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Golurk

In-battle formes

HP:89
Attack:124
Defense:80
Sp. Atk:55
Sp. Def:80
Speed:55
Min (-ve nature, 0 IVs)103
Default146
Max Neutral209
Max Positive229
Max Neutral (+1)313
Max Positive (+1)343
Max Neutral (+2)418
Max Positive (+2)458
NeverUsed
Stealth Rock209
Wallbreaker209

Evolutions

Strategies

  • en
Formats:
  • NU
Written by Punchshroom

Overview

Golurk has a unique typing with immunities to Normal, Fighting, and Electric, which allows it to block Rapid Spin and Volt Switch while being one of the few physical attackers in the tier unfazed by Fighting-type attacks. It boasts an extremely high Attack stat with a potent STAB combination as well as solid coverage, making it very tricky to wall. Golurk even has decent bulk for an offensive Pokemon, and it has usable abilities in the form of Iron Fist and No Guard; the former boosts the power of Golurk's various punching moves, while the latter ensures none of Golurk's (or its foe's) attacks miss. Unfortunately, Golurk often fails to fire off as many attacks as it would like, given that is very slow for an offensive Pokemon and carries numerous weaknesses to common attacking types such as Water, Grass, Ice, and Dark, the latter entailing a Pursuit weakness. This hinders its effectiveness as a spinblocker.

Stealth Rock

Move 1
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Shadow Punch
    This move does not check accuracy.
    TypeGhost
    CategoryPhysical
    Power60 BP
Move 4
  • Dynamic Punch
    100% chance to confuse the target.
    TypeFighting
    CategoryPhysical
    Power100 BP
    Accuracy50%
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%

Moves

Stealth Rock is an appealing option on Golurk. Golurk not only has an advantageous matchup against most Stealth Rock leads, but Golurk can also spinblock to keep its entry hazards up. Earthquake deals hefty damage to foes lacking a resistance, and especially hurting most grounded Stealth Rock leads. Ice Punch can also be used to hit the likes of Vileplume, Torterra, and Rotom-S. Dynamic Punch is primarily a disruption tool, being able to buy Golurk free turns and to trip foes up, particularly slower Pokemon; the likes of Crustle and Prinplup will face an uphill battle against confusion to fulfill their roles before Golurk knocks them out. The fact that Dynamic Punch can be spammed due to No Guard can cause foes to hesitate before making switches. Shadow Punch allows Golurk to hit Archeops and Mesprit, which are also commonly Stealth Rock users, and deters Xatu from switching in to Magic Bounce its Stealth Rock. Alternatively, Thunder Punch can be used to swiftly strike down Defog users, such as Mantine and Pelipper, before they can clear away Golurk's Stealth Rock. Note that Shadow Punch should only be used alongside Iron Fist due to its mediocre power without the boost from Iron Fist.

Set Details

As an offensive Stealth Rock setter, Golurk doesn't especially need bulk to do its job; it just opts for maximum power to dent the opponent as much as possible with its powerful attacks after using Stealth Rock. Maximum Speed investment is used to Speed tie with other base 55s, as well as to outspeed Jolly Crustle. A Jolly nature is an option for Golurk to outrun a few more threats, such as neutral-natured Aurorus and Pawniard. Dynamic Punch necessitates the use of No Guard, while Iron Fist pairs well with Thunder Punch while also boosting Shadow Punch. The item is the most customizable aspect about this Golurk variant. Colbur Berry weakens Knock Offs from Dark-types and Fighting-types, allowing Golurk to check the latter and to effectively spinblock against Sandslash. Passho Berry allows Golurk to survive Kabutops's Waterfall and OHKO with Earthquake, effectively denying the Rapid Spin, as well as to survive 2 Scalds from Defoggers such as Pelipper, Mantine, and Prinplup; this gives Golurk the chance to inflict more damage on them before it goes down.

Focus Sash is a reasonable item choice as it allows Golurk to consistently set up Stealth Rock and proceed to hammer the foe if its Focus Sash remains intact. Lum Berry cures sleep and burn, while Leftovers increases Golurk's longevity should it be needed to set up Stealth Rock later in the match, or to simply stick around to throw out some attacks. Life Orb can be used for more power, giving Golurk better odds of OHKOing or 2HKOing Pokemon such as bulky Xatu, Garbodor, and defensive Carracosta.

Usage Tips

This set is best used as a lead Stealth Rock setter. Golurk's three immunities, multiple resistances, and ability to force out certain threats with the threat of powerful attacks can give it the advantage in the lead matchup. No Guard Dynamic Punch is a fairly safe attack to throw out to mess with the opponent, putting them in a dilemma as to whether or not they should risk a switch. Be warned that No Guard exposes Golurk to perfectly accurate Sleep Powders, Hydro Pumps, and Will-O-Wisps. If Thunder Punch is used instead, Golurk does not have to worry unduly about Defoggers.

Golurk can also be used to spinblock; even if it gets KOed right afterward due to its unfortunate weaknesses, faster teammates can be sent in to dispatch the spinners to prevent the Rapid Spin. If Golurk is not used as a lead, it should try to find an opportunity to set up Stealth Rock safely. It usually wants Focus Sash to do so consistently against offensive teams unless they have a weak link, such as a slower wall or weaker attacker, that can be exploited. Against defensive teams, there are more opportunities for Golurk to set up Stealth Rock; it might even get the chance to launch some powerful attacks.

Team Options

This Golurk best fits on offensive teams, as they appreciate a Stealth Rock user that doesn't give the foe many setup opportunities. While Golurk can spinblock, its weakness against most of the spinners means a backup plan should always be in place; faster revenge killers such as Archeops, Tauros, Shiftry, and Lilligant can immediately respond to the spinners and scare them off, denying them the chance to use Rapid Spin. Golurk can even bait the spinner's attacks to allow its resistant teammates to enter battle and force them out, saving Golurk for further opportunities to spinblock.

Offensive Pokemon in general appreciate Stealth Rock to secure more KOs. Flying-types, such as Swellow, Rotom-S, Archeops, and Scyther, make for decent teammates due to their great offensive synergy; Golurk handles Rock-, Steel-, and Electric-types for them, while they demolish Grass-types and can give frail offensive Pokemon a hard time. Most of them can even make use of U-turn or Volt Switch to maintain momentum and take advantage of Golurk's Stealth Rock. Most checks and counters to Grass- and Fighting-types such as Lilligant and Hariyama are vulnerable to Stealth Rock as well as Golurk's STAB types; the Grass-types can also protect Golurk from Water and Grass attacks while the Fighting-types handle Dark-types for Golurk.

Wallbreaker

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4

Moves

Earthquake is Golurk's main damaging move, dishing out heavy damage against any non-Ground-resistant or -immune foes, and can even still hurt frailer Ground-resistant Pokemon, such as Lilligant. Shadow Punch receives STAB and is boosted by Iron Fist. It provides great neutral coverage alongside Earthquake, making it Golurk's next best attacking option. It nails most Levitate Pokemon such as Mesprit and Rotom, hammers bulky Psychic-types such as Musharna for major damage, and is Golurk's most powerful attack against Gourgeist, one of the physically bulkiest Pokemon in the tier. Ice Punch nails Grass-types for heavy damage on the switch, which makes foes such as Torterra, Leafeon, and Tangela hesitant to switch in and deters the likes of Torterra and Cacturne from setting up. It also provides coverage on Flying-types that aren't susceptible to Shadow Punch, such as Swellow and Rotom-S. Zen Headbutt 2HKOes Weezing on the switch, while Thunder Punch can be used to swiftly OHKO Pelipper; it's worth noting that Shadow Punch already 2HKOes Pelipper after Stealth Rock damage.

Set Details

Maximum Attack investment and an Adamant nature, coupled with Choice Band, gives Golurk its greatest wallbreaking potential. Life Orb is a viable alternative over Choice Band to allow Golurk to switch moves. Maximum Speed investment allows Golurk to Speed tie opposing neutral-natured Golurk and Exeggutor, which are mutual threats, as well as to outrun slower Pokemon such as Mawile and various uninvested Pokemon such as Mantine and Malamar. Less Speed can be run in exchange for more bulk; 148 Speed EVs allow Golurk to outspeed uninvested Malamar and fully invested Adamant Rhydon, with the remaining EVs dumped into HP.

Usage Tips

Golurk is best brought in on a free switch, either via double switching or the likes of U-turn, or brought in on a non-threatening foe such as Regirock or Garbodor. Alternatively, it can be used to revenge kill slower Pokemon, such as Lanturn and Musharna. Earthquake is the strongest move in Golurk's arsenal, so keep an eye out for the opponent's likely switch-ins to Ground-type moves. Because Shadow Punch has better neutral coverage, it is often the safer move for Golurk to throw out early-game. Identify the opponent's Golurk switch-ins and try to nail them on the switch with the appropriate coverage move. Golurk should consider carefully the move it locks itself into, as various setup sweepers such as Lilligant, Scyther, Carracosta, and Klinklang will take advantage of it; Shadow Punch is the move that grants opposing setup sweepers the fewest opportunities to set up, but does allow entry to hard-hitting Normal-types and Dark-types, such as Tauros, Kangaskhan, Zangoose, Swellow, Liepard, and Cacturne. Life Orb allows Golurk to switch moves to prevent this, but Golurk is regardless so prone to being forced out that Choice Band better suits for its hit-and-run nature, as it lets Golurk dish out more damage without reducing its longevity.

Golurk specializes in dismantling bulky cores, and can find opportunities to do so by preying on the opponent's vulnerable Pokemon with its STAB types. Poison-, Rock-, Steel-, Psychic-, and grounded Electric-types, which include the likes of Garbodor, Regirock, Carracosta, Mawile, Musharna, Xatu, and Lanturn, are fair game for Golurk to start dishing out powerful hits. Golurk is slow, and thus will generally fare poorly against faster offensive teams outside of perhaps scoring a KO or two before being promptly revenge killed. Golurk's poor Speed entails a necessity to make correct predictions if it wants to contribute against offensive teams, as being Choice-locked makes Golurk quite prediction reliant. If that is an issue, Life Orb does ease prediction for Golurk.

Team Options

Pokemon that fare well against offensive teams, such as Tauros, Shiftry, Lilligant, Kangaskhan, and Klinklang, can make up for Golurk's lackluster matchup against such teams. Golurk's unique resistances and its ability to easily dispatch many bulky Pokemon grant it respectable synergy with a wide variety of offensive Pokemon. Some of Golurk's best teammates include Flying-type U-turn users and Fighting-types. Flying-types, such as Swellow and Scyther, can lure in bulky Electric-, Rock-, and Steel-types and use them as an opportunity for Golurk to enter unscathed and start wreaking havoc. Fighting-types can check opposing Dark-types, possess potent wallbreaking prowess alongside Golurk, and appreciate Golurk luring in and dispatching problematic Pokemon that resist Fighting-type attacks with Zen Headbutt or Thunder Punch. Hariyama in particular synergizes well with Golurk as it possesses a resistance to Ice. Slowing down foes is another way to grant Golurk the advantage against faster teams. Bulky Thunder Wave users such as Musharna, Lanturn, and Probopass, and even Stun Spore Vileplume, can use their bulk and longevity to spread paralysis throughout the opponent's team, increasing the number of Golurk victims.

Other Options

Rock Polish can be used to potentially sweep offensive teams, but in most cases Golurk is better off using its turns on the field to set up Stealth Rock or simply attacking. The Stealth Rock set can use Magic Coat to reflect Taunt and opposing entry hazards, though Dynamic Punch is already effective at disrupting the foe's entry hazards while few foes would risk Taunting against Golurk due to its massive power. Drain Punch is a possible coverage option that gets boosted by Iron Fist, trading useful coverage for slightly better longevity. The use of Substitute and Focus Punch is an option for Golurk, but Golurk doesn't need the excessively powerful Fighting coverage and it can usually take better advantage of the free turn with Rock Polish instead of Substitute. Golurk could opt for a bulkier spread with max HP and slight defensive investment to better survive blows from Pokemon such as Tauros, though it doesn't really improve its matchup against many Pokemon in particular. Choice Scarf can patch up Golurk's Speed without wasting a turn setting up Rock Polish, but Golurk is still pretty slow in that it cannot outrun any boosted threats. Take into account its unboosted power, inability to switch moves, and the fact that its main STAB moves aren't the most spammable, Golurk's cleaning power as a Scarf user is limited. Stone Edge's utility is pretty much confined to taking out Pinsir, as most targets are dealt with sufficiently, perhaps even hit harder, by Golurk's other attacks.

Checks and Counters

Bulky Pokemon that Resist or are Immune to Ground: While nearly any Pokemon risks taking severe damage from Choice Band Golurk's coverage moves, deterring Golurk from spamming its strongest attack can subject the defender to much less harm. Pokemon that work best for this role are Pokemon that can take most of Golurk's attacks, such as Weezing, Pelipper, Torterra, Tangela, and Mesprit. On the other hand, bulky walls such as Quagsire and Vileplume have a noticeably easier time against non-Choice Band Golurk, despite their lack of a Ground resistance.

Faster Pokemon with a Super Effective STAB move: Due to Golurk's low speed and large assortment of weaknesses, most offensive Pokemon, such as Jynx, Samurott, Liepard, Shiftry, Lilligant, Aurorus, Ludicolo, Rotom, and Mismagius, can bring down Golurk without difficulty. However, Golurk's bulk means that it doesn't go down easily to weaker or non-STAB super effective strikes, and Rock Polish Golurk can zip past most of them, so caution must still be exercised. Speedy Choice Scarf Pokemon, such as Rotom, Jynx, and Lilligant, can even outspeed Golurk after a Rock Polish boost.

Priority Moves: Rock Polish Golurk is vulnerable to various forms of priority, including Sucker Punch, Aqua Jet, Ice Shard, and even Shadow Sneak. Pokemon such as Kangaskhan, Kabutops, Cacturne, Samurott, Piloswine, and even Kecleon can help keep Golurk in check. However, Golurk is immune to Mach Punch and Fake Out.

Offensive Pressure: If one cannot prevent Golurk from snagging a KO, preventing it from snagging an additional KO is the next best thing. Golurk's weaknesses and sluggishness don't make this a challenging task, as most teams by default have at least one or two Pokemon with super effective STAB moves capable of taking down Golurk. This forces out slower Golurk or simply damages them beyond repair, while making it very difficult for Rock Polish Golurk to set up safely.

Credits

Moves

 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
100%
PP
30
Hits adjacent Pokemon. Power varies; 2x on Dig.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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