Last updated: 2026-07-27

Related Pokemon
The Pokémon is immune to status moves used by other Pokémon.
A mid-usage singles special attacker and support Pokemon that leverages the excellent resistances of Steel/Ghost and Good as Gold to block status moves. Modest is the main nature, with Timid next. Its sets split between common Choice Scarf builds that quickly pressure with Shadow Ball and Make It Rain, and bulkier setup/support builds that sometimes use Leftovers alongside 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-4 (2026-07-27)
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
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,
Focus Sash is held to A special attacker build that secures its number of actions Gholdengo. The ability Good as Gold blocks the opponent's status moves, while Nasty Plot boosts its power to attack with strong special moves.
status conditions and Taunt and similar disruptions are nullified by its ability, while an ace role that raises its own stats to pressure the entire opposing side — its role.
Focus Sash as a shield to safely Nasty Plot, then with high-power Make It Rain it can hit both opponents at once.
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. |