Gholdengo

Gholdengo

Rank #8SteelGhost

HP
162
Atk
80
Def
115
SpA
153
SpD
111
Spe
104
Total725

Usage Format

Gholdengo Abilities

Gholdengo Type Effectiveness

Weak to

Ground2×Ghost2×Fire2×Dark2×

Resistant to

Flying½×Rock½×Steel½×Grass½×Psychic½×Ice½×Dragon½×Fairy½×Bug¼×

Immune to

Normal0×Fighting0×Poison0×

Damaged normally by

Water1×Electric1×

Gholdengo Moves

Usage Move Type Category Target Power Acc PP Prio Description
99.3%Make It RainSteelSpecialAll Foes1209580Lowers the user’s Sp. Atk stat by 2 stages.
98.6%Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
90.8%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
83.1%Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
10.3%Power GemRockSpecialSingle80100200—
6.2%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
2.6%TrickPsychicStatusSingle—100120The user and the target swap their held items.
1.9%Dazzling GleamFairySpecialAll Foes80100120—
1.8%Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
1.3%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—RecoverNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SandstormRockStatusField—∞80Summons a sandstorm for 5 turns.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—MementoDarkStatusSingle—100120Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—Metal SoundSteelStatusSingle—85200Lowers the target’s Sp. Def stat by 2 stages.
—Shadow PunchGhostPhysicalSingle60∞200This move never misses.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Heavy SlamSteelPhysicalSingle—100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Electro BallElectricSpecialSingle—100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—Steel BeamSteelSpecialSingle1409580After attacking, the user takes damage equal to 1/2 of its max HP.
—PoltergeistGhostPhysicalSingle1109080This move fails if the target isn’t holding an item.