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Gorebyss

In-battle formes

HP:55
Attack:84
Defense:105
Sp. Atk:114
Sp. Def:75
Speed:52
Min (-ve nature, 0 IVs)98
Default140
Max Neutral203
Max Positive223
Max Neutral (+1)304
Max Positive (+1)334
Max Neutral (+2)406
Max Positive (+2)446
UnderUsed
Rain Dance Sweeper190
Baton Pass155

Evolutions

Strategies

  • en
Formats:
  • UU

Overview

Using Gorebyss with Spikes can work, as the sight of Rain Dance users trigger a switch to Water-types, and Spikes + Hidden Power Grass will hurt. After you do this once your opponent will most likely keep the Pokemon in so you can freely Surf it. Hydro Pump is always an option over Surf, but that accuracy hurts.

Rain Dance Sweeper

Move 1
Move 2
  • Surf
    Hits foes. Power doubles against Dive.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power120 BP
    Accuracy80%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 4

As you can see, Gorebyss has awesome Defense and Special Attack, while having crappy Speed and HP. So let's compare it to its rival, Omastar:

HP: 70--Attack: 60--Defense: 125--Special Attack: 115--Special Defense: 70--Speed: 55

So Omastar has nearly same Special Attack, 5 less Special Defense, but a solid 15 more HP, which more than covers the Special Defense, and 20 more Defense. Gorebyss lacks the Rock-type, which can be a pain or your lifesaver; no Normal resistance hurts a lot, but Omastar is weak to the common Earthquake. Due to having a pure Water-type, you can't switch Gorebyss in on resistances, as Ice and Water are its only resistances, and you would get Toxiced by the common Waters.

Rain Dance boosts your Speed and powers up Surf, turning Gorebyss into an offensive powerhouse.

Baton Pass

Move 1
Move 2
  • Surf
    Hits foes. Power doubles against Dive.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
Move 4

Baton Passer. Watch out for Electrics and phazers.

Other Options

It gets Confuse Ray; if you have luck, you can try it. Maybe it can give you a turn to Rain Dance.

EVs

190 Speed (200 Speed EVs) is needed for the Rain Dancer in UU. You can go lower if you aren't afraid of Electrode and Persian. Max Special Attack, and put the rest in HP. For the Baton Passer, max HP, balance out the defenses, and put Speed wherever to beat something after an Agility (there are tons of things you can do with it).

Checks and Counters

The only way to stop this is using a Water-type with decent Special Defense, like Blastoise or Walrein (Omastar doesn't count, thanks to the part Rock typing). Light Screening Hypno and Tricking with Grumpig can help you. Shedinja is always an option.

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
30
Raises the user's Defense by 2.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s).
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
35
Accuracy
75%
PP
10
Traps and damages the target for 2-5 turns.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
120
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
Weakens Electric-type attacks to 1/2 their power.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
55%
PP
20
Causes the target to become confused.
 
Power
95
Accuracy
100%
PP
15
Hits foes. Power doubles against Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
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