Gothita
No entry available for this game era.

Evolution Chain

gothita
Gothita
Level 32
gothorita
Gothorita
Level 41
gothitelle
Gothitelle

Pokédex Data

Classification Fixation Pokémon
Height 0.4 m (1'04")
Weight 5.8 kg (12.8 lbs)
Abilities

Held Items

None in this generation.

Game Locations

  • Alola Route 6 North

Training

EV Yield +1 Sp. Def
Catch Rate 200
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
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.
8 Play Nice
20 Lowers the target's Attack 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.
33 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
37 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
40 Telekinesis
15 Moves have 100% accuracy against the target for three turns.
46 Charm
100% 20 Lowers the target's Attack by two stages.
48 Magic Room
10 Negates held items for five turns.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
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.
8 Play Nice
20 Lowers the target's Attack 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.
33 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
37 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
40 Telekinesis
15 Moves have 100% accuracy against the target for three turns.
46 Charm
100% 20 Lowers the target's Attack by two stages.
48 Magic Room
10 Negates held items for five turns.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
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.
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.
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.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM97 Dark Pulse
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
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
10 User and target swap abilities.
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
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.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Heal Pulse
10 Heals the target for half its max HP.
Mean Look
5 Prevents the target from leaving battle.
Miracle Eye
40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark.
Mirror Coat
100% 20 Inflicts twice the damage the user received from the last special hit it took.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Base Stats

Hp 45
Attack 30
Defense 50
Sp. Atk 55
Sp. Def 65
Speed 45
Total 290

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x