Golurk
Black

It flies across the sky at Mach speeds. Removing the seal on its chest makes its internal energy go out of control.

White

It is said that Golurk were ordered to protect people and Pokémon by the ancient people who made them.

Black 2/White 2

Golurk were created to protect people and Pokémon. They run on a mysterious energy.

Evolution Chain

golett
Golett
Level 43
golurk
Golurk

Pokédex Data

Classification Automaton Pokémon
Height 2.8 m (9'02")
Weight 330.0 kg (727.5 lbs)
Abilities

Held Items

Game Locations

  • Dragonspiral Tower 1f
  • Dragonspiral Tower 2f
  • Unova Victory Road 2 Unknown Area 71
  • Unova Victory Road 2 Unknown Area 78

Training

EV Yield +2 attack
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

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 Defense Curl
40 Raises user's Defense by one stage.
1 Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
5 Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
9 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
13 Shadow Punch
60 20 Never misses.
17 Iron Defense
15 Raises the user's Defense by two stages.
21 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
25 Magnitude
100% 30 Power varies randomly from 10 to 150.
30 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
35 Night Shade
100% 15 Inflicts damage equal to the user's level.
40 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
43 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
50 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
60 Hammer Arm
100 90% 10 Lowers user's Speed by one stage.
70 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Defense Curl
40 Raises user's Defense by one stage.
1 Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
5 Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
9 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
13 Shadow Punch
60 20 Never misses.
17 Iron Defense
15 Raises the user's Defense by two stages.
21 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
25 Magnitude
100% 30 Power varies randomly from 10 to 150.
30 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
35 Night Shade
100% 15 Inflicts damage equal to the user's level.
40 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
43 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
50 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
60 Hammer Arm
100 90% 10 Lowers user's Speed by one stage.
70 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM02 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
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.
TM46 Thief
60 100% 25 Takes the target's item.
TM47 Low Sweep
65 100% 20 Lowers the target's Speed by one stage.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
20 Raises the user's Speed by two stages.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM74 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Block
5 Prevents the target from leaving battle.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Earth Power
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
20 Causes damage when opposing Pokémon switch in.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 89
Attack 124
Defense 80
Sp. Atk 55
Sp. Def 80
Speed 55
Total 483

Type Defenses

(vs. Gen 6+ rules)

0x
2x
2x
0x
2x
0x
0.25x
0.5x
0.5x
2x
2x