AccidentalGreed
Sweet and bitter as chocolate.
I find that one of the best ways to use Gothitelle is to simple use its defensive Calm Mind set. Now, I'm not saying this is inferior to the Specs set, since it's too early to determine that now. However, since some of my sweepers and attackers are weak to certain defensive threats(it really depends on the team I'm using), Calm Mind Goth helps regulate most of their counters. I use the following:
Gothitelle @ Leftovers
Trait: Shadow Tag
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Psyshock
- Rest
- ???
On defensive Gothitelle, the first three moves are essential, given Gothitelle's limited access to healing moves. The EVs are also designed so that Gothitelle outruns uninvested base 70 Pokemon, and takes as little from Seismic Toss and random attacks as possible. This is especially for Chansey, who can only 4HKO Goth during Rest cycles. In the end, unles Chansey runs Thunder Wave (in which I'm questioning the opponent's use of Chansey) and gets lucky with full paralysis, it can only watch as Goth uses Rest and heals off all three Seismic Tosses. To be safe, however, keep the pressure on by using Psyshock occasionally. It is also advised to keep some paralysis support around, in case Goth needs to set up on certain threats.
The last slot is really just filler, but that very slot also pretty much determines how well Goth plays against certain threats. These are several possibilities:
Hidden Power Fire: mainly for the Steel-types coming in to tank Psyshock. Normally, Scizor U-turns you, Jirachi can just Wish stall you, Skarmory stalls and Whirlwinds you, and Ferrothorn just laughs as you try attacking with +6 Psyshock and just heals off damage with Leech Seed. With the exception of Jirachi (who can win by Iron Head flinching or using a CM set of its own), you can say Sayonara to the other three threats. Using Hidden Power Fire also makes Goth useful for trapping some specially-weak Steel-types if you don't need it to CM sweep.
Hidden Power Ground: same premise as HP Fire, except it hits Heatran (and Tyranitar...kinda) and it's a more reliable option against Jirachi in the rain.
Hidden Power Fighting: Hits most Steel-types neutrally, and you gain an exceptional move against Dark-types, especially Specially Defensive Tyranitar.
Reflect: Somebody else posted a CM + Reflect set here, but I'll explain for prosperity. After all's done and you have successfully checkmated your trapped threat, use Reflect before going for the Psyshock to ensure Goth isn't easily bested by powerful physical attacks. This especially applies to Choice Band Dragonite, who survives Psyshock and 2HKOes before Reflect. Reflect also helps swallow down attacks from various Fighting-types, so that Goth can take them down with Psychock without a hitch.
Taunt: It's sort of an odd move considering Goth will often sleep for two turns thanks to Rest, but this is basically protection against phazing moves and status (so that Goth doesn't have to use Rest afterwards). It also helps against foes with recovery, so Goth can break down Skarmory, Latias, and friends more easily.
Sleep Talk: Okay, RestTalk. You're probably going "AG, but the sleep mechanics dude :(." Thanks to Shadow Tag, Gothitelle is one of the few Pokemon who can actually get away with using RestTalk this generation, precisely because it can choose to set up on whatever opponent it wants. With Sleep Talk, Gothitelle has a 2/3 chance to be active while Resting, and thus it barely has to budget its time CMing and using Psyshock. Sleep Talk also makes Gothitelle a decent status absorber against several threats, including Toxic users and Amoonguss (and Breloom to an extent, but it's risky). Definitely give this a try if you're using a Breloom or a Keldeo of your own.
Charm: sorta works the same way as Reflect, except it's permanent on trapped threats, and it stacks! It's a more unreliable option though, since Goth typically sets up only in front of special attackers and choice physical ones (in which case Charm's actually good). Suddenly, Scizor's Bullet Punch, Conkeldurr's Payback, and Terrakion's Stone Edge aren't so hard-hitting anymore (bar critical hits).
Gothitelle @ Leftovers
Trait: Shadow Tag
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Psyshock
- Rest
- ???
On defensive Gothitelle, the first three moves are essential, given Gothitelle's limited access to healing moves. The EVs are also designed so that Gothitelle outruns uninvested base 70 Pokemon, and takes as little from Seismic Toss and random attacks as possible. This is especially for Chansey, who can only 4HKO Goth during Rest cycles. In the end, unles Chansey runs Thunder Wave (in which I'm questioning the opponent's use of Chansey) and gets lucky with full paralysis, it can only watch as Goth uses Rest and heals off all three Seismic Tosses. To be safe, however, keep the pressure on by using Psyshock occasionally. It is also advised to keep some paralysis support around, in case Goth needs to set up on certain threats.
The last slot is really just filler, but that very slot also pretty much determines how well Goth plays against certain threats. These are several possibilities:
Hidden Power Fire: mainly for the Steel-types coming in to tank Psyshock. Normally, Scizor U-turns you, Jirachi can just Wish stall you, Skarmory stalls and Whirlwinds you, and Ferrothorn just laughs as you try attacking with +6 Psyshock and just heals off damage with Leech Seed. With the exception of Jirachi (who can win by Iron Head flinching or using a CM set of its own), you can say Sayonara to the other three threats. Using Hidden Power Fire also makes Goth useful for trapping some specially-weak Steel-types if you don't need it to CM sweep.
Hidden Power Ground: same premise as HP Fire, except it hits Heatran (and Tyranitar...kinda) and it's a more reliable option against Jirachi in the rain.
Hidden Power Fighting: Hits most Steel-types neutrally, and you gain an exceptional move against Dark-types, especially Specially Defensive Tyranitar.
Reflect: Somebody else posted a CM + Reflect set here, but I'll explain for prosperity. After all's done and you have successfully checkmated your trapped threat, use Reflect before going for the Psyshock to ensure Goth isn't easily bested by powerful physical attacks. This especially applies to Choice Band Dragonite, who survives Psyshock and 2HKOes before Reflect. Reflect also helps swallow down attacks from various Fighting-types, so that Goth can take them down with Psychock without a hitch.
Taunt: It's sort of an odd move considering Goth will often sleep for two turns thanks to Rest, but this is basically protection against phazing moves and status (so that Goth doesn't have to use Rest afterwards). It also helps against foes with recovery, so Goth can break down Skarmory, Latias, and friends more easily.
Sleep Talk: Okay, RestTalk. You're probably going "AG, but the sleep mechanics dude :(." Thanks to Shadow Tag, Gothitelle is one of the few Pokemon who can actually get away with using RestTalk this generation, precisely because it can choose to set up on whatever opponent it wants. With Sleep Talk, Gothitelle has a 2/3 chance to be active while Resting, and thus it barely has to budget its time CMing and using Psyshock. Sleep Talk also makes Gothitelle a decent status absorber against several threats, including Toxic users and Amoonguss (and Breloom to an extent, but it's risky). Definitely give this a try if you're using a Breloom or a Keldeo of your own.
Charm: sorta works the same way as Reflect, except it's permanent on trapped threats, and it stacks! It's a more unreliable option though, since Goth typically sets up only in front of special attackers and choice physical ones (in which case Charm's actually good). Suddenly, Scizor's Bullet Punch, Conkeldurr's Payback, and Terrakion's Stone Edge aren't so hard-hitting anymore (bar critical hits).