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Golurk (Analysis)

I did the damage calcs on standard Rapid Spin Starmie (252 hp/4 SpA/252 Spe) using the SubPuncher set listed. Starmie fails to OHKO with both Surf and Hydro Pump, dealing 65.18-76.96% and 81.68-96.6%, respectively, while Golurk is able to OHKO 100% of the time after Stealth Rock and a layer of Spikes. With the CB set, Golurk doesn't need entry hazards to OHKO with Shadow Punch.

With standard Rapid Spin Tentacruel (252 HP / 120 Def / 136 SpD), Surf fails to OHKO even with a switch-in to all entry hazards, and Golurk is always able to OHKO with Earthquake.


In short, you should reconsider Golurk's failure to spin block those particular threats, as Golurk will, barring a crit, win 1 on 1 against both of them.
 
I did the damage calcs on standard Rapid Spin Starmie (252 hp/4 SpA/252 Spe) using the SubPuncher set listed. Starmie fails to OHKO with both Surf and Hydro Pump, dealing 65.18-76.96% and 81.68-96.6%, respectively, while Golurk is able to OHKO 100% of the time after Stealth Rock and a layer of Spikes. With the CB set, Golurk doesn't need entry hazards to OHKO with Shadow Punch.

With standard Rapid Spin Tentacruel (252 HP / 120 Def / 136 SpD), Surf fails to OHKO even with a switch-in to all entry hazards, and Golurk is always able to OHKO with Earthquake.


In short, you should reconsider Golurk's failure to spin block those particular threats, as Golurk will, barring a crit, win 1 on 1 against both of them.

You do know the spinners won't switch on the spinblocker, right? It's the opposite that's supposed to happen. Thanks to Golurk's Speed, that means Golurk will take 2 hits before being able to hit the spinner. And if Golurk is healthy enough, the spinner can just switch out and come back later.

Starmie has Ice Beam and Surf / Hydro Pump as main moves so if it uses one on the switch, you have a pokemon less and your hazards will be spinned.

With Tentacruel, the problem is not so serious but if it uses its Water STAB on the switch, it's also bye bye golurk.

Remember, the spinblocker needs to be able to switch in
 
You do know the spinners won't switch on the spinblocker, right? It's the opposite that's supposed to happen. Thanks to Golurk's Speed, that means Golurk will take 2 hits before being able to hit the spinner. And if Golurk is healthy enough, the spinner can just switch out and come back later.

Starmie has Ice Beam and Surf / Hydro Pump as main moves so if it uses one on the switch, you have a pokemon less and your hazards will be spinned.

With Tentacruel, the problem is not so serious but if it uses its Water STAB on the switch, it's also bye bye golurk.

Remember, the spinblocker needs to be able to switch in

The spinblocker needs to be able to switch in on a spin. This guy works quite well as a spinblocker, it just takes some decent prediction to do so (that is required to be able to successfully spinblock, no?)
 
Might I ask why there's no love for Gyro Ball? Golurk learns it via TM74, and it would seem just a tad synergystic with Hammer Arm, what with the Speed-lowering side effect. Perhaps it should get a mention in Other Options?
 
Golurk is a ghost, so it will lose 50% of it HP after using curse to curse a pokemon. With no recovery move and poor speed. Curse Golurk isn't a good set at all.
 
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