spe
40
104 116 179 196
Name Item Ability Nature

Special Wall / Support

Leftovers Magnet Pull Calm
Moveset EVs
~ Stealth Rock
~ Thunder Wave / Toxic
~ Earth Power
~ Power Gem / Flash Cannon
252 HP / 168 SpD / 88 Spe

Probopass, quite unlike Nosepass of Advance, is a very potent wall in UU. Unlike its Rock/Steel counterpart Aggron, Probopass is primarily used for special walling; its ability to wall special attacks is nearly unrivaled in UU. Stealth Rock is optimal on this set, as Probopass will have ample opportunities to set it up when switching in and out. The second move slot is occupied with some form of status. Thunder Wave is recommended to hit fast, powerful Fighting-types (excluding Limber Hitmonlee) or sweepers with Earthquake that Probopass seems to attract like a magnet (no pun intended). Toxic is also a fine option to wear down bulky Waters and opposing walls that have a tendency to switch into Probopass.

Earth Power is incredibly useful to hit the grounded Steel-types Probopass will be trapping with Magnet Pull. The 88 Speed EVs are there to outpace defensive Aggron (Rock Polish or Choice Band variations will outspeed you), as well as Steelix. Power Gem and Flash Cannon are useful STAB options, the former getting better coverage with Earth Power and the latter hitting Claydol and most Ice-types harder. Thunder or Thunderbolt are also options if you want to hurt bulky Waters that aren't part Ground.

Name Item Ability Nature

Magnet Rise

Leftovers Magnet Pull Modest
Moveset EVs
~ Magnet Rise
~ Earth Power
~ Taunt / Substitute
~ Power Gem / Flash Cannon
168 HP / 252 SpA / 88 Spe

Unlike the last set, which mainly served to wall, this set is specifically designed to switch into and trap the Steel-types of UU, as well as eliminating one of Probopass' crippling weaknesses. Magnet Rise helps block Steelix's and Aggron's potential Earthquake, meaning that you completely wall them. Substitute is useful for Bastiodon, whom you outspeed and set up a Substitute before they can Taunt, or possibly even use Metal Burst. It also helps Probopass avoid deadly Fighting-type attacks. Taunt is to prevent the use of Roar which most of the Steel-types in UU tend to have (barring opposing Probopass). Power Gem is listed as the primary option as it provides better type coverage than Flash Cannon. However, Flash Cannon is worth considering as it hits Claydol (which can be useful after a Magnet Rise, as this would disallow Claydol from doing any respectable damage in return), Hitmontop and other Fighting-types harder than Earth Power or Power Gem.

This Probopass set is much more offensive than the previous set, mostly to increase the strength of Earth Power against other Steel-types, but it still can take hits fairly well. However, don't expect to be sweeping teams with its mediocre 75 base Special Attack.

Name Item Ability Nature

Choice Specs

Choice Specs Magnet Pull Modest
Moveset EVs
~ Earth Power
~ Hidden Power Grass
~ Flash Cannon / Explosion
~ Power Gem
168 HP / 252 SpA / 88 Spe

Though this set may look strange at first glance, Probopass actually makes good use of Choice Specs due to his large special movepool, despite Base 75 Special Attack. Earth Power is useful as ever, OHKOing Aggron and dealing up to 80% to Steelix. With the boost Choice Specs provides, Earth Power also does respectable damage to Lanturn and Muk. Hidden Power Grass is for bulky Water-types, in particular Quagsire and Gastrodon. Flash Cannon provides a reliable STAB attack, but Explosion is an option to take out Hypno and Grumpig once they've figured out you're carrying Choice Specs. Power Gem is an additional STAB option and is useful against Flying-types such as Altaria and Mantine, which 2HKOs both with Stealth Rock in play.

Other Options

Gravity is an option to support your team mates, and allows Probopass to use attacks like Zap Cannon and Thunder more effectively. Protect can scout for Choice Banders so you aren't caught in a guessing game (Do I leave in Probopass on Granbull's Return or switch to Altaria to avoid an Earthquake?) Explosion is always a worthwhile option to take out Probopass with a bang, hopefully bringing something with it.

EVs

Max out HP first in order to get the best defenses possible with Probopass' terrible 60 base HP. The 88 speed EVs reaches 138 Speed, which outspeeds standard Aggron (4 Speed EVs) by a point. Don't bother to aim for a higher speed. Probopass is slow enough that it won't be outspeeding anything worth noting without impractical amounts of speed EVs.

Opinion

One of Advance's most forgettable Pokemon, Nosepass, got a much-needed evolution, the result a Pokemon with enormously high defenses but rather poor typing to make up for it. However, pair it up with a sturdy Flying-type to soak up those Earthquakes and Close Combats and you've got a very potent walling duo. Probopass walls many special attackers in UU and has plenty of support options, and with a little Wish support it just doesn't die. Unless it Explodes, of course.

Counters

As with other Steel/Rocks, Earthquake and strong Fighting moves in general can bring it down. However, unlike Bastiodon, Probopass has something resembling offense, and unlike Aggron, it doesn't die to unresisted special attacks.

Quagsire and Gastrodon can switch in on anything but Hidden Power Grass and wear it down with STAB Surfs. The Hitmontop can switch in on anything, in particular Power Gem, with its decent Special Defense and OHKO with Close Combat.