#0623.1
Mega Golurk

Mega Golurk

Ground Ghost

Abilities

  • Unseen Fist When the Pokémon uses contact moves, it can hit even targets that are protecting themselves, dealing 1/4 of the damage that the move would otherwise deal. Everything aside from the target's protective effects is still triggered.

Stat Points

HP
89
ATK
159
DEF
105
Sp. Atk
70
Sp. Def
105
SPE
55

Weakness and Resistance

2x ⦿ Super Effective
Water Grass Ice Ghost Dark
1x – Normal
Fire Ground Flying Psychic Dragon Steel Fairy
0.5x △ Resists
Bug Rock
0.25x ▼ Mostly Ineffective
Poison
0x × Immune
Normal Electric Fighting

Learnable Moves (74)

Name Type Category Power PP Description
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Confuse Ray status - 12 Confuses the target.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Dynamic Punch physical 100 8 Confuses the target.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Fly physical 90 16 The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Gravity status - 8 Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Gyro Ball physical - 8 The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Hammer Arm physical 100 12 Lowers the user's Speed stat by 1 stage.
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Headlong Rush physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Heat Crash physical - 12 The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Heavy Slam physical - 12 The more the user outweighs the target, the greater this move's power (ranging between 40 and 120). If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
High Horsepower physical 95 12 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Phantom Force physical 90 12 The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Poltergeist physical 110 8 This move fails if the target isn't holding an item
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scorching Sands special 70 12 Has a 30% chance of burning the target. Cures the user and target of being frozen.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Punch physical 60 20 This move never misses.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trick status - 12 The user and the target swap their held items.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.