Skip to content

042 - Golbat

  Type Ability


(1) Inner Focus
(2) Infiltrator
(HA) Infiltrator

Evolutions


Zubat
Level 22
Golbat
Happiness
Crobat

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak


















 

Stats

HPATKDEFSPASPDSPEBST
758070657590455

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Absorb 35 100 25 Priority: 0. Drains half the damage inflicted to heal the user.
1 Gust 40 100 25 Priority: 0. Inflicts regular damage.

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
1 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
1 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
4 Poison Sting 30 100 20 Priority: 0. Has a 30% chance to poison the target.
7 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
10 Wing Attack 60 100 35 Priority: 0. Inflicts regular damage.
13 Confuse Ray None 100 10 Priority: 0. Confuses the target.
16 Poison Fang 65 95 15 Priority: 0. 50% chance to toxic poison target
19 Swift 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
22 Mean Look None None 5 Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers.
26 Feint Attack 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
30 Air Cutter 60 95 15 Priority: 0. User's critical hit rate is one level higher when using this move.
33 Haze None None 30 Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
36 Whirlwind None Never Miss 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
40 Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
44 Super Fang None 90 10 Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
48 Nasty Plot None None 20 Priority: 0. Raises the user's Special Attack by two stages.
52 Leech Life 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
55 Hypnosis None 60 20 Priority: 0. Puts the target to sleep.
59 Air Slash 75 95 10 Priority: 0. Has a 30% chance to make the target flinch.
63 Wide Guard None None 10 Priority: 3. Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail.

This move cannot be selected by assist or metronome.
67 Brave Bird 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM19 Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM36 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM58 Hurricane 110 80 5 Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM62 Acrobatics 55 100 15 Priority: 0. If the user has no held item, this move has double power.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM88 Pluck 60 100 20 Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
TM89 U-turn 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM2 Fly 80 100 15 Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Super Fang None 90 10 Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
Tutor Uproar 90 100 10 Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Roost None None 10 Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
Tutor Snatch None None 10 Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location     Level Spawn Percent
Clay Tunnel Cave   33-36 10.0
Dreamyard Basement Grass Doubles 69 20.0
Giants Chasm Entrance Cave Cave 53-56 20.0
Giants Chasm Kyurems Cave Cave 53-56 20.0
Giants Chasm Route 13 Dark Grass (Doubles) 54-58 10.0
Giants Chasm Route 13 Grass 53-56 10.0
Route 13 Dark Grass (Doubles)   42-45 10.0
Route 13 Grass   41-44 10.0
Twist Mountain All Other Rooms Cave 66 5.0
Underground Ruins Regi Rooms Cave 67 20.0
Underground Ruins Regular Chambers Cave 66 20.0
Victory Road Connecting Caves I, Back Cave 59-62 5.0
Victory Road Connecting Caves II, Top Cave 59-62 20.0
Wellspring Cave Cave   66 5.0
Wellspring Cave Cave   67 4.0
Wellspring Cave Cave   68 1.0