Gumshoos artwork
#735

Gumshoos

Normal
All data Standard/Form Gen 7

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 jobDamage dealer

Gumshoos reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFighting

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

Battle Stats

HP88Atk110Def60Sp.Atk55Sp.Def60Speed45total418
HP 88
Atk 110
Def 60
Sp.Atk 55
Sp.Def 60
Speed 45
Type Check

What scares Gumshoos?

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
Fighting
Resists
None
Immune to
Ghost

Abilities / Passives

Passive effect

Stakeout

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Strong Jaw

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Adaptability

Increases the Same Type Attack Bonus from *1.5 to *2.

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.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Taunt
Status · Dark Acc - · PP 20

The target is taunted into a rage that allows it to use only attack moves for three turns.

Earthquake
Physical · Ground PP 12

The user sets off an earthquake that strikes every Pokémon around it.

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Ice Punch
Physical · Ice PP 16

The target is attacked with an icy punch. This may also leave the target frozen.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Knock Off
Physical · Dark PP 20

The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.

Rock Tomb
Physical · Rock PP 16

The user hurls boulders at the target to inflict damage. This also lowers the target's Speed stat by cutting off its movement.

Stomping Tantrum
Physical · Ground PP 12

Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Bide
Damage

Used to take knockouts or put enemies into finishing range.

Bite
Damage

Used to take knockouts or put enemies into finishing range.

Block
Damage

Used to take knockouts or put enemies into finishing range.

Body Slam
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (80 total, 30 at a time)

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