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Guzma & Golisopod

Table of Contents

Strike (Physical) Tier 2
Analysis by Svidrigailov

Trainer

Pokemon Info

Type Bug
Weak Vs Electric
Role Strike (Physical)
Base Potential
Gender Male

Pokemon Description

The shell covering its body is as hard as diamond. This Pokémon will do anything it takes to win.

Table of Contents

Stats

5★
HP 83
ATK 21
DEF 15
Sp. ATK 7
Sp. DEF 12
Speed 8
HP 446
ATK 401
DEF 189
Sp. ATK 155
Sp. DEF 111
Speed 198
Bulk 578

Table of Contents

Pokemon Analysis

Overview

Golisopod is a fairly powerful Striker who’s tanking capabilities and unique typing give it a highly useful niche in Co-op and Battle Villa. The ability to Max its own Critical Hit Chance is highly useful on any Striker, and although “Beat ‘Em Down”’s gauge cost lengthens Golisopod’s setup phase quite a bit, the Buff is a powerful one. Overall, lack of an outstanding attacking move like Focus Blast or Earthquake and the sluggishness of its setup phase keep it from reaching the very top of the Striker pyramid. However, its unique strengths are more than enough to make it a great pickup for Players looking to excel in the Battle Villa and Co-op modes.

Strengths

Self-Sufficient

Golispod’s Dire Hit + and “Beat ‘Em Down” allow it to maximize its own Critical Hit Chance and reach +4 Atk without the need for outside Support. This makes it a very reliable Striker in Co-op, where you can’t control what the other two Sync Pairs on the field are. Additionally, it makes it a much more versatile Pair in Single Player, where it doesn’t force players to use the other two Team Slots on Offense-Buffing Supports to fulfill its full Damage-dealing potential. 

Unique Typing

Bug is one of the most limited types in terms of Striker options, and in game modes where dealing Supereffective Damage is emphasized, Golisopod is one of the very few options available for dealing damage to bosses weak to Bug. Its primary competition, Pinsir, requires much more Support to be effective, so on some Co-op stages Golispod’s typing alone makes it far and away the optimal choice of Striker. 

Great Physical Bulk

Golisopod’s impressive (for a Striker) Defense Stat combined with the huge Buffs it receives from “Beat ‘Em Down” make it one of the physically bulkiest Damage dealing Pairs in the game. Its survivability is a huge part of what makes it such a powerful Pair in Co-op, where the team’s Striker often has to bear the brunt of the Boss’s Attacks.

Weaknesses

Requires Gauge for Setup

“Beat ‘Em Down”’s cost of up to three Bars of Move Gauge lengthens the amount of time it takes for Golisopod to set up by a considerable amount. In Co-op, for a pair as slow as it, this creates a fairly large window during which Golisopod cannot deal significant damage. First Impression’s sheer power alleviates this issue to an extent, but it can still cost games in situations where Pairs like Mewtwo or Garchomp’s speed would have let them finish off a weakened Boss. 

Team Synergy

As a Physical Striker who doesn’t usually max their own Atk Stat (because it would cost so much Move Gauge), Golisopod benefits greatly from Supports like Delibird and Samurott who can bring its Attack up to +6. Additionally, both of those Supports can  either raise Golisopod’s Speed or accelerate the team’s Move Gauge, making them even better partners for the somewhat sluggish Pair. In general, any Support who can regenerate Gauge or boost Attack and Speed will make a great partner for Golisopod.

Table of Contents

Moves

Type Bug
Category
Power
16 / 19
Accuracy 95
Target An opponent
Cost
Attacks the target two to five times in a row.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Sharply raises the user’s critical-hit rate.
Unlock Requirements
Unlocked by Default
Type Bug
Category
Power
200 / 240
Accuracy 100
Target An opponent
Uses 3
This move fails if this sync pair has used any moves since entering battle.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Uses a maximum of three slots of the user’s move gauge. Based on the amount used, this move raises the user’s Attack and Defense by up to four stat ranks.
Unlock Requirements
Unlocked by Default

Sync Move

Type Bug
Category
Power
250 / 300
Accuracy -
Target An opponent
Effect Tag -

No additional effect.

Passive Skills

Danger Dodge 2

Sharply raises the user’s evasiveness when the user’s HP drops to half or below for the first time in a battle.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
Attack +5 5 0 (1,-1)
Attack +5 5 0 (-1,-1)
Attack +5 24 2 (1,3)
Attack +5 24 2 2 (1,7)
HP +10 5 0 (1,1)
HP +20 48 4 (-3,1)
HP +20 60 5 2 (2,-4)
HP +20 60 5 2 (-1,5)
HP +20 60 5 2 (-2,-8)
Speed +5 5 0 (0,2)
Speed +5 24 2 (-1,-3)
Speed +5 24 2 (1,5)
Defense +5 5 0 (0,-2)
Defense +5 24 2 (-2,-4)
Defense +10 60 5 (3,-1)
Sp. Def +5 5 0 (-1,1)
Sp. Def +5 24 2 (-2,0)
Sp. Def +5 24 2 (2,4)
Sp. Def +5 24 2 (-1,-5)
Sp. Def +5 36 3 (1,-3)
Sp. Def +5 36 3 (2,0)
Sp. Def +5 36 3 (2,-2)
Sp. Def +10 48 4 2 (-2,4)
Your Boy’s X-Scissor : Power +25 60 5 3 (-3,5)
Your Boy’s X-Scissor : Power +25 60 5 3 (3,-5)
Your Boy’s X-Scissor : Power +25 60 5 3 (0,6)
Your Boy’s X-Scissor : Power +25 60 5 3 (0,-6)
Dire Hit + : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (3,5)
Pin Missile : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 (2,6)
Pin Missile : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 2 (2,8)
First Impression : Mad Strength 4 - Has a good chance of raising the Pokémon’s Attack when one of its attacks is successful. 84 7 2 (-3,-9)
First Impression : Propulsion 4 - Has a good chance of reducing the user’s sync move countdown by one when the user’s move is successful. 120 10 3 (-2,-10)
Beat ’Em Down! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 (-2,2)
Beat ’Em Down! : Barricade 1 - Raises the user’s Sp. Def when a move is successful. 84 7 2 (-3,3)
Vigilance - The Pokémon is protected against critical hits. 60 5 (-1,3)
First Aid 4 - Restores a bit of the Pokémon’s HP once during battle when the Pokémon is in a pinch. 120 10 3 (-2,6)
On the Run 2 - Once per battle, sharply raises the user’s evasiveness in a pinch. 84 7 2 (3,-3)
No Quarter - Maximizes the number of times the user hits with a multistrike move when that move is successful. 180 15 3 (2,-6)
Critastrophe 2 - Powers up sync moves if they become critical hits. 120 10 2 (1,-5)
Burst In - Ensures that the user’s next attack will be a critical hit when the Pokémon enters a battle. 120 10 (-2,-6)
Starting Node 0 0 (0,0)
Pin Missile : Power +1 24 2 3 (2,10)
Pin Missile : Power +1 24 2 (3,7)
Pin Missile : Power +1 24 2 2 (3,9)
Pin Missile : Power +1 24 2 3 (1,9)
First Impression : Power +5 60 5 3 (-1,-9)
First Impression : Power +5 60 5 (-3,-7)
First Impression : Power +5 60 5 2 (-1,-7)
First Impression : Power +5 60 5 (-3,-5)