Hisuian Goodra

Hisuian Goodra

Rank #88SteelDragon

HP
155
Atk
120
Def
120
SpA
130
SpD
170
Spe
80
Total775

Usage Format

Hisuian Goodra Abilities

All Goodra Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
GoodraGoodraDragon16512090130170100775150.5
Hisuian GoodraHisuian Goodra
SteelDragon15512012013017080775334.1

Hisuian Goodra Type Effectiveness

Weak to

Fighting2×Ground2×

Resistant to

Normal½×Flying½×Rock½×Bug½×Steel½×Water½×Electric½×Psychic½×Grass¼×

Immune to

Poison0×

Damaged normally by

Ghost1×Fire1×Ice1×Dragon1×Dark1×Fairy1×

Hisuian Goodra Moves

Usage Move Type Category Target Power Acc PP Prio Description
48.7%Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
44%ShelterSteelStatusSelf—∞120Boosts the user’s Defense stat by 2 stages.
43.5%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.
42.3%Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
29.8%FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
25.7%Life DewWaterStatusAllies—∞120Restores 1/4 of the max HP of the user and its allies.
25.5%Dragon PulseDragonSpecialSingle85100120—
19%Draco MeteorDragonSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
18.7%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
17.1%Ice BeamIceSpecialSingle90100120Has a 10% chance of freezing the target.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Hydro PumpWaterSpecialSingle1108080—
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—BlizzardIceSpecialAll Foes1107080Has a 10% chance of freezing targets. This move never misses in snow.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—CounterFightingPhysicalVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
—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.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—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.
—Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—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.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—FlailNormalPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Sludge BombPoisonSpecialSingle90100120Has a 30% chance of poisoning the target.
—OutrageDragonPhysicalRandom120100120The user gains the Rampaging status.
—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.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Ancient PowerRockSpecialSingle6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—Weather BallNormalSpecialSingle50100120When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Muddy WaterWaterSpecialAll Foes9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
—Dragon ClawDragonPhysicalSingle80100160—
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Water PulseWaterSpecialSingle60100200Has a 20% chance of confusing the target.
—Gyro BallSteelPhysicalSingle—10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
—FeintNormalPhysicalSingle3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Sludge WavePoisonSpecialAll95100120Has a 10% chance of poisoning targets.
—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.
—Acid SprayPoisonSpecialSingle40100200Lowers the target’s Sp. Def stat by 2 stages.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Dragon TailDragonPhysicalSingle609012-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Tearful LookNormalStatusSingle—∞200Lowers the target’s Attack and Sp. Atk stats by 1 stage. This move ignores the target’s evasiveness and can hit a target using a move such as Protect.
—Breaking SwipeDragonPhysicalAll Foes60100160Lowers targets’ Attack stats by 1 stage.
—Steel BeamSteelSpecialSingle1409580After attacking, the user takes damage equal to 1/2 of its max HP.
—Skitter SmackBugPhysicalSingle7090120Lowers the target’s Sp. Atk stat by 1 stage.
—Lash OutDarkPhysicalSingle7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
—Ice SpinnerIcePhysicalSingle80100160Removes any terrain.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.
—Dragon CheerDragonStatusAlly—∞160Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.