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Gothitelle

In-battle formes

HP:70
Attack:55
Defense:95
Sp. Atk:95
Sp. Def:110
Speed:65
Min (-ve nature, 0 IVs)121
Default166
Max Neutral229
Max Positive251
Max Neutral (+1)343
Max Positive (+1)376
Max Neutral (+2)458
Max Positive (+2)502
Anything Goes
PP Stall166

Evolutions

Strategies

  • en
Written by neomon

Overview

Gothitelle carves its niche in the Anything Goes metagame by being able to PP stall many prominent defensive Pokemon thanks to its access to Shadow Tag and helpful support moves such as Charm, Taunt, and Confide. Gothitelle also offers great support for some of the tier's most threatening sweepers, such as Mega Rayquaza and Zygarde-C. Aside from that, Gothitelle also traps different entry hazard removers across the tier, notably most Defog Arceus variants, as well as Choice-locked Pokemon like Choice Scarf Yveltal locked into Oblivion Wing and Choice Scarf Xerneas situationally. Despite all of this, Gothitelle offers nothing defensively to a team other than trapping a few Pokemon, often making it awkward to fit onto a build. Furthermore, Gothitelle has a much more useful matchup versus balanced or defensive teams, often serving as dead weight against offensive builds.

PP Stall

Move 1
Move 2
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
Move 3
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 4
  • Charm
    Lowers the target's Attack by 2.
    TypeFairy
    Accuracy100%

Moves

Confide enables Gothitelle to trap weaker special attackers such as support Arceus variants barring Arceus-Dark as well as Choice Scarf Yveltal. Charm lets Gothitelle trap passive physical attackers such as Celesteela, Ferrothorn, defensive Ho-Oh, and specially defensive variants of Necrozma-DM. Taunt stops Gothitelle from being inflicted with Leech Seed by the likes of Celesteela and Ferrothorn and phazed by Arceus formes and Ho-Oh and forces the trapped foe to use attacking moves to speed up the trapping process. Rest helps Gothitelle PP stall threats better due to giving it two whole turns of no PP usage, and it brings Gothitelle back to full HP and heals it from status.

Set Details

Shadow Tag is what enables Gothitelle to trap and PP stall several notable threats in Anything Goes. Leftovers helps Gothitelle's longevity while also making it less vulnerable to critical hits and Leech Seed. Maximum HP and Special Defense investment with a Calm nature gives Gothitelle more bulk to trap support Arceus and potentially allows it trap Choice Scarf Xerneas.

Usage Tips

Once you stall a foe out of its PP, send in a Pokemon on your team that can take advantage of the situation, which is especially useful for removing or setting up entry hazards or setting up with a sweeper. Patience is important when using Gothitelle. Figure out your opponent's sets before trying to PP stall so you can form a game plan. Also, be aware of the possibility of getting critical hits and getting frozen during a PP stall, so try to use Rest with Gothitelle to stay out of range of a critical hit from the Pokemon you are trapping. Try to force Gothitelle's trapping targets in with its teammates and proceed to catch the target with Gothitelle by conditioning your opponent into switching the target in. Be wary of the possibility of Z-Crystals on support Arceus, as these sets attempt to avoid getting trapped by Gothitelle. If facing a team with a Pursuit trapper, namely Marshadow, Tyranitar, or Alolan Muk, aim to play conservatively with your Gothitelle to avoid getting trapped. After trapping and removing a foe, Gothitelle can easily be taken advantage of, so try to switch into something that can handle the opposing team better on the last Struggle of the trapped Pokemon. To avoid Roar or Whirlwind being an issue on passive threats such as support Arceus formes, non-Shed Shell Skarmory, and Lugia, it's important to Rest immediately following a Taunt when low on health, as this prevents the Pokemon from phazing while Gothitelle is asleep.

Team Options

Setup sweepers that like to see support Arceus gone such as Bulk Up Marshadow, Swords Dance Ultra Necrozma, Dragon Dance Zygarde-C, and Dragon Dance Mega Rayquaza all benefit from having Gothitelle alongside them to free them up offensively. Gothitelle enjoys a defensive core around it to make up for its vulnerability to powerful physical attackers. Zygarde-C, Skarmory, and Celesteela do that well. Reliable entry hazard setters can take advantage of Gothitelle's ability to trap a lot of viable Defoggers, so Stealth Rock Arceus variants and Ferrothorn fit that role. Pivoting in the form of Yveltal or Magearna can also be helpful for Gothitelle's trapping.

Other Options

A Calm Mind trapping set, dropping one of Charm or Taunt and Confide in favor of Psyshock and Calm Mind, can be run to trap Calm Mind Arceus variants, but due to missing out on one of its support moves, it fails to trap physical attackers. Substitute is also an option over Confide to enable Gothitelle to additionally trap Dragon Tail Lugia and Zygarde-C, but this set is much more susceptible to critical hits.

Checks and Counters

Powerful Attackers: Mega Rayquaza, Ho-Oh, Primal Groudon, and Primal Kyogre all threaten to KO Gothitelle before it can neutralize them with Charm or Confide.

Ghost-types: Lunala, Mega Gengar, and Arceus-Ghost fail to get trapped by Shadow Tag and get free turns when in on Gothitelle.

Dark-types: Yveltal, Arceus-Dark, and Mega Sableye all do not care about Gothitelle due to their type advantage and Mega Sableye's Magic Bounce.

Pursuit Trappers: Alolan Muk, Tyranitar, and Marshadow all manage to pressure Gothitelle thanks to Pursuit and a favorable initial matchup versus it. However, Gothitelle can check Alolan Muk and Tyranitar by using Charm if it's at high enough health.

Taunt: Taunt users like Mega Mewtwo Y, Mega Gengar, and Yveltal shut down Gothitelle easily.

Shed Shell: Shed Shell users like Toxapex, Blissey, and Skarmory can escape Gothitelle's trap due to their item.

Credits

Moves

 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
15
Accuracy
85%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Raises the target's Sp. Atk by 1 and confuses it.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
100%
PP
15
For 5 turns, the foe(s) is prevented from healing.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
Accuracy
PP
40
Psychic hits Dark. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
If hit by special attack, returns double damage.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
20
Lowers the target's Attack by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
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
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
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
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
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
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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