Stats, type matchups, abilities, learnset, current usage, and build context for Golurk in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Ghost - status / 100%
Confuses the target.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Fighting - physical / 100 BP / 50%
100% chance to confuse the target.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Flying - physical / 90 BP / 95%
Flies up on first turn, then strikes the next turn.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Fighting - physical / 100 BP / 90%
Lowers the user's Speed by 1.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
Ground - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fire - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Psychic - status
No foe can use any move known by the user.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - physical / 120 BP / 75%
No additional effect.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Ghost - special / 100%
Does damage equal to the user's level.
Ghost - physical / 90 BP / 100%
Disappears turn 1. Hits turn 2. Breaks protection.
Ghost - physical / 110 BP / 90%
Fails if the target has no held item.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ghost - physical / 60 BP
This move does not check accuracy.
Normal - status
User must be asleep. Uses another known move.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.