Last updated: 2026-09-14

Related Pokemon
The Pokémon is immune to status moves used by other Pokémon.
A top-tier Singles pick that leverages its excellent Steel/Ghost typing and Good as Gold (immunity to status moves) as a special attacker and support hybrid. Modest is the dominant nature, with Timid a distant second. It splits into two camps: a Choice Scarf set that pressures foes at high speed with Shadow Ball and Make It Rain, and a bulkier setup variant, also seen with Leftovers, that runs Recover, Nasty Plot, and Trick.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-14)
Moves
Item
Ability
Nature
AP Spreads
Scarf Trick Special Attacker
A build that uses Choice Scarf to move first and pressure with Make It Rain
Gholdengo
| HP | 164 | 2 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def | 115 | - | |
| SpA | 185 | 32 | |
| SpD | 111 | - | |
| Spe↑ | 149 | 32 |
its Speed
Choice Scarf to outspeed and overwhelm opponents — a special attacker Gholdengo. Its ability that nullifies the opponent's status moves, Good as Gold using it as a shield to switch in against status moves, uses its boosted Speed to pressure with high-power Make It Rain or disrupt with Trick — its composition.
Subweapons to cover weaknesses
which serves as a way to hit Mega Charizard Y and Volcarona, Power Gem slot can be changed to one that counters troublesome Dark types, Focus Blast or one that hits Water types, Thunderbolt — also a recommended change.
Status moves useful after Trick are also recommended
Trick with
Choice Scarfwhich is useful after giving away Nasty Plot or Recover is also recommended. Scarf Trick lets it use a wall as a setup opportunity for Nasty Plot, and Recover lets it manage HP while playing the cycle game.
Choice Scarf to move first and pressure with STAB moves fired off from its high Sp.Atk — its main role. Against bulky Pokémon, Trick it forces its own Choice Scarf onto them to shut them down, maintains a favorable board by leveraging its Speed advantage and excellent resistances — its role.
Pokémon it has a type-matchup advantage against
Gholdengo isMake It Rain to exploit weaknesses, and is favorable against Pokémon it can switch in on thanks to type resistances. Create favorable matchups and pile on the power of Make It Rain.
Example Favorable Matchups
Walls that rely mainly on status moves
Gholdengo, with the ability Good as Gold can nullify the opponent's status moves, giving it an advantage against Pokémon that rely on them. Furthermore,
Choice Scarf Trick to pass it along, it can shut the opponent down completely.
Example Favorable Matchups
Especially weak to Dark types with Sucker Punch
Sucker Punch is especially troublesome, as Dark-type Pokémon can use it.
Choice Scarf, which ignores the Speed it has raised and hits its weakness, so when you face one, switch out rather than forcing the issue.
Example Threats
Nasty Plot Wallbreaker
A build that manages HP with Recover while aiming to break through walls using Nasty Plot.
Gholdengo
| HP | 191 | 29 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def | 115 | - | |
| SpA↑ | 198 | 27 | |
| SpD | 111 | - | |
| Spe | 114 | 10 |
Good as Gold and Nasty Plot, it completely shuts down Pokémon that rely on status moves while aiming to break through as a setup sweeper — this is a Gholdengo build.
Air Balloon lets it use top-tier metagame threats like Hippowdon as a setup opportunity to break through the opponent's team all at once.
EV Allocation Intent
Adding a subweapon
Recover's slot can also be swapped for a subweapon to cover its weak matchups.removing Recover makes HP management harder, so identify the matchup you want to win and choose your moves accordingly.
Leftovers is also recommended
Leftovers is also recommended to improve its longevity. However, doing so removes its resistance to Ground-type moves, so identify the matchup you want to win before making the change.
Good as Gold blocks interference from status moves while, from a favorable matchup,Nasty Plot raises its Sp. Atk to take control of the board — that's its main role. With its excellent resistances andRecover, it deflects attacks whilewatching for an opening to raise its power and finish the opponent off before it can wall it — its role.
Pokémon that rely on status moves
Gholdengo isGood as Gold lets it nullify the opponent's status moves.Yawn or EncoreWhile ignoring interference from moves likeNasty Plot and raise its Sp. Atk to take the advantage.
Example Favorable Matchups
Struggles facing high-power attackers head-on
Since this Gholdengo build isn't particularly fast,facing a high-power attacker head-on risks taking a fatal blow first.Against aggressive teams, consider holding it back from selection, orAurora Veil use screen moves like it to shore up its bulk while playing it.
Example Threats
Double-battle Focus Sash
A double-battle build that shores up bulk with Focus Sash and uses powerful spread attacks and setup moves
Gholdengo
| HP | 163 | 1 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def | 115 | - | |
| SpA | 185 | 32 | |
| SpD | 112 | 1 | |
| Spe↑ | 149 | 32 |
With heavy EVs in Sp.Atk and Speed,
Life Orb with a special attacker build that boosts the power of its moves Gholdengo. The ability Good as Gold nullifies opposing status moves, allowing it to set up Nasty Plot and pressure the opponent with powerful attacks.
Power Gem is also recommended
Nasty Plot as a swap option, Power Gem is also recommended. Power Gem exploits Mega Charizard Y's 4× weakness.
It uses its excellent resistances and Ability to raise its Sp. Atk, then unleashes the item-boosted Make It Rain with to hit all opponents and dominate the field — its role.Nasty Plot raises its Sp. Atk with Protect as needed, allowing it to stay on the field and keep pressuring the opponent.
Pokémon that resist both Steel and Ghost moves
It struggles against Pokémon that resist both Steel-type and Ghost-type moves. Be sure to include Pokémon that can defeat the opponents Gholdengo struggles with in your team.
Example Threats
Type
Category
Target
Properties
42 / 42
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Recover | Normal | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. | |
| Surf | Water | Spec | 90 | 100 | 16 | All | This move’s power is doubled against targets that have the Submerged status. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). |
| Power Gem | Rock | Spec | 80 | 100 | 20 | 1 Foe | A regular attacking move. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Poltergeist | Ghost | Phys | 110 | 90 | 8 | 1 Foe | This move fails if the target isn’t holding an item. | |
| Shadow Punch | Ghost | Phys | 60 | - | 20 | ContactPunch | 1 Foe | This move never misses. |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Memento | Dark | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Make It Rain | Steel | Spec | 120 | 95 | 8 | All Foes | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. |