Pokémechanics
Sword & Shield

#623Golurk

Golurk as it appears in Sword & ShieldShiny Golurk as it appears in Sword & Shield
Species
Automaton Pokémon
Type
Catch rate
90
Growth
Medium
Height
2.8 m
Weight
330.0 kg
Gender
Genderless
Egg cycles
25
Base friendship
70

Golurk

Sword
Artillery platforms built into the walls of ancient castles served as perches from which Golurk could fire energy beams.
Shield
There’s a theory that inside Golurk is a perpetual motion machine that produces limitless energy, but this belief hasn’t been proven.

Base stats

EVs: +2 Attack

HP89
Attack124
Defense80
Sp. Atk55
Sp. Def80
Speed55
Total483

Abilities

Iron Fist
Strengthens punch-based moves to 1.2× their power.
Klutz
Prevents the Pokémon from using its held item in battle.
No Guard (hidden)
Ensures all moves used by and against the Pokémon hit.

Locations

Sword
Max Raid
Bridge FieldLv 35-6070%
Dusty BowlLv 35-60100%
Rolling FieldsLv 35-6070%
Overworld
Lake of OutrageLv 55-60100%
Roaming
Dusty BowlLv 51-60100%
Giant's SeatLv 46-60100%
Stony WildernessLv 43-60100%
Watchtower RuinsLv 40-60100%
Shield
Max Raid
Bridge FieldLv 35-6070%
Dusty BowlLv 35-60100%
Rolling FieldsLv 35-6070%
Overworld
Lake of OutrageLv 55-60100%
Roaming
Dusty BowlLv 51-60100%
Giant's SeatLv 46-60100%
Stony WildernessLv 43-60100%
Watchtower RuinsLv 40-60100%
Isle of Armor (Sword)
Max Raid
Challenge BeachLv 55-6015%
Courageous CavernLv 55-6015%
Potbottom DesertLv 55-6015%
Stepping-Stone SeaLv 55-6015%
Isle of Armor (Shield)
Max Raid
Challenge BeachLv 55-6015%
Courageous CavernLv 55-6015%
Potbottom DesertLv 55-6015%
Stepping-Stone SeaLv 55-6015%
Crown Tundra (Sword)
Dynamax Adventure
Max LairLv 65100%
Max Raid
Ballimere LakeLv 35-60100%
Frigid SeaLv 35-60100%
Frostpoint FieldLv 35-60100%
Giant's BedLv 35-60100%
Snowslide SlopeLv 35-60100%
Overworld
Three-Point PassLv 60-6520%
Roaming
Three-Point PassLv 65100%
Crown Tundra (Shield)
Dynamax Adventure
Max LairLv 65100%
Max Raid
Ballimere LakeLv 35-60100%
Frigid SeaLv 35-60100%
Frostpoint FieldLv 35-60100%
Giant's BedLv 35-60100%
Snowslide SlopeLv 35-60100%
Overworld
Three-Point PassLv 60-6520%
Roaming
Three-Point PassLv 65100%

Damage taken

  • x0
  • x0
  • x1
  • x0.25
  • x1
  • x0.5
  • x0.5
  • x2
  • x1
  • x1
  • x2
  • x2
  • x0
  • x1
  • x2
  • x1
  • x2
  • x1
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Astonish
Physical
30
100
15
30
Has a chance to make the target flinch.
1Defense Curl
Status
--
--
40
--
Raises user’s Defense by one stage.
1Focus Punch
Physical
150
100
20
--
If the user takes damage before attacking, the attack is canceled.
1High Horsepower
Physical
95
95
10
--
Inflicts regular damage with no additional effect.
1Mud-Slap
Special
20
100
10
100
Has a chance to lower the target’s accuracy by one stage.
1Pound
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
12Shadow Punch
Physical
60
--
20
--
Never misses.
16Curse
Status
--
--
10
--
Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
20Night Shade
Special
--
100
15
--
Inflicts damage equal to the user’s level.
24Stomping Tantrum
Physical
75
100
10
--
Has double power if the user’s last move failed.
28Iron Defense
Status
--
--
15
--
Raises the user’s Defense by two stages.
32Mega Punch
Physical
80
85
20
--
Inflicts regular damage with no additional effect.
36Shadow Ball
Special
80
100
15
20
Has a chance to lower the target’s Special Defense by one stage.
40Heavy Slam
Physical
--
100
10
--
Power is higher when the user weighs more than the target, up to a maximum of 120.
46Phantom Force
Physical
90
100
10
--
User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
52Hammer Arm
Physical
100
90
10
100
Lowers user’s Speed by one stage.
58Earthquake
Physical
100
100
10
--
Inflicts regular damage and can hit Dig users.
64Dynamic Punch
Physical
100
50
5
100
Has a chance to confuse the target.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM00Mega Punch
Physical
80
85
20
--
Inflicts regular damage with no additional effect.
TM01Mega Kick
Physical
120
75
5
--
Inflicts regular damage with no additional effect.
TM03Fire Punch
Physical
75
100
15
10
Has a chance to burn the target.
TM04Ice Punch
Physical
75
100
15
10
Has a chance to freeze the target.
TM05Thunder Punch
Physical
75
100
15
10
Has a chance to paralyze the target.
TM06Fly
Physical
90
95
15
--
User flies high into the air, dodging all attacks, and hits next turn.
TM08Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM09Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM11Solar Beam
Special
120
100
10
--
Requires a turn to charge before attacking.
TM15Dig
Physical
80
100
10
--
User digs underground, dodging all attacks, and hits next turn.
TM19Safeguard
Status
--
--
25
--
Protects the user’s field from major status ailments and confusion for five turns.
TM20Self-Destruct
Physical
200
100
5
--
User faints.
TM21Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM22Rock Slide
Physical
75
90
10
30
Has a chance to make the target flinch.
TM23Thief
Physical
60
100
25
--
Takes the target’s item.
TM24Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
TM25Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM27Icy Wind
Special
55
95
15
100
Has a chance to lower the target’s Speed by one stage.
TM33Rain Dance
Status
--
--
5
--
Changes the weather to rain for five turns.
TM39Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM41Helping Hand
Status
--
--
20
--
Ally’s next move inflicts half more damage.
TM43Brick Break
Physical
75
100
15
--
Destroys Reflect and Light Screen.
TM44Imprison
Status
--
--
10
--
Prevents the target from using any moves that the user also knows.
TM48Rock Tomb
Physical
60
95
15
100
Has a chance to lower the target’s Speed by one stage.
TM59Fling
Physical
--
100
10
--
Throws held item at the target; power depends on the item.
TM63Drain Punch
Physical
75
100
10
--
Drains half the damage inflicted to heal the user.
TM75Low Sweep
Physical
65
100
20
100
Lowers the target’s Speed by one stage.
TM76Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM81Bulldoze
Physical
60
100
20
100
Has a chance to lower the target’s Speed by one stage.
TM86Phantom Force
Physical
90
100
10
--
User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
TM98Stomping Tantrum
Physical
75
100
10
--
Has double power if the user’s last move failed.
TR01Body Slam
Physical
85
100
15
30
Has a chance to paralyze the target.
TR05Ice Beam
Special
90
100
10
10
Has a chance to freeze the target.
TR07Low Kick
Physical
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TR08Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TR10Earthquake
Physical
100
100
10
--
Inflicts regular damage and can hit Dig users.
TR11Psychic
Special
90
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
TR20Substitute
Status
--
--
10
--
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TR26Endure
Status
--
--
10
--
Prevents the user’s HP from lowering below 1 this turn.
TR27Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR33Shadow Ball
Special
80
100
15
20
Has a chance to lower the target’s Special Defense by one stage.
TR38Trick
Status
--
100
10
--
User and target swap items.
TR39Superpower
Physical
120
100
5
100
Lowers the user’s Attack and Defense by one stage after inflicting damage.
TR46Iron Defense
Status
--
--
15
--
Raises the user’s Defense by two stages.
TR52Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
TR53Close Combat
Physical
120
100
5
100
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
TR64Focus Blast
Special
120
70
5
10
Has a chance to lower the target’s Special Defense by one stage.
TR67Earth Power
Special
90
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
TR69Zen Headbutt
Physical
80
90
15
20
Has a chance to make the target flinch.
TR70Flash Cannon
Special
80
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
TR75Stone Edge
Physical
100
80
5
--
Has an increased chance for a critical hit.
TR76Stealth Rock
Status
--
--
20
--
Causes damage when opposing Pokémon switch in.
TR77Grass Knot
Special
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TR79Heavy Slam
Physical
--
100
10
--
Power is higher when the user weighs more than the target, up to a maximum of 120.
TR83Ally Switch
Status
--
--
15
--
User switches places with the friendly Pokémon opposite it.
TR88Heat Crash
Physical
--
100
10
--
Power is higher when the user weighs more than the target, up to a maximum of 120.
TR93Darkest Lariat
Physical
85
100
10
--
Ignores the target’s stat modifiers.
TR94High Horsepower
Physical
95
95
10
--
Inflicts regular damage with no additional effect.
TR99Body Press
Physical
80
100
10
--
Damage is calculated using the user's Defense stat as its Attack, including stat stage changes.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Poltergeist
Physical
110
90
5
--
Fails if the target has no held item.
Scorching Sands
Special
70
100
10
30
Has a chance to burn the target.

Other generations

Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Ultra Sun & Ultra Moon, Scarlet & Violet