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Gothita

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Gothita in Pokémon Sword & Shield

Galar Pokédex #267 • Fixation Pokémon

Gothita in the National Pokédex

Pokédex entries

Sword

Though they’re still only babies, there’s psychic power stored in their ribbonlike feelers, and sometimes they use that power to fight.

Shield

Even when nobody seems to be around, Gothita can still be heard making a muted cry. Many believe it’s speaking to something only it 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

Galar #267

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
Galar #267Crown Tundra #51
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 cycles

Evolution requirements shown in a compact table or chain view.

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

Giant's Cap

Main Area

Overworld6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Giant's Cap

Area 2

Overworld6050%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Slippery Slope

Wild Pokémon

Random in Grass60-6518%

The Crown Tundra Expansion Pass required, Fog

Frostpoint Field

Wild Pokémon

Random in Grass60-6520%

The Crown Tundra Expansion Pass required, Fog

Stony Wilderness

Max Raid Battles — pool 2 (common beam)

Max Raid Battle15-2010%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Watchtower Ruins

Max Raid Battles — pool 2 (common beam)

Max Raid Battle15-2010%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stony Wilderness

Max Raid Battles — pool 2 (common beam)

Max Raid Battle25-3030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Watchtower Ruins

Max Raid Battles — pool 2 (common beam)

Max Raid Battle25-3030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartPound

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

Normal4010035
StartConfusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
4Play Nice

The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat.

Normal--20
8Tickle

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

Normal-10020
12Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
16Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
20Psyshock

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

Psychic8010010
24Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
28Fake Tears

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

Dark-10020
33Psych Up

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

Normal--10
36Psychic

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

Psychic9010010
40Flatter

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

Dark-10015
44Future Sight

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

Psychic12010010
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 Technical Records in Pokémon Sword and Shield.
Class
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM19Safeguard

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

Normal--25
TM21Rest

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

Psychic--10
TM22Rock Slide

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM23Thief

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

Dark6010025
TM24Snore

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

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM31Attract

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

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM47Fake Tears

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

Dark-10020
TM48Rock Tomb

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

Rock609515
TM57Payback

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

Dark5010010
TM59Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
TM61Guard Swap

The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.

Psychic--10
TM70Trick Room

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

Psychic--5
TM72Magic Room

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

Psychic--10
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR11Psychic

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

Psychic9010010
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR25Psyshock

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

Psychic8010010
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

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

Normal--10
TR33Shadow Ball

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

Ghost8010015
TR34Future Sight

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

Psychic12010010
TR35Uproar

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

Normal9010010
TR37Taunt

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

Dark-10020
TR38Trick

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

Psychic-10010
TR40Skill Swap

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

Psychic--10
TR49Calm Mind

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

Psychic--20
TR58Dark Pulse

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

Dark8010015
TR65Energy Ball

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

Grass9010010
TR68Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Dark--20
TR69Zen Headbutt

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

Psychic809015
TR77Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TR81Foul Play

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

Dark9510015
TR82Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
TR83Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15

Moves this Pokémon can learn from move tutors in this game.
Class
Expanding Force

The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.

Psychic8010010

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Normal4010010
Heal Pulse

The user emits a healing pulse that restores the target’s HP by up to half of its max HP.

Psychic--10
Mean Look

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

Normal--5
Mirror Coat

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

Psychic-10020
Torment

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

Dark-10015

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Charge Beam

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Covet

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dream Eater

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic10010015
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--5
Heal Bell

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--15
Recycle

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Role Play

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Toxic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010

Ability options available to this Pokémon in this game.

Frisk

Ability Slot 1

When it enters a battle, the Pokémon can check an opposing Pokémon’s held item.

Reveals the held items of all active opposing Pokémon on entry.

Competitive

Ability Slot 2

Boosts the Sp. Atk stat sharply when a stat is lowered.

Raises Special Attack by two stages after an opponent lowers one of its stats.

Shadow Tag(Hidden Ability)

This Pokémon steps on the opposing Pokémon’s shadow to prevent it from escaping.

Prevents opponents from fleeing or switching out.

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