Golurk (Update) [QC: 3/3] [GP: 2.5/2]

scorpdestroyer

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First analysis

The old one is a little outdated b/c it still talks about Tail Slap, and now DynamicPunch has gotten much more recognition



"It flies across the sky at Mach speeds"

[Overview]

• Golurk is one of the main physical threats in the tier
• Excellent dual STAB and typing
• Immune to Volt Switch, checks Sawk and Primeape = switch-in opportunities
• Breaks walls with Choice Band / sets up rocks very well with its switch-in opportunities
• Beats common spinners
• Low speed
• Easily forced out / revenge killed

[SET]
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Drain Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]
• One of the hardest things to counter
• Resistances and immunities allow it to switch in often
• Great power means its STAB moves 2HKO lots of the tier, even some resists
• Amazing wallbreaker that many offensive teams can use
• Very reliant on prediction
• Earthquake hits extremely hard, main STAB move
• Shadow Punch is secondary STAB, covers many things EQ can't hit eg. Missy and Haunter
• Ice Punch hits Normal/Flying-types immune to its STAB
• Good chance to 2HKOs Tangela after SR
• Drain Punch preferred option as a form of health recovery
• Also works as a safe attack to spam if you don't want to predict since it hits Steel-types super effectively while neutral to Normal/Flying-types

[ADDITIONAL COMMENTS]
• Speed EVs to outspeed max speed Golem
• ThunderPunch guarantees a 2HKO on Alo after SR, though EQ hits almost as hard
• Hazard setters are good partners to aid Golurk in getting his KOs such as Alo and Tangela
• Metang is a particularly great partner, tanking hits from Jynx and Swellow who can switch in after a kill, and sets up rocks to help Golurk
• Scolipede shares decent synergy w/ Golurk and sets up Spikes. Meanwhile Golurk spinblocks for Scolipedw
• Ludicolo beats Water-types
• Things that set up on Alomomola and Tangela
• Eg. Exeggutor gets a free switch most of the time on these things and break them down on the special side
• CM Musharna w/ Heal Bell sets up on these things
• Roselia sets up hazards and defeats Alo and Tangela
• Gothorita can help remove things like Alomomola, Tangela and Weezing for Golurk

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

[SET COMMENTS]
• Great matchup vs common leads
• Sets up rocks + spinblocks at the same time
• Lots of switchin opportunities to set up rocks throughout the match
• Earthquake has a SE hit on most common leads eg. Golem, Bastiodon, Garbodor
• Shadow Punch beats other Golurk and Ghost-types such as Missy and Haunter
• Ice Punch hits the Normal/Flying-types immune to its STAB

[ADDITIONAL COMMENTS]
• No Guard + DPunch messes with other leads
• Drain Punch
• Stone Edge to beat lead Scolipede, but it isn't that threatening to Golurk anyway, and EQ 2HKOs
• Colbur Berry lures in Skuntank and OHKOs with EQ
• Speed EVs beat max speed Adamant Golem
• Good on balanced teams because this guy sticks around and has an offensive presence
• Good partners are things that hit hard and appreciate Stealth Rock eg. Sawsbuck, Ludicolo, Kangaskhan
• Things that beat Water-, Grass-, Ghost- and Ice-types eg. Skuntank beats Haunter and Jynx, while Ludicolo can take on Water-types like Samurott
• Scolipede sets up Spikes and stacks hazards, also takes Grass-type moves while Golurk takes Rock-type moves. Golurk also helps spinblock

[Other Options]
• No Guard is an option but makes things like Blizzard and Hydro Pump fully accurate. Also 50% chance is shaky and you're better off with the extra power from Iron Fist
• Substitute w/ Focus Punch or DPunch eases prediction and prevents Weezing from statusing it
• Life Orb or Expert Belt, but Golurk will miss the power provided by CB or recovery from Leftovers
• Hammer Arm or Superpower on Choice Band set for lots of power, but they generally hit the same things as Earthquake and Drain Punch has utility of recovering health
• Zen Headbutt defeats Weezing, but that's all
• Magic Coat to surprise opposing leads on SR set
• Rock Polish, but Golurk is still too slow after a boost and weak to priority
• Rain Dance, but better left to another Pokemon
• Curse, but Golurk prefers doing damage directly
• Gravity to help with Earthquake spam, but Golurk has trouble fitting it in

[Checks and Counters]
• Hard to counter but easy to check
• Best counter is Weezing, which can come in and whittle down its HP, only fearing Zen Headbutt
• Alomomola isn't 2HKOd by EQ from CB and can pivot out to another Pokemon while healing HP thanks to Regenerator
• Tangela can also do that
• Good prediction = you've countered Choice Band
• Golbat can switch into anything bar CB Ice Punch
• Braviary and Swellow switches into both of Golurk's STABs and regains momentum / unleashes Brave Birds
• Ludicolo lives a hit, outspeeds and OHKOs
• Jynx, Samurott, Ludicolo and other Grass-, Water-, Ice- and Ghost-types can come in after a kill and force Golurk out
• Skuntank plays Pursuit/Sucker Punch mindgames if it gets in safely



[Overview]

<p>Giant fighting robots are generally tough opponents, and Golurk is no exception, as it is one of the premier physical threats in NU. Its typing grants it a fantastic dual STAB combination, an immunity to Volt Switch, and the ability to check Primeape and Sawk not locked into Ice Punch, two of the tier's most common Fighting-types. Wielding a Choice Band, Golurk is one of the most fearsome wallbreakers, capable of 2HKOing the entire tier with the appropriate move. It can also make use of its numerous switch-in opportunities to support the team by setting up Stealth Rock throughout the match. However, Golurk is often held back by its low Speed, leaving it unable to sweep fast teams and prone to being revenge killed. Its typing is also sometimes a double-edged sword, often forcing it to retreat due to its numerous weaknesses to common types in NU, such as Ice, Water, and Grass.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Drain Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]

<p>Golurk with a Choice Band is one of the hardest Pokemon to counter and can function as a wallbreaker many offensive teams can use. Its numerous resistances allow it to switch into the battlefield many times and its amazing power can easily 2HKO the entire tier, including some Pokemon that resist Ground. However, this set is extremely reliant on prediction, as a wrong move can let a dangerous Pokemon such as Braviary or Samurott set up.</p>

<p> Earthquake is Golurk's main STAB move, hitting extremely hard, even 2HKOing the very bulky Alomomola after Stealth Rock and Spikes. Shadow Punch is Golurk's second STAB move. Boosted by Iron Fist, it hits Ghost-types such as Misdreavus and Haunter for major damage. Ice Punch provides further coverage, hitting Normal- and Flying-types such as Braviary that are immune to Golurk's STAB moves. It also carries a good chance to 2HKO Tangela after Stealth Rock. Finally, Drain Punch can hit Normal-types for super effective damage, as well as giving Golurk a form of recovery. It can also be used as a relatively safe move if prediction is too risky as it hits Steel-types for super effective damage like Earthquake, while hitting the Normal/Flying Pokemon for neutral damage.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs on the set allow Golurk to outpace fully invested Adamant Golem. ThunderPunch is another option that nabs a guaranteed 2HKO on Alomomola after Stealth Rock, although Earthquake hits nearly as hard. Because Golurk needs Stealth Rock up to have a guaranteed 2HKO on the likes of Alomomola and Tangela, entry hazard support is almost mandatory. Metang is an excellent partner, as it can take hits from Swellow and Jynx, which usually force Golurk out if the user predicts wrongly, and can set up Stealth Rock for Golurk. Scolipede can take Grass-type moves aimed at Golurk and help set up Spikes; meanwhile, Golurk helps to spinblock. Ludicolo is a decent partner for Golurk, as it also appreciates entry hazards and reliably beats most Water-types that threaten Golurk. Because Golurk draws in Tangela and Alomomola often, teammates that set up on them are appreciated. Exeggutor can switch in for free on them most of the time and break them down with powerful special attacks. Calm Mind Musharna with Heal Bell can also set up on Alomomola. Roselia is also a good partner, setting up Spikes against these threats. Finally, Gothorita is also an amazing partner for this set, as it traps and eliminates Weezing, Tangela, and Alomomola for Golurk.</p>

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

[SET COMMENTS]

<p>This set focuses on Golurk's numerous switch-in opportunities and ability to beat common leads with its STAB moves to set up Stealth Rock throughout the match. Thanks to it being part Ghost, Golurk is the only Pokemon in NU that can set up Stealth Rock and spinblock at the same time. Earthquake can get a super effective hit on common leads including Bastiodon, Garbodor, and Golem. Shadow Punch allows Golurk to beat Ghost-types like Misdreavus and Haunter. Finally, Ice Punch hits Normal- and Flying-types such as Swellow and Braviary, which are immune to Golurk's STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>No Guard with DynamicPunch can be considered, allowing Golurk to mess with opposing leads and prevent them from setting up Stealth Rock. However, this makes dangerous moves from opposing Pokemon fully accurate, such as Will-O-Wisp from Misdreavus and Weezing and Hydro Pump from Samurott and Ludicolo. Drain Punch can be used as a form of health recovery, while Stone Edge can be run to beat opposing lead Scolipede, but is pointless as Earthquake 2HKOes it anyway. Colbur Berry can be used over Leftovers to lure in Skuntank and OHKO with Earthquake. The Speed EVs outpace max Speed Adamant Golem. This Golurk is most effective on balanced teams, as it can stick around and set up Stealth Rock throughout the match while providing an offensive presence. Good partners include those that appreciate entry hazards to help them nab extra KOs, such as Ludicolo, Sawsbuck, and Kangaskhan. As this Golurk hates Ice-, Water-, Grass-, and Ghost-type moves, partners that can deal with them are appreciated. Skuntank beats Jynx and Haunter reliably and appreciates the presence of Stealth Rock. Similarly, Ludicolo can take on Water-types like Samurott for Golurk. Scolipede is another good partner, as it can lay down Spikes to help the entire team, shares good synergy with Golurk, and has its entry hazards spinblocked by Golurk.</p>

[Other Options]

<p>No Guard with DynamicPunch is an option on the Choice Band set; however, Golurk sorely misses the power from Iron Fist and would often prefer the extra KOs over confusion. Besides, it also means that inaccurate moves from the opponent's side, such as Blizzard and Hydro Pump, will directly hit Golurk, and with its low Speed, Golurk will be forced out more often. Substitute can be used with Focus Punch or DynamicPunch to ease prediction, as well as preventing walls such as Weezing from statusing it. Golurk can wield a Life Orb or Expert Belt to ease prediction, but will either miss the extra power provided by Choice Band or longevity from Leftovers. Hammer Arm or Superpower can be used over Drain Punch for more power, but as they generally hit the same things as Earthquake does and cause negative stat drops, the utility of Drain Punch is preferred. Zen Headbutt can be used to defeat Weezing, but that's all it does. Magic Coat can be used on the Stealth Rock set to reflect back entry hazards and surprise the opponent. Rock Polish can be used to help set up a sweep, but Golurk's Speed is too low to use it effectively and it is revenged killed easily by priority and faster Choice Scarf users such as Jynx. Rain Dance can be used on a rain team, but unless you're pressed for a team slot, it's better left to another Pokemon, as Golurk's niche is in hitting hard. Gravity can be used to utilize an accurate and powerful DynamicPunch and Earthquake, but Golurk has trouble setting up due to its low Speed, and gets forced out often. Curse can be used to catch walls by surprise, but cuts into its longevity and Golurk would rather do damage directly anyway.</p>

[Checks and Counters]

<p>Golurk might be hard to counter, but is very easy to check due to its low Speed and weaknesses to common attacking types. The best counter to the Choice Band set is Weezing, which avoids the 2HKO from all its moves and can wear Golurk down with Will-O-Wisp, Pain Split, and Fire Blast, while only fearing the nonexistent Zen Headbutt. Good prediction is key to countering the Choice Band set, as each move lets certain Pokemon come in on it. Alomomola and Tangela can come in, take a hit and scout for moves, and switch out to the appropriate check while healing HP with Regenerator. Golbat and Misdreavus can switch in on anything bar Ice Punch and Shadow Punch respectively and slowly wear Golurk down. Braviary and Swellow can switch in on both of Golurk's STAB moves and retaliate with Brave Bird or gain momentum with U-turn. Ludicolo can take a hit, outspeed, and OHKO Golurk, but it is a shaky check at best. Most Pokemon carrying a STAB Water-, Ice-, Grass-, Ghost-, or Dark-type move can come in and revenge kill Golurk. Examples include Jynx, Samurott, and Ludicolo. Skuntank can also play mind games with Golurk using Sucker Punch and Pursuit if it comes in safely. </p>
 
hi. 2 cents :)
  • Shadow Punch is rather underwhelming on the first set, only having 90 Base Power after STAB and not much coverage. I would slash it over Ice Punch imo.
  • Thunderpunch isn't a good option on any Golurk set; Earthquake hits hard Alo hard enough.
 

scorpdestroyer

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ThunderPunch 2HKOs Alo after SR, Earthquake doesn't. Tbh I haven't tried out ThunderPunch yet, and if QC doesn't like it I'll remove it

Shadow Punch on the first set is to hit Missy and Haunter while dealing damage to Golurk. Ice Punch does pitiful damage to Missy (less than 25% iirc) and less damage to Golurk than Shadow Punch (still 2HKOs though). Shadow Punch actually hits harder thanks to STAB and I think Tangela is the only one that suffers. I'll wait for QC's opinion on this
 

Punchshroom

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[Overview]
Golurk is by no means easy to setup on, but do mention it has a tendency to be easily revenge killed or forced out due to its weaknesses.
 
ThunderPunch 2HKOs Alo after SR, Earthquake doesn't. Tbh I haven't tried out ThunderPunch yet, and if QC doesn't like it I'll remove it

Shadow Punch on the first set is to hit Missy and Haunter while dealing damage to Golurk. Ice Punch does pitiful damage to Missy (less than 25% iirc) and less damage to Golurk than Shadow Punch (still 2HKOs though). Shadow Punch actually hits harder thanks to STAB and I think Tangela is the only one that suffers. I'll wait for QC's opinion on this
Earthquake: 100 BP x 1.5 (STAB) = 150 BP
Thunderpunch: 75 BP x 2 (super effective) = 150 BP

???

anyways, I'll QC this in a bit, but Thunderpunch shouldn't be anywhere but OO.
 

Shuckleking87

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Earthquake: 100 BP x 1.5 (STAB) = 150 BP
Thunderpunch: 75 BP x 2 (super effective) = 150 BP

???

anyways, I'll QC this in a bit, but Thunderpunch shouldn't be anywhere but OO.
Actually, on iron fist sets, which increase punching moves by 20%, I think thunderpunch is 180BP. Don't know if this makes the difference between 2HKOing Alomomola or not, though I would not use thunderpunch otherwise on a CB set
 

WhiteDMist

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I feel like you should slash Stone Edge next to Shadow Punch on the Stealth Rock set instead of AC so that you have an option to hit Flying-types that is not DynamicPunch. Earthquake and Stone Edge do handle most Ghost-types regardless, though it is hard to give up STAB. But SE still has more BP on neutral hits, while SP only has more BP against Ghost and Psychic-types (some of which EQ hits harder without the Iron Fist boost).
 
Just speaking from experience, I always use Ice Punch over Shadow Punch where there is a choice, mainly because it still hits Haunter very hard (Iron Fist is an OHKO after SR iirc), OHKOes Drifblim after SR and 2HKOes Golurk. And it offers a stronger hit on Flying types (Golbat, Altaria, Braviary and the rest), Grass types (Serperior, Tangela, Vileplume, Torterra etc) and other Ground types that love to switch in, and is generally a more useful move than Shadow Punch (possibility to fish for freeze hax etc). It still has STAB Earthquake to hit Musharna, the only thing it misses badly out on is Misdreavus which I think is definitely worth it for all the extra coverage and damage.

The other thing is I don't think Sub + Focus Punch is very good, from experience I think Sub + Dynamic Punch is nearly always better. It's an easily spammable move with no drawbacks and hax can do wonders sometimes (Sub makes it so much more dangerous than DPunch on its own). So yeah I suggest removing Focus Punch altogether into OO but Sub + DPunch is a very potent set.
 

ebeast

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[Overview]
  • Golurk is not easy to set up on at all. Do what Punchshroom said here.

  • No Guard is extremely mediocre on Golurk and one of the things we should be striving for in this revamp is to have the least amount of people using No Guard Golurk as possible. Remove the point of it having 2 good abilities, it only really has Iron Fist which is all it needs.

  • Mention that in the metagame it is used to break walls with Choice Band or set up Stealth Rock while taking advantage of its typing to get free switch ins.

~~First things first I would put Choice Band before Stealth Rock and move the Substitute set to Other Options.

[SET] (Choice Band)
  • Remove Thunderpunch and add it to AC.

  • Change EV spread to 80 HP / 252 Atk / 176 Spe. 176 Spe allows you to outspeed max Speed Golem, who nowadays is using Explosion over Sucker Punch.

[SET COMMENTS] (Choice Band)
  • When talking about Ice Punch mention that it's there to hit Normal/Flying Pokemon such as Braviary and Swellow who are naturally immune to both of Golurk's STABs. I would change the Tangela mention to saying that it also 2HKOes Tangela after Stealth Rock most of the time.

  • Remove Thunderpunch since it will be in AC now.

  • Add that Drain Punch can be used a middle-weight attack when you don't know whether to Earthquake or Ice Punch since it still hits most Ground-type weak Pokemon supereffectively while covering the Normal/Flying Pokemon.

  • Add that Golurk uses its immunities and resists to switch in and deal massive damage to anything. EQ pretty much 2HKOes any resist like Serperior and Ludicolo.

[ADDITIONAL COMMENTS]
  • Change the mention of Speed EVs to talk about how it outspeeds max Speed Golem.

  • Remove the 2nd point, No Guard is not even worth a mention.

  • Mention that Metang and Golurk together beat a lot of Pokemon and that Golurk can spinblock Scolipede's Spikes.

  • Add why hazards are good for Golurk. (2HKOing Alomomola, Tangela, and possibly more)

  • Mention how Exeggutor as a Pokemon that beats Alomomola and Tangela. Sawsbuck does not set up on Tangela, it straight up loses to it. Add more Pokemon here.

  • Vileplume does not counter Golurk. Add Alomomola and Tangela to the list of Pokemon Gothorita traps.

[SET] (Stealth Rock)
  • Change the set completely. No Guard is usable on this set, but not as the main one. Make it:
    [SET]
    name: Stealth Rock
    move 1: Stealth Rock
    move 2: Earthquake
    move 3: Shadow Punch
    move 4: Ice Punch
    item: Leftovers
    ability: Iron Fist
    nature: Adamant
    evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS] (Stealth Rock)
  • Since the set is now different you need to redo the Set Comments

[ADDITIONAL COMMENTS] (Stealth Rock)
  • Redo this but make a mention on No Guard + DynamicPunch to stop some Stealth Rock mons.

[Other Options]
  • Add the Substitute set here

  • Remove the last 3 points

[Checks and Counters]
  • Remove the first point. Even though Golurk is hard to counter, it's really easy to check.

  • Remove the third point, it is no longer a main set

  • Remove the last 4 points.

Implement these. Once you redo Stealth Rock's Set Comments and Additional Comments I'll look over at those and the rest of the analysis again to see if it's ready for a stamp.
 

scorpdestroyer

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I must have messed up the calcs somewhere regarding ThunderPunch. Oh well.

Will get this done once I get on the computer. On mobile now.
 

tennisace

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I'll do a full check when you make the changes already listed, but the main problem with No Guard is that opposing Pokemon get a free 100% accurate shot on it most of the time (stuff like Hydro Pump Ludicolo / Samurott / Seismitoad) since it's easily outsped, and should be noted as such.
 

scorpdestroyer

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Made above changes. I put ThunderPunch in AC because EBeast said so.

I didn't change the SR AC much because it's pretty much the same apart from a change in ability
 
Mention Colbur Berry, as it allows Golurk to counter Skuntank, who can now only 3HKO instead of 2HKO with Crunch / Sucker Punch.
 

ebeast

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Do mention Colbur on Stealth Rock's AC, but don't call it a counter because it still cannot switch into a Crunch. Mention that Colbur allows Golurk to lure in Skuntank and OHKO it with Earthquake.
 
in set comments for CB, mention that Golurk needs hazards to get the 2HKO on mola

in AC for Stealth Rock, mention that No Guard also means that Misdreavus and Weezing get a guaranteed burn w/ Will-o

in C&C, mention that mola and Tangela can switch in, take a hit, and pivot out (and regain health with Regenerator) into an appropriate check to the CB set.

this is really good, and all three of these things are super minor.

[qc]3/3[/qc]
 

cb aaron judge

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amcheck

[Overview]

<p>Giant fighting robots are usually tough opponents, and Golurk is no exception, as it is one of the premier physical threats in the tierNU. Its typing grants it a fantastic dual STAB combination, an immunity to Volt Switch, as well as allowing it to check Primeape and Sawk not locked into Ice Punch, two of the tier's most common Fighting-types. It also grants itGolurk an immunity to Rapid Spin, and its capable of beating all the spinners in the tier. Wielding a Choice Band, Golurk becomes one of the most fearsome wallbreakers, capable of 2HKOing the entire tier with the appropriate move. It can also make use of its numerous switch-in opportunities to support the team by setting up Stealth Rock throughout the match. However, Golurk is often held back by its low speed, leaving it unable to sweep fast teams and prone to being revenge killed. Its typing is also sometimes a double-edged sword, often forcing it to retreat due to its numerous weaknesses to common types in NU.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Drain Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]

<p>Golurk's Choice Band set is one of the hardest things to counter and can function as a wallbreaker many offensive teams can use. Its numerous resistances allows it to switch into the battlefield many types. Its amazing power can easily 2HKO the entire tier, including some resists. However, this set is extremely reliant on prediction as a wrong move can mean a free switch-in that forceds Golurk out.</p>

<p> Earthquake is Golurk's main STAB move, hitting extremely hard, even 2HKOing the mightvery bulky Alomomola after Stealth Rock damage. Shadow Punch is Golurk's second STAB move. Boosted by Iron Fist, it hits Ghost-types such as Misdreavus and Haunter for major damage. Ice Punch provides further coverage, hitting Normal- and Flying-types such as Braviary who are otherwise immune to Golurk's STAB moves. It also carries a good chance to 2HKO Tangela after Stealth Rock. Finally, Drain Punch can hit Normal-types for super effective damage, as well as giving Golurk a form of recovery. It can also be used as an "in-between move" if prediction is too risky as it hits Steel-types for super effective damage like Earthquake, while hitting the Normal/Flying-types for neutral damage.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs on the set allow Golurk to outpace fully invested Adamant Golem since Sucker Punch is now less common. ThunderPunch is another option that nabs a guaranteed 2HKO on Alomomola, although Earthquake hits nearly as hard. Because Golurk needs Stealth Rock up to have a guaranteed 2HKO on the likes of Alomomola and Tangela, hazard support is almost mandatory. Metang is an excellent partner as it can take hits from Swellow and Jynx who usually force Golurk out if the user predicts wrongly, and can set up rStealth Rocks for Golurk. Scolipede can take Grass-type moves aimed at Golurk and help set up Spikes. Meanwhile, Golurk helps to spinblock them. Ludicolo is a decent partner for Golurk as it also appreciates hazard support and reliably beats most Water-types that threaten Golurk. Since Golurk draws in Tangela and Alomomola often, teammates that set up on them are appreciated. Exeggutor can switch in for free on them most of the time and break them down on the special side. Calm Mind Musharna with Heal Bell can also set up on Alomomola. Roselia is also a good partner, setting up Spikes against these threats. Finally, Gothorita is also an amazing partner for this Golurk as it traps and eliminates Weezing, Tangela and Alomomola for Golurk.</p>

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

[SET COMMENTS]

<p>Instead of breaking down walls with immense power, this set focuses on Golurk's numerous switch-in opportunities and ability to beat common leads with its STAB moves to set up Stealth Rock throughout the match. Thanks to it being part Ghost, Golurk is the only Pokemon in NU that can set up rocks and spinblock at the same time. Earthquake can get a super effective hit on common leads like Bastiodon, Garbodor and Golem. Shadow Punch allows Golurk to beat Ghost-types like Misdreavus and Haunter. Finally, Ice Punch hits Normal/Flying-types such as Swellow and Braviary who are otherwise immune to Golurk's STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>No Guard with DynamicPunch can be considered, allowing Golurk to mess with opposing leads and prevent them from setting up rocks. However, this makes dangerous moves from opposing Pokemon fully accurate, such as Will-O-Wisp from Misdreavus and Weezing and Hydro Pump from Samurott and Ludicolo. Drain Punch can be used as a form of health recovery., and Stone Edge can be run to beat opposing lead Scolipede, but is pointless as Earthquake 2HKOs it anyway. Colbur Berry can be used over Leftovers to lure in Skuntank and OHKO it with Earthquake. Once again, the Speed EVs outpace max speed Adamant Golem. This Golurk is most effective on balanced teams as it can stick around and set up rocks throughout the match while providing an offensive presence. Good partners include those that appreciate hazards to help them nab extra KOs such as Ludicolo, Sawsbuck and Kangaskhan. Since this Golurk still hates Ice-, Water-, Grass- and Ghost-type moves, partners that can deal with them are appreciated. Skuntank beats Jynx and Haunter reliably and appreciates the presence of Stealth Rock. Similarly, Ludicolo can take on Water-types like Samurott for Golurk. Scolipede is another good partner as it can lay down Spikes to help the entire team, sharing good synergy with Golurk and have its hazards spinblocked by Golurk.</p>

[Other Options]

<p>No Guard with DynamicPunch is an option on the Choice Band set, however, Golurk sorely misses the power from Iron Fist and would often prefer the extra KOs over a 50% chance of screwing up the opponent's move. Besides, it also means that inaccurate moves from the opponent's side, such as Blizzard and Hydro Pump, will directly hit Golurk, and coupled with its low speed, forces it out more often. Substitute can be used with Focus Punch or DynamicPunch to ease prediction and become annoying in general, as well as preventing walls such as Weezing from statusing it. Golurk can wield a Life Orb or Expert Belt to ease prediction, but will either miss the extra power provided by Choice Band or longevity from Leftovers. Hammer Arm or Superpower can be used over Drain Punch for more power, but as they generally hit the same things as Earthquake does and cause negative stat drops, the utility of Drain Punch is preferred. Zen Headbutt can be used to defeat Weezing, but that's all it does. Magic Coat can be used on the Stealth Rock set to reflect back rocks and surprise the opponent. Rock Polish can be used to help set up a sweep, but Golurk's speed is too low to use it effectively and getit is revenged killed easily by priority and faster scarfers such as Jynx. Rain Dance can be used on a rain team, but unless you're pressed for a team slot, it's better left to another Pokemon as Golurk's niche is in hitting hard. Gravity can be used to abuse an accurate and powerful DynamicPunch and Earthquake, but Golurk has trouble setting up due to its low speed, and gets forced out often. Curse can be used to catch walls by surprise, but cuts into its longevity and Golurk would rather do damage directly anyway.</p>

[Checks and Counters]

<p>Golurk may be hard to counter, but is very easy to check due to its low speed and weaknesses to common attacking types. The best counter to the Choice Band set is Weezing, who avoids the 2HKO from all its moves and can wear Golurk down with Will-O-Wisp, Pain Split and Fire Blast, while only fearing the nonexistent Zen Headbutt. Good prediction is key to countering the Choice Band set, as each of Golurk's moves have something to take it. Alomomola and Tangela can come in, take a hit and scout for moves and switch out to the appropriate check while healing HP with Regenerator. Golbat and Misdreavus can switch in on anything bar Ice Punch and Shadow Punch respectively, and slowly wear Golurk down. Braviary and Swellow can switch in on both *of Golurk's STAB moves and retaliate with Brave Bird, or gain momentum with U-Tturn. Ludicolo can take a hit, outspeed and OHKO Golurk, but it is a shaky check at besr. Most Pokemon carrying a STAB Water-, Ice-, Grass-, Ghost- or Dark-type move can come in after Golurk killed something and force it out. Examples are Jynx, Samurott and Ludicolo. Skuntank can also play Pursuit/Sucker Punch mind games with Golurk if it comes in safely, but must be careful of a Colbur Berry.</p>


[Overview]

<p>Giant fighting robots are usually tough opponents, and Golurk is no exception, as it is one of the premier physical threats in NU. Its typing grants it a fantastic dual STAB combination, an immunity to Volt Switch, as well as allowing it to check Primeape and Sawk not locked into Ice Punch, two of the tier's most common Fighting-types. It also grants Golurk an immunity to Rapid Spin, and its capable of beating all the spinners in the tier. Wielding a Choice Band, Golurk becomes one of the most fearsome wallbreakers, capable of 2HKOing the entire tier with the appropriate move. It can also make use of its numerous switch-in opportunities to support the team by setting up Stealth Rock throughout the match. However, Golurk is often held back by its low speed, leaving it unable to sweep fast teams and prone to being revenge killed. Its typing is also sometimes a double-edged sword, often forcing it to retreat due to its numerous weaknesses to common types in NU.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Drain Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]

<p>Golurk's Choice Band set is one of the hardest things to counter and can function as a wallbreaker many offensive teams can use. Its numerous resistances allows it to switch into the battlefield many types. Its amazing power can easily 2HKO the entire tier, including some resists. However, this set is extremely reliant on prediction as a wrong move can mean a free switch-in that forces Golurk out.</p>

<p> Earthquake is Golurk's main STAB move, hitting extremely hard, even 2HKOing the very bulky Alomomola after Stealth Rock damage. Shadow Punch is Golurk's second STAB move. Boosted by Iron Fist, it hits Ghost-types such as Misdreavus and Haunter for major damage. Ice Punch provides further coverage, hitting Normal- and Flying-types such as Braviary who are otherwise immune to Golurk's STAB moves. It also carries a good chance to 2HKO Tangela after Stealth Rock. Finally, Drain Punch can hit Normal-types for super effective damage, as well as giving Golurk a form of recovery. It can also be used as an "in-between move" if prediction is too risky as it hits Steel-types for super effective damage like Earthquake, while hitting the Normal/Flying-types for neutral damage.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs on the set allow Golurk to outpace fully invested Adamant Golem since Sucker Punch is now less common. ThunderPunch is another option that nabs a guaranteed 2HKO on Alomomola, although Earthquake hits nearly as hard. Because Golurk needs Stealth Rock up to have a guaranteed 2HKO on the likes of Alomomola and Tangela, hazard support is almost mandatory. Metang is an excellent partner as it can take hits from Swellow and Jynx who usually force Golurk out if the user predicts wrongly, and can set up Stealth Rock for Golurk. Scolipede can take Grass-type moves aimed at Golurk and help set up Spikes. Meanwhile, Golurk helps to spinblock them. Ludicolo is a decent partner for Golurk as it also appreciates hazard support and reliably beats most Water-types that threaten Golurk. Since Golurk draws in Tangela and Alomomola often, teammates that set up on them are appreciated. Exeggutor can switch in for free on them most of the time and break them down on the special side. Calm Mind Musharna with Heal Bell can also set up on Alomomola. Roselia is also a good partner, setting up Spikes against these threats. Finally, Gothorita is also an amazing partner for this Golurk as it traps and eliminates Weezing, Tangela and Alomomola for Golurk.</p>

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

[SET COMMENTS]

<p>Instead of breaking down walls with immense power, this set focuses on Golurk's numerous switch-in opportunities and ability to beat common leads with its STAB moves to set up Stealth Rock throughout the match. Thanks to it being part Ghost, Golurk is the only Pokemon in NU that can set up rocks and spinblock at the same time. Earthquake can get a super effective hit on common leads like Bastiodon, Garbodor and Golem. Shadow Punch allows Golurk to beat Ghost-types like Misdreavus and Haunter. Finally, Ice Punch hits Normal/Flying-types such as Swellow and Braviary who are otherwise immune to Golurk's STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>No Guard with DynamicPunch can be considered, allowing Golurk to mess with opposing leads and prevent them from setting up rocks. However, this makes dangerous moves from opposing Pokemon fully accurate, such as Will-O-Wisp from Misdreavus and Weezing and Hydro Pump from Samurott and Ludicolo. Drain Punch can be used as a form of health recovery, and Stone Edge can be run to beat opposing lead Scolipede, but is pointless as Earthquake 2HKOs it anyway. Colbur Berry can be used over Leftovers to lure in Skuntank and OHKO it with Earthquake. Once again, the Speed EVs outpace max speed Adamant Golem. This Golurk is most effective on balanced teams as it can stick around and set up rocks throughout the match while providing an offensive presence. Good partners include those that appreciate hazards to help them nab extra KOs such as Ludicolo, Sawsbuck and Kangaskhan. Since this Golurk still hates Ice-, Water-, Grass- and Ghost-type moves, partners that can deal with them are appreciated. Skuntank beats Jynx and Haunter reliably and appreciates the presence of Stealth Rock. Similarly, Ludicolo can take on Water-types like Samurott for Golurk. Scolipede is another good partner as it can lay down Spikes to help the entire team, sharing good synergy with Golurk and have its hazards spinblocked by Golurk.</p>

[Other Options]

<p>No Guard with DynamicPunch is an option on the Choice Band set, however, Golurk sorely misses the power from Iron Fist and would often prefer the extra KOs over a 50% chance of screwing up the opponent's move. Besides, it also means that inaccurate moves from the opponent's side, such as Blizzard and Hydro Pump, will directly hit Golurk, and coupled with its low speed, forces it out more often. Substitute can be used with Focus Punch or DynamicPunch to ease prediction and become annoying in general, as well as preventing walls such as Weezing from statusing it. Golurk can wield a Life Orb or Expert Belt to ease prediction, but will either miss the extra power provided by Choice Band or longevity from Leftovers. Hammer Arm or Superpower can be used over Drain Punch for more power, but as they generally hit the same things as Earthquake does and cause negative stat drops, the utility of Drain Punch is preferred. Zen Headbutt can be used to defeat Weezing, but that's all it does. Magic Coat can be used on the Stealth Rock set to reflect back rocks and surprise the opponent. Rock Polish can be used to help set up a sweep, but Golurk's speed is too low to use it effectively and it is revenged killed easily by priority and faster scarfers such as Jynx. Rain Dance can be used on a rain team, but unless you're pressed for a team slot, it's better left to another Pokemon as Golurk's niche is in hitting hard. Gravity can be used to abuse an accurate and powerful DynamicPunch and Earthquake, but Golurk has trouble setting up due to its low speed, and gets forced out often. Curse can be used to catch walls by surprise, but cuts into its longevity and Golurk would rather do damage directly anyway.</p>

[Checks and Counters]

<p>Golurk may be hard to counter, but is very easy to check due to its low speed and weaknesses to common attacking types. The best counter to the Choice Band set is Weezing, who avoids the 2HKO from all its moves and can wear Golurk down with Will-O-Wisp, Pain Split and Fire Blast, while only fearing the nonexistent Zen Headbutt. Good prediction is key to countering the Choice Band set, as each of Golurk's moves have something to take it. Alomomola and Tangela can come in, take a hit and scout for moves and switch out to the appropriate check while healing HP with Regenerator. Golbat and Misdreavus can switch in on anything bar Ice Punch and Shadow Punch respectively, and slowly wear Golurk down. Braviary and Swellow can switch in on both *of Golurk's STAB moves and retaliate with Brave Bird, or gain momentum with U-turn. Ludicolo can take a hit, outspeed and OHKO Golurk, but it is a shaky check at besr. Most Pokemon carrying a STAB Water-, Ice-, Grass-, Ghost- or Dark-type move can come in after Golurk killed something and force it out. Examples are Jynx, Samurott and Ludicolo. Skuntank can also play Pursuit/Sucker Punch mind games with Golurk if it comes in safely, but must be careful of a Colbur Berry.</p>
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
amcheck implemented,

- in Stealth Rock AC, I changed "and Stone Edge..." to "while Stone Edge..." because "and" doesn't really fit in imo
- in Choice Band set comments, I changed after Stealth Rock damage to after hazards damage, because I kinda realize that SR doesn't guarantee the KO
- in C&C, CBT typo'd "best" so I changed that
 

michael

m as in mancy
is a Battle Simulator Admin Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
[Overview]

<p>Giant fighting robots are usugenerally tough opponents, and Golurk is no exception, as it is one of the premier physical threats in NU. Its typing grants it a fantastic dual STAB combination, an immunity to Volt Switch, as well as the abillowing ity to check Primeape and Sawk not locked into Ice Punch, two of the tier's most common Fighting-types. It also grants Golurk can immunity to Rapid Salso spin,block and its capable ofn beating all thevery spinners in the tier. Wielding a Choice Band, Golurk becomeis one of the most fearsome wallbreakers, capable of 2HKOing the entire tier with the appropriate move. It can also make use of its numerous switch-in opportunities to support the team by setting up Stealth Rock throughout the match. However, Golurk is often held back by its low sSpeed, leaving it unable to sweep fast teams and prone to being revenge killed. Its typing is also sometimes a double-edged sword, often forcing it to retreat due to its numerous weaknesses to common types in NU, such as X.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Drain Punch
item: Choice Band
ability: Iron Fist
nature: Adamant
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]

<p>Golurk's with a Choice Band set is one of the hardest thingsPokemon to counter and can function as a wallbreaker many offensive teams can use. Its numerous resistances allows it to switch into the battlefield many types. Iimes and its amazing power can easily 2HKO the entire tier, including some Pokemon that resists Ground. However, this set is extremely reliant on prediction as a wrong move can mean a free switch-in that forces Golurk outlet a dangerous Pokemon such as X set up.</p>

<p> Earthquake is Golurk's main STAB move, hitting extremely hard, even 2HKOing the very bulky Alomomola after some hazardStealth Rock and Spikes. Shadow Punch is Golurk's second STAB move. Boosted by Iron Fist, it hits Ghost-types such as Misdreavus and Haunter for major damage. Ice Punch provides further coverage, hitting Normal- and Flying-types such as Braviary whothat are otherwise immune to Golurk's STAB moves. It also carries a good chance to 2HKO Tangela after Stealth Rock. Finally, Drain Punch can hit Normal-types for super effective damage, as well as giving Golurk a form of recovery. It can also be used as an "in-between relatively safe move" if prediction is too risky, as it hits Steel-types for super effective damage like Earthquake, while hitting the Normal / Flying-types Pokemon for neutral damage.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs on the set allow Golurk to outpace fully invested Adamant Golem since Sucker Punch is now less common. ThunderPunch is another option that nabs a guaranteed 2HKO on Alomomola after Stealth Rock, although Earthquake hits nearly as hard. Because Golurk needs Stealth Rock up to have a guaranteed 2HKO on the likes of Alomomola and Tangela, hazard support is almost mandatory. Metang is an excellent partner as it can take hits from Swellow and Jynx who usuallyich force Golurk out if the user predicts wrongly, and can set up Stealth Rock for Golurk. Scolipede can take Grass-type moves aimed at Golurk and help set up Spikes. Meanwhile, Golurk helps to spinblock them. Ludicolo is a decent partner for Golurk as it also appreciates hazard support and reliably beats most Water-types that threaten Golurk. Since Golurk draws in Tangela and Alomomola often, teammates that set up on them are appreciated. Exeggutor can switch in for free on them most of the time and break them down on with powerful special attackside. Calm Mind Musharna with Heal Bell can also set up on Alomomola. Roselia is also a good partner, setting up Spikes against these threats. Finally, Gothorita is also an amazing partner for this Golurkset as it traps and eliminates Weezing, Tangela, and Alomomola for Golurk.</p>

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

[SET COMMENTS]

<p>Instead of breaking down walls with immense power, tThis set focuses on Golurk's numerous switch-in opportunities and ability to beat common leads with its STAB moves to set up Stealth Rock throughout the match. Thanks to it being part Ghost, Golurk is the only Pokemon in NU that can set up rStealth Rocks and spinblock at the same time. Earthquake can get a super effective hit on common leads likeincluding Bastiodon, Garbodor, and Golem. Shadow Punch allows Golurk to beat Ghost-types like Misdreavus and Haunter. Finally, Ice Punch hits Normal / Flying-types such as Swellow and Braviary whoich are otherwise immune to Golurk's STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>No Guard with DynamicPunch can be considered, allowing Golurk to mess with opposing leads and prevent them from setting up rStealth Rocks. However, this makes dangerous moves from opposing Pokemon fully accurate, such as Will-O-Wisp from Misdreavus and Weezing and Hydro Pump from Samurott and Ludicolo. Drain Punch can be used as a form of health recovery, while Stone Edge can be run to beat opposing lead Scolipede, but is pointless as Earthquake 2HKOs it anyway. Colbur Berry can be used over Leftovers to lure in Skuntank and OHKO it with Earthquake. Once again, tThe Speed EVs outpace max sSpeed Adamant Golem. This Golurk is most effective on balanced teams as it can stick around and set up rStealth Rocks throughout the match while providing an offensive presence. Good partners include those that appreciate hazards to help them nab extra KOs such as Ludicolo, Sawsbuck, and Kangaskhan. Since this Golurk still hates Ice-, Water-, Grass-, and Ghost-type moves, partners that can deal with them are appreciated. Skuntank beats Jynx and Haunter reliably and appreciates the presence of Stealth Rock. Similarly, Ludicolo can take on Water-types like Samurott for Golurk. Scolipede is another good partner as it can lay down Spikes to help the entire team, sharinges good synergy with Golurk, and haves its hazards spinblocked by Golurk.</p>

[Other Options]

<p>No Guard with DynamicPunch is an option on the Choice Band set,; however, Golurk sorely misses the power from Iron Fist and would often prefer the extra KOs over a 50% chance of screwing up the oppconfusionent's move. Besides, it also means that inaccurate moves from the opponent's side, such as Blizzard and Hydro Pump, will directly hit Golurk, and coupled with its low sSpeed, Golurk will be forces itd out more often. Substitute can be used with Focus Punch or DynamicPunch to ease prediction and become annoying in general, as well as preventing walls such as Weezing from statusing it. Golurk can wield a Life Orb or Expert Belt to ease prediction, but will either miss the extra power provided by Choice Band or longevity from Leftovers. Hammer Arm or Superpower can be used over Drain Punch for more power, but as they generally hit the same things as Earthquake does and cause negative stat drops, the utility of Drain Punch is preferred. Zen Headbutt can be used to defeat Weezing, but that's all it does. Magic Coat can be used on the Stealth Rock set to reflect back rockhazards and surprise the opponent. Rock Polish can be used to help set up a sweep, but Golurk's sSpeed is too low to use it effectively and it is revenged killed easily by priority and faster sChoice Scarf users such as Jynx. Rain Dance can be used on a rain team, but unless you're pressed for a team slot, it's better left to another Pokemon as Golurk's niche is in hitting hard. Gravity can be used to abutilise an accurate and powerful DynamicPunch and Earthquake, but Golurk has trouble setting up due to its low sSpeed, and gets forced out often. Curse can be used to catch walls by surprise, but cuts into its longevity and Golurk would rather do damage directly anyway.</p>

[Checks and Counters]

<p>Golurk mayight be hard to counter, but is very easy to check due to its low sSpeed and weaknesses to common attacking types. The best counter to the Choice Band set is Weezing, whoich avoids the 2HKO from all its moves and can wear Golurk down with Will-O-Wisp, Pain Split, and Fire Blast, while only fearing the non-existent Zen Headbutt. Good prediction is key to countering the Choice Band set, as each of Golurk's moves have something to take lets certain Pokemon set up on it. Alomomola and Tangela can come in, take a hit and scout for moves and switch out to the appropriate check while healing HP with Regenerator. Golbat and Misdreavus can switch in on anything bar Ice Punch and Shadow Punch respectively, and slowly wear Golurk down. Braviary and Swellow can switch in on both of Golurk's STAB moves and retaliate with Brave Bird, or gain momentum with U-turn. Ludicolo can take a hit, outspeed and OHKO Golurk, but it is a shaky check at best. Most Pokemon carrying a STAB Water-, Ice-, Grass-, Ghost-, or Dark-type move can come in after Golurk killed somethind reveng and force it outkill Golurk. Examples arinclude Jynx, Samurott and Ludicolo. Skuntank can also play Pursuit/mind games with Golurk using Sucker Punch miand games wPursuith Golurk if it comes in safely, but must be careful of a Colbur Berry.</p>
replace X with some relevant moves/types/pokemon/whatever
also you need to use serial commas at the end of lists. example: 1, 2, and 3 (correct) vs 1, 2 and 3 (incorrect)

[gp]1/2[/gp]

[gp]1/2[/gp]

edit: you a) get two stamps because i'm a dumb and posted it twice and b) need to remember Speed as a stat is always capitalised
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
mikel's check implemented, except in C&C, I said "lets certain Pokemon come in on it" instead of "set up on it" because not all of Golurk's checks can set up on it (eg. Tangela, Mola). Hope it's fine
 

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