Gorebyss
Ultra Sun

The color of its body changes with the water temperature. The coloration of Gorebyss in Alola is almost blindingly vivid.

Ultra Moon

It sucks bodily fluids out of its prey. The leftover meat sinks to the seafloor, where it becomes food for other Pokémon.

Evolution Chain

clamperl
Clamperl
🔄
Trade
+
deep-sea-tooth deep sea tooth
huntail
Huntail
🔄
Trade
+
deep-sea-scale deep sea scale
gorebyss
Gorebyss

Pokédex & Training Data

Classification South Sea Pokémon
Height 1.8 m (5'11")
Weight 22.6 kg (49.8 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 60
Base Friendship 70
Growth Rate slow then very fast
Gender Ratio
♂ ♀
Egg Groups Water1

Pokédex Numbers

Hoenn (R/S/E) #178
Kalos (Coastal) #143
Hoenn (OR/AS) #187
Alola (US/UM) #142
National #368

Held Items

Game Locations

Alola Route 15 Main
Hauoli City Beachfront
Melemele Sea Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
5 Water Sport
— — 15 Halves all Fire-type damage.
9 Agility
— — 30 Raises the user’s Speed by two stages.
11 Draining Kiss
50 100% 10 Drains 75% of the damage inflicted to heal the user.
14 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
16 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
19 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
23 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
26 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
34 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
39 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
45 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
5 Water Sport
— — 15 Halves all Fire-type damage.
9 Agility
— — 30 Raises the user’s Speed by two stages.
11 Draining Kiss
50 100% 10 Drains 75% of the damage inflicted to heal the user.
14 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
16 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
19 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
23 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
26 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
34 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
39 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
45 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
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.
TM14 Blizzard
110 70% 5 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.
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.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 55
Attack 84
Defense 105
Sp. Atk 114
Sp. Def 75
Speed 52
Total 485

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x