Gholdengo
Rank #22![]()
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HP
162
Atk
80
Def
115
SpA
153
SpD
111
Spe
104
Total725
Usage Format
Gholdengo Abilities
Gholdengo Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Gholdengo Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 97.4% | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 95.1% | Make It Rain | 120 | 95 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 80.2% | Protect | — | ∞ | 8 | +4 | The 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. | ||
| 60.4% | Nasty Plot | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| 21.5% | Power Gem | 80 | 100 | 20 | 0 | — | ||
| 14.9% | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 8.5% | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 6.1% | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| 4.2% | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| 3.6% | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Low Kick | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Thunder | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | ||
| — | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Night Shade | — | 100 | 16 | 0 | Deals 50 HP of damage. | ||
| — | Recover | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Memento | — | 100 | 12 | 0 | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | ||
| — | Focus Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Metal Sound | — | 85 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Shadow Punch | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Heavy Slam | — | 100 | 12 | 0 | The 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 Ball | — | 100 | 12 | 0 | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). | ||
| — | Low Sweep | 65 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Hex | 65 | 100 | 12 | 0 | This move’s power is doubled if the target has a status condition. | ||
| — | Steel Beam | 140 | 95 | 8 | 0 | After attacking, the user takes damage equal to 1/2 of its max HP. | ||
| — | Poltergeist | 110 | 90 | 8 | 0 | This move fails if the target isn’t holding an item. |