Golurk
Ultra Sun

Some say that ancient people invented Golurk to serve as a laborer. It follows its master’s orders faithfully.

Ultra Moon

When the seal on its chest is removed, it rages indiscriminately, turning the whole town around it into a mountain of rubble.

Evolution Chain

golett
Golett
Level 43
golurk
Golurk

Pokédex & Training Data

Classification Automaton Pokémon
Height 2.8 m (9'02")
Weight 330.0 kg (727.5 lbs)
Abilities
EV Yield +2 attack
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Unova (B/W) #129
Unova (B2/W2) #272
Kalos (Coastal) #092
Alola (US/UM) #313
Galar (Sw/Sh) #089
National #623
Crown Tundra #154
Blueberry #124

Held Items

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 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.
1 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
1 High Horsepower
95 95% 10 Inflicts regular damage with no additional effect.
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 Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
25 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
30 Magnitude
— 100% 30 Power varies randomly from 10 to 150.
35 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
40 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
47 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
54 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
61 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
69 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
76 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
Ultra Sun/Ultra Moon
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.
1 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
1 High Horsepower
95 95% 10 Inflicts regular damage with no additional effect.
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 Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
25 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
30 Magnitude
— 100% 30 Power varies randomly from 10 to 150.
35 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
40 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
47 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
54 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
61 Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
69 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
76 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.

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.
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.
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.
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.
TM76 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
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.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
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.
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Shock Wave
60 — 20 Never misses.
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.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
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