Gimmighoul (Roaming) artwork
#999

Gimmighoul (Roaming)

Ghost
All data Standard/Form Gen 9

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Gimmighoul (Roaming) reads as a special attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outGhost, Dark

These attack types are the first danger check before adding it to a team.

Battle Stats

HP45Atk30Def25Sp.Atk75Sp.Def45Speed80total300
HP 45
Atk 30
Def 25
Sp.Atk 75
Sp.Def 45
Speed 80
Type Check

What scares Gimmighoul (Roaming)?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
GhostDark
Resists
PoisonBug
Immune to
NormalFighting

Abilities / Passives

Passive effect

Run Away

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Nasty Plot
Status · Dark Pow - · Acc - · PP 20

The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat.

Shadow Ball
Special · Ghost PP 16

The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Power Gem
Special · Rock PP 20

The user attacks with a ray of light that sparkles as if it were made of gemstones.

Light Screen
Status · Psychic Pow - · Acc - · PP 20

A wondrous wall of light is put up to reduce damage from special moves for five turns.

Astonish
Damage

Used to take knockouts or put enemies into finishing range.

Confuse Ray
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Hex
Damage

Used to take knockouts or put enemies into finishing range.

Night Shade
Damage

Used to take knockouts or put enemies into finishing range.

Reflect
Damage

Used to take knockouts or put enemies into finishing range.

Rest
Damage

Used to take knockouts or put enemies into finishing range.

Sleep Talk
Damage

Used to take knockouts or put enemies into finishing range.

Substitute
Damage

Used to take knockouts or put enemies into finishing range.

Tackle
Damage

Used to take knockouts or put enemies into finishing range.

Take Down
Damage

Used to take knockouts or put enemies into finishing range.

Tera Blast
Damage

Used to take knockouts or put enemies into finishing range.

Thief
Damage

Used to take knockouts or put enemies into finishing range.

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources