Gothita #574 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Fixation Pokémon

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

Abilities

1: Frisk

2: Competitive

Shadow Tag (hidden)

Abilities

Breeding

Egg groups : Human-Like

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium slow

Gender ratio : 25%, 75%


In the Wild

Catch rate : 200 (26.3% with Poké Ball & full HP)

Held item : None

EVs given : 1 Sp. Def EVs (Effort Values) gained when fainting Gothita

Exp. given : 58 Exp. points Experience points gained in battle when fainting Gothita


Species

Height : 0.4 m / 1'04" Gothita's height in meters / feet'inches"

Weight : 5.8 kg / 12.79 lbs. Gothita's weight in kilograms / pounds

Japanese : ゴチム Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 290


Competitive

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


Gothita's Type Defenses

Weaknesses

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!

Gothita's Evolutions
Gothita

Gothita #574

Level 32

Gothorita

Gothorita #575

Level 41

Gothitelle

Gothitelle #576


Gothita's Level Up Moves
Lvl Move Type Pow/Acc
1 Pound Physical 40 100

Pound attacks for regular damage.

35 PP

1 Confusion Special 50 100

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

25 PP

4 Play Nice Status - -

Lowers the target's Attack by one stage.

20 PP

8 Tickle Status - 100

Lowers the target's Attack and Defense by one stage.

20 PP

12 Psybeam Special 65 100

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

20 PP

16 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

20 Psyshock Special 80 100

Inflicts regular damage. Damage calculation always uses the target's Defense, regardless of this move's damage class.

10 PP

24 Hypnosis Status - 60

Puts the target to sleep, if it hits.

20 PP

28 Fake Tears Status - 100

Lowers the target's Special Defense by two stages.

20 PP

33 Psych Up Status - -

Discards the user's stat changes and copies the target's.
This move cannot be copied by Mirror Move.

10 PP

36 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

40 Flatter Status - 100

Raises the target's Special Attack by one stage, then confuses it.

15 PP

44 Future Sight Special 120 100

Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

48 Magic Room Status - -

For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.

10 PP


Gothita's Breeding Moves
Move Type Pow/Acc
Mean Look Status - -

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field.
The target may still escape by using Baton Pass, U Turn, or a Shed Shell.
Both the user and the target pass on this effect with Baton Pass.

5 PP

Torment Status - 100

Prevents the target from attempting to use the same move twice in a row. When the target leaves the field, this effect ends.
If the target is forced to attempt a repeated move due to Choice Band, Choice Scarf, Choice Specs, Disable, Encore, Taunt, only having PP remaining for one move, or any other effect, the target will use Struggle instead. The target is then free to use the forced move next turn, as it didn't use that move this turn.

15 PP

Heal Pulse Status - -

Heals the target for half its max HP.

10 PP

Fake Out Physical 40 100

Inflicts regular damage. Causes the target to Flinch. Can only be used on the user's first turn after entering the field.

+3 Priority

10 PP

Mirror Coat Special - 100

Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

-5 Priority

20 PP


Gothita's TM Moves
TM Move Type Pow/Acc
14 Thunder Wave Status - 90

Paralyzes the target.

20 PP

17 Light Screen Status - -

Erects a barrier around the user's side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

30 PP

18 Reflect Status - -

Erects a barrier around the user's side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

20 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

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

29 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

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

47 Fake Tears Status - 100

Lowers the target's Special Defense by two stages.

20 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

57 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 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

61 Guard Swap Status - -

User swaps its Defense and Special Defense modifiers with the target.

10 PP

70 Trick Room Status - -

For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
Pokémon holding Full Incense, Lagging Tail, or Quick Claw and Pokémon with Stall ignore this effect.

-7 Priority

5 PP

72 Magic Room Status - -

For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.

10 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


Gothita's TR Moves
TR Move Type Pow/Acc
8 Thunderbolt Special 90 100

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

15 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

25 Psyshock Special 80 100

Inflicts regular damage. Damage calculation always uses the target's Defense, regardless of this move's damage class.

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

34 Future Sight Special 120 100

Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

35 Uproar Special 90 100

Inflicts regular damage. User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends.
Pokémon cannot use Rest during this effect.
This move cannot be selected by Sleep Talk.

10 PP

37 Taunt Status - 100

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging.
Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk do not directly inflict damage and thus may not be used.
Bide, Counter, Endeavor, Metal Burst, and Mirror Coat are allowed.

20 PP

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

40 Skill Swap Status - -

User and target switch abilities. Ignores accuracy and evasion modifiers.
If either Pokémon has Multitype or Wonder Guard, this move will fail.

10 PP

49 Calm Mind Status - -

Raises the user's Special Attack and Special Defense by one stage each.

20 PP

58 Dark Pulse Special 80 100

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

65 Energy Ball Special 90 100

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

10 PP

68 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

20 PP

69 Zen Headbutt Physical 80 90

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 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

81 Foul Play Physical 95 100

Inflicts regular damage. Damage is calculated using the target's attacking stat rather than the user's.

15 PP

82 Stored Power Special 20 100

Inflicts regular damage. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.

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.