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Level 36To Galvantula

GalvantulaLast stage shown

#0596 · GENERATION 5

Galvantula Build Guide

BugElectric

Fast hazard support and special attacker

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Starter moveset

Generation 9 · casual singles · base form

ITEMFocus Sash
ABILITYCompound Eyes
NATURETimid
1
Sticky Web
2
Thunder
3
Bug Buzz
4
Volt Switch

How to play

Sticky Web lowers the Speed of eligible grounded opponents when they enter. Compound Eyes improves Thunder’s accuracy; Volt Switch can bring a teammate in when its attack hits.

Watch out for

Key risk. Compound Eyes does not make Thunder guaranteed to hit. Focus Sash requires full HP and hazards or chip damage can disable it. Flying or otherwise ungrounded targets avoid Sticky Web; Ground targets block Volt Switch. Fire and Rock attacks are super effective.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Sticky Web lowers the Speed of eligible grounded opponents when they enter. Compound Eyes improves Thunder’s accuracy; Volt Switch can bring a teammate in when its attack hits.

You want Sticky Web on the field

Ungrounded targets are unaffected by Sticky Web, so a Flying switch-in dodges the hazard turn entirely — and the same Flying typing then takes Galvantula’s Electric moves for 2×. The Web turn has to be read against who can stay grounded.

The opponent is already faster

Thunder is the move that can end the race, but Compound Eyes only improves the odds of the hit, and a miss leaves a Focus Sash Galvantula with a locked-in turn. Volt Switch is the safe exit, except where Ground blocks it outright.

Fire or Rock arrives

Both types deal 2× to a Bug and Electric pair, and Fire is also the type that resists Bug Buzz. The partner that covers them is the reason this set can spend a turn on the web instead of attacking.

What does a safe pivot mean?

A teammate uses a switching move to bring Galvantula in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Compound Eyes raises Thunder’s accuracy without making it guaranteed, which is the difference between a threat and a certainty, and the same accuracy is spent on a move that Ground types simply ignore. Focus Sash needs Galvantula at full HP, so any chip before the hit that was supposed to be survived spends the item early.

Watch the tradeoff. Compound Eyes does not make Thunder guaranteed to hit. Focus Sash requires full HP and hazards or chip damage can disable it. Flying or otherwise ungrounded targets avoid Sticky Web; Ground targets block Volt Switch. Fire and Rock attacks are super effective.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Galvantula or Jolteon?

Jolteon offers greater Speed and a different Electric role without Sticky Web.

Base stats · standard forms in the local Generation 9 dataset
StatGalvantulaJolteon
HP7065
Attack7765
Defense6060
Sp. Attack97110
Sp. Defense6095
Speed108130

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Water teammate helps against Fire and Rock attackers. Add a teammate that benefits from slowing grounded opponents, and protect your own entry options.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Jolteon

Jolteon offers greater Speed and a different Electric role without Sticky Web.

Read Jolteon guide →

Try Jolteon →

Type matchups

Weak to

Fire2×Rock2×
Resistances and immunities
Electric0.5×Grass0.5×Fighting0.5×Steel0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP70
Attack77
Defense60
Sp. Attack97
Sp. Defense60
Speed108

Evolution chain

  1. Joltik#595
  2. Level 36

    Galvantula#596

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Galvantula team

Start with Galvantula. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 51 of 100/ 100Fair
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Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#596

Galvantula

BugElectric
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense84
Defense64
Coverage28
Synergy18

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +28 pts

    Swampert

    WaterGround

    Team score 51 → 79

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    +26 pts

    Rhydon

    GroundRock

    Team score 51 → 77

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Ice and more
    +26 pts

    Quagsire

    WaterGround

    Team score 51 → 77

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    +26 pts

    Marshtomp

    WaterGround

    Team score 51 → 77

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    +26 pts

    Rhyperior

    GroundRock

    Team score 51 → 77

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Ice and more
    +26 pts

    Seismitoad

    WaterGround

    Team score 51 → 77

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Fire attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Rock attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 5 of 18 single-type targets super effectively. Actual move coverage can differ.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackGalvantulaWeakResist
    Normal1×00
    Fire2×10
    Water1×00
    Electric½×01
    Grass½×01
    Ice1×00
    Fighting½×01
    Poison1×00
    Ground1×00
    Flying1×00
    Psychic1×00
    Bug1×00
    Rock2×10
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    Water✓ Super effective
    ElectricNeutral
    Grass✓ Super effective
    IceNeutral
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    Flying✓ Super effective
    Psychic✓ Super effective
    BugNeutral
    RockNeutral
    GhostNeutral
    DragonNeutral
    Dark✓ Super effective
    SteelNeutral
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.