Galorindle

Galorindle

Classification

The Ghost Light Pokémon

Ghost

Damage Taken*

×4: N/A
×2: Dark Ghost
×1: Dragon Electric Fairy Fire Flying Grass Ground Ice Psychic Rock Steel Water
×0.5: Bug Poison
×0.25: N/A
×0: Fighting Normal

Abilities

Illuminate
Raises the likelihood of meeting wild Pokémon and boosts the Pokémon’s accuracy.
Frisk hidden ability
The Pokémon can check an opposing Pokémon’s held item.

Base Stats (310 total)

HP: 50
50
Attack: 50
50
Defense: 50
50
Sp. Atk: 60
60
Sp. Def: 50
50
Speed: 50
50

Size

  • Height: 1'0" / 0.3 m
  • Weight: 6.3 lbs / 2.9 kg

Breeding Info

Gender Ratio

50% male
50% female

50% male / 50% female

Egg Groups

Amorphous

Tags

Basic, Not fully evolved

Creative Commons License [?]

Evolutionary Family

Galorindle
Galorindle
Base form
Galaraud
Galaraud
Level 37
Galoryph
Galoryph
Use a Logos Stone

Flavor Info

Pokédex Entries

Galorindle are friendly Pokémon in spite of their eerie appearance. They like to follow people and other Pokémon around at night and light their way with the glowing orbs they hold.


The glowing orb of light seems to contain Galorindle's eyes and brain. The orb directs the hand at night, instructing it to look for wanderers who have lost their way.

Name Origin

hand of glory + kindle

Misc Data

  • Catch Rate: 235
  • Base Happiness: 70

Wild Held Items

  • 5% Light Clay

Pokédex Categories

Color

Green

Body Shape

Head only Head only

Level-Up Moves

Level Move Type Class Power Acc PP Summary
1 Double Slap Normal Physical 15 85% 10 The target is slapped repeatedly, back and forth, two to five times in a row.
1 Flash Normal Other 100% 20 The user flashes a bright light that cuts the target’s accuracy.
4 Astonish Ghost Physical 30 100% 15 The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
10 Disable Normal Other 100% 20 For four turns, this move prevents the target from using the move it last used.
14 Foresight Normal Other —% 40 Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.
17 Helping Hand Normal Other —% 20 The user assists an ally by boosting the power of that ally’s attack.
23 Shadow Punch Ghost Physical 60 —% 20 The user throws a punch from the shadows. This attack never misses.
27 Ghostly Touch Ghost Other 100% 20 The user caresses the target with chilling, eerie energy, reducing its Special Attack and Special Defense stats.
30 Face Slap Dark Physical 60 90% 15 The user rudely slaps the target across the face, demoralizing it. All of the target's raised stats are returned to normal.
36 Wake-Up Slap Fighting Physical 70 100% 10 This attack inflicts big damage on a sleeping target. This also wakes the target up, however.
40 Spotlight Normal Other —% 15 The user shines a spotlight on the target so that only the target will be attacked during the turn.
43 Shadow Ball Ghost Special 80 100% 15 The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
49 Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.

TM/HM Moves

# Move Type Class Power Acc PP Summary
004 Calm Mind Psychic Other —% 20 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
006 Toxic Poison Other 90% 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
010 Hidden Power Normal Special 60 100% 15 A unique attack that varies in type depending on the Pokémon using it.
011 Sunny Day Fire Other —% 5 The user intensifies the sun for five turns, powering up Fire-type moves.
012 Taunt Dark Other 100% 20 The target is taunted into a rage that allows it to use only attack moves for three turns.
016 Light Screen Psychic Other —% 30 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
017 Protect Normal Other —% 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
018 Rain Dance Water Other —% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves.
020 Safeguard Normal Other —% 25 The user creates a protective field that prevents status conditions for five turns.
021 Frustration Normal Physical * 100% 20 A full-power attack that grows more powerful the less the user likes its Trainer.
024 Thunderbolt Electric Special 90 100% 15 A strong electric blast crashes down on the target. This may also leave the target with paralysis.
025 Thunder Electric Special 110 70% 10 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
027 Return Normal Physical * 100% 20 A full-power attack that grows more powerful the more the user likes its Trainer.
029 Psychic Psychic Special 90 100% 10 The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
030 Shadow Ball Ghost Special 80 100% 15 The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
032 Double Team Normal Other —% 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
033 Reflect Psychic Other —% 20 A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
041 Torment Dark Other 100% 15 The user torments and enrages the target, making it incapable of using the same move twice in a row.
042 Facade Normal Physical 70 100% 20 An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
044 Rest Psychic Other —% 10 The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
045 Attract Normal Other 100% 15 If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
046 Thief Dark Physical 60 100% 25 The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
048 Round Normal Special 60 100% 15 The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
053 Energy Ball Grass Special 90 100% 10 The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def.
056 Fling Dark Physical * 100% 10 The user flings its held item at the target to attack. This move’s power and effects depend on the item.
057 Charge Beam Electric Special 50 90% 10 The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
061 Will-O-Wisp Fire Other 85% 15 The user shoots a sinister, bluish-white flame at the target to inflict a burn.
063 Embargo Dark Other 100% 15 This move prevents the target from using its held item. Its Trainer is also prevented from using items on it.
065 Shadow Claw Ghost Physical 70 100% 15 The user slashes with a sharp claw made from shadows. Critical hits land more easily.
066 Payback Dark Physical 50 100% 10 The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
070 Flash Normal Other 100% 20 The user flashes a bright light that cuts the target’s accuracy.
073 Thunder Wave Electric Other 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
077 Psych Up Normal Other —% 10 The user hypnotizes itself into copying any stat change made by the target.
086 Grass Knot Grass Special * 100% 20 The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.
087 Swagger Normal Other 85% 15 The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
088 Sleep Talk Normal Other —% 10 While it is asleep, the user randomly uses one of the moves it knows.
090 Substitute Normal Other —% 10 The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
091 Flash Cannon Steel Special 80 100% 10 The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat.
092 Trick Room Psychic Other —% 5 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
094 Rock Smash Fighting Physical 40 100% 15 The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field.
097 Dark Pulse Dark Special 80 100% 15 The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
098 Power-Up Punch Fighting Physical 40 100% 20 Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.
099 Dazzling Gleam Fairy Special 80 100% 10 The user damages opposing Pokémon by emitting a powerful flash.
100 Confide Normal Other —% 20 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.
ZC01 Spirit Punch Fighting Special 90 85% 15 The user summons a giant fist made of pure fighting spirit and pummels the target. This may also raise Attack and Special Attack.
ZC04 Lunar Beam Fairy Special 120 100% 10 A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn.
ZC17 Shadow Dart Ghost Special 65 100% 25 The user fires a shadowy bolt that follows the target anywhere, even through the earth or the air.
ZC27 Haunted Terrain Ghost Other —% 10 The user summons spirits from the ground under everyone’s feet for five turns. Pokémon on the ground can cause more additional effects.
ZC45 Shimmer Shot Fairy Special 40 100% 20 Shimmering energy gathers around the user with each burst of light. Hitting a target raises the Special Attack stat.
ZC46 Polter Juggle Ghost Physical 30 100% 10 The user tosses everyone's items into the air and drops them on the target's head. Dropped items may cause strange effects.
ZC48 Rug Pull Dark Special * 100% 20 The user yanks the target's feet out from under it. The heavier the target, the greater the move's power.
ZC52 Berry Share Normal Other —% 10 The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch.
ZC53 Hidden Gift Normal Other —% 10 A unique attack that varies in effect depending on the Pokémon using it.
ZC54 Clear Sky Normal Other —% 5 The user clears the skies and calms the wind, returning the weather to normal.

Tutor Moves

Move Type Class Power Acc PP Summary
After You Normal Other —% 15 The user helps the target and makes it use its move right after the user.
Amaze Normal Physical * 100% 15 The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is.
Captivate Normal Other 100% 20 If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.
Confound Normal Special * 100% 15 The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is.
Dazzle Normal Special * 100% 15 The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is.
Demolish Normal Physical * 100% 15 The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is.
Drain Punch Fighting Physical 75 100% 10 An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
Endure Normal Other —% 10 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Enthrall Normal Special * 100% 15 The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is.
Fire Punch Fire Physical 75 100% 15 The target is punched with a fiery fist. This may also leave the target with a burn.
Focus Punch Fighting Physical 150 100% 20 The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
Helping Hand Normal Other —% 20 The user assists an ally by boosting the power of that ally’s attack.
Ice Punch Ice Physical 75 100% 15 The target is punched with an icy fist. This may also leave the target frozen.
Icy Wind Ice Special 55 95% 15 The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats.
Knock Off Dark Physical 65 100% 20 The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
Laser Focus Normal Other —% 30 The user concentrates intensely. The attack on the next turn always results in a critical hit.
Natural Gift Normal Physical * 100% 15 The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.
Ominous Wind Ghost Special 60 100% 5 The user blasts the target with a gust of repulsive wind. This may also raise all the user’s stats at once.
Pain Split Normal Other —% 20 The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
Poltergeist Ghost Physical 110 90% 5 The user attacks the target by controlling the target's item. The move fails if the target doesn't have an item.
Recycle Normal Other —% 10 The user recycles a held item that has been used in battle so it can be used again.
Role Play Psychic Other —% 10 The user mimics the target completely, copying the target’s natural Ability.
Secret Power Normal Physical 70 100% 20 The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment.
Shock Wave Electric Special 60 —% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
Snatch Dark Other —% 10 The user steals the effects of any attempts to use a healing or stat-changing move.
Snore Normal Special 50 100% 15 An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Spite Ghost Other 100% 10 The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Sucker Punch Dark Physical 70 100% 5 This move enables the user to attack first. This move fails if the target is not readying an attack.
Swift Normal Special 60 —% 20 Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
Telekinesis Psychic Other —% 15 The user makes the target float with its psychic power. The target is easier to hit for three turns.
Thunder Punch Electric Physical 75 100% 15 The target is punched with an electrified fist. This may also leave the target with paralysis.
Trick Psychic Other 100% 10 The user catches the target off guard and swaps its held item with its own.
Trip Up Dark Physical 40 100% 20 An attack move that causes flinching if used on a target trying to take its turn too early.

Egg Moves

Move Type Class Power Acc PP Summary
Confuse Ray Ghost Other 100% 10 The target is exposed to a sinister ray that triggers confusion.
Feint Attack Dark Physical 60 —% 20 The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
Fake Out Normal Physical 40 100% 10 An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
Follow Me Normal Other —% 20 The user draws attention to itself, making all targets take aim only at the user.
Hex Ghost Special 65 100% 10 This relentless attack does massive damage to a target affected by status conditions.
Hypnosis Psychic Other 60% 20 The user employs hypnotic suggestion to make the target fall into a deep sleep.
Imprison Psychic Other —% 10 If opposing Pokémon know any move also known by the user, they are prevented from using it.
Night Shade Ghost Special * 100% 15 The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
Phantom Force Ghost Physical 90 100% 10 The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.

Other Official Images

(click thumbnail to enlarge)

Shiny Galorindle
Shiny version.