monball.net
1·0/6
Back to dex

Small Gourgeist

Small Gourgeist
GhostGrass

Height 0.7 m·Weight 9.5 kg

  • Gourgeist
  • Super Gourgeist
  • Large Gourgeist
  • Small Gourgeist

Base stats

HP
55
Atk
85
Def
122
SpA
58
SpD
75
Spe
99
Total439

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Pickup

    The Pokémon may pick up an item another Pokémon used during a battle. It may pick up items outside of battle, too.

  • Frisk

    When it enters a battle, the Pokémon can check an opposing Pokémon's held item.

  • Insomnia

    immune to sleep

Learnable moves

60 moves
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • user faints

    Power200Acc.100PP8
  • user faints

    Power250Acc.100PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power90Acc.100PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • burn

    PowerAcc.85PP16
  • target's Sp. Atk −1

    Power75Acc.100PP12
  • seeds the target, drains 1/8 max HP each turn

    PowerAcc.90PP12
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • hits 2–5 times

    Power25Acc.100PP20
    Ball & bomb
  • changes the target's Ability to Insomnia

    PowerAcc.100PP12
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • Power120Acc.85PP12
    Contact
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • Priority +1 on Grassy Terrain

    Power55Acc.100PP20
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • 30% chance: poison

    Power90Acc.100PP12
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • sleep

    PowerAcc.60PP20
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • swaps held items with the target

    PowerAcc.100PP12
  • swaps Abilities with the target

    PowerAcc.Sure-hitPP12
  • foes can't use moves the user knows

    PowerAcc.PP12
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • [Priority +2] swaps places with an ally

    PowerAcc.PP16
  • target's Sp. Atk −1

    Power70Acc.90PP12
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • confusion

    PowerAcc.100PP12
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • if the user faints this turn, the attacker faints too

    PowerAcc.PP8
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • turn 1: evades · turn 2: attacks · hits through protection

    Power90Acc.100PP12
    Contact
  • adds Ghost type to the target

    PowerAcc.100PP20
  • fails if the target holds no item

    Power110Acc.90PP8
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Sp. Atk +2

    PowerAcc.PP20
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • Power60Acc.100PP20
    Contact
  • more power the slower the user is than the target (max 150)

    PowerAcc.100PP8
    ContactBall & bomb
  • !

    30%→10%↓ chance: target's Sp. Atk −1

    Power95Acc.100PP16