USUM / Pokédex

Gorebyss

Back to Pokédex

Gorebyss in Pokémon Ultra Sun & Ultra Moon

#142 in the Ultra Sun & Ultra Moon Pokédex • South Sea Pokémon

Gorebyss in the National Pokédex
Gorebyss sprite

Normal

Shiny Gorebyss sprite

Shiny

Pokédex entries

Ultra Sun

The color of its body changes with the water temperature. The coloration of Gorebyss in Alola is almost blindingly vivid.

Ultra Moon

It sucks bodily fluids out of its prey. The leftover meat sinks to the seafloor, where it becomes food for other Pokémon.

Pokémon details

Type

Water

Category

South Sea Pokémon

Height

1.8 m (5'11")

Weight

22.6 kg (49.8 lbs)

National Pokédex

#0368

Pokédex

#142

Gorebyss in Other Games

National Dex page

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

Min

Max

HP

55

220

314

Attack

84

155

293

Defense

105

193

339

Sp. Atk

114

209

359

Sp. Def

75

139

273

Speed

52

98

223

Total

485

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 Gorebyss, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Alola #142Melemele #142Ula'ula #63
EV yield
2 SpA
Catch rate
60
Base Exp.
170

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Melemele Sea

Melemele Sea — West

SOS Battle from a bubbling spot10-22-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 15

SOS Battle from a bubbling spot10-40-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 15

SOS ally encounter10-35-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Melemele Sea

Melemele Sea — West

SOS ally encounter10-17-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Melemele Sea

Melemele Sea — East

SOS ally encounter10-17-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Melemele Sea

Melemele Sea — East

SOS ally encounter10-17-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Route 15

SOS Battle from a bubbling spot10-40-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Melemele Sea

Melemele Sea — West

SOS ally encounter10-17-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Route 15

SOS ally encounter10-35-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Melemele Sea

Melemele Sea — West

SOS Battle from a bubbling spot10-22-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Melemele Sea

Melemele Sea — East

SOS ally encounter10-17-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of clamperl; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 3%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
5%

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

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

Psychic5010025
StartWhirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515
5Water Sport

The user soaks the battlefield with water. This weakens Fire-type moves for five turns.

Water--15
9Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
11Draining Kiss

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Fairy5010010
14Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020
16Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
19Aqua Ring

The user envelops itself in a veil made of water. It regains some HP every turn.

Water--20
23Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020
26Dive

Diving on the first turn, the user floats up and attacks on the next turn.

Water8010010
29Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
34Psychic

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

Psychic9010010
39Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
45Coil

The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.

Poison--20
50Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water110805

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM06Toxic

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

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

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

Normal6010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TM14Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM17Protect

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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Frustration

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

Normal-10020
TM27Return

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

Normal-10020
TM29Psychic

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

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This 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
TM42Facade

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

Normal7010020
TM44Rest

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

Psychic--10
TM45Attract

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

Normal-10015
TM48Round

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

Normal6010015
TM55Scald

The user shoots boiling hot water at its target. This may also leave the target with a burn.

Water8010015
TM68Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM77Psych Up

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

Normal--10
TM83Infestation

The target is infested and attacked for four to five turns. The target can’t flee during this time.

Bug2010020
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
TM90Substitute

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

Normal--10
TM94Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
TM98Waterfall

The user charges at the target and may make it flinch.

Water8010015
TM100Confide

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

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal158520
Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
Icy Wind

The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.

Ice559515
Signal Beam

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

Bug7510015
Snore

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

Normal5010015
Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020

Learn before evolving and retain the move. Breeding and prior stages have separate requirements.
Class
Acquisition source
Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--20

Clamperl — breeding; retain through evolution

Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015

Clamperl — breeding; retain through evolution

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Clamperl — breeding; retain through evolution

Clamp

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

Water358515

Clamperl — level up; retain through evolution (level 1)

Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Clamperl — breeding; retain through evolution

Endure

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

Normal--10

Clamperl — breeding; retain through evolution

Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15

Clamperl — level up; retain through evolution (level 1)

Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15

Clamperl — Move Tutor; retain through evolution

Mud Sport

The user kicks up mud on the battlefield. This weakens Electric-type moves for five turns.

Ground--15

Clamperl — breeding; retain through evolution

Muddy Water

The user attacks by shooting muddy water at the opposing Pokémon. This may also lower their accuracy.

Water908510

Clamperl — breeding; retain through evolution

Refresh

The user rests to cure itself of poisoning, a burn, or paralysis.

Normal--20

Clamperl — breeding; retain through evolution

Shell Smash

The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.

Normal--15

Clamperl — level up; retain through evolution (level 50)

Supersonic

The user generates odd sound waves from its body that confuse the target.

Normal-5520

Clamperl — breeding; retain through evolution

Water Gun

The target is blasted with a forceful shot of water.

Water4010025

Clamperl — level up; retain through evolution (level 1)

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Clamp

The target is clamped and squeezed by the user’s very thick and sturdy shell for four to five turns.

Water358515

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mud Sport

The user kicks up mud on the battlefield. This weakens Electric-type moves for five turns.

Ground--15

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Muddy Water

The user attacks by shooting muddy water at the opposing Pokémon. This may also lower their accuracy.

Water908510

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Refresh

The user rests to cure itself of poisoning, a burn, or paralysis.

Normal--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Shell Smash

The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.

Normal--15

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Supersonic

The user generates odd sound waves from its body that confuse the target.

Normal-5520

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Swift

Star-shaped rays are shot at the opposing Pokémon. This attack never misses.

Normal60-20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Water Gun

The target is blasted with a forceful shot of water.

Water4010025

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Swift Swim

Ability Slot 1

Boosts the Pokémon’s Speed stat in rain.

Doubles Speed during rain.

Hydration(Hidden Ability)

Heals status conditions if it’s raining.

Cures any major status ailment after each turn during rain.

Join Discord

Join a community of 5,000+ Trainers.

discord.gg/dittobase