Mega Golisopod swaps three weaknesses for one, and the one is Fire

· MetaRoll

Golisopod is eighth on the ranked ladder, and 99.6% of them hold the stone that makes it Bug/Steel with 175 Defence and Tough Claws. The typing is the finding. Bug/Water is weak to Electric, Flying and Rock, and the top thirty carries all three: into the ordinary form, Archaludon’s Electro Shot kills outright and Pelipper’s Hurricane and Hisuian Arcanine’s Head Smash kill on most rolls. Into the Mega, none of the three kills and two of them do less than half. The price is one weakness in place of three, and it is Fire at four times. Of the nine Pokémon in the top thirty that carry a Fire attack on a sixth of their sets or more, six kill Mega Golisopod outright and a seventh does on a roll — and the three moves the ladder most often credits with beating it are Flare Blitz, Heat Wave and Flamethrower. Seven of the ten Pokémon it loses to most often carry Fire.

Mega Golisopod · doubles · the ranked ladder as published at 09:01 UTC on 11 September 2026, and the damage calculator on this site

Two kinds of number on this page. Who it beats and loses to most often, what beats it, what it wins with and who it is brought beside are the ladder’s own figures, read at 09:01 UTC on 11 September 2026. Every damage figure is a calculation — and one this site could not have given you until that same day: before version 1.48.5 the calculator handed Mega Golisopod the base form’s Emergency Exit instead of Tough Claws, and every contact move it has came out without the 30% the ability adds.

What the stone changes

Ordinary Golisopod is Bug/Water: 75 HP, 125 Attack, 140 Defence, 90 Special Defence, 40 Speed and Emergency Exit. Mega Golisopod is Bug/Steel, with 150 Attack, 175 Defence, 120 Special Defence and Tough Claws, at the same 40 Speed. 99.6% of them hold the stone, so the Mega is the only Golisopod anybody actually meets.

The stats are the obvious part and the typing is the important one. Bug/Water is weak to Electric, Flying and Rock. Bug/Steel is weak to one thing: Fire, at four times, because Bug and Steel are both weak to it and neither half resists it. In exchange, Steel cancels all three of the old weaknesses, adds resistances to Normal, Psychic, Bug, Dragon and Fairy, cuts Grass to a quarter and makes it immune to Poison. It also gives back three resistances Bug/Water had — Water, Fighting and Ground are neutral now — and the tables below show that half of the trade as well.

Tough Claws multiplies every contact move by 1.3, and all four of the attacks most of them carry make contact: Leech Life on 89.6%, Iron Head on 89.1%, Sucker Punch on 29.6% and First Impression on 26.8%. So does Liquidation, on 21.8%.

What kills the ordinary form

Start with the form the stone replaces, because the trade only reads from that side. Every attacker on this page at its own most used build, swinging the hardest move a fifth of them carry, into an ordinary Golisopod built the way the Mega is played — Adamant, 32 HP, 32 Attack, 2 Special Defence — and holding nothing, so that the typing and the stats are the only difference. These are the eight that reach 80% on the high roll.

Nobody plays this Golisopod. It is here as the before picture.

Golisopod, not Mega Evolved · Adamant · 32 HP / 32 Atk / 2 SpD

Damage taken, as a share of its own HP

One clean kill and three more on most rolls, and three of those four are Electric, Flying and Rock — the three weaknesses the stone removes. The fourth is Mega Charizard Y’s Weather Ball, which is Fire in its own sun.

The same eight into the Mega

Same attackers, same moves, same order, into the Golisopod people bring.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Damage taken, as a share of its own HP

Electro Shot goes from a kill to under three-quarters, Hurricane, Head Smash and Double-Edge to under half, and Wood Hammer to a sixth. The other three are Fire, and they roughly treble: what was a roll or a near miss against the ordinary form kills the Mega more than twice over.

And the rest of the Fire

Every other Pokémon in the top thirty carrying a Fire attack on a sixth of its sets or more, into the Mega. Two of them are under the fifth this page otherwise holds a move to: Mega Salamence’s Flamethrower is on 18.2% of them and Mega Gardevoir’s Mystical Fire on 16.9%. Both are printed anyway. Both moves are on the ladder’s list of what beats it, and a table about a Fire weakness that left them out would be hiding two of the rows that make its point.

For scale: Incineroar’s Flare Blitz does 31.9 – 37.9% to the ordinary form. Into the Mega it is the second row.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Damage taken, as a share of its own HP

Three more clean kills and a fourth on the high rolls. The softest row is a Jolly Garchomp with no Special Attack investment at all, and its Flamethrower still takes about two-thirds.

Under Pelipper’s rain

Pelipper is the Pokémon Golisopod is most often brought beside, and its Drizzle halves every Fire attack while the rain is up. The same nine Fire attackers, into the same Mega, in the rain.

Mega Charizard Y’s row changes move: Weather Ball turns Water in the rain, so its hardest hit is Heat Wave. And the rain is not free. Basculegion’s Wave Crash, 46.2 – 54.9% without it, is the last row.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite · in rain

Damage taken, as a share of its own HP

Six clean kills become one, and Torkoal’s Eruption kills on its high rolls. Armarouge is the one the rain does not answer: Armor Cannon off a Life Orb had more than two and a half times what it needed, and half of that is still a kill. Water goes the other way, and Wave Crash gains half again.

The ten it loses to most often

For every Pokémon, the ladder publishes the ten it beats most often and the ten it loses to most often — in order, most frequent first, and without the counts behind them. The next four tables are Golisopod’s two lists as published, with the hardest hit each way beside every name: each attacker at its own most used build, and each target at 32 HP and 32 Defence when Golisopod is the one hitting. Golisopod is on its own list of what it loses to, eighth, so the mirror is a row.

Seven of the ten it loses to most often carry Fire. Five of them kill it from full HP and a sixth does on a roll; Mega Salamence and Mega Gardevoir are on their Fire moves again, for the reason given above. The three that carry none — Basculegion, Archaludon and Golisopod itself — need two hits or more.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Damage taken, as a share of its own HP

In the ladder’s order, most frequent first. Five one-hit kills, all of them Fire, and a sixth on a roll that is Fire too.

And what it does back to them

The same ten, in the same order, with Golisopod hitting.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Every target: HP 32 / DEF 32 / SPD 2

One kill in ten, and it is Mega Gardevoir, which is on the list of what it beats as well. Into the four that kill it with a single Fire hit and are not Gardevoir, nothing it carries reaches four-fifths.

What beats it

That is the calculation. This is the ladder’s own count: the moves opponents beat Golisopod with, each as a share of the losses it records. It publishes ten. The first three are Fire, five of the ten are Fire outright, and Weather Ball is Fire whenever it is thrown in the sun — which the ladder does not record.

Share of the losses it records, by the move that beat it

  1. Flare Blitz: 13.6%
  2. Heat Wave: 10.3%
  3. Flamethrower: 6.9%
  4. Hyper Voice: 5.7% (Flying or Fairy off a Mega)
  5. Weather Ball: 5.4% (Fire in sun, Water in rain)
  6. Electro Shot: 5.1%
  7. Armor Cannon: 4%
  8. Last Respects: 3.7%
  9. Close Combat: 3.6%
  10. Mystical Fire: 3.3%

Flare Blitz, Heat Wave and Flamethrower between them are 30.8% of every loss the ladder records for it. Electro Shot is on the list at 5.1% and does 60.4 – 71.4% in one hit: the list counts battles, and a battle is more than one hit.

The ten it beats most often

The other list, read the same way: each of the ten Golisopod beats most often, in the ladder’s order, and its hardest hit into each at 32 HP and 32 Defence. This is the table this calculator had wrong until 11 September. Indeedee-F’s row has its Psychic Seed in it: its own terrain sets the seed off as it lands, and the Defence that raises is counted.

Three kill outright and a fourth on the high roll, and the first two names on the list are among the three. Before version 1.48.5 this site gave the Mega Emergency Exit, and all three kills were rolls: Mega Gardevoir took 97.1 – 116.6% from Iron Head, Indeedee-F 89.3 – 106.2% from Leech Life and Rillaboom 85.0 – 101.4% from First Impression. Farigiraf, at 67.0 – 79.3%, was not close.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Every target: HP 32 / DEF 32 / SPD 2

Most frequent first. Its three kills are all type advantages: Bug into Psychic and into Grass, Steel into Fairy.

And what they do back

The same ten hitting back, in the same order.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Damage taken, as a share of its own HP

Six of the ten never reach half and Basculegion only just does. The other three are Incineroar, Mega Gardevoir and Mega Salamence, each through a Fire move, and all three are on the list of what it loses to as well, with Basculegion.

What its priority cannot reach

First Impression and Sucker Punch are how a 40 Speed Pokémon hits first, and three Pokémon on this page are immune to both. Indeedee-F and male Indeedee carry Psychic Surge, and Psychic Terrain stops a priority move against anything on the ground. Farigiraf carries Armor Tail, which stops one against itself and against its partner.

Indeedee-F and Farigiraf matter to Golisopod twice over. Both are on the list of what it beats most often, first and fifth, and both are its partners: the third and the sixth Pokémon it is most often brought beside. A Golisopod fighting next to its own Indeedee-F cannot use either priority move on a grounded target while that terrain is up. Leech Life does not need priority into either of them — it kills Indeedee-F and rolls on Farigiraf — and on the ladder’s count it is the move Golisopod wins with nearly half the time.

Mega Golisopod · Adamant · 32 HP / 32 Atk / 2 SpD · Golisopite

Every target: HP 32 / DEF 32 / SPD 2

Six blanks, and none of them is a low roll: the move fails. Farigiraf’s Armor Tail covers whatever stands beside it too, which a table measuring one target at a time cannot show.

What it wins with

The ladder’s count again, the other way round: the moves Golisopod itself beats opponents with, each as a share of the wins it records, beside how many of them carry it. Leech Life and Iron Head are on nearly all of them and account for seven wins in ten. Sucker Punch and First Impression are on between a quarter and a third of them, and each is credited with about one win in fifteen.

Share of the wins it records, by its own move

  1. Leech Life: 48.6% (on 89.6%)
  2. Iron Head: 23.5% (on 89.1%)
  3. Sucker Punch: 6.6% (on 29.6%)
  4. First Impression: 6.4% (on 26.8%)
  5. Liquidation: 5.3% (on 21.8%)
  6. Close Combat: 2.7% (on 12.9%)
  7. U-turn: 2.1% (on 8.0%)
  8. Drill Run: 1.9% (on 7.3%)
  9. Aqua Jet: 1.8%
  10. Rock Slide: 0.5%

Leech Life and Iron Head are seven of every ten wins. The note beside a move is how many Golisopod carry it, which is not the same as how often it is used.

Trick Room, and what Brave buys

Mega Golisopod is base 40 Speed and nobody spends a point on it: Adamant with no Speed points is 60, and Brave, on 41.0% of them, is 54. Its partners disagree about what to do with that. Pelipper, the most common, carries Tailwind on 81.1% of its sets. Indeedee-F and Farigiraf, the third and the sixth, carry Trick Room on 88.5% and 97.0%.

Under Trick Room the slowest moves first, and at 60 an Adamant Golisopod already moves before every other Pokémon in the top thirty at its most used nature but one: Torkoal, Quiet, at 36. The next slowest is Kingambit at 70, then Incineroar and Farigiraf at 80. Nothing sits between 54 and 60 at any nature a tenth of them play either — Brave Kingambit is 63 and Relaxed Farigiraf 72.

So Brave does not take Golisopod past a single other Pokémon in the top thirty. What it passes is the Adamant Golisopod, and that mirror is real: Golisopod is eighth on its own list of what it loses to. It costs nothing to damage, because both natures raise Attack and neither lowers a stat this set uses. Outside Trick Room it is the same race run the other way, and the Adamant one moves first.

What to make of it

The stone is a trade, and the ladder says which half of it costs more. It takes away the three weaknesses the top thirty was best placed to punish — Electro Shot, Hurricane and Head Smash come off an ordinary Golisopod as kills or close to it and off the Mega at under three-quarters — and it hands over Fire at four times, which six Pokémon in the top thirty turn into a clean kill. The ladder’s own count agrees with the calculation: Flare Blitz, Heat Wave and Flamethrower are the three moves most often credited with beating it, between them nearly a third of its recorded losses, and seven of the ten Pokémon it loses to most often carry Fire.

The Pokémon it is brought beside cover most of that. Pelipper’s rain takes six Fire kills down to one. The one it does not is Armarouge, third on the list of what Golisopod loses to, whose Armor Cannon is still 131.3 – 157.1% in the rain. Speed does not solve it either. At 95, Armarouge moves after Golisopod under Trick Room and before it everywhere else, and moving first does not help, because Liquidation into it is 64.6 – 76.0%.

On offence it is the Pokémon this calculator had been underselling. With Tough Claws counted it kills three of the ten it beats most often in one hit, where the old figures killed none of them, and two of the three — Indeedee-F and Rillaboom — are the two names that list opens with. Against the ten it loses to most often it kills one, Mega Gardevoir, and five of those ten kill it in one Fire hit.

Eighth is what that adds up to: a physical attacker that takes little from anything but Fire, with the rain beside it to take the edge off the Fire, on a ladder where one Pokémon brings a Fire move the rain does not stop. If you are building against it, the answer the tables give is Armarouge. If you are building with it, the question to answer first is what you do about Armarouge.

Method and limits