Write-up by Iris:
Goodra can work with any moveset. With the slow buffs both Whip and Spray are on equal value grounds, mostly preference but could depend on certain matchups. The first move is the main one, the second dictates whether you’ll dive more (Acid Spray) or displace enemies (Power Whip). Acid also helps stick to enemies more AND provides peel, while Whip allows for some crazy playmaking. Acid is better into Pokémon where quicker, consistent stuns are preferred (e.g. assassins), while Whip works better into Pokémon that HATE being displaced, especially attackers or characters that struggle to retreat.
Items: Any between Muscle, Spoon, Resonant Guard, Focus, Scarf, Sp.Specs, Cookie
New Resonant Guard item combined with the mitigation of Muddy Water makes the effective shielding much greater than the numbers entail.
Battle item: X Speed is the main preference on Muddy as it is usable during movement. Eject Button also has potentially great applications for extending the range of your Power Whip or Acid Spray dash.
Gooey is an EXTREMELY good passive: it provides healing on a CD when entering bushes, as well as applying a slow that can stack up to 4 times on enemies when hitting them with boosted autos, a Lv13 upgraded move 2, or randomly upon getting hit; this also deals damage! Furthermore, hitting Gooey’d targets with autos reduces your moves’ cooldowns.
Early game, Goomy is lowkey pretty damn good: Bubble does surprisingly high damage, and with Tackle you can harass stackers, especially considering both skills are spammable thanks to Gooey. Your boosted autos have two modes: both slow, but the melee one also deals 5% of the target’s max HP (which is what makes atkspeed so valuable on him).
As for Lv5 moves, Muddy Water makes your bulk even bulkier: hitting it not only decreases the damage dealt by whoever gets hit, but it also gives you a Def and SpDef buff that lasts for 2s, which stacks every time you hit this move, up to a 4th stage where you reach defenses that would make Tyranitar jealous. Weave autos in between to mash this move even more (MUSCLE VALUE).
Dragon Pulse is less spammy, less aggressive but: this thing HURTS. Your goal is to use your 2nd move to allow yourself to hit targets in the middle of your Pulse, as hitting the middle does significantly more damage AND heals you. This heal increases if the target hit is currently under Gooey’s effect.
Unfortunately, Tackle doesn’t do much for either of the level 5 moves: its range is too short to spam Muddy Water as much as you’d like, and the stun is too short to reliably hit Pulse; plus, your stats are still kind of underwhelming, making the Sliggoo phase easily the worst.
At level 8 your stats skyrocket, and your ability to mess with the enemy team gets even better thanks to Whip or Spray.
Your ult SWINGS FIGHTS: you start healing at a very high rate, AND get permanently boosted autos for its entire duration, letting you chase down someone and delete them from the game, as well as reducing your moves’ cooldowns to essentially zero.
In short, no matter what move combination you pick, you’re an extremely bulky character with some nice damage potential and crowd control that can’t be ignored.
Other Tips
- Dragon Pulse’s final tick of damage GETS CANCELLED if you input any action, even moving.
- Priming a boosted auto and Bubble at the same time can be a very strong secure option in early game laning. You can animation cancel the boosted auto with a Bubble pop, or vice versa, to make both hit the target at virtually the same time, and is big burst.
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