ゴルーグ
種族値
メガシンカ
メガゴルーグ


特性:ふかしのこぶし — 接触技(直接攻撃)を使うと、相手のまもる・みきり・たたみがえし・トーチカ・キングシールド・ニードルガード・ブロッキング・スレッドトラップ・かえんのまもり・ファストガード・ワイドガードの守りの効果を無視して、本来の1/4のダメージを与える。相手の守りの効果以外は発動される。
タイプ相性
| ×4 弱点 | ×2 弱点 | ×½ 耐性 | ×¼ 耐性 | ×0 無効 |
|---|---|---|---|---|
— |
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特性
| 順位 | 特性名 | 採用率 ⓘ 効果 |
|---|---|---|
| 1 | てつのこぶし | パンチの技の威力が1.2倍になる。 |
使用率データ
技
| 順位 | 技名 | 採用率 |
|---|---|---|
| 1 | ポルターガイスト |
物理威力 110命中 90%PP 8 相手が道具を持っていない場合失敗する。 |
| 2 | ぶちかまし |
物理威力 120命中 100%PP 8 自分の防御 特防を1段階ずつ下げる。 |
| 3 | がんせきふうじ |
物理威力 60命中 95%PP 16 相手の素早さを1段階下げる。 |
| 4 | ほのおのパンチ |
物理威力 75命中 100%PP 16 10%の確率で相手をやけど状態にする。 |
| 5 | うちおとす |
物理威力 50命中 100%PP 16 特性ふゆう・でんじふゆう・ひこうタイプのポケモンにじめんタイプの技が当たるようになる(接地状態)。空中状態の相手にも当たる。 |
| 6 | れいとうパンチ |
物理威力 75命中 100%PP 16 10%の確率で相手をこおり状態にする。 |
持ち物
| 順位 | 持ち物 | 採用率 |
|---|---|---|
| 1 | きあいのタスキ |
HPが満タンの時、一撃でひんしになる技のダメージを受けてもHPを1残して耐える。1度使うと無くなる。 |
| 2 | ゴルーグナイト |
対応するポケモンがバトル中にメガシンカできる。 |
性格
| 順位 | 性格 | 採用率 |
|---|---|---|
| 1 | ようき (S↑ C↓) | |
| 2 | いじっぱり (A↑ C↓) |
ステータス振り
| 順位 | H | A | B | C | D | S | 採用率 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 32 | 1 | 0 | 0 | 32 | |
| 2 | 19 | 32 | 0 | 0 | 0 | 15 |
H=HP A=こうげき B=ぼうぎょ C=とくこう D=とくぼう S=すばやさ
同じチーム
| 順位 | ポケモン | 平均順位・前回比 |
|---|---|---|
| 1 | — |
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| 2 | — |
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| 3 | — |
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| 4 | — |
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| 5 | — |
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| 6 | — |
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| 7 | — |
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| 8 | — |
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| 9 | — |
Pokémon Matchups
○Hippowdon
Golurk vs
Hippowdon Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Hippowdon build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 47.4〜56.7% Headlong Rush 3HKOcalculated with すなあらし | 43.3〜51.6% Headlong Rush 3HKOcalculated with すなあらし | 47.4〜56.7% Headlong Rush 2 hits (82%)calculated with すなあらし | |
| 45.5〜53.3% Earthquake 2 hits (33%)calculated with すなあらし | 45.5〜53.3% Earthquake 2 hits (33%)calculated with すなあらし | 45.5〜53.3% Earthquake 2 hits (33%)calculated with すなあらし | |
| Speed | First S117 / S67 | First S117 / S67 | First S117 / S67 |
| Verdict | ○ Win: 3HKO to KO / 3HKO to be KOed, moves first | ○ Win: 3HKO to KO / 3HKO to be KOed, moves first | ○ Win: 3HKO to KO / 3HKO to be KOed, moves first |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Hippowdon build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 43.7〜52.1% Ice Punch 3HKOcalculated with すなあらし | 47.4〜56.3% Headlong Rush 2 hits (30%)calculated with すなあらし | 52.1〜61.9% Headlong Rush 2HKOcalculated with すなあらし | |
| 36.4〜43.6% Earthquake 3HKOcalculated with すなあらし | 36.4〜43.6% Earthquake 3HKOcalculated with すなあらし | 36.4〜43.6% Earthquake 3HKOcalculated with すなあらし | |
| Speed | First S107 / S67 | First S107 / S67 | First S107 / S67 |
| Verdict | ○ Win: 2HKO to KO / 3HKO to be KOed, moves first | ○ Win: 3HKO to KO / 3HKO to be KOed, moves first | ○ Win: 2HKO to KO / 3HKO to be KOed, moves first |
◎Lucario
Golurk vs
Lucario Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 2 known Lucario build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | |
|---|---|---|
| 108.2〜127.9% Headlong Rush 1HKO | 181.0〜215.0% Headlong Rush 1HKO | |
| 103.6〜122.4% Steel Beam 2HKO (incl. きあいのタスキ) | 123.6〜145.5% Steel Beam 2HKO (incl. きあいのタスキ) | |
| Speed | Second S117 / S223 | Second S117 / S180 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 2 known Lucario build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | |
|---|---|---|
| 108.8〜128.6% Poltergeist 1HKO | 197.3〜234.0% Headlong Rush 1HKO | |
| 82.4〜98.2% Steel Beam 2HKO | 98.2〜116.4% Steel Beam 1 hits (88%) | |
| Speed | Second S107 / S223 | Second S107 / S180 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
○*Gholdengo
Golurk vs
Gholdengo Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Gholdengo build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 115.3〜137.4% Poltergeist 1HKO | 48.2〜58.0% Fire Punch 2 hits (95%) | 106.7〜126.4% Poltergeist 1HKO | |
| 112.7〜132.1% Shadow Ball 2HKO (incl. きあいのタスキ) | 83.6〜99.4% Shadow Ball 2HKO | 101.8〜121.2% Shadow Ball 2HKO (incl. きあいのタスキ) | |
| Speed | Second S117 / S136 | First S117 / S107 | Second S117 / S136 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Gholdengo build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 152.1〜180.4% Poltergeist 1HKO | 116.1〜137.8% Poltergeist 1HKO | 139.9〜165.6% Poltergeist 1HKO | |
| 90.9〜106.7% Shadow Ball 1 hits (38%) | 69.1〜81.2% Shadow Ball 2HKO | 81.2〜98.2% Shadow Ball 2HKO | |
| Speed | Second S107 / S136 | Second S107 / S107 | Second S107 / S136 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
○*Baxcalibur
Golurk vs
Baxcalibur Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Baxcalibur build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 95.9〜114.2% Headlong Rush 1 hits (75%) | 113.2〜134.7% Headlong Rush 1HKO | 95.9〜114.2% Headlong Rush 1 hits (75%) | |
| 54.5〜64.2% Dark Pulse 2HKO | 78.8〜93.3% Draco Meteor 2HKO | 54.5〜64.2% Dark Pulse 2HKO | |
| Speed | First S117 / S105 | Second S117 / S150 | First S117 / S105 |
| Verdict | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Baxcalibur build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 104.6〜124.9% Headlong Rush 1HKO | 125.7〜148.5% Headlong Rush 1HKO | 104.6〜124.9% Headlong Rush 1HKO | |
| 42.4〜50.9% Dark Pulse 2 hits (2%) | 52.1〜61.8% Dark Pulse 2HKO | 42.4〜50.9% Dark Pulse 2 hits (2%) | |
| Speed | First S107 / S105 | Second S107 / S150 | First S107 / S105 |
| Verdict | ◎ Win: 1HKO to KO / 3HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 3HKO to be KOed, moves first |
◎Aegislash
Golurk vs
Aegislash Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Aegislash build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 107.8〜126.3% Headlong Rush 1HKO | 107.8〜126.3% Headlong Rush 1HKO | 107.8〜126.3% Headlong Rush 1HKO | |
| 83.6〜99.4% Shadow Ball 2HKO | 123.6〜145.5% Shadow Ball 2HKO (incl. きあいのタスキ) | 100.0〜118.8% Shadow Ball 2HKO (incl. きあいのタスキ) | |
| Speed | First S117 / S80 | First S117 / S72 | First S117 / S80 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves first |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Aegislash build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 107.8〜126.9% Poltergeist 1HKO | 107.8〜126.9% Poltergeist 1HKO | 107.8〜126.9% Poltergeist 1HKO | |
| 132.1〜157.6% Poltergeist 1HKO | 101.8〜121.2% Poltergeist 1HKO | 158.2〜189.1% Poltergeist 1HKO | |
| Speed | First S107 / S80 | First S107 / S72 | First S107 / S80 |
| Verdict | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first |
◎メガリザードンX
Golurk vs
メガリザードンX Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known メガリザードンX build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 140.6〜167.1% Headlong Rush 1HKO | |
| 96.4〜113.9% Flare Blitz 2HKO | |
| Speed | Second S117 / S167 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known メガリザードンX build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 154.8〜183.2% Headlong Rush 1HKO | |
| 77.6〜92.1% Flare Blitz 2HKO | |
| Speed | Second S107 / S167 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
○*エースバーン
Golurk vs
エースバーン Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known エースバーン build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 192.4〜226.1% Headlong Rush 1HKO | 192.4〜226.1% Headlong Rush 2HKO (incl. きあいのタスキ) | 192.4〜226.1% Headlong Rush 1HKO | |
| 88.5〜105.5% Sucker Punch 2HKO | 81.2〜95.8% Sucker Punch 2HKO | 114.5〜137.0% Sucker Punch 2HKO (incl. きあいのタスキ) | |
| Speed | Second S117 / S256 | Second S117 / S188 | Second S117 / S171 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known エースバーン build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 210.2〜248.4% Headlong Rush 1HKO | 210.2〜248.4% Headlong Rush 2HKO (incl. きあいのタスキ) | 210.2〜248.4% Headlong Rush 1HKO | |
| 70.3〜83.6% Sucker Punch 2HKO | 65.5〜77.6% Sucker Punch 2HKO | 90.9〜108.5% Sucker Punch 1 hits (44%) | |
| Speed | Second S107 / S256 | Second S107 / S188 | Second S107 / S171 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
◎Sneasler
Golurk vs
Sneasler Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Sneasler build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 229.3〜270.1% Headlong Rush 1HKO | 229.3〜270.1% Headlong Rush 1HKO | 229.3〜270.1% Headlong Rush 1HKO | |
| 72.7〜86.1% Throat Chop 2HKO | 72.7〜86.1% Throat Chop 2HKO | 72.7〜86.1% Throat Chop 2HKO | |
| Speed | Second S117 / S172 | Second S117 / S172 | Second S117 / S172 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Sneasler build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 114.6〜135.7% Poltergeist 1HKO | 114.6〜135.7% Poltergeist 1HKO | 114.6〜135.7% Poltergeist 1HKO | |
| 58.2〜69.1% Throat Chop 2HKO | 58.2〜69.1% Throat Chop 2HKO | 58.2〜69.1% Throat Chop 2HKO | |
| Speed | Second S107 / S172 | Second S107 / S172 | Second S107 / S172 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
○*パーモット
Golurk vs
パーモット Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known パーモット build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 217.0〜255.8% Headlong Rush 2HKO (incl. きあいのタスキ) | 217.0〜255.8% Headlong Rush 1HKO | 217.0〜255.8% Headlong Rush 1HKO | |
| 67.9〜81.2% Ice Punch 2HKO | 73.9〜88.5% Ice Punch 2HKO | 88.5〜105.5% Ice Punch 2HKO | |
| Speed | Second S117 / S172 | Second S117 / S235 | Second S117 / S172 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known パーモット build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 238.1〜281.6% Headlong Rush 2HKO (incl. きあいのタスキ) | 108.8〜128.6% Poltergeist 1HKO | 108.8〜128.6% Poltergeist 1HKO | |
| 55.2〜65.5% Ice Punch 2HKO | 59.4〜70.9% Ice Punch 2HKO | 70.9〜84.8% Ice Punch 2HKO | |
| Speed | Second S107 / S172 | Second S107 / S235 | Second S107 / S172 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
○*イエッサン(オス)
Golurk vs
イエッサン(オス) Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known イエッサン(オス) build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 138.7〜163.5% Headlong Rush 1HKOcalculated with サイコフィールド | 138.7〜163.5% Headlong Rush 1HKOcalculated with サイコフィールド | 138.7〜163.5% Headlong Rush 2HKO (incl. きあいのタスキ)calculated with サイコフィールド | |
| 63.0〜75.2% Shadow Ball 2HKOcalculated with サイコフィールド | 58.2〜69.1% Shadow Ball 2HKOcalculated with サイコフィールド | 63.0〜75.2% Shadow Ball 2HKOcalculated with サイコフィールド | |
| Speed | Second S117 / S220 | Second S117 / S161 | Second S117 / S147 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known イエッサン(オス) build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 153.3〜180.3% Headlong Rush 1HKOcalculated with サイコフィールド | 153.3〜180.3% Headlong Rush 1HKOcalculated with サイコフィールド | 153.3〜180.3% Headlong Rush 2HKO (incl. きあいのタスキ)calculated with サイコフィールド | |
| 50.9〜60.6% Shadow Ball 2HKOcalculated with サイコフィールド | 47.3〜55.8% Shadow Ball 2 hits (70%)calculated with サイコフィールド | 50.9〜60.6% Shadow Ball 2HKOcalculated with サイコフィールド | |
| Speed | Second S107 / S220 | Second S107 / S161 | Second S107 / S147 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 3HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
○Skeledirge
Golurk vs
Skeledirge Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Skeledirge build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 81.5〜96.7% Headlong Rush 2HKO | 81.5〜96.7% Headlong Rush 2HKO | 63.5〜74.9% Poltergeist 2HKO | |
| 70.3〜84.8% Shadow Ball 2HKO | 70.3〜84.8% Shadow Ball 2HKO | 70.3〜84.8% Shadow Ball 2HKO | |
| Speed | First S117 / S86 | First S117 / S86 | First S117 / S86 |
| Verdict | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Skeledirge build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 89.1〜106.2% Headlong Rush 1 hits (38%) | 89.1〜106.2% Headlong Rush 1 hits (38%) | 82.5〜97.6% Poltergeist 2HKO | |
| 58.2〜69.1% Shadow Ball 2HKO | 58.2〜69.1% Shadow Ball 2HKO | 58.2〜69.1% Shadow Ball 2HKO | |
| Speed | First S107 / S86 | First S107 / S86 | First S107 / S86 |
| Verdict | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first |
◎Metagross
Golurk vs
Metagross Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known Metagross build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 107.0〜128.0% Headlong Rush 1HKO | |
| 95.8〜113.3% Ice Punch 2HKO | |
| Speed | Second S117 / S162 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known Metagross build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 108.3〜129.9% Poltergeist 1HKO | |
| 77.0〜90.9% Ice Punch 2HKO | |
| Speed | Second S107 / S162 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
▲グソクムシャ
Golurk vs
グソクムシャ Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known グソクムシャ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 68.1〜81.3% Fire Punch 2HKO | |
| 111.5〜132.1% Waterfall 2HKO (incl. きあいのタスキ) | |
| Speed | First S117 / S60 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second (priority) |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known グソクムシャ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 74.7〜90.1% Fire Punch 2HKO | |
| 87.9〜105.5% Waterfall 1 hits (31%) | |
| Speed | First S107 / S60 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second (priority) |
▲*セグレイブ
Golurk vs
セグレイブ Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known セグレイブ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 54.5〜64.4% Headlong Rush 2HKO | 66.5〜79.1% Headlong Rush 2HKO | 66.5〜79.1% Headlong Rush 2HKO | |
| 130.9〜156.4% Icicle Spear 1HKOcalculated with 3ヒット時 | 101.8〜123.6% Icicle Spear 1HKOcalculated with 3ヒット時 | 145.5〜174.5% Icicle Spear 1HKOcalculated with 3ヒット時 | |
| Speed | Second S117 / S139 | Second S117 / S152 | Second S117 / S139 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known セグレイブ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 59.7〜70.7% Headlong Rush 2HKO | 72.8〜86.4% Headlong Rush 2HKO | 72.8〜86.4% Headlong Rush 2HKO | |
| 113.9〜135.8% Icicle Crash 1HKO | 92.1〜109.1% Icicle Crash 1 hits (44%) | 132.1〜155.8% Icicle Crash 1HKO | |
| Speed | Second S107 / S139 | Second S107 / S152 | Second S107 / S139 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
▲Mimikyu
Golurk vs
Mimikyu Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Mimikyu build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 166.4〜196.9% Poltergeist 2HKO (incl. ばけのかわ) | 166.4〜196.9% Poltergeist 2HKO (incl. ばけのかわ) | 166.4〜196.9% Poltergeist 2HKO (incl. ばけのかわ) | |
| 110.3〜130.3% Wood Hammer 2HKO (incl. きあいのタスキ) | 88.5〜106.1% Shadow Claw 2HKO | 84.8〜100.6% Wood Hammer 2HKO | |
| Speed | Second S117 / S148 | Second S117 / S148 | Second S117 / S148 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Mimikyu build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 219.8〜258.0% Poltergeist 2HKO (incl. ばけのかわ) | 219.8〜258.0% Poltergeist 2HKO (incl. ばけのかわ) | 219.8〜258.0% Poltergeist 2HKO (incl. ばけのかわ) | |
| 87.9〜105.5% Wood Hammer 1 hits (31%) | 73.9〜87.3% Shadow Claw 2HKO | 67.9〜81.2% Wood Hammer 2HKO | |
| Speed | Second S107 / S148 | Second S107 / S148 | Second S107 / S148 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
×Meowscarada
Golurk vs
Meowscarada Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Meowscarada build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 87.6〜103.3% Fire Punch 1 hits (25%) | 87.6〜103.3% Fire Punch 2HKO | 87.6〜103.3% Fire Punch 1 hits (25%) | |
| 149.1〜177.0% Triple Axel 1HKOcalculated with 最大3ヒット時 | 149.1〜177.0% Triple Axel 1HKOcalculated with 最大3ヒット時 | 193.3〜229.7% Triple Axel 1HKOcalculated with 最大3ヒット時 | |
| Speed | Second S117 / S262 | Second S117 / S175 | Second S117 / S175 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Meowscarada build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 95.4〜113.7% Fire Punch 1 hits (75%) | 95.4〜113.7% Fire Punch 2HKO | 95.4〜113.7% Fire Punch 1 hits (75%) | |
| 101.8〜121.2% Flower Trick 1HKO | 101.8〜121.2% Flower Trick 1HKO | 132.1〜157.6% Flower Trick 1HKO | |
| Speed | Second S107 / S262 | Second S107 / S175 | Second S107 / S175 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
▲*Gyarados
Golurk vs
Gyarados Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Gyarados build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 25.2〜30.2% Poltergeist 4HKOcalculated with 攻撃-1 | 42.7〜50.9% Poltergeist 2 hits (3%)calculated with 攻撃-1 | 25.2〜30.2% Poltergeist 4 hits (<1%)calculated with 攻撃-1 | |
| 81.2〜95.8% Waterfall 2HKO | 105.5〜124.8% Power Whip 2HKO (incl. きあいのタスキ) | 81.2〜95.8% Waterfall 2HKO | |
| Speed | First S117 / S101 | Second S117 / S133 | First S117 / S101 |
| Verdict | × Loss: 4HKO to KO / 2HKO to be KOed, moves first | ▲ Loss: 3HKO to KO / 2HKO to be KOed, moves second | × Loss: 5HKO to KO / 2HKO to be KOed, moves first |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Gyarados build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 33.2〜39.1% Poltergeist 3 hits (>99%)calculated with 攻撃-1 | 56.1〜66.7% Poltergeist 2HKOcalculated with 攻撃-1 | 33.2〜39.1% Poltergeist 3 hits (11%)calculated with 攻撃-1 | |
| 65.5〜77.6% Waterfall 2HKO | 84.8〜100.6% Power Whip 1 hits (6%) | 65.5〜77.6% Waterfall 2HKO | |
| Speed | First S107 / S101 | Second S107 / S133 | First S107 / S101 |
| Verdict | × Loss: 4HKO to KO / 2HKO to be KOed, moves first | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | × Loss: 4HKO to KO / 2HKO to be KOed, moves first |
▲*Greninja
Golurk vs
Greninja Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Greninja build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 109.4〜130.2% Headlong Rush 2HKO (incl. きあいのタスキ) | 98.7〜116.8% Headlong Rush 1 hits (88%) | 109.4〜130.2% Headlong Rush 1HKO | |
| 105.5〜124.8% Ice Beam 2HKO (incl. きあいのタスキ) | 113.9〜135.8% Ice Beam 2HKO (incl. きあいのタスキ) | 105.5〜124.8% Ice Beam 2HKO (incl. きあいのタスキ) | |
| Speed | Second S117 / S174 | Second S117 / S213 | Second S117 / S261 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Greninja build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 120.8〜143.0% Headlong Rush 2HKO (incl. きあいのタスキ) | 108.7〜128.9% Headlong Rush 1HKO | 120.8〜143.0% Headlong Rush 1HKO | |
| 101.8〜121.2% Hydro Pump 1HKO | 112.7〜132.1% Hydro Pump 1HKO | 101.8〜121.2% Hydro Pump 1HKO | |
| Speed | Second S107 / S174 | Second S107 / S213 | Second S107 / S261 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second |
▲A-Ninetales
Golurk vs
A-Ninetales Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 2 known A-Ninetales build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | |
|---|---|---|
| 53.1〜63.4% Headlong Rush 2HKOcalculated with あられ | 66.7〜80.0% Headlong Rush 2HKOcalculated with あられ | |
| 76.4〜90.9% Blizzard 2HKOcalculated with あられ | 101.8〜120.0% Blizzard 2HKO (incl. きあいのタスキ)calculated with あられ | |
| Speed | Second S117 / S177 | Second S117 / S177 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 2 known A-Ninetales build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | |
|---|---|---|
| 58.9〜70.3% Headlong Rush 2HKOcalculated with あられ | 74.0〜88.0% Headlong Rush 2HKOcalculated with あられ | |
| 80.0〜94.5% Foul Play 2HKOcalculated with あられ | 81.2〜95.8% Blizzard 2HKOcalculated with あられ | |
| Speed | Second S107 / S177 | Second S107 / S177 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
×*Rotom-W
Golurk vs
Rotom-W Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Rotom-W build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 40.1〜47.8% Poltergeist 999HKO | 40.1〜47.8% Poltergeist 3HKO | 25.2〜29.9% Rock Tomb 5HKO (incl. オボンのみ) | |
| 94.5〜112.7% Hydro Pump 2HKO | 94.5〜112.7% Hydro Pump 2HKO | 130.9〜153.9% Hydro Pump 2HKO (incl. きあいのタスキ) | |
| Speed | First S117 / S106 | First S117 / S106 | Second S117 / S138 |
| Verdict | × Loss: n/a to KO / 2HKO to be KOed, moves first | ▲ Loss: 3HKO to KO / 2HKO to be KOed, moves first | × Loss: 4HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Rotom-W build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 53.5〜63.1% Poltergeist 999HKO | 53.5〜63.1% Poltergeist 2HKO | 33.1〜39.4% Rock Tomb 4HKO | |
| 80.0〜94.5% Foul Play 2HKO | 80.0〜94.5% Foul Play 2HKO | 103.0〜123.6% Hydro Pump 1HKO | |
| Speed | First S107 / S106 | First S107 / S106 | Second S107 / S138 |
| Verdict | × Loss: 5HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | × Loss: 3HKO to KO / 1HKO to be KOed, moves second |
▲*Hydreigon
Golurk vs
Hydreigon Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Hydreigon build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 63.9〜76.3% Ice Punch 2HKO | 63.9〜76.3% Ice Punch 2HKO | 63.9〜76.3% Ice Punch 2HKO | |
| 106.7〜127.3% Dark Pulse 2HKO (incl. きあいのタスキ) | 98.2〜116.4% Dark Pulse 2HKO | 138.2〜165.5% Dark Pulse 2HKO (incl. きあいのタスキ) | |
| Speed | Second S117 / S225 | Second S117 / S165 | Second S117 / S150 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Hydreigon build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 71.0〜84.0% Ice Punch 2HKO | 71.0〜84.0% Ice Punch 2HKO | 71.0〜84.0% Ice Punch 2HKO | |
| 84.8〜101.8% Dark Pulse 1 hits (6%) | 77.6〜92.1% Dark Pulse 2HKO | 110.3〜132.1% Dark Pulse 1HKO | |
| Speed | Second S107 / S225 | Second S107 / S165 | Second S107 / S150 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
▲Dragonite
Golurk vs
Dragonite Golurk's build: Focus Sash, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Dragonite build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 52.7〜62.9% Ice Punch 2HKO | 62.9〜74.3% Ice Punch 2HKO | 62.9〜74.3% Ice Punch 2HKO | |
| 96.4〜113.3% Draco Meteor 2HKO | 67.3〜80.0% Draco Meteor 2HKO | 74.5〜87.9% Draco Meteor 2HKO | |
| Speed | Second S117 / S152 | Second S117 / S145 | Second S117 / S132 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
Golurk's build: ゴルーグナイト, Adamant, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Dragonite build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 58.7〜69.5% Ice Punch 2HKO | 68.3〜81.4% Ice Punch 2HKO | 68.3〜81.4% Ice Punch 2HKO | |
| 77.0〜90.9% Draco Meteor 2HKO | 54.5〜64.2% Draco Meteor 3HKO | 60.0〜70.9% Draco Meteor 2 hits (28%) | |
| Speed | Second S107 / S152 | Second S107 / S145 | Second S107 / S132 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second |
Estimated from precomputed 1v1s against the top 30 Pokémon. Both sides pick their best-hitting move from a pool of their 10 most-used moves (switching and status moves not considered). * = the verdict depends on which build (item/nature/EVs) either side runs.
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