Gothorita
Black

They use hypnosis to control people and Pokémon. Tales of Gothorita leading people astray are told in every corner.

White

Starlight is the source of their power. At night, they mark star positions by using psychic power to float stones.

Black 2/White 2

According to many old tales, it creates friends for itself by controlling sleeping children on starry nights.

Evolution Chain

gothita
Gothita
Level 32
gothorita
Gothorita
Level 41
gothitelle
Gothitelle

Pokédex & Training Data

Classification Manipulate Pokémon
Height 0.7 m (2'04")
Weight 18.0 kg (39.7 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 100
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Unova (B/W) #081
Unova (B2/W2) #137
Kalos (Mountain) #127
Galar (Sw/Sh) #268
Paldea (S/V) #235
National #575
Crown Tundra #052
Blueberry #102

Held Items

Game Locations

Strange House 1f
Strange House B1f
Unova Route 9 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
1 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
3 Confusion
50 100% 25 Has a 10% chance to confuse the target.
7 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
10 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
14 Double Slap
15 85% 10 Hits 2-5 times in one turn.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
19 Embargo
— 100% 15 Target cannot use held items.
24 Feint Attack
60 — 20 Never misses.
25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
28 Flatter
— 100% 15 Raises the target’s Special Attack by one stage and confuses the target.
31 Future Sight
120 100% 10 Hits the target two turns later.
34 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
43 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
50 Charm
— 100% 20 Lowers the target’s Attack by two stages.
53 Magic Room
— — 10 Negates held items for five turns.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
1 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
3 Confusion
50 100% 25 Has a 10% chance to confuse the target.
7 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
10 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
14 Double Slap
15 85% 10 Hits 2-5 times in one turn.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
19 Embargo
— 100% 15 Target cannot use held items.
24 Feint Attack
60 — 20 Never misses.
25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
28 Flatter
— 100% 15 Raises the target’s Special Attack by one stage and confuses the target.
31 Future Sight
120 100% 10 Hits the target two turns later.
34 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
43 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
50 Charm
— 100% 20 Lowers the target’s Attack by two stages.
53 Magic Room
— — 10 Negates held items for five turns.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 60
Attack 45
Defense 70
Sp. Atk 75
Sp. Def 85
Speed 55
Total 390

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x