Golurk (BW2 Revamp)【QC 3/3】【GP 2/2】

I'm not sure what the main spread accomplishes... what are you obtaining with those Speed EVs? 160 HP / 252 Atk / 96 Spe seems like a better option (it puts you quite ahead of Scizor... landing that strong EQ before it U-turn is cool)
96 Spe EVs would give it 170 Speed, outspeeding all these Scizors that think they can/should run some Speed investments. Moving 12 EVs to HP is probably better. I could mention a more offensive spread of 172 HP / 252 Atk / 84 Spe with an Adamant nature in AC, but I'm quite positive that the defensive spread helps more in fulfilling it's job.

Also, see this -v-
Man I can't believe I missed this, but this is definitely Speed creeping. I'd say drop it down to 84 Speed so you outspeed minimum Speed Scizor.


I don't think this needs to be mentioned; Catching starmie probably isn't happening since it risks a strong EQ or shadow Punch. Gengar is actually a check, and the fact that shadow punch can ohko seems like a common sense thing.
Yea, I know both of them are common sense, but still they're still checks and thus should get mentioned in C&C.


..and thanks for the QC approval ;3
 
Yeah, a physically defensive spread looks like it's the best option right now. With 252 HP / 80 Atk / 176 Def Impish, you avoid getting 2HKOed by Choice Band Earthquake from Terrakion and will always OHKO with your own EQ. Wish support sounds good too.

^ Please change the EV spread to the one suggested by shrang in bold. I guess you could AC mention the former set, but this new spread will allow Golurk to perform its niche more efficiently (ie tanking physical hits from Terrakion).
 
Remove Shadow Punch slashed into Ice Punch. Ice Punch is the biggest asset Golurk received to overcome the likes of Gliscor.

You can AC mention that Ice Punch can be removed by Shadow Punch but at the cost of being walled by Gliscor forever.
 
Is Drain Punch worth mentioning at all?
It seems like a superior option to anything Fighting bar Hammer Arm, but that didn't even make it to the standard set; I'm sure that without Bulk Up it's probably not too appealing, but I want to be sure it's not at least something that could make it into OO.
 
Ok, I'm back finally, and edited everything mentioned.
- EVs fixed
- deslashed Shadow Punch from Ice Punch
- rewrote information about Skarmory in Checks and Counters

(- included PK's QC approval)
anyone else?
 
[Shadow Punch] Can be used over Ice Punch at the cost of being totally walled by Gliscor

Remove this line, you NEED Ice Punch for so many things, and Shadow Punch does not offer you enough in return to justify a switch.

1.) it somewhat deals with VoltTurn, but Rotom-W and Hidden Power Ice is still dangerous

Personally, I dislike this line, Being weak to half of the common (2 pokemon) combo of Rotom W / Scizor doesn't scream "dealing with Volt Turn" especially when you cannot really touch Rotom W in return. Sure, you can force it to Hydro Pump (or WoW, or HP Ice), but many other pokemon can do something similar (Landorus for example), but are not considered good at "dealing with Volt Turn". Personally, id just mention at how it does o.k against Scizor and leave it as that, I guess its up to you tho.

[qc]2/3[/qc]
 
Definitely scrap the talk about voltswitch. Too many things threaten it with something else.

[Qc]3/3[/qc].
 
- removed "Shadow Punch over Ice Punch" line
- removed mentiones about VoltSwitch
- added QC approvals


I will write this up the next few days.
 
am GP check

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[Overview]

<p>Golurk is unique in many ways; it is the only Pokemon that offers a Ghost and Ground dual-type, having unique key resistances. He It Golurk is gender less. has a respectable 124 Base Attack stat, which is a lot for Ghost-types, decent defenses and a nice number of new toys with the advent of BW2. Most notably, Golurk now gained access to Stealth Rock and all elemental punches, which buffs his potential to a certain extendt. The ability to lay out hazards while acting like a spinblocker is really useful, despite the fact, Golurk struggles with two common Spinners in the BW2 metagame, Starmie and Tentacruel. However, Golurk is immune to Sandstorm and has the really rare ability to reliably counter Terrakion–something only very few Pokemon can do. Even with No Guard being released, Golurk don't can't take as much advantage of it as Machamp does, making Iron Fist the clearly better option for it. The list of downsides sadly is quite long; with 5 five Numbers below 10 is spelled out very common weaknesses, Golurk will have a hard time against many Pokemon. Water, Ice, and Grass attacks severely hurt Golurk and are seen on literally every team. Due to his Ghost typing, he also can't deal well with Dark and Ghost attacks, most notably Pursuit, and if it isn't enough, Golurk's Base 55 Speed is just horrible, making its only setup move–Rock Polish–an obviously bad choice to attempt a sweep. Instead, Golurk should focus on its supportive movepool and defensive capabilities to take full use of its potential.</p>

[SET]
name: Support
move 1: Stealth Rock
move 2: Earthquake
move 3: Ice Punch
move 4: Fire Punch / Shadow Punch
item: Leftovers
ability: Iron Fist
nature: Impish
evs: 252 HP / 80 Atk / 176 Def

[SET COMMENTS]

<p>With this set, Golurk takes full potential of its unique niche to set up Stealth Rock while blocking Rapid Spin at the same time. Earthquake is its most powerful attack move, which severely dents everything weak to it. An Iron First boosted Ice Punch is an invalueable invaluable Spelling new option for Golurk, making Gliscor way easier to handle but also grants near perfect coverage along with Earthquake. On the last slot, Golurk can choose between Fire Punch and Shadow Punch, which both of which gain a power boost via Iron Fist. While Fire Punch opens Golurk a way through Wwalls and Ttanks like Forretress, Ferrothorn, Scizor, and even Skarmory to some an extent,. Period Shadow Punch is still an option, as it's apostrophe Golurk's best way to handle Starmie, Gengar, and Alakazam–all being OHKOed by it–whereas Reuniclus can be is 3HKOed.</p>

[ADDITIONAL COMMENTS]

Golurk's unique typing gives it three immunities in Normal-, Fighting-, and Electric-type attacks, while it resists Rock-, Bug- and Poison-type attacks. This gives Golurk a number of potential switch-ins hyphen, like such as into a choice locked Volt Switch, with the needed time to set up Stealth Rock as fast as possible. Golurk's biggest selling point is that he is a solid Terrakion counter, thanks to its typing. Golurk is immune to Close Combat and resists Stone Edge, only fearing the rarely seen Earthquake. With the given EVs, Golurk can live an Adamant-natured +2 Stone Edge comfortably, while offering enough power to OHKO Terrakion back with Earthquake.</p>

<p>Many neutral hits can be sponged with this set. Most interestingly, Life Orb Tornadus-T cannot manage to OHKO with Hurricane and +1 Salamence is not able to OHKO with Outrage. Even Jirachi struggles against Golurk as it can't paralyze it at all, while Ice Punch is its only useable spelling damage move, dealing 32.46% - 38.21%. Golurk also can sponge common priority attacks in OU, namely Mach Punch and Extremespeed, that were aimed at its teammates, while being somewhat able to handle Dragonite with Ice Punch. Breloom and Conkeldurr, comma however, can simply pick their next effective move, hitting Golurk quite hard with Bullet Seed and Payback or Ice Punch, comma respectively. Golurk can even take an Ice Shard from Adamant-natured Life Orb Mamoswine but will definitely not be able to take a second one.</p>

<p>A more offensive EV spread of 172 HP / 252 Atk / 96 Spe combined with an Adamant nature can be used to hit way harder. This spread gives Golurk the jump over 0 Speeed EV Scizor to make it a decent check, simply OHKOing it with Fire Punch. However, a Life Orb boosted Adamant-natured +2 Bullet Punch has a 56% chance to OHKO the offensive spread, while it clearly fails to achieve this against the defensive spread. Because of its crappy Bbase Speed, there's absolutely no point in investing any more into this stat, so the rest goes into HP to make Golurk as bulky as possible.</p>

<p>Bulky Waters are a sheer nightmare for Golurk, as it has nothing to handle them. Golurk is in needs of proper team support to pass these problems. Both Rotom-W and Rotom-C are ideal partners for this job, being able to take two of Golurk's three weaknesses caused by its Ground-type, while sporting powerful STAB moves in Volt Switch, Discharge, Thunderbolt, and the ladder one also Leaf Strom, dealing well with most Water-types. Gastrodon's ability Storm Drain and Jellicent's Water Absorb give your team a handy Water-type hyphen immunity, they also have access to Toxic to stall out extremely bulky Water-types. Gastrodon even stops most opposing Rotom-W cold as it is immune to most attacking moves, common Rotom-W have its most common attacks. Vaporeon can be used as well, having access to two great abilities, maybe explain the two different abilities? helping out against most Water-types, while Rain teams will clearly have problems to take on Hydration variants. With both Toxic and Wish at its disposal, Vaporeon makes a great team player for Golurk. Grass-types, like Breloom, Celebi, and Virizion also help out to dealing with most Water-types, thanks to their STAB moves. Jirachi is also a good partner for Golurk; a Calm Mind set with Thunderbolt and Psyshock, can be used to handle things like Tentacruel and Calm Mind Keldeo.</p>

[Other Options]

<p>Golurk sports a good number of alternate moves. Hammer Arm gets an Iron Fist boost and is available to deal with Blissey, Chansey, and Rotom-W, which its other moves can't touch at all. Toxic can be used on it to cripple bulky Water-types, rendering them useless in the longrun for the rest of the match.</p>

<p>A Choice Band is Golurk's only way to pump up its aAttack stat, giving it a nice powerboost, however, it is still too slow to take advantage of it Choice Band. Rock Polish is its Golurk's only real setup move, however, Golurk's Bbase Speed is so pathetic, that it can't even outspeed all non-Scarf Pokemon in OU, which makes it easy for the opponent to counter it.</p>

<p>A SubPunch set with Iron Fist can be used to get some free attacks off but it generally lacks the sSpeed and coverage to pull off a sweep. Golurk's Hidden Dream World A[ability, No Guard got finally released, which can be used to make DynamicPunch one word and Stone Edge perfectly accurate. However, there's not much more at its disposal that profits from it and despite the fact, that DynamicPunch space is a great move, Golurk should leave this job to Machamp. At least it Machamp gets STAB on it and doesn't mind that much about many opposing moves that get perfect accuracy, like Hydro Pump.</p>

<p>ThunderPunch one word helps Golurk to deal better with Water-types hyphen but doesn't offer the coverage it gets offered by its other elemental punches. Rock Slide can be used over Stone Edge, trading power for accuracy. Bulldoze and Low Sweep can help Golurk bypassing its speed issues but only really help against switch-ins hyphen and only if they are already quite slow. Low Kick is another useable Fighting-type move for coverage, but doesn't receive any boost by any of its abilities in contrast to Hammer Arm. Magic Coat can surprise many opponents, throwing back entry hazards and any status moves like such as Toxic and Spore. Gravity is an interesting add on on addition to Golurk, as it gives DynamicPunch space useable accuracy along with Iron Fist boost and allows Earthquake to hit everything, most notably Rotom-W–if there weren't Golurk's speed issues.</p>

[Checks and Counters]

<p>Even though Golurk's unique typing gives it nice resistances and immunities, it sadly got a lot of things, it's weak to also has a lot of weaknesses. Water-types are the main problem, being extremely common. They don't mind taking a Fire Punch and or Ice Punch at all. Starmie and Tentacruel can come into almost any move, forcing Golurk out with their STAB moves. Rotom-W and Gyarados doesn't even take any damage from Earthquake, making them extremely hard to handle for Golurk. Grass-types, such as Virizion, Venusaur and Breloom can come in on a Stealth Rock or Earthquake easily and hit real hard with their appropriate STAB moves. Breloom even beats Substitute sets easily thanks to Bullet Seed, however, Grass-types need to be careful against Fire Punch and Ice Punch. Ice-types like Mamoswine, Kyurem, Abomasnow and Weavile will be hurt by Stealth Rock but they are all faster than Golurk, giving them an easy time to KO with any of their STAB moves. Mamoswine and Kyurem both can even handle Fire Punch thanks to its ability and secondary typing, Comma respectively.</p>

<p>Pokemon that are part Flying-type or have the ability Levitate will can come in easily on an Earthquake. Gengar can take any move bar Shadow Punch, while Shadow Ball will OHKO Golurk easily. Hydreigon has to watch out for Ice Punch and Hammer Arm but else otherwise has no problems switching into Golurk and OHKO with Draco Meteor. Latias, Latios, and all Therians and Incarnate formes all have to watch out for Ice Punch. Unboosted Timid 252 SpA Special Attack Latias can't even manage to OHKO with Draco Meteor, whereas Life Orb Timid 252 SpA Special Attack Latios can OHKO with both Draco Meteor and Surf. The Genies all safely 2HKO Golurk with an appropriate move. However, Landorus-T has slightly more problems. A Naive Life Orb 252 Atk Landorus's Earthquake does 48.69 - 57.32%, which has a 46% chance to 2HKO, factoring in Leftovers, while Golurk easily 2HKOes with Ice Punch, even factoring in Intimidate.</p>

<p>Offensive Ppowerhouses also deal with Golurk with ease. Offensive Trick Room Pokemon like such as Reuniclus can come in, set up and start sweeping. All Ninetales, Volcarona, and Air Balloon Heatran will outspeed Golurk with ease and have a high chance to OHKO with their STAB Fire-type moves. Choice Band Haxorus and Dragonite don't have any problems either. It might sound hard but apart from Terrakion, Jirachi, and in some way also Mienshao, pretty much anything in OU at least makes a decent check to Golurk.</p>

I can c/p the edits if you want.

Nice job writing this!
 
I was about to make an amateur GP check (and I probably will tomorrow if I'm not beaten :D ), but for the moment I wanna say two things, you're mixing 'it' and 'he' a lot in the first paragraph (Golurk doesn't have a gender at all, but you probably know that and you just got carried away) and you need to vary your approach when you talk about it. Quoting the first paragraph only:

Golurk is unique in many ways; it is the only Pokemon that offers a Ghost and Ground dual-type, having unique key resistances. He has a respectable 124 Base Attack stat, which is a lot for Ghost-types, decent defenses and a nice number of new toys with the advent of BW2. Most notably, Golurk now gained access to Stealth Rock and all elemental punches, which buffs his potential to a certain extend. The ability to lay out hazards while acting like a spinblocker is really useful, (semicolon instead of comma here) despite the fact, (or maybe you meant to say that said ability is really useful despite being weak to the spinners? I'm sleepy right now :P ) Golurk struggles with two common Spinners in the BW2 metagame, Starmie and Tentacruel. However, Golurk is immune to Sandstorm and has the really rare ability to reliably counter Terrakion–something only very few Pokemon can do. Even with No Guard being released, Golurk don't take as much advantage of it as Machamp does, making Iron Fist the clearly better option (you may want to rephrase that) for it. The list of downsides sadly is quite long; with 5 very common weaknesses, Golurk will have a hard time against many Pokemon. Water, Ice, and Grass attacks severely hurt Golurk and are seen on literally every team. Due to his Ghost typing, he also can't deal well with Dark and Ghost attacks, most notably Pursuit, and if it isn't enough, Golurk's Base 55 Speed is just horrible, making its only setup move–Rock Polish–an obviously bad choice to attempt a sweep (maybe you could separate the hyphens?). Instead, Golurk should focus on its supportive movepool and defensive capabilities to take full use of its potential.
You used its name 9 times in just one paragraph; the others are just minor nitpicks I saw at the moment of reading it.

If I still have a chance by tomorrow afternoon (GMT -3), I'll look it over some more and edit my post, but from what I've seen, they're just little mistakes really.


EDIT: Unfortunately I'm sick and therefore I couldn't do it yesterday, but while the changes Yonko gave are implemented, I just wanna add something:

<p>Golurk's unique typing gives it three immunities in Normal-, Fighting-, and Electric-type attacks, while it resists Rock-, Bug- and Poison-type attacks. This gives Golurk a number of potential switch-ins switch opportunities -such as into a choice locked predicted (since you can't be locked into Volt Switch) Volt Switch, with the needed time to set up Stealth Rock as fast as possible. Golurk's biggest selling point is that he it is a solid Terrakion counter, thanks to its typing. Golurk The golem (for the sake of not using its name so much) is immune to Close Combat and resists Stone Edge, only fearing the rarely seen Earthquake. With the given EVs, Golurk can live an Adamant-natured positive nature (this is just my thought, I don't think the way you expressed it is wrong - either way, isn't Jolly important to prevent it from being outsped by positive nature base 100's? It's a moot point however) +2 Stone Edge comfortably, while offering enough power to OHKO Terrakion back with Earthquake.</p>
 
I think too that Drain Punch could be used over Fire Punch on the last slot in order to get some recovery and hit Heatran@Balloon, as well as Hydreigon on the switch as hard as Ice Punch.
 
Forgive me ahead of time for this...

In the Other Options section, could we at least mention Fly? Possibly even with a link to that comic? The fact that it gets Fly seems too hilarious and awesome not to mention, if only for comedic effect. Something like this, in a paragraph to itself:

Golurk also has access to Fly. So that's a thing.
 
Yeah mention Fly and also add a warning not to use it seriously. Castform got a 4th gen analysis mentioning that it should not be used on a serious team and I have also heard that Farfetch'd has an OU analysis.
 
The only difference is that this isn't a joke analysis in contrast to Casform's and Farfetch'd's, so I guess QC and GP members don't want to see that on the analysis at all..
However, if there won't be anything against it, I will add a sentence about Drain Punch in OO.
 
If you're going to mention Drain Punch in OO, mention that an unstabbed DP is piss-weak.
 
If you're going to mention Drain Punch in OO, mention that an unstabbed DP is piss-weak.
It has same base power as elemental punches and also gets boosted by Iron Fist. The only difference is that there's nothing it can hit x4 effective.
 
It has same base power as elemental punches and also gets boosted by Iron Fist. The only difference is that there's nothing it can hit x4 effective.

If we're talking about the rare Golurk, the equally rare Head Smash-spamming Aggron begs to differ here. Weak as it is, regaining health is never a bad thing (shut up Reversal Dugtrio).
 
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[Overview]

<p>Golurk is unique in many ways; it is the only Pokemon that offers a Ghost and Ground dual-type, giving it unique key resistances. With its respectable 124 Base Attack stat—which is a lot for Ghost-types—decent defenses and a nice number of new toys with the advent of courtesy of BW2, including Stealth Rock and all of the elemental punches, it found a very interesting niche in the OU metagame. The ability to lay out hazards while acting as a spinblocker is really useful, even though Golurk struggles with two common spinners, namely Starmie and Tentacruel. Still, Golurk makes this up by being immune to sandstorm and the really rare ability to reliably counter Terrakion—something only very few Pokemon can do. Even with No Guard being released, Golurk can't take as much advantage of it as Machamp does, making Iron Fist the clearly better option for it. The list of downsides for Golurk is sadly sadly is quite long; with 5 very common weaknesses, Golurk will have a hard time against many Pokemon. Water, Ice, and Grass attacks severely hurt it and are seen on literally every team. Due to its Ghost typing, it also can't deal well with Dark and Ghost attacks, most notably Pursuit, and if this isn't enough yet, Golurk's base 55 Speed is just horrible, making its only setup move—Rock Polish—an obviously bad choice to attempt a sweep. Instead, Golurk should focus on its supportive movepool and defensive capabilities to make full use of its potential.</p>


[SET]
name: Support
move 1: Stealth Rock
move 2: Earthquake
move 3: Ice Punch
move 4: Fire Punch / Shadow Punch
item: Leftovers
ability: Iron Fist
nature: Impish
evs: 252 HP / 80 Atk / 176 Def

[SET COMMENTS]

<p>With this set, Golurk fulfills its unique niche to set up Stealth Rock while blocking Rapid Spin at the same time the best. Earthquake is its most powerful attack move, which severely dents everything weak to it. An Iron First-boosted Ice Punch is an invaluable new option for Golurk, making Gliscor way easier to handle, and also grants near perfect coverage along with Earthquake. In the last slot, Golurk can choose between Fire Punch and Shadow Punch, which both gain a power boost via Iron Fist. While Fire Punch opens up a way for Golurk to break through walls and tanks like Golurk a way through Walls and Tanks like Forretress, Ferrothorn, Scizor, and even Skarmory to some extent, Shadow Punch is still an option, as its Golurk's best way to handle Starmie, Gengar, and Alakazam–all being of which are OHKOed by it–whereas Reuniclus can be 3HKOed.</p>

[ADDITIONAL COMMENTS]

<p>Golurk's unique typing gives it three immunities in Normal, Fighting, and Electric attacks, while it resists Rock, Bug, and Poison attacks. This gives Golurk a number of potential switch ins, like into a Choice locked Volt Switch, with the needed time to set up Stealth Rock as fast as possible. Golurk's biggest selling point is that it is a solid Terrakion counter, thanks to its typing. Golurk is immune to Close Combat and resists Stone Edge, only fearing the rarely seen Earthquake. With the given EVs, Golurk can survive an Adamant-natured +2 Stone Edge comfortably, while offering enough power to OHKO Terrakion back with Earthquake.</p>

<p>Many neutral hits can be sponged with this set. Most interestingly, Life Orb Tornadus-T cannot manage to OHKO with Hurricane and +1 Salamence is not able to OHKO with Outrage. Even Jirachi struggles against Golurk as it can't paralyze it at all, while Ice Punch is its only usable damaging move, dealing 32.46% - 38.21%. Golurk also can sponge common priority attacks in OU, namely Mach Punch and ExtremeSpeed, that are aimed at its teammates, while being somewhat able to handle Dragonite with Ice Punch. Breloom and Conkeldurr however, can simply pick their next effective move, hitting Golurk quite hard with Bullet Seed and Payback or Ice Punch, respectively. Golurk can even take an Ice Shard from Adamant-natured Life Orb Mamoswine but will definitely not be able to take a second one.</p>

<p>A more offensive EV spread of 172 HP / 252 Atk / 96 Spe combined with an Adamant nature can be used to hit way harder. This spread gives Golurk the jump on 0 Spe EV Scizor to make it a decent check, simply OHKOing it with Fire Punch. However, a Life Orb-boosted Adamant-natured +2 Bullet Punch has a 56% chance to OHKO the offensive spread, while it clearly fails to achieve this against the defensive spread. Because of its crappy base Speed, there's absolutely no point in investing any more into this stat, so the rest goes into HP to make Golurk as bulky as possible.</p>

<p>Bulky Water-types are a sheer nightmare for Golurk, as it has nothing to handle them with. Golurk is in need of proper team support to pass these problems. Both Rotom-W and Rotom-C are ideal partners for this job, being able to take two of Golurk's three weaknesses caused by its Ground typing, while sporting powerful STAB moves in Volt Switch, Discharge, Thunderbolt, and the latter one also Leaf Strom, dealing well with most Water-types. Gastrodon's ability Storm Drain and Jellicent's Water Absorb will give your team a handy Water-type immunity, and access to Toxic to stall out extremely bulky Water-types. Gastrodon even stops most opposing Rotom-W cold as it is immune to most of the attacking moves Rotom-W tend to carry attacking moves, common Rotom-W have. Vaporeon can be used as well, having access to two great abilities, helping out against most Water-types, while rain teams will clearly have problems to take on Hydration variants. With both Toxic and Wish at its disposal, Vaporeon makes a great team player for Golurk. Grass-types, such as Breloom, Celebi, and Virizion, also help out dealing with most Water-types thanks to their STAB moves. Jirachi is yet another good partner for Golurk; a Calm Mind set with Thunderbolt and Psyshock can be used to handle threats like Tentacruel and Calm Mind Keldeo.</p>

[Other Options]

<p>Golurk sports a good number of alternate moves. Hammer Arm gets an Iron Fist boost and is available to deal with Blissey, Chansey, and Rotom-W, which its other moves can't touch at all. Drain Punch is also boosted by Iron Fist, however, it is significantly weaker than Hammer Arm. Nonetheless, it's able to recover Golurk's HP a bit. Toxic can be used on it to cripple bulky Water-types, rendering them useless in the long run.</p>

<p>A Choice Band is Golurk's only way to pump its Attack stat, giving it a nice power boost; however, it is still too slow to take advantage of it. Rock Polish is its only real setup move, however, but Golurk's base Speed is so pathetic that it barely outspeeds all non-Scarf Pokemon in OU, which makes it easy for the opponent to counter it with their next best Choice Scarf user.</p>

<p>A SubPunch set with Iron Fist can be used to get some free attacks off, but it generally lacks speed and coverage to pull off a sweep. Golurk's Dream World ability No Guard is finally released, which can be used to make DynamicPunch and Stone Edge perfectly accurate. However, there's not much more at Golurk's disposal that profits from it and despite the fact that DynamicPunch is a great move when accurate, Golurk should leave this job to Machamp. At least Machamp gets STAB on it and doesn't mind that much about many opposing moves that get perfect accuracy, like Hydro Pump.</p>

<p>ThunderPunch helps Golurk to deal better with Water types but doesn't offer the coverage it gets by its other elemental punches. Rock Slide can be used over Stone Edge, trading power for accuracy. Bulldoze and Low Sweep can help Golurk bypass its speed issues, but it only really helps against switch ins and only if they are already quite slow. Low Kick is another usable Fighting-type move for coverage, but doesn't receive any boost by any of its abilities in contrast to Hammer Arm. Magic Coat can surprise many opponents, throwing back entry hazards and any status move like Toxic and Spore. Gravity is an interesting add on for Golurk, as it gives DynamicPunch usable accuracy along with an Iron Fist boost and allows Earthquake to hit everything, most notably Rotom-W, but Golurk's speed issues are again a deterrent from using this move successfully Rotom-W–if there weren't Golurk's speed issues.</p>

[Checks and Counters]

<p>Even though Golurk's unique typing gives it nice resistances and immunities, it sadly got a lot of weakness too. Water-types are the main problem, being problem and are extremely common. They don't mind taking Fire Punch and Ice Punch at all. Starmie and Tentacruel can come into almost any move, forcing Golurk out with their STAB moves. Rotom-W and Gyarados don't even take any damage from Earthquake, making them extremely hard to handle for Golurk. Grass-types, such as Virizion, Venusaur, and Breloom can come in on a Stealth Rock or Earthquake easily and hit real hard with their appropriate STAB moves. Breloom even beats Substitute sets easily thanks to Bullet Seed. However, Bullet Seed, however, Grass-types need to be careful against Fire Punch and Ice Punch. Ice-types such as Mamoswine, Kyurem, Abomasnow, and Weavile will be hurt by Stealth Rock but they are all faster than Golurk, giving them an easy time to KO with any of their STAB moves. Mamoswine and Kyurem both can even handle Fire Punch thanks to their ability and secondary typing, respectively.</p>

<p>Pokemon that are part Flying-type or have the ability Levitate will come in easily on Earthquake. Gengar can take any move bar Shadow Punch, while Shadow Ball will OHKO Golurk easily. Hydreigon has to watch out for Ice Punch and Hammer Arm but else has no problems switching into Golurk and OHKOing with Draco Meteor. Latias, Latios, and all Therians and Incarnate forms all have to watch out for Ice Punch. Unboosted Timid 252 SpA Latias can't even manage to OHKO with Draco Meteor, whereas Life Orb Timid 252 SpA Latios can OHKO with both Draco Meteor and Surf. The Genies all safely 2HKO Golurk with an appropriate move. However, Landorus-T has slightly more problems. A Naive Life Orb 252 Atk Landorus's Earthquake does 48.69 - 57.32%, which has a 46% chance to 2HKO, factoring in Leftovers, while Golurk easily 2HKOes with Ice Punch, even factoring in Intimidate.</p>

<p>Offensive powerhouses also deal with Golurk with ease. Offensive Trick Room Pokemon like Reuniclus can come in, set up, and start sweeping. All Ninetales, Volcarona, and Air Balloon Heatran will outspeed Golurk with ease and have a high chance to OHKO with their STAB Fire-type moves. Choice Band Haxorus and Dragonite don't have any problems either. It might sound absurd, but apart from Terrakion, Jirachi, and in some way also Mienshao, pretty much anything in OU at least makes a decent check to Golurk.</p>

[gp]1/2[/gp]
 
I may come out as stubborn, and I apologize beforehand. While I was wrong to say that you can't be locked into Volt Switch (I was under that impression, for some reason), basically what you're saying is: the Volt Switch user selects Volt Switch, predicting that you switched in a Ground-type/ Volt Absorber/ Lightningrod (as uncommon as it may be) user. Now the Volt Switch user can't be called back, and is locked into a move versus a Pokémon with an immunity to it. Of course, it's gonna switch out, and then Golurk can come in for free. That's what one can understand from being 'Choice locked into Volt Switch', correct me if I'm wrong.
Isn't it simpler to get rid of the middle man and just switching Golurk on the predicted move (which I still find overly specific, since it would work with any Electric-type move from a Choice user, the same for Fighting- and Normal-type moves - you chose the hardest one to be locked into)? Am I missing something here? Please say so, because I'm struggling to understand the situation. Am I making a fool of myself for nothing?
 
[Overview]

<p>Golurk is unique in many ways; it is the only Pokemon that offers a Ghost and Ground dual-type has the Ghost / Ground dual typing, giving which gives it unique key resistances. With its respectable 124 Base base 124 Attack stat—which is a lot high for a Ghost-types—decent defenses, and a nice number of new toys courtsey courtesy of BW2including Stealth Rock and all of the elemental punchesit found a very interesting niche in the OU metagame. The ability to lay out hazards while acting as a spinblocker is really useful, even though Golurk struggles with two common spinners, namely Starmie and Tentacruel. Still, Golurk makes up for this up by being immune to sandstorm and the really rare ability to reliably counter Terrakion, something only very few Pokemon can do.</p>

<p>
Even with Despite the release of No Guard being released, Golurk can't take as much advantage of it as Machamp does can, making which makes Iron Fist the clearly the better option for it. The list of downsides for Golurk is sadly quite long; with 5 five very common weaknesses, Golurk will have a hard time against many Pokemon. Water, Ice, and Grass attacks severely hurt it and are seen on literally every team. Due to its Ghost typing, it also can't deal well with Dark and Ghost attacks, most notably Pursuit. and if this isn't enough yet Furthermore, Golurk's base 55 Speed is just horrible, making its only setup move—Rock Polish—an obviously bad choice with which to attempt a sweep. Instead, Golurk should focus on its supportive movepool and defensive capabilities to make full use of its potential.</p>

(remove space)
[SET]
name: Support
move 1: Stealth Rock
move 2: Earthquake
move 3: Ice Punch
move 4: Fire Punch / Shadow Punch
item: Leftovers
ability: Iron Fist
nature: Impish
evs: 252 HP / 80 Atk / 176 Def

[SET COMMENTS]

<p>With this set, Golurk best fulfills its unique niche to set up Stealth Rock while blocking Rapid Spin at the same time the best. Earthquake is its most powerful attack move, which and severely dents everything weak to it. An Iron First-boosted Ice Punch is an invaluable new option for Golurk, making that makes Gliscor way easier to handle, and also grants near perfect coverage along with Earthquake. In the last slot, Golurk can choose between Fire Punch and Shadow Punch, which both gain a power boost via from Iron Fist. While Fire Punch opens up a way for Golurk to break through walls and tanks like such as Forretress, Ferrothorn, Scizor, and even Skarmory to some extent, Shadow Punch is still an option, as its it is Golurk's best way to handle Starmie, Gengar, and Alakazam, all of which are OHKOed by it, whereas Reuniclus can be 3HKOed and also 3HKO Reuniclus.</p>

[ADDITIONAL COMMENTS]

<p>Golurk's unique typing gives it three immunities in Normal, Fighting, and Electric attacks, while it resists and resistances to Rock, Bug, and Poison attacks. This gives Golurk a number of potential switch-(hyphen)ins, like such as into a Choice -locked Volt Switch, with the needed time to gaining time to (is this what you meant?) set up Stealth Rock as fast as possible. Golurk's biggest selling point (The biggest selling point of Golurk's typing? optional change) is that it is a solid Terrakion counter, thanks to its typing. Golurk is Being immune to Close Combat and resists resistant to Stone Edge, it only fearing fears the rarely seen Earthquake. With the given EVs, Golurk can survive an Adamant Terrakion's (life orb?) +2 Stone Edge comfortably, while offering and possesses enough power to OHKO Terrakion back with Earthquake.</p>

<p>Many neutral hits can be sponged with this set. This set can sponge many neutral hits. Most interestingly significantly, Life Orb Tornadus-T cannot manage to OHKO with Hurricane and +1 Salamence is not able to OHKO with Outrage Life Orb Tornadus-T and +1 Salamence cannot OHKO with Hurricane and Outrage respectively. Even Jirachi struggles against Golurk as it can't paralyze it Golurk at all, while Ice Punch is, its only usable damaging move, dealing deals 32.46% - 38.21%. Golurk can also can sponge common priority attacks in OU, namely Mach Punch and ExtremeSpeed, that are aimed at its teammates, while being somewhat able to handle Dragonite with Ice Punch and Ice Punch variants are somewhat able to handle Dragonite (otherwise sort of misleading). Breloom and Conkeldurr, however, can simply pick their next effective move, hitting and hit Golurk quite hard with Bullet Seed and Payback or Ice Punch, respectively. Golurk can even take an Ice Shard from Adamant Life Orb Mamoswine, but will definitely not be able to take a second one two.</p>

<p>A more offensive EV spread of 172 HP / 252 Atk / 96 Spe can be combined with an Adamant nature can be used to hit way harder. This spread gives Golurk the jump on 0 Spe EV Scizor to make it a decent check, uninvested Scizor, which it can check well by simply OHKOing it with Fire Punch. However, a Life Orb-boosted Adamant an Adamant Life Orb +2 Bullet Punch has a 56% chance to OHKO the this offensive spread Golurk, while it clearly fails to achieve this against the defensive spread but not the defensive one. Because of its crappy base Speed, there's absolutely no point in investing any more into this stat, so the rest goes should go into HP to make Golurk as bulky as possible.</p>

<p>Bulky Water-types are a sheer nightmare for Golurk, as it has nothing to handle them with, Golurk is in need of and thus needs proper team support to bypass these problems. Both Rotom-W and Rotom-C are ideal partners for this job, being able to take as they can patch up two of Golurk's three weaknesses caused by its Ground typing, while sporting powerful STAB moves in Volt Switch, Discharge, Thunderbolt, and the latter one also Leaf Strom Leaf Storm for the latter, dealing which deal well with most Water-types. Gastrodon's ability Storm Drain and Jellicent's Water Absorb abilities will give your team a handy Water-type immunity; and they also have access to Toxic to stall out extremely bulky Water-types. Gastrodon even stops most opposing Rotom-W cold as it is immune to most of the attacking moves Rotom-W tend to carry. Vaporeon can be used as well, having Vaporeon too has access to two great abilities, helping that help out against most Water-types, while rain teams will clearly have problems to take taking on Hydration variants. With both Toxic and Wish at its disposal, Vaporeon makes a great team player for supporter to Golurk. Grass-types, such as Breloom, Celebi, and Virizion, also help out dealing with against most Water-types thanks to their STAB moves. Jirachi is yet another good partner for Golurk; a Calm Mind set with Thunderbolt and Psyshock can be used to handle threats like such as Tentacruel and Calm Mind Keldeo.</p>

[Other Options]

<p>Golurk sports a good number of alternative moves. Hammer Arm gets an Iron Fist boost and is available to deals with Blissey, Chansey, and Rotom-W, which its Golurk's other moves can't touch at all. Drain Punch is also boosted by also gets an Iron Fist boost; however, it is significantly weaker than Hammer Arm. Nonetheless, it's able to recover Golurk's HP a bit it provides HP recovery as well. Toxic can be used to cripple cripples bulky Water-types, rendering them useless in the long run.</p>

<p>A Choice Band is Golurk's only way to pump its Attack stat, giving and gives it a nice power boost; however, it is still Golurk is too slow to take advantage of it. Rock Polish is its only real setup move, but Golurk's base Speed is so pathetic that it barely outspeeds all non-Choice Scarf Pokemon in OU, which makes it easy for the opponent to counter eliminate it with their next best Choice Scarf user.</p>

<p>A SubPunch set with Iron Fist can be used to get some free attacks off, but it generally lacks the Speed and coverage to pull off a sweep. Golurk's Dream World ability, No Guard is finally released, which can be used to make can grant it perfectly accurate DynamicPunches and Stone Edges perfectly accurate. However, there's not much more at Golurk's disposal that profits from it, and despite the fact that DynamicPunch is a great move when accurate, Golurk should leave this job to Machamp, At least Machamp who gets STAB on it and doesn't mind that much about many opposing moves that get perfect accuracy, like such as Hydro Pump.</p>

<p>ThunderPunch helps Golurk deal better deal with Water-(hyphen)types, but doesn't offer the coverage it gets by its other elemental punches isn't as good coverage-wise as the other elemental punches are. Rock Slide can be used over Stone Edge, trading power for accuracy. Bulldoze and Low Sweep can help Golurk bypass its Speed issues, but it only really helps against switch-(hyphen)ins and only if they are already quite slow. Low Kick is another usable Fighting-type move for coverage, but doesn't receive any boost by any of its abilities in contrast to Hammer Arm unlike Hammer Arm, doesn't receive an Iron Fist boost. Magic Coat can surprise many opponents, throwing by reflecting back entry hazards and any status move like s, such as Toxic and Spore. Gravity is an interesting add on for Golurk, as it gives DynamicPunch usable accuracy along with an Iron Fist boost option that gives (a potentially Iron Fist-boosted) DynamicPunch usable accuracy and allows Earthquake to hit everything, most notably Rotom-W, but Golurk's Speed issues are again a dererrent from an obstacle to using this move successfully.</p>

[Checks and Counters]

<p>Even though Golurk's unique typing gives it nice resistances and immunities, it sadly got a lot of weaknesses too. Water-types are the main problem, and to make matters worse, they are extremely common. They don't mind taking Fire Punch and Ice Punch at all; Starmie and Tentacruel specifically can come into almost any move, forcing and force Golurk out with their STAB moves. Rotom-W and Gyarados don't even take any damage from Earthquake, making which makes them extremely hard to handle for Golurk for Golurk to handle. Grass-types, such as Virizion, Venusaur, and Breloom, can come in on Stealth Rock or Earthquake easily and hit real hard with their appropriate STAB moves. Breloom even beats Substitute sets easily thanks to Bullet Seed. However, Grass-types need to be careful against Fire Punch and Ice Punch. Ice-types, such as Mamoswine, Kyurem, Abomasnow, and Weavile, will be hurt by Stealth Rock, but they are all faster than Golurk, giving them an easy time to KO and thus have an easy time KOing it with any of their STAB moves. Mamoswine and Kyurem can both can even handle Fire Punch thanks to their ability and secondary typing, respectively.</p>

<p>Pokemon that are part Flying-type or have the ability Levitate will come in easily on Earthquake. Gengar can take any move bar Shadow Punch, while Shadow Ball will OHKO Golurk easily. Hydreigon has to watch out for Ice Punch and Hammer Arm but else has no problems switching into Golurk and OHKOing with Draco Meteor. Latias, Latios, and all Therians and Incarnate forms formes of Landorus, Thundurus, and Tornadus have to watch out for Ice Punch. Unboosted Timid 252 SpA Latias can't even manage to OHKO with Draco Meteor, whereas Life Orb Timid 252 SpA Latios can OHKO with both Draco Meteor and Surf. The genies all safely 2HKO Golurk with an appropriate move. However, Landorus-T has slightly more problems. A Naive Life Orb 252 Atk Landorus's Earthquake does 48.69 - 57.32%, which has a 46% chance to 2HKO, factoring in Leftovers, while Golurk easily 2HKOes with Ice Punch, even factoring in Intimidate.</p>

<p>Offensive powerhouses also deal with Golurk with ease. Offensive Trick Room Pokemon like such as Reuniclus can come in, set up, and start sweeping. All Ninetales, Volcarona, and Air Balloon Heatran will outspeed Golurk with ease and have a high chance to OHKO with their STAB Fire-type moves. Choice Band Haxorus and Dragonite don't have any problems either. It might sound absurd, but apart from Terrakion, Jirachi, and in some way also Mienshao, pretty much anything in OU at least makes a decent check to Golurk.</p>

[gp]2/2[/gp]
 
(is this what you meant?)
Yup.

(life orb?)
Yea, just forgot to mention that.


I hope I didn't miss anything out. If there won't be any no further comments, this will be considered done. Crap, didn't save it =_=
€2: ok, finished and this time I also saved it.
 
<p>A more offensive EV spread of 172 HP / 252 Atk / 96 Spe can be combined with an Adamant nature to hit way harder. This spread gives Golurk the jump on uninvested Scizor, which it can check well by simply OHKOing with Fire Punch. However, an Adamant Life Orb +2 Bullet Punch has a 56% chance to OHKO this offensive Golurk, but not the defensive one. Because of its crappy base Speed, there's absolutely no point in investing any more into this stat, so the rest should go into HP to make Golurk as bulky as possible.</p>

That should be 84. Also it is not possible to exceed the 510 ev limit.
 
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