Golett #622 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Automaton Pokémon

Golett in Pokémon Sword & Shield Golett in SW/SH
Golett's shiny sprite in Pokémon Sword & Shield Shiny Golett in SW/SH

Abilities

1: Iron Fist

2: Klutz

No Guard (hidden)

Abilities

Breeding

Egg groups : Mineral

Hatch time : 6425 steps (25 egg cycles)

Growth rate : Medium

Gender ratio : Genderless


In the Wild

Catch rate : 190 (25% with Poké Ball & full HP)

Held item : None

EVs given : 1 Attack EVs (Effort Values) gained when fainting Golett

Exp. given : 61 Exp. points Experience points gained in battle when fainting Golett


Species

Height : 1 m / 3'03" Golett's height in meters / feet'inches"

Weight : 92 kg / 202.86 lbs. Golett's weight in kilograms / pounds

Japanese : ゴビット Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 303


Competitive

Introduced in : Black & White / Unova / Generation 5 {{ activeForm.introducedIn }}


Golett's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Golett's Evolutions
Golett

Golett #622

Level 43

Golurk

Golurk #623


Golett's Level Up Moves
Lvl Move Type Pow/Acc
1 Astonish Physical 30 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

1 Mud-Slap Special 20 100

Inflicts regular damage. Has a 100% chance to lower the target's accuracy by one stage.

10 PP

4 Defense Curl Status - -

Raises user's Defense by one stage.
After this move is used, the power of Ice Ball and Rollout are doubled until the user leaves the field.

40 PP

8 Pound Physical 40 100

Pound attacks for regular damage.

35 PP

12 Shadow Punch Physical 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

16 Curse Status - -

All Pokémon that use this move, if they are not a Ghost-type Pokémon, lower their speed by one stage, and in return also boost their attack and defense stat by one stage each.
If the user however is a Ghost-type Pokémon, it loses half of its max HP to place a curse on the target that damages it for 1/4 its max HP every turn.
The type of this move used to be ???-type until Pokémon Black/White.

10 PP

20 Night Shade Special - 100

Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.

15 PP

24 Stomping Tantrum Physical 75 100

Inflicts regular damage. Power is doubled if the user's last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.

10 PP

28 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

32 Mega Punch Physical 80 85

Mega Punch attacks for regular damage.

20 PP

36 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

40 Heavy Slam Physical - 100

Inflicts regular damage. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.
User's weight | Power -------------------------------- | ----: Up to 2× the target's weight | 40 Up to 3× the target's weight | 60 Up to 4× the target's weight | 80 Up to 5× the target's weight | 100 More than 5× the target's weight | 120

10 PP

44 Phantom Force Physical 90 100

Inflicts regular damage. User vanishes for one turn, becoming immune to attack, and hits on the second turn.
This move ignores the effects of Detect and Protect.
This move cannot be selected by Sleep Talk.

10 PP

48 Hammer Arm Physical 100 90

Inflicts regular damage, then lowers the user's Speed by one stage.

10 PP

52 Earthquake Physical 100 100

Inflicts regular damage.
If the target is in the first turn of Dig, this move will hit with double power.

10 PP

56 Dynamic Punch Physical 100 50

Inflicts regular damage. Has a 100% chance to confuse the target.

5 PP


Golett's Breeding Moves

Golett doesn't learn any breeding moves!


Golett's TM Moves
TM Move Type Pow/Acc
0 Mega Punch Physical 80 85

Mega Punch attacks for regular damage.

20 PP

1 Mega Kick Physical 120 75

Mega Kick attacks for regular damage.

5 PP

3 Fire Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to burn the target.

15 PP

4 Ice Punch Physical 75 100

Ice Punch attacks for regular damage and has a 10% chance to freeze the target.

15 PP

5 Thunder Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to paralyze the target.

15 PP

15 Dig Physical 80 100

Inflicts regular damage. User digs underground for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Earthquake, Fissure, and Magnitude still hit the user normally, and their power is doubled if appropriate.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be selected by Sleep Talk.

10 PP

19 Safeguard Status - -

Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field.
If Yawn is used while this move is in effect, it will immediately fail.
Defog used by an opponent will end this effect.
This effect does not prevent the confusion caused by Outrage, Petal Dance, or Thrash.

25 PP

20 Self-Destruct Physical 200 100

The user explodes to inflict regular damage to the opponent. The user also faints in doing this, even if the move fails or misses.

5 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

22 Rock Slide Physical 75 90

Inflicts regular damage. Has a 30% chance to make the target Flinch.

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Icy Wind Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

41 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

43 Brick Break Physical 75 100

Destroys any Light Screen or Reflect on the target's side of the field, then inflicts regular damage.

15 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

48 Rock Tomb Physical 60 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

59 Fling Physical - 100

Inflicts regular damage. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail.
This move ignores Sticky Hold.
If the user is under the effect of Embargo, this move will fail.

10 PP

63 Drain Punch Physical 75 100

Drain Punch attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

10 PP

75 Low Sweep Physical 65 100

Lowers the target's Speed by one stage.

20 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

81 Bulldoze Physical 60 100

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

20 PP

86 Phantom Force Physical 90 100

Inflicts regular damage. User vanishes for one turn, becoming immune to attack, and hits on the second turn.
This move ignores the effects of Detect and Protect.
This move cannot be selected by Sleep Talk.

10 PP

98 Stomping Tantrum Physical 75 100

Inflicts regular damage. Power is doubled if the user's last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.

10 PP


Golett's TR Moves
TR Move Type Pow/Acc
5 Ice Beam Special 90 100

Ice Beam attacks for regular damage and has a 10% chance to freeze the target.

10 PP

7 Low Kick Physical - 100

Inflicts regular damage. Power increases with the target's weight in kilograms, to a maximum of 120.
Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

20 PP

10 Earthquake Physical 100 100

Inflicts regular damage.
If the target is in the first turn of Dig, this move will hit with double power.

10 PP

11 Psychic Special 90 100

Psychic attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

39 Superpower Physical 120 100

Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.

5 PP

46 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

52 Gyro Ball Physical - 100

Gyro Ball attacks for regular damage. This move's power increases the slower the user is compared to the target. This takes into account in-battle speed boosts by the likes of Agility and Rock Polish used by either the user or the opponent. The base power of this move is given by the formula: (25 * opponent's Speed / user's Speed) + 1. The base power maxes out at 150.

For reference, if the opponent is twice as fast as the user, this move has a base power of 51. If the opponent is 4 times as fast the user, Gyro Ball's power is 101. If the opponent is 6 times faster than the user, or in other words, if the user is 6 times slower than the opponent, this move's power is 150. This is before STAB, of course.

5 PP

64 Focus Blast Special 120 70

Focus Blast attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

5 PP

67 Earth Power Special 90 100

Earth Power attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

76 Stealth Rock Status - -

Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to Rock moves.
Rapid Spin removes this effect from its user's side of the field.

20 PP

77 Grass Knot Special - 100

Inflicts regular damage. Power increases with the target's weight in kilograms, to a maximum of 120.
Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

20 PP

79 Heavy Slam Physical - 100

Inflicts regular damage. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.
User's weight | Power -------------------------------- | ----: Up to 2× the target's weight | 40 Up to 3× the target's weight | 60 Up to 4× the target's weight | 80 Up to 5× the target's weight | 100 More than 5× the target's weight | 120

10 PP

83 Ally Switch Status - -

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2 Priority

15 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.