Gothorita
No entry available for this game era.

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

None in this generation.

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.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
1 Play Nice
— — 20 Lowers the target’s Attack 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.
Ultra Sun/Ultra Moon
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 Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
1 Play Nice
— — 20 Lowers the target’s Attack 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

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.

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