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Gothita

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Gothita in Pokémon Black & White

#80 in the Unova Pokédex • Fixation Pokémon

Gothita in the National Pokédex

Pokédex entries

Pokémon Black

Their ribbonlike feelers increase their psychic power. They are always staring at something.

Pokémon White

They intently observe both Trainers and Pokémon. Apparently, they are looking at something that only Gothita can see.

Pokémon details

Type

Psychic

Category

Fixation Pokémon

Height

0.4 m (1'04")

Weight

5.8 kg (12.8 lbs)

National Pokédex

#0574

Pokédex

#80

Gothita in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

45

200

294

Attack

30

58

174

Defense

50

94

218

Sp. Atk

55

103

229

Sp. Def

65

121

251

Speed

45

85

207

Total

290

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Gothita, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #80
EV yield
1 SpD
Catch rate
200
Base Exp.
58

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
25% male
75% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Gothita

Gothita

#80

Level 32

Gothorita

Gothorita

#81

Gothorita

Gothorita

#81

Level 41

Gothitelle

Gothitelle

#82

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Route 5

Road 5

Walking in tall grass or a cave1920%

-

Route 5

Road 5

Walking in tall grass or a cave205%

-

Route 5

Road 5

Walking in tall grass or a cave214%

-

Route 5

Road 5

Walking in tall grass or a cave221%

-

Route 5

Road 5

Walking in dark grass2220%

-

Route 5

Road 5

Walking in dark grass235%

-

Route 5

Road 5

Walking in dark grass244%

-

Route 5

Road 5

Walking in dark grass251%

-

Route 16

Road 16

Walking in tall grass or a cave1920%

-

Route 16

Road 16

Walking in tall grass or a cave205%

-

Route 16

Road 16

Walking in tall grass or a cave214%

-

Route 16

Road 16

Walking in tall grass or a cave221%

-

Route 16

Road 16

Walking in dark grass2220%

-

Route 16

Road 16

Walking in dark grass235%

-

Route 16

Road 16

Walking in dark grass244%

-

Route 16

Road 16

Walking in dark grass251%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartPound

The target is physically pounded with a long tail or a foreleg, etc.

Normal4010035
3Confusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
7Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020
10Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
14Double Slap

The target is slapped repeatedly, back and forth, two to five times in a row.

Normal158510
16Psybeam

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020
19Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
24Faint Attack

The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.

Dark60-20
25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
28Flatter

Flattery is used to confuse the target. However, it also raises the target’s Sp. Atk stat.

Dark-10015
31Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
33Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015
37Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
40Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
46Charm

The user gazes at the target rather charmingly, making it less wary. The target’s Attack is harshly lowered.

Normal-10020
48Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Moves this Pokémon can inherit through breeding or similar methods.
Class
Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020
Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015
Mean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
Miracle Eye

Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.

Psychic--40
Mirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020
Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010040

Trade from Black 2 or White 2

Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

Dark9510015

Trade from Black 2 or White 2

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

Trade from Black 2 or White 2

Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5

Trade from Black 2 or White 2

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

Trade from Black 2 or White 2

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Trade from Black 2 or White 2

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

Trade from Black 2 or White 2

Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Frisk

Ability Slot 1

The Pokémon can check a foe’s held item.

Reveals an opponent's held item upon entering battle.

Shadow Tag(Hidden Ability)

Prevents the foe from escaping.

Prevents opponents from fleeing or switching out.

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