Golurk (Analysis)



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QC Approvals: Iconic and Bloo

GP Approvals: jc104 and Komodo

[Overview]

<p>The Fifth generation has given birth to many new Ghost-types, and has given previously outclassed ones, like Dusclops, a new way to shine: the Eviolite. However, unlike its Ghost-type brethren, Golurk possesses some very unique attributes, such as its very useful Ghost / Ground typing, great Attack stat, decent defenses, and good offensive movepool. Golurk also has access to the ability Iron Fist, making it one of the few SubPunchers that can beat Skarmory one-on-one. It's also one of the best counters to Terrakion, being immune to Fighting and resisting Rock; it only fears the rare +2 Earthquake. Ironically though, Golurk is held back because of its aforementioned traits; Golurk's typing combined with its abysmal Speed make it incredibly vulnerable to some common offensive types such as Water and Grass, preventing it from fulfilling any notable defensive roles, especially spinblocking since it can't stay in against two of the most common spinners: Starmie and Tentacruel. On top of that, Golurk gets no stat-boosting moves outside of Rock Polish, severely limiting its offensive capability. One has to be sure to take this into account when thinking about using Golurk on a team.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Stone Edge
move 3: Hammer Arm
move 4: Shadow Punch / Toxic
item: Choice Band
nature: Adamant
ability: Iron Fist
EV: 208 HP / 252 Atk / 48 Spe

[SET COMMENTS]

<p>The Choice Band set is the robot's best set. Its Attack skyrockets to 571, allowing it to KO many of its most common switch-ins with correct prediction. Examples include Ferrothorn and Skarmory, which are 2HKOed and 3HKOed, respectively, by Hammer Arm. Since Skarmory can't heal with Roost (or it loses its Flying-type and is 2HKOed), the best the metal bird can do is Brave Bird. Earthquake is seen on every single set because it's one of the best moves in the game, it's Golurk's main STAB and has the power to destroy anything that doesn't resist it. Stone Edge combined with Earthquake forms the fearsome EdgeQuake combo, giving it great coverage from only two moves. Hammer Arm, taking into account the boost it gets from Iron Fist, is the move one should use early in the game for its ability to hit the aforementioned that are not weak to Ground.</p>

[ADDITIONAL COMMENTS]

<p>Shadow Punch is the superior option in the last slot as it allows Golurk to beat Gengar, Latios, and Latias without relying on Stone Edge's shaky accuracy; Toxic can be used if one wants to cripple walls that Golurk can't touch, such as Hippowdon. The 48 Speed EVs place Golurk one point above 4 Speed Jellicent, allowing it to 2HKO the jellyfish with Earthquake. Since Golurk will be switching in repeatedly, Spikes are this set's biggest obstacle, making Rapid Spin support a must. Having a Pokemon on the team to spread paralysis is great because it allows the robot to outspeed faster foes, opening up opportunity for a late game sweep. Thundurus is therefore a great partner for Choice Band Golurk, Taunting the Spikers and paralyzing opponents with Thunder Wave (using Michievous Heart to make both jobs easier). It also OHKOes Golurk's biggest counter: Poison Heal Gliscor.</p>


[SET]
name: SubPunch
move 1: Substitute
move 2: Earthquake
move 3: Focus Punch
move 4: Toxic / Stone Edge / Shadow Punch
item: Leftovers
nature: Adamant
ability: Iron Fist
EV: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This isn't Golurk's best set, but it does make a good weapon against slow and bulky Pokemon, as Substitute allows it to evade status and attack with Iron Fist-boosted Focus Punch. Earthquake is the mandatory STAB move that Golurk needs to use when it isn't behind a Substitute. Because this set doesn't pack as much power as the Choice Bander, there are walls it won't be able to break like Vaporeon and Jellicent. However, for all of them Golurk has a gift: Toxic. It cripples all of these Pokemon and hinders their potential, possibly opening the way for one of its partners to sweep.</p>

[ADDITIONAL COMMENTS]

<p>Stone Edge can be used in the fourth slot to hit Flying-types like Thundurus and Tornadus much harder, but Shadow Punch is boosted by Iron Fist and has perfect accuracy, hitting Gengar, Latios, Latias, and Starmie for super effective damage. If one chooses not to use Toxic, bulky Water-types like Swampert, Suicune, and Vaporeon have no problem switching in, breaking Golurk's Substitutes and setting up in front of the robot. Ferrothorn works as a good partner, easily setting up numerous entry hazards while providing the paralysis support Golurk loves with Thunder Wave. This set also enjoys spin support but for a different reason to the Choice Band one: Substitute already cuts 25% of Golurk's health each time it's used, so Golurk wants to avoid taking any additional damage.</p>

[SET]
name: Rock Polish
move 1: Rock Polish
move 2: Earthquake
move 3: Stone Edge
move 4: Shadow Punch / Substitute
item: Life Orb
nature: Adamant
ability: Iron Fist
EV: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This is Golurk's best attempt at sweeping, the robot should come in on something it scares, use Rock Polish, and let the destruction begin. After a boost, Golurk stands at a respectable 418 Speed, allowing it to outspeed Choice Scarf Heatran and tie with Omastar under the rain. Unlike other common Rock Polish / Agility sweepers like Lucario and Terrakion, Golurk is immune to some of the most common priority moves like Mach Punch and Vacuum Wave, making it harder to revenge kill, while its typing grants it more resistances than Landorus, a common late-game sweeper. Stone Edge and Earthquake are the two obvious moves for coverage. Shadow Punch makes an appearance as the secondary STAB, while it helps Golurk get rid of the Psychic- and Ghost-types present in the current metagame.</p>

[ADDITIONAL COMMENTS]

<p>Substitute gives Golurk an immunity to status and can be used instead of Shadow Punch, just take into account Latias and Latios can stop your sweep as Stone Edge does not hit them as hard as Shadow Punch. Brick Break hits Hydreigon much harder, but fails to OHKO most variants and therefore it's not especially useful. This set lacks a Fighting-type attack, so having Magnezone to eliminate the non-grounded Steel-types is something to consider. Golurk can break through some walls, so pairing it with another powerful sweeper like Swords Dance Lucario, Dragon Dance Salamence or Rock Polish / Swords Dance Terrakion can create a good duo, opening a sweep for the second Pokemon. This set's goal is to rack up as much damage as it can, so it wants to stay around for some turns; therefore a spinner / Toxic Spikes absorber is effective. A Jolly nature can be used with an EV spread of 40 HP / 252 Atk / 216 Spe, this allows Golurk to outspeed +1 Adamant Haxorus and max Speed Deoxys and Deoxys-A after a Rock Polish, but the power Adamant provides is sorely missed.</p>

[Other Options]

<p>Outside of DynamicPunch (which is innacurate), Brick Break (which is generally outclassed by Hammer Arm), and Fly (which is easily avoided thanks to the turn taken setting up), Golurk's physical movepool doesn't have much to offer. Bulldoze isn't really an option when Earthquake is around, even though it may make Golurk faster than the opponent; two Bulldoze only have 180 Base Power, while one Earthquake has 150 Base Power (STAB accounted for both).</p>

<p>Finally, Golurk has an amazing special movepool (with Shadow Ball, Focus Blast, Grass Knot, and Charge Beam) but it just doesn't have the Special Attack (base 55) to use it. The only exception is Ice Beam, which can be used on the first two sets with a Brave Nature to catch Gliscor off guard. However, take into account that Ice Beam only does 87-100% to standard Poison Heal Gliscor, even with 252 Special Attack EVs.</p>

[Checks and Counters]

<p>Poison Heal Gliscor walls every single set and can even set up on the robot. Bulky Ghost-types such as Cofagrigus and Eviolite Dusclops can wall Golurk using their considerable bulk and access to Will-O-Wisp, but they need to scout for Toxic and avoid switching in on a Choice Banded STAB Iron Fist-boosted Shadow Punch. Hippowdon also needs to avoid Toxic, but can tank any attack Golurk aims at it, even Choice Banded Earthquake is only a 3HKO. Skarmory can take on every move Golurk has except Iron Fist-boosted Focus Punch and Choice Banded Hammer Arm. Lastly, it's important to know that countering Golurk is easy when it's not behind a Substitute, Golurk can easily be crippled by powerful, neutral attacks.</p>

[Dream World]

<p>Golurk gets No Guard as its Dream World ability. Although it can be effective on the Choice Band and SubPunch sets, it is not recommended as Iron Fist makes Hammer Arm 20% stronger than DynamicPunch, and boosts Shadow Punch to an appreciable strength. However, on the Rock Polish set, Hammer Arm isn't an option because of its secondary effect; No Guard provides you with 100% accurate Stone Edge and DynamicPunch.</p>
 
I know this was already done but Chillarmy gave up on it and I took it.

I will play with it some more and then I'll edit the thread with my oppinions.

Meanwhile, comment on what's done
 
Hey, after doing some calcs after discussion on Terakion in Uncharted, I found out that this guy can pretty much hard counter that very threatening sweeper, which I think is worth a mention somewhere in your analysis :).

Anyway, it requires a little EV specialisation, so maybe in other options would be the best option? 252HP/168Def/88Atk with Brave/Adamant allows you to avoid a 2HKO after SR from any Terakion, and EQ and a Fighting move let you 2HKO or OHKO back.

Also, Brave with reduced speed IV is probably an optional change in order to avoid Payback from Machamp/Roobushin dealing extra damage. However in my experience with this guy not dropping your speed is a better option in order to outspeed a few things.
 
Goruggo resists the typical fighting-type fighting/rock coverage, while it's often slow enough to keep from eating double-damage Paybacks. I think that merits mention.

It also might be worth running or slashing -spd natures on the first set, to out-slow Payback from Machamp and Dageki.
 
Finished editing the overview and the first set so please make repairs on that only because the other ones need to be tested (suggest new ones if you used them with some success).
 
Wouldn't Goruugu be a solid option on a Trick Room team, with its low speed? Perhaps that should get a mention in the Teammate section.


Also.....how the heck can this thing Fly?! That's just crazy.
 
Wouldn't Goruugu be a solid option on a Trick Room team, with its low speed? Perhaps that should get a mention in the Teammate section.


Also.....how the heck can this thing Fly?! That's just crazy.
I'm gonna try the speed reducing nature to avoid Paybacks from Roobushin and Machamp although Goruugu doesn't have the bulk to resist them. Of course, for a base 55 Spe pokemon, TR is always great.
 
Wouldn't Goruugu be a solid option on a Trick Room team, with its low speed? Perhaps that should get a mention in the Teammate section.


Also.....how the heck can this thing Fly?! That's just crazy.
Assuming he's based off Gigantor or The Iron Giant, it's not unreasonable.

And yet, Scyther still can't fly…
 
Just something to think about...

An Iron Fist-boosted Focus Punch isn't really that special once you take a few things into account: 1. Hammer Arm nets pretty much the exact same OHKOes, 2HKOes, etc, 2. Goruugo tends to use Earthquake / Toxic more from behind a sub, and 3. Not being able to hit Nattorei, Skarmory, or Bronzong when not behind a substitute (which was pretty often in my experience using it) is pretty bad. I mean, there's a reason behind why I named the set "Substitute + 3 Attacks".

Also, not eating 100 BP Paybacks is great and all, but Roob sets up on it anyway and Machamp 3HKOes with it. Outpacing Blissey before it can use Wish is much more important than avoiding a single 2HKO.
 
Just something to think about...

An Iron Fist-boosted Focus Punch isn't really that special once you take a few things into account: 1. Hammer Arm nets pretty much the exact same OHKOes, 2HKOes, etc, 2. Goruugo tends to use Earthquake / Toxic more from behind a sub, and 3. Not being able to hit Nattorei, Skarmory, or Bronzong when not behind a substitute (which was pretty often in my experience using it) is pretty bad. I mean, there's a reason behind why I named the set "Substitute + 3 Attacks".

Also, not eating 100 BP Paybacks is great and all, but Roob sets up on it anyway and Machamp 3HKOes with it. Outpacing Blissey before it can use Wish is much more important than avoiding a single 2HKO.
Goruugu should switch in on something he scares and sub. After this, either attack with EQ or FP or poison the opponent with Toxic (is the superior option for the last slot in my opinion too).

I haven't seen many Bronzongs around to be honest, so I'll have to do calcs; Nattorei is KOed by FP+EQ if you're behind a sub and you should switch out if you're not because Power Whip is the end for you; Skarmory can be beaten one-on-one with Hammer Arm but I don't think you should rely on Goruugu to beat Skarm because you're wasting a moveslot for it (and you don't beat Nattorei without FP).

Besides all of those are set up fodder for Nattorei which is referred as one of the best partners in the Additional Comments of that set.

And I agree with you in the -spe nature subject (read 2 posts above yours) because your best bet against Roob is Toxic while he breaks the sub and then stall with repeated subs and let's face it: this isn't the best way to deal with Roob...


Also I've noticed some Burungerus take ~46% damage from EQ (I'll do calcs to confirm) so I think Goruugu can be EVed to outspeed those Burungerus to be able to 2HKO them after SR and a layer of spikes. Can anyone comment on this?
 
After playtesting Goruugu's Choice Band set with paralysis support I think it should be its main set. It packs lot of power and is more destructive than the sub punch. Any thoughts on this?
 
100% accurate dynamic punch is worth the risk, as it will effectively confusing any opponent you end up facing, forcing them to switch out
 
100% accurate dynamic punch is worth the risk, as it will effectively confusing any opponent you end up facing, forcing them to switch out
Goruugu only gets No Guard through Dream World so I haven't used it. However it will be a good help once it gets that ability.
 
The only problem I can see with No Guard is that Machamp probably does it better due to getting STAB on it with a slightly higher attack. Golurk (ugh) does have the nice immunities that come with Ghost typing, though. He can also boost his speed with RP.
 
After playtesting Goruugu's Choice Band set with paralysis support I think it should be its main set. It packs lot of power and is more destructive than the sub punch. Any thoughts on this?
Due to the lack of reliable statistics, the set order should be based on effectiveness in this metagame. If you believe that CB Goruugo is the most effective, then by all means, bump it up to the first set.

Goruugu should switch in on something he scares and sub.
Please keep in mind that Goruugo only scares out a small group of Pokemon. It either gets set up on, or KOed outright by most of the common Pokemon in standard.

Skarmory can be beaten one-on-one with Hammer Arm but I don't think you should rely on Goruugu to beat Skarm because you're wasting a moveslot for it (and you don't beat Nattorei without FP).
Hammer Arm's purpose isn't limited to beating Skarmory; Hammer Arm's use is hitting Steels that don't take SE damage from Earthquake, Rotom-F, Mamoswine, and Kyurem for a great amount of damage (OHKOing all of the mentioned Ice-types given that SR damage is accounted for, in fact). Also, Hammer Arm does 62.7% - 74% to specially defensive Nattorei... Goruugo loses without Focus Punch you say?

Why is Toxic slashed on the Choice Band set? O_o
Shadow Punch only hits Gengar (which gets OHKOed by Stone Edge) and Lati@s harder than Earthquake or Stone Edge, so one can forgo the said move and run Toxic instead in order to cripple counters to this set, such as Hippowdon and Desukan
 
Edited to finish the Choice Band set and made it the main one due to the surprising results I got. Therefore you can now comment on that too.

I'll start the playtesting of the Rock Polish set now and after that I'll work on the final parts of the analysis.


In response to Chillarmy, I'm pretty sure Hammer Arm doesn't 2HKO physically defensive Nattorei but I'll see that again and then decide if it should be slashed as an option. Thanks for the contributes!
 

AccidentalGreed

Sweet and bitter as chocolate.
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zdrup15 said:
The fourth move isn't really that important and you'll barely use it. Toxic is the superior option as it allows you to cripple the walls that often switch in; Shadow Punch is the other option and can be used if you don't want to rely on Stone Edge's shaky accuracy to defeat Gengar and the Lati@s on the switch
The better question is....what walls? I don't think anything likes taking a Choice Banded Goruugu attack to the face except for specifically defensive targets. I think Shadow Punch is pretty dandy for nailing Rankusuru, Gengar, Latia@s, and and just having reliable STAB coverage in general (along with being boosted by Iron Fist).
 
The better question is....what walls? I don't think anything likes taking a Choice Banded Goruugu attack to the face except for specifically defensive targets. I think Shadow Punch is pretty dandy for nailing Rankusuru, Gengar, Latia@s, and and just having reliable STAB coverage in general (along with being boosted by Iron Fist).
Rankurusu is outsped and 2HKOed by EQ, Gengar and Lati@s are crippled with SE. I'm going to be honest: I've never needed to use the fourth move. You hit everything you'll want to with the first three. I do think Toxic is always nice to have to status Landlos that is also a common switch in. You can hit it with Shadow Punch but Landlos outspeeds and cripples you.
 

AccidentalGreed

Sweet and bitter as chocolate.
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I see, so you do have some reasons to put Toxic in the fourth slot. Obviously, you are going to inplement it in an official analysis (provided you make one).

Therefore, list reasons on WHY a player interested in Goruugu should run Toxic, a support move, on an apparently pure offensive Choice set.
 
I see, so you do have some reasons to put Toxic in the fourth slot. Obviously, you are going to inplement it in an official analysis (provided you make one).

Therefore, list reasons on WHY a player interested in Goruugu should run Toxic, a support move, on an apparently pure offensive Choice set.
The question is: Goruugu doens't need the fourth move. If you use it though I do think it's better to go with Toxic. Shadow Punch is also listed there and the only thing that makes Toxic the first one is my opinion on what's more effective.

If more people say Shadow Punch is more usefull I'll consider the change. Did you use it often?
 
In response to Chillarmy, I'm pretty sure Hammer Arm doesn't 2HKO physically defensive Nattorei but I'll see that again and then decide if it should be slashed as an option.
Who runs physically defensive Natti, again?

The question is: Goruugu doens't need the fourth move. If you use it though I do think it's better to go with Toxic. Shadow Punch is also listed there and the only thing that makes Toxic the first one is my opinion on what's more effective.

If more people say Shadow Punch is more usefull I'll consider the change. Did you use it often?
I did when testing Goruugo out; Hippowdon and evo stone Gligar are relatively easy to handle, so Shadow Punch should definitely be the primary option in a Latios-infested metagame. Toxic should ONLY be used if Goruugu's counters present themselves as an immediate threat to your team (i.e Hippowdon sponging hits / firing off Earthquakes and Gligar U-turning everywhere).
 
The 3 sets were playtested and I've finished writing the analysis so this is ready to be checked by QC.

I've also changed every single japanese name to its english counterpart.
 

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