Golurk

Iron Fist
Increases the power of punching moves by 20%.
Klutz
The wielder both is unaffected by and will not utilize held items.
No Guard
All attacks used by and used on the wielder will never miss.
Type Tier
Ground / Ghost NU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
89
- 164 196 -
Atk
124
129 144 176 193
Def
80
90 100 132 145
SpA
55
67 75 107 117
SpD
80
90 100 132 145
Spe
55
67 75 107 117

Overview

Golurk has had a huge impact on the tier ever since it was relegated from RU. With its huge Attack stat—among the highest in the tier—and respectable bulk, Golurk can switch in many times throughout the match and deal ridiculous amounts of damage each time. Golurk's unique Ground / Ghost typing gives it many handy resistances and immunities, such as an immunity to the ever-common Volt Switch as well as a Fighting-type immunity, which allows it to serve as an excellent offensive check to Sawk. Two solid abilities in Iron Fist and No Guard allow it to keep up offensive pressure, and they both have uses on Golurk. Unfortunately, not all is well for Golurk, as its middling Speed really lowers its staying power. Because of this shortcoming, many offensive threats can outspeed it and take advantage of one of Golurk's many weaknesses to common attacking types such as Water, Ice, Dark or Grass.

Name Item Ability Nature

Choice Band

Choice Band Iron Fist Adamant
Moveset EVs
~ Earthquake
~ Shadow Punch
~ Ice Punch
~ Drain Punch
172 HP / 252 Atk / 84 Spe

Choice Band Golurk is the very definition of a high-risk, high-reward Pokemon. There are zero safe switch-ins for this set in the tier, with even the bulkiest of Pokemon being 2HKOed by the correct move, but each of its attacks can be walled if the opposition predicts correctly. If Golurk predicts correctly, something will die, although a single misprediction can allow Swellow to switch in for free or allow Skuntank to Pursuit it as it flees. Earthquake is the primary STAB attack, 2HKOing even Alomomola with entry hazard support; Shadow Punch is a great secondary STAB attack in tandem with Earthquake, hitting the ever-present Psychic- and Ghost-types in the tier, such as Musharna, Beheeyem, and Misdreavus, very hard. Ice Punch is used to cover Pokemon that aren't dealt enough damage by Golurk's STAB combination, hitting Braviary, Swellow, Cacturne, and Sawsbuck extremely hard. Drain Punch gives Golurk a means of recovery and can be used against the many Normal-types in the tier to do respectable damage whilst gaining back much of the HP that Golurk may have lost.

Team Options & Additional Comments >>>
Name Item Ability Nature

SubPunch

Leftovers Iron Fist Adamant
Moveset EVs
~ Substitute
~ Focus Punch
~ Earthquake
~ Shadow Punch
172 HP / 252 Atk / 84 Spe

Due to its unique typing, Golurk has many opportunities to set up a Substitute during a match and fire off an Iron Fist-boosted Focus Punch. Resistances or immunities to common multi-hit moves, such as Rock Blast and Tail Slap, make it one of the most viable users of Substitute in the tier, as it will almost always get to use Focus Punch. Earthquake has redundant coverage with Focus Punch, but is a very important move as it allows Golurk to attack without negative priority. Earthquake is used in case setting up a Substitute is impossible, as without Earthquake Golurk would lose to an astonishingly large amount of Pokemon in a one-on-one situation. Earthquake also lets Golurk hit Garbodor, who would otherwise set up all over this set. Shadow Punch has perfect coverage with Focus Punch, is also boosted by Iron Fist, and beats the defeat Psychic- and Ghost-types that would otherwise defeat this set, primarily Musharna and Misdreavus.

Team Options & Additional Comments >>>
Name Item Ability Nature

Stealth Rock

Leftovers Iron Fist / No Guard Adamant
Moveset EVs
~ Stealth Rock
~ Earthquake
~ Shadow Punch
~ Ice Punch / DynamicPunch
176 HP / 168 Atk / 164 Spe

Golurk is the only Ghost-type in the tier with access to entry hazards, and as such it naturally makes a good user of Stealth Rock. Golurk can threaten many common leads, such as Regirock and Golem, with its STAB Earthquake. Shadow Punch allows Golurk to hit the common Psychic- and Ghost-types in the tier, specifically Musharna and Misdreavus. Ice Punch should be used if you choose to run Iron Fist, as DynamicPunch is too unreliable and Ice Punch hits Flying-types such as Swellow and Braviary, as well as Grass-types such as Sawsbuck. DynamicPunch is a very interesting option, as it allows Golurk to function as an anti-lead of sorts, but it needs No Guard to be effective, which makes Golurk miss out on the boost in power to Shadow Punch. DynamicPunch's 100% confusion rate gives Golurk a 50% chance of preventing opposing leads from setting up Stealth Rock, as well as deterring setup from the opposition.

Team Options & Additional Comments >>>

Other Options

Golurk does not have many other options that it can use. No Guard can be used on the first two sets, but it is not as useful as Iron Fist as it doesn't boost as many attacks. Rock Polish should not be used, as Golurk is quite slow even with a boost and is weak to Sucker Punch and Aqua Jet, both very common in NU. Golurk also has the ability to Fly! However, flight does not do much for Golurk, as it prefers to smash things into the ground. Superpower or Hammer Arm can be used to get the OHKO on bulkier Normal-types, but Drain Punch's recovery effect is far superior, seeing as most Normal-types can't harm Golurk much anyways. Gravity and Magic Coat are both interesting options, but offer very little to Golurk. Finally, Golurk has a very expansive movepool of special attacks, but is not strong on the special side and as such should never use them.

Checks and Counters

There are no 100% counters to Golurk, and the best way of handling it depends purely on the set. Alomomola and Tangela can each survive a hit from the Choice Band set, and switch to the appropriate counter depending on the attack chosen. The best way to handle Choice Band Golurk is to predict, as every one of its attacks leaves huge openings, and it can't use its STABs early-game without huge repercussions. Grass-types make very good switch-ins to Golurk, as many of them can survive an Ice Punch and proceed to OHKO back with their STAB move of choice. Bulky Flying-types such as Golbat can survive any hit bar Choice Band Ice Punch and whittle Golurk down with Brave Bird. Pokemon with a Normal / Flying typing such as Swellow and Braviary are immune to both of Golurk's STABs and can hit it with strong Brave Birds. Pokemon with Pursuit, such as Skuntank, can checkmate Golurk providing they can get in safely. Due to Golurk's low Speed, all sets except for SubPunch can be outsped and OHKOed with ease by many threats. Water-types, such as Ludicolo, Samurott, and Mantine, are able to threaten Golurk with their powerful STAB options if they can get in, and can easily OHKO it.