Gogoat
Mount Pokémon
- height
- 1.7 m
- weight
- 91 kg
They inhabit mountainous regions. The leader of the herd is decided by a battle of clashing horns.
Base stats
Abilities
- Sap Sipper
This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.
- Grass Pelt
If Grassy Terrain is active, this Pokemon's Defense is multiplied by 1.5.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Ability effects— only if the Pokémon runs that ability
- Sap Sipper — immune to Grass
Moves54
This move does not check accuracy.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
100% chance lower adjacent Pkmn Speed by 1.
Hits 2-5 times in one turn.
Digs underground turn 1, strikes turn 2.
Has 33% recoil.
Hits adjacent Pokemon. Double damage on Dig.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
User on Grassy Terrain: +1 priority.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
One adjacent ally's move power is 1.5x this turn.
No additional effect.
User recovers 50% of the damage dealt.
User cannot move next turn.
30% chance to lower the target's Defense by 1.
High critical hit ratio.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
No additional effect.
Heals the user by 50% of its max HP.
100% chance to lower the target's Speed by 1.
100% chance to lower the target's accuracy by 1.
Power doubles if the user moves after the target.
10% chance to lower the target's Attack by 1.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
Power doubles if others used Round this turn.
No additional effect.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Power doubles if the user's last move failed.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Hits adjacent Pokemon. Double damage on Dive.
Heals the user by a weather-dependent amount.
For 2 turns, the target cannot use sound moves.
100% chance to raise the user's Speed by 1.
Has 1/4 recoil.
The target's Ability becomes Insomnia.
20% chance to make the target flinch.